
Frankly, I don't see many OXPs which will still attract people without updates/conversion. Maybe Anarchies and GalNavy...?
Moderators: winston, another_commander
Ok. I think I see your point. I have no desire to get rid of the AddOns/myoxp.oxp functionality as for me that's the only sensible way of creating OXPs. And I have not seen anything that even hints that we would be losing that.Smivs wrote:I do see what you are saying, and yes, the distribution method is the main issue I am discussing. You might even be right in saying that we only therefore need OXZs, but then what happens to the OXP format itself, and all the OXPs that will never be converted? I also still personally prefer to develop in OXP format, then convert to OXZ for addition to the manager.
I will be keeping some of my old OXPs alive, as OXPs not OXZs, and may even release new ones in the future if I don't view them as OXZ material. You see I don't see any point in producing an OXZ that won't be added to the manager, and it might well be that some of my future work (like some of my old work) is not considered by me to be suitable for the manager.
I on the other hand didn't start developing OXPs until after the release of 1.80 and since I've used cim's build script right from the start all my testing during development is actually done in the OXZ format. While the script does actually produce a OXP format zip file as well I've never seen any point in distributing it in that format. (even when I was only offering the download from the wiki and my thread)Smivs wrote:I do see what you are saying, and yes, the distribution method is the main issue I am discussing. You might even be right in saying that we only therefore need OXZs, but then what happens to the OXP format itself, and all the OXPs that will never be converted? I also still personally prefer to develop in OXP format, then convert to OXZ for addition to the manager.
I will be keeping some of my old OXPs alive, as OXPs not OXZs, and may even release new ones in the future if I don't view them as OXZ material. You see I don't see any point in producing an OXZ that won't be added to the manager, and it might well be that some of my future work (like some of my old work) is not considered by me to be suitable for the manager.
Should that be true then it will become apparent. One problem we've got at the moment (or at least a pitfall) is that many of us are trying on some level to predict the future (myself included).Zireael wrote:The OXP format will slowly die in a corner.
This is not true. It's in-game download => oxz.Redspear wrote:in-game download = oxz
This has been discussed many times already, but there's no real need to find the downloaded file. If you want the oxz-file, download it straight from the Oolite website.Redspear wrote:In-game download:
harder to find the file
No need to repackage anything. OXZ is just a zip file containing the OXP+manifest. Create an oxp folder to your AddOns, unzip the oxz there and that's it. Tweak as much as you like.Redspear wrote:External:
tinkering (for personal use) requires no repackaging/moving (unless you're reinstalling as oxz in which case might there also be a version number conflict?)
Once you move an OXZ from ManagedAddons to the Addons folder, the expansion pack manager will see it and list it but it won't be able to update it anymore, so it will no longer really care about the version number. This makes sense as if you have tinkered with it then updating to a new version will be a manual process anyway as you have to manually reinstate your modifications in the new version.Redspear wrote:tinkering (for personal use) requires no repackaging/moving (unless you're reinstalling as oxz in which case might there also be a version number conflict?)
Meaning that fumbly oxpers like me could still try to get something working (and therefore learn as they went along) with a standard (deployment) build before ironing out errors and bad practice whilst using the developer build, right?cim wrote:Another option - and this is something I've thought of just now, so it may be a terrible idea - for improving quality of OXZs without affecting ordinary users is to make the "OXP Developer" builds considerably harsher about what they'll accept than the deployment builds)
But in no case does in-game download => oxp (without conversion)spara wrote:This is not true. It's in-game download => oxz.Redspear wrote:in-game download = oxz
In that case, my apologies...spara wrote:This has been discussed many times alreadyRedspear wrote:In-game download:
harder to find the file
For installation that's true but not for tinkering with once installed.spara wrote:...but there's no real need to find the downloaded file.
Is the assumption that someone will have needed to find the website in order to download Oolite in the first place? (if so, I concede that it's a pretty good onespara wrote:If you want the oxz-file, download it straight from the Oolite website.
Which, if I'm understanding correctly, is a simple process for externally downloaded files (already unzipped to install) but not for internally downloaded one (i.e. using the in-game manager no unzipping necessary to install).spara wrote:No need to repackage anything. OXZ is just a zip file containing the OXP+manifest. Create an oxp folder to your AddOns, unzip the oxz there and that's it. Tweak as much as you like.Redspear wrote:External:
tinkering (for personal use) requires no repackaging/moving (unless you're reinstalling as oxz in which case might there also be a version number conflict?)
If there's no truth in that then much of what I wrote on the subject won't follow and I'm probably not helping...Redspear wrote:I do think however, that there's a strong association between distribution and format, to such an extent that they can almost be considered exclusive.
Apologies again, I thought I'd read this thread but I must have been too hasty...Neelix wrote:Also as has been pointed out previously, if the tinkering consists of editing a file already in the archive most archive managers will let you do this in-place without having to extract and repack the entire archive.
