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v1.65 beta 4 Patch available (red version)

For test results, bug reports, announcements of new builds etc.

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aegidian
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v1.65 beta 4 Patch available (red version)

Post by aegidian »

V1.65 beta 4 fixes bugs in v1.65b3, adds custom cargo and escape pods, an improved ship-smoothing method that permits nicer ship models and improves AIs by separating out commonly used subroutines.

This beta should be stable - and will hopefully be the basis of v1.65 final in a week or two's time.

V1.65 betas are test releases for new technologies in Oolite's engine. They *should* be markedly faster than v1.64, but may be less stable. If you notice a change in performance in Oolite on your machine (for better or worse) - please send details of your machine and the changes to [email protected].

Note this upgrade comes in two flavours, one for PowerPC, one for the Universal Binary release.
Please check which version of Oolite you are using before proceeding by using Finder's Get Info on Oolite.app - if it says Kind: Application (PowerPC) use the PowerPC version, if it is Kind: Application (Universal) use the Universal Binary version.

FOR PowerPC VERSION (Standard Release Version)
:arrow: http://www.digitalnervouswreck.com/ooli ... o165b4.zip

FOR UNIVERSAL BINARY VERSION
:arrow: http://www.digitalnervouswreck.com/ooli ... 65b4UB.zip

:arrow: Download the file above and expand it.

:arrow: Drag Oolite.app (v1.62+) onto the DropUpgradeOoliteTo165b4 or DropUpgradeOoliteTo165b4UB application.

:!: A small file called OolitePatch.log will be written to your desktop. If you have any problems upgrading you should mail me this file along with any crash reports and console.log entries.

:!: Oolite should immediately launch and give an 'Update successful' message.

The menu option About Oolite should also now show the version number as 1.65

Note that this will not update Oolite's version number in the Finder 'Get Info' box until the Finder is relaunched.


Main Changes for Version 1.65 (all versions)

beta 4

• Numerous small niggly bugfixes.
• Custom cargopods can be specified by creating shipdata.plist entries whose 'role' element contains the name of a specific commodity.
• Docking autopilot calculates when to slow down better.
• Docking and route waypoint AIs are improved and separated out as 'AI subroutines'.
• Contracts and 'taxi jobs' unavailable to the player are greyed out.
• Collision lists are maintained more often - hopefully quashing the "ghost ship" bug.
• Ships can have custom escape pods - set <key>escape_pod_model</key><string>custom_pod</string> in the shipdata.plist entry.
• "Commander Schrodinger" bug fixed. Multiple escape pods are possible if <key>has_escape_pod</key> is <real>2.0</real> or higher.
• Ship models can now have 'smoothing groups', indicated by the 'red' part of face data.
• Cloaking device now portable between ships.
• Fixed problems with 'select/enter' key repeating in mission selection screens.

beta 3

• Debugging options are available from the Pause screen - press 0 for an object dump (and to switch off debugging messages), press 'c' for octree debugging messages, press 'b' for collision debugging messages, 'press 'd' for ALL debugging messages (may slow Oolite down a bit!).
• You can now jump between systems that share coordinates.
• Cloaking device is fixed and working again.
• Autopilot docking routine now matches the cross-sectional shape of your ship to the cross-sectional shape of the dock.
• Added custom viewports for ships (see the Python Class Cruiser's latest iteration at http://oosat.alioth.net/node/7 for an example). You select custom views by pressing repeatedly 'v' (keyconfig is 'key_custom_view') View positions, directions, names and equivalent weapon facings can all be set.
• Added code to deal with when cargo contracts are short a barrel or two.
• Cache is now handled better, old caches are deleted and new ones created for each new version number.
• Began using Xcode 2.3.
• Fixed crashing problem while AIs scan for ships.
• Fixed some problems expanding script text elements.
• Fixed octree collision code.

beta 2

• Fixed showing planets on the f7 screen.
• Fixed hasShipyard to enable shipyards on non-system stations and carries.
• Fixed problems with Trumbles script.
• Fixed autopilot problems caused by customsounds.
• Implemented rescue and capture of NPCs in escape pods. Special NPCs can be specified in characters.plist and added to ships by using <key>pilot</key><string>character.plist-key</string>. NPCs can have script_actions that are called when they disembark your ship. An NPC has been added to the constrictor hunt script as the thief.
• Some work correcting cargo levels displays.
• Some work improving how AIs scan for ships.

