v1.65 release candidate 1 Patch available (orange version)

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aegidian
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v1.65 release candidate 1 Patch available (orange version)

Post by aegidian »

V1.65 release candidate 1 fixes bugs in v1.65b4, improves the AI and adds a few more user-suggested features.

If there are no show-stopping bugs rc1 will be the basis of a full release in a few days time.

Okay, I've not implemented everything I wanted to do - but this has working high-res collision detections and a shed load of other features over v1.62 - so this is where I'll draw a line for now.

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 ... 165rc1.zip

FOR UNIVERSAL BINARY VERSION
:arrow: http://www.digitalnervouswreck.com/ooli ... 5rc1UB.zip

:arrow: Download the file above and expand it.

:arrow: Drag Oolite.app (v1.62+) onto the DropUpgradeOoliteTo165rc1 or DropUpgradeOoliteTo165rc1UB 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)

rc 1

• Updated documentation.
• Ships explode slightly more slowly and dramatically.
• keyconfig.plist now accepts strings (characters) as well as ASCII.
• External views added to each standard ship.
• Docking autopilot calculates when to slow down better.
• Improvements to AI and piloting.
• Fixed disappearing cargo bug.
• Tweaked exhaust position during high speed (no longer recedes).
• Map Info key bug fixed.
• Some ships now un-piloted. Only piloted ships communicate.
• White space in getShipWithRole: requests now replaced by underscore.
• Most recently scooped cargo is now first to be ejected (LIFO).
• Fixes problem with TL on carrier ship markets.

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 17, 2006 6:11 pm, edited 1 time in total.
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CWolf
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Post by CWolf »

Any news on when the PC port will be ready?
The act of talking b*ll*cks whilst waving one's arms about wildly is referred to as testiculation.

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Post by aegidian »

CWolf wrote:
Any news on when the PC port will be ready?
I can't say (because I'm not responsible for it) but it's usually only a matter of a few days.
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Post by winston »

CWolf wrote:
Any news on when the PC port will be ready?
You can always come over to the Dark Side and run Linux :-)
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Post by CWolf »

Heh, I would dearly, dearly LOVE to mate. My previous machine was Linux. I can't with this one though, too much custom hardware, I can't get it to work - at least not fully. Big problem tends to be the built in wireless.
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Post by Rxke »

Got a crash :(

Emiailed you the crashlog, nothing in console....
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Post by Rxke »

Laser overheating bug: all of a sudden the bar jumped to 'super-extra overheating' ;)
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eventually it cooled down so I could resume the game.

Also: got this in console (lots of it)

Code: Select all

***** Encountered localException during initialisation in [Universe update:] : NSInvalidArgumentException : *** -[ParticleEntity setFound_target:]: selector not recognized *****



2006-07-15 08:53:42.427 Oolite[362] *** NSTimer discarding exception 'NSInvalidArgumentException' (reason '*** -[ParticleEntity setFound_target:]: selector not recognized') that raised during firing of timer with target 1344690 and selector 'doStuff:'

2006-07-15 08:53:42.437 Oolite[362] *** -[ParticleEntity setFound_target:]: selector not recognized

2006-07-15 08:53:42.437 Oolite[362] 

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aegidian
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Mmm.. fun

Post by aegidian »

Okily dokily - I just fixed (or tried to fix) what might cause each of those. (r658). Thanks!
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Post by dajt »

CWolf wrote:
Any news on when the PC port will be ready?
Sorry, been really busy and or otherwise incapable for the last few weeks - only enough time to scan the posts.

I'll try to get it done early next week.
Regards,
David Taylor.
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Post by aegidian »

dajt wrote:
CWolf wrote:
Any news on when the PC port will be ready?
Sorry, been really busy and or otherwise incapable for the last few weeks - only enough time to scan the posts.

I'll try to get it done early next week.
Save it for the week after - I'm going to do 1.65 final this week.
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Problem with explosions

Post by lucabu »

Hello,

I am trying this 1.65 RC1 and seems to work well. I also appreciate very much new explosions: are kind of spectacular. But... Have you tryied to make a very big ship to explode?
I did it, with a Thargoid carrier; well, it generated about 600 metal fragments, slowing down a lot my pc (running Linux version) for the first time, and blocking it in my second fight.

I think shuld be advisable to limit maximum number of objects an explosion could generate.

Luca.
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Re: Problem with explosions

Post by aegidian »

lucabu wrote:
I am trying this 1.65 RC1 and seems to work well. I also appreciate very much new explosions: are kind of spectacular. But... Have you tryied to make a very big ship to explode?
I did it, with a Thargoid carrier; well, it generated about 600 metal fragments, slowing down a lot my pc (running Linux version) for the first time, and blocking it in my second fight.

I think shuld be advisable to limit maximum number of objects an explosion could generate.
This was discussed here: https://bb.oolite.space/viewtopic.php?p=21837

And yes, caps have been imposed.
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