Very helpful. ThanksNeelix wrote:As an example, a few hours ago I used an file-roller (the archive manager included with my linux distro) to open up my working copy of Thargoid's Flight Log OXZ (which I had already previously moved to the Addons folder) and open the script file in an editor. I edited the script to test a bug fix and saved the file. File-roller noticed that the file had been changed and asked if I wanted to update the archive. I pressed the update button. (File-roller reported an error when I did this, but despite the error message it did actually successfully update the archive.) I then restarted Oolite - because the time-stamp on the OXZ file had changed it reloaded it without me having to press shift - and I tested the functionality I had altered. (which did exactly what I had hoped it would)
Correct. What I meant is that oxz is not equal to an in-game download. In-game download downloads an oxz into the system, but you can get/use oxz-files just fine without the manager.Redspear wrote:But in no case does in-game download => oxp (without conversion)spara wrote:This is not true. It's in-game download => oxz.Redspear wrote:in-game download = oxz
Am I right?
In the old days one would go to the wiki and find and download the suitable oxps from the long list. I'm so used to that, that I still compare everything to that memory. So in my eyes it's the same to go to the Oolite website and browse the list and download from there.Redspear wrote:Is the assumption that someone will have needed to find the website in order to download Oolite in the first place? (if so, I concede that it's a pretty good onespara wrote:If you want the oxz-file, download it straight from the Oolite website.)
I think the devs did a great job and the manager works fairly well, I use the it quite extensively but apparently incorrectly. I like to tinker so many of the OXZs I've downloaded via the manager I've extracted and converted to OXPs. I mean some of them I had already downloaded anyway. I haven't experienced any issues with this method. Are the files in a managed OXZ and one downloaded from the wiki not identical?spara wrote:The current manager system is not built with tinkering in mind. If that really feels like an issue, then it might be something to consider about.
Yes indeed, all respect to the devs for creating the manager. It's a huge step forward IMHO. It was so good that many OXPs were converted in a fast pace (too fast?). The original idea to my understanding has been that generally you're not supposed to mess with the OXZs downloaded via the manager as you can potentially break things. If you know what you're doing, then there's no problem, move them and tinker to your heart's content.Stormrider wrote:I think the devs did a great job and the manager works fairly well, I use the it quite extensively but apparently incorrectly. I like to tinker so many of the OXZs I've downloaded via the manager I've extracted and converted to OXPs. I mean some of them I had already downloaded anyway. I haven't experienced any issues with this method. Are the files in a managed OXZ and one downloaded from the wiki not identical?spara wrote:The current manager system is not built with tinkering in mind. If that really feels like an issue, then it might be something to consider about.
If I recall it correctly, that was before the new Oolite website was released, so the situation has changed. Now you can get the exactly same OXZ externally from the website. I still think it's not a good general advice to dive into the notorious managed addons folder and mess there and potentially break something. Then again, if you know what you're doing, there's no one to stop you.Stormrider wrote:When I first saw a discussion about this I had been looking for cim's Ship's Library OXZ a few weeks earlier. I was not able to find it on the wiki and did not yet know the location of the managed addons folder. I was dismayed by the response. The implication seemed to me like if I didn't know the location of the managed addons folder then I really hadn't the intelligence to do anything in it anyway. I lost any interest in releasing anything after that.
I'm very sorry, if I have made it sound anything like thatStormrider wrote:When I first started playing oolite It seemed like there was a friendly attitude towards players interested in learning to create their own OXPs even if they had little or no experience with coding, texturing, modeling, or any other skills required to modify the game. This attitude, though, I feel, is contrary to that.
On the contrary, use it and make suggestions how it could be better.Stormrider wrote:I mean no disrespect and I am thankful for all the work the thats been done. I just think considering how much has been done with the OXZ manager it seems silly that we are not supposed to use it.
Give cim's build scripts a go.. you may be pleasantly surprised..Smivs wrote:I also still personally prefer to develop in OXP format, then convert to OXZ for addition to the manager.
Do these actually work on Mac or PC? I haven't had chance to look at them yet (I'm on holiday at the mo), but I note from the comment at the top of their thread that they may need some work to get them to as they were designed and set up on Linux.Diziet Sma wrote:Give cim's build scripts a go.. you may be pleasantly surprised..Smivs wrote:I also still personally prefer to develop in OXP format, then convert to OXZ for addition to the manager.
That, and keep only one folder for add-ons. Rather mark OXPs without a manifest as unmanaged in the in-game add-on manager. That would seem to return tweakability to the level it was at before and keep the OXZ distribution format for authors, which can be validated and only requires one file to be uploaded in the general case. Of course changing that to a zipped OXP folder (with manifest) would yield the same advantage. The additional advantage for OXZs though is that I don't need to allow uploads of all sorts of zips on the wiki but can restrict it to one mime type (I know, anybody can take any zip file, change the extension to .oxz and upload it, but that would be cheating).spara wrote:Would it be an idea for Oolite to unzip the OXZ package so that the contents are easily accessible/tweakable?