beta 1

• Implemented <key>hasShipyard</key> for stations and carriers. Use either a number (0..1) or an array of conditions as the value.
• Mission and local variables are now expanded recursively.
• Implemented fuel restriction to 7.0LY (even when specified higher).
• Optimised planet drawing at a distance (cures depth-buffer problems) and linked atmosphere resolution to the planet resolution (one LoD stutter instead of two).
• Neater delivery report screen.
• Splinters no longer count as kills.
• Sleepy pirates no longer so sleepy.
• Custom sounds for many events can be specified (see customsounds.plist).
• Background scenes for some GUI screens implemented (including views of planets in the system data screen).
• FPS display now shows number of collision tests per tick.
• Eliminated ghost-ship bug.
• Implemented very efficient collision detection optimisation and octree based collision detection (needs lots of testing - for speed and accuracy).
• Debugging messages optimised.
• System inhabitants now get better pluralisations.
• Lighting changes on GUI ship displays.
• OOScript adopted as new means of writing OXP scripts.
• Allowed for a greater variety of docking port shapes.
• Sound code fixed (thanks Ahruman.)
• Flashers and rotating sub-entities now show up in GUI ship displays.
• NPC ships now occasionally deploy q-bombs!
• Many other glitches, typos and minor bugs fixed.
• <key>like_ship</key> in shipdata.plist now performs correctly.

Version 1.64

• New equipment: EQ_HEAT_SHIELD, External heat shielding to make sun-skimming easier; EQ_TARGET_MEMORY, allows the shipcomp to store/recall up to 16 targets.
• Equipment availability system augmented, see equipment.plist for details.
• Improved implementation of radiation damage (very slightly less deadly, applies to NPC ships too).
• Implemented scanner un-zoom (press shift-Z).
• Allow selection of coincident target systems on the chart screens (click just above or below the system).
• Implemented control for ambient light level in planetinfo.plist (<key>ambient_level</key><real>1.0</real>).
• Implemented <key>isCarrier</key><true/>|<false/> in shipdata.plist entries.
• Implemented <key>rotaing</key><true/>|<false/> in shipdata.plist entries for stations.
• Implemented better handling of over-complicated models.
• More improemnts to sound code (thanks Ahruman).
• Fixed image handling problem (fixes Lave.oxp's moon bug).
• Fixed collision/scooping problems (fixes 'ghost escape pod' bug).
• Fixed text input problems (fixes 'Commander name change' bug, thanks Winston).
• Improvements to missile code: in shipdata.plist <key>missile_role</key> to select missiles fired by the ship, thargons going uncontrolled now properly shuck their target locks.
• Optimised lighting routines and aded more respect for the 'Reduced Detail' mode.
• Switched to GUSTO (Grand Unified Source Tree for Oolite) for future development.
• Many other minor bugfixes and glitch eliminations.

Version 1.63

• Bugfix to using zoom key in other chart screens.
• Laser vs. Ship collision detection now performed using octrees (more accurate.)
• Bug where default volume setting was 'Mute' fixed.
• All ship default console graphics are now drawn rather than taken from images.
• Hyperspace destination selected is now stored in the save game.
• ECM hardened missiles are no longer completely ECM proof (only 90% so.)
• Invincible Thargoid bug fixed.
• More aggressive data caching at start-up.
• Oolite 'strict' implements a non-zero forward velocity when speed is zero (like og. Elite.)
• 'addShipsWithinRadius:' 'consoleMessage3s:' 'consoleMessage6s:' methods implemented for scripting.
• Custom cargopods may be 'pre-filled' in their shipdata.plist entries.
• Player ship's model now drawn, permitting views of its external parts!
• Minor glitches fixed.
• Fuel scoop status indicator added to main display.
• Scooping flotsam now uses 'scoop_position' to determine where scooped items disappear into the ship.
• Major memory-use problems in AI addressed.
• Collision finding majorly overhauled to (crudely) partition space before tracking collisions - a big optimisation.

