The new Oolite

General discussion for players of Oolite.

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jeffron
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The new Oolite

Post by jeffron »

Hi fellow humanoids. It's been awhile. I just wanted to say a couple things. I've been playing oolite a long time now, messing with oxps, trying different strategies, messing with the text in some of the files, changing the cargo, or speed, or some other ship attribute, blindly but with success... I found out I could open textures with M Paint and draw mermaids in bikinis on ship engines and they show up in game... all very nice but, I have to tell you, regardless of how many pc crashes, regardless of my ignorance and bewilderment, regardless I STILL can't get that awesome looking hyperspace effect to work... Guys. When I started up the new oolite for the first time two days ago... I was so happy I cried. It's so wonderful. The pirates are more deadly, more real, the ships and stations look great, the planets too, the play is more interactive and less lonely feeling, the random ship names are brilliant. Great job. I LOVE you people you have no idea.
Tell me again why I've got to drink three pints?
jeffron
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Re: The new Oolite

Post by jeffron »

I LOVE the ship library. Brilliant.
Tell me again why I've got to drink three pints?
jeffron
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Re: The new Oolite

Post by jeffron »

If you could just send a c64 version of Elite back to 86, to Acton ME, so my poor unedified teenage self can see what living is all about. Thanks. I know you have a time machine don't kid around. Send billing to 10 E Bates, Auburn. Thanks again. love peace and trumble grease.
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Cody
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Re: The new Oolite

Post by Cody »

<chortles> Good that you like it - but you still cannot get the BGS hyperspace effect to work, yes?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
jeffron
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Re: The new Oolite

Post by jeffron »

Nah, but I haven't had time to really mess around with the new version yet. After I finish building this lego Snowspeeder maybe I dunno. But really my laptop is crap.
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UK_Eliter
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Re: The new Oolite

Post by UK_Eliter »

jeffron wrote:
Hi fellow humanoids. It's been awhile. I just wanted to say a couple things. I've been playing oolite a long time now, messing with oxps, trying different strategies, messing with the text in some of the files, changing the cargo, or speed, or some other ship attribute, blindly but with success... I found out I could open textures with M Paint and draw mermaids in bikinis on ship engines and they show up in game... all very nice but, I have to tell you, regardless of how many pc crashes, regardless of my ignorance and bewilderment, regardless I STILL can't get that awesome looking hyperspace effect to work... Guys. When I started up the new oolite for the first time two days ago... I was so happy I cried. It's so wonderful. The pirates are more deadly, more real, the ships and stations look great, the planets too, the play is more interactive and less lonely feeling, the random ship names are brilliant. Great job. I LOVE you people you have no idea.
What enthusiasm! :)
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ClymAngus
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Re: The new Oolite

Post by ClymAngus »

Lighters out everybody! Time for an anthem!
http://www.youtube.com/watch?v=sJYxKLJ9530
jeffron
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Re: The new Oolite

Post by jeffron »

Well I did the best I could, got alot of stuff ironed out and figured out the oxz biz. Still no witchspace effect, but you know what it does do, it shows a still square picture of the lightning blue web pattern, that hovers there in the center of the screen when I launch from stations and when I come out of wormholes. It is the same pattern as the effect only it isn't moving or tubular. I changed the values and stuff but I think my laptop is just not capeable honestly. Anyway I'm having a great time. I'm an expert Bailif now, haha. I can stop anytime I want to leave me alone. About shaders... if I can see shadow turn to light as I turn toward the sun, and see shadows on ships, etc... does that mean shaders are on? One more time I must thank you for your legendary contribution to my quality of life.
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Smivs
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Re: The new Oolite

Post by Smivs »

jeffron wrote:
... does that mean shaders are on?
No. The best way to check is in latest.log. The first part of the log shows the graphics information. Below is (an edited version of) the first part of my log. I've made the relevent line bold so you know where to look.
Opening log for Oolite version 1.80 (x86-64) under Linux 3.11.0-12-generic at 2014-10-05 10:20:44 +0000.
4 processors detected.
Build options: OpenAL, new planets.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

10:20:45.001 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
10:20:45.177 [display.mode.list.native]: X11 native resolution detected: 3360 x 1080
10:20:45.498 [joystick.init]: Number of joysticks detected: 1
10:20:45.500 [rendering.opengl.version]: OpenGL renderer version: 4.3.0 ("4.3.0 NVIDIA 319.60"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 550 Ti/PCIe/SSE2".
10:20:45.501 [rendering.opengl.extensions]: OpenGL extensions (271):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_ARB_explicit_uniform_location, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample,
<snip>
GL_ARB_program_interface_query, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_NV_shader_atomic_counters, GL_EXT_shadow_funcs, GL_ARB_stencil_texturing, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_EXT_x11_sync_object, GL_EXT_point_parameters, GL_NV_texture_barrier, GL_NV_gpu_program_fp64
10:20:45.539 [rendering.opengl.shader.support]: Shaders are supported.
10:20:45.582 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
10:20:45.584 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
~/GNUstep/Applications/Oolite/oolite.app/Resources
~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
AddOns
~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.smivs.better Buoys.oxz
~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Svengali.CCL.oxz
~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.CombatMFD.oxz
~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.smivs.aliens.oxz
<snip>
It does sound rather like they are not supported in your case :(
Commander Smivs, the friendliest Gourd this side of Riedquat.
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