Note this patch can only upgrade Mac OS X Oolite v1.62 or later to the current version.
Last edited by aegidian on Mon Jul 10, 2006 10:06 am, edited 1 time in total.
"The planet Rear is scourged by well-intentioned OXZs."

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Post by the alberts »

All good so far - except I just noticed on the local map the planet info is no longer available when you press 'i'.

Is this deliberate - as I was a fan of using it!
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Post by the alberts »

Ah, just found it - 'v' now does the job...
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Post by Star Gazer »

:lol: :lol:
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Re: v1.65 beta 4 Patch available (red version)

Post by Draco_Caeles »

aegidian wrote:
• Custom cargopods can be specified by creating shipdata.plist entries whose 'role' element contains the name of a specific commodity.
Giles, I want to have your babies :D
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Re: v1.65 beta 4 Patch available (red version)

Post by Wolfwood »

Draco_Caeles wrote:
Giles, I want to have your babies :D

You know that that could be held against you in the court of law, don't you? :o
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Re: v1.65 beta 4 Patch available (red version)

Post by Draco_Caeles »

Wolfwood wrote:
You know that that could be held against you in the court of law, don't you? :o
*laughs* What can't these days? :lol:
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Post by Rxke »

Code: Select all

2006-06-27 18:21:28.878 Oolite[428] ERROR *** broken x_next <ShipEntity Adder 388> list (1) ***

2006-06-27 18:21:28.878 Oolite[428] REBUILDING all linked lists from scratch
And then afte blowing up a ship: Not sure this is a bug, but it sure is a debug ... ;)

Code: Select all

2006-06-27 18:24:48.945 Oolite[428] DEBUG [Universe getShipWithRole: Machinery] couldn't find a ship!

2006-06-27 18:24:48.978 Oolite[428] DEBUG [Universe getShipWithRole: Slaves] couldn't find a ship!

2006-06-27 18:25:55.125 Oolite[428] DEBUG [Universe getShipWithRole: luxuries] couldn't find a ship!

2006-06-27 18:25:55.161 Oolite[428] DEBUG [Universe getShipWithRole: luxuries] couldn't find a ship!

2006-06-27 18:25:55.197 Oolite[428] DEBUG [Universe getShipWithRole: luxuries] couldn't find a ship!

2006-06-27 18:25:55.233 Oolite[428] DEBUG [Universe getShipWithRole: luxuries] couldn't find a ship!
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Post by Draco_Caeles »

Sounds like my cue :D
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Post by aegidian »

Ah. Better remove that debugging message...
"The planet Rear is scourged by well-intentioned OXZs."

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Post by Star Gazer »

Complete Oolite crash whilst looping up to intercept SuperCobra in witch-space, having just despatched a Thargoid fleet including a mothership - well that was a waste of 2000cr. ...!! :evil:


PID: 700
Thread: 0

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000000

Thread 0 Crashed:
...
...
Thread 0 crashed with PPC Thread State 64:
srr0: 0x0000000000000000 srr1: 0x100000004200f030 vrsave: 0x0000000000000000
cr: 0x24000444 xer: 0x0000000000000000 lr: 0x0000000000000000 ctr: 0x0000000092921264
r0: 0x0000000000000000 r1: 0x0000000013c21000 r2: 0x000000000074c000 r3: 0x00000000a2942b88
r4: 0x0000000090a4dff0 r5: 0x0000000092920844 r6: 0x00000000bfffe194 r7: 0x00000000000000ff
r8: 0x00000000bfffe180 r9: 0x00000000013531b0 r10: 0x0000000090a3c628 r11: 0x0000000028000442
r12: 0x0000000092921264 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000000000
r16: 0x0000000000190000 r17: 0x0000000000000000 r18: 0x0000000000000000 r19: 0x0000000000000000
r20: 0x0000000000000000 r21: 0x0000000000000000 r22: 0x0000000000000000 r23: 0x0000000000000000
r24: 0x0000000000000000 r25: 0x0000000000000000 r26: 0x0000000000000000 r27: 0x0000000000000000
r28: 0x0000000000000000 r29: 0x0000000000000000 r30: 0x0000000000000000 r31: 0x0000000000000000

Full thread info pm'ed to you aegidian

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Post by CWolf »

Kewl, any idea how long until the PC port is ready?
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