Oolite cache
Moderators: winston, another_commander, Getafix
Oolite cache
There's been talk in a couple of posts about a cache that Oolite has, and the usefulness of clearing it, possibly by holding down shift when starting Oolite.
I can't find any such cache. Should I be worried?
v. 1.65
OS 10.3.9
Nothing in User/Library/Application Support
not even an Oolite directory. Nothing else anywhere, except for .plist in Preferences.
I can't find any such cache. Should I be worried?
v. 1.65
OS 10.3.9
Nothing in User/Library/Application Support
not even an Oolite directory. Nothing else anywhere, except for .plist in Preferences.
You came in that? You're braver than I thought!
- JensAyton
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Unless you’re seeing screwed-up models, or old versions of models that you’ve altered, you probably don’t need to worry about it.
E-mail: [email protected]
- Arexack_Heretic
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Well I am.
So I'd like some clarity.
I have added some turrets plus an additional subentity to a like_ship
and now:
1-the new subentity does not show up.
2-the original 4 subentities roll/pitch in opposite direction to the main-entity.
3-its escort ships ar not of the usual defined type.
I am at a loss what the issue is here, I already copied most of the like-ship data, to no avail. shift-starting does not resolve anything, stderr keeps telling me the cashe is as yet empty.
Help.
So I'd like some clarity.
I have added some turrets plus an additional subentity to a like_ship
and now:
1-the new subentity does not show up.
2-the original 4 subentities roll/pitch in opposite direction to the main-entity.
3-its escort ships ar not of the usual defined type.
I am at a loss what the issue is here, I already copied most of the like-ship data, to no avail. shift-starting does not resolve anything, stderr keeps telling me the cashe is as yet empty.
Help.
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- aegidian
- Master and Commander
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Okay, this might be because I haven't explained where the cache is clearly enough. So a direct approach follows:
In the Finder Go menu, choose Go to Folder... and enter ~/Library/Application Support/Oolite/
This should open the folder containing the cache, which you can then delete.
Failing that, the problem may be with the model or expansion pack rather than the cache, especially if it's a copy of a model from Oolite.app or another active OXP, where a problem in your model may mean that it is being silently replaced with the other model.
Try moving all your expansions out of AddOns and just trying the models/expansion pack alone to see if that clears anything up.
In the Finder Go menu, choose Go to Folder... and enter ~/Library/Application Support/Oolite/
This should open the folder containing the cache, which you can then delete.
Failing that, the problem may be with the model or expansion pack rather than the cache, especially if it's a copy of a model from Oolite.app or another active OXP, where a problem in your model may mean that it is being silently replaced with the other model.
Try moving all your expansions out of AddOns and just trying the models/expansion pack alone to see if that clears anything up.
- Arexack_Heretic
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I cannot find that folder on my windows version. :/
removing the original model and moving all the lines into the like_ship, does not help.
(now the thargoids are attacking eachother no less!)
I may just reinstall oolite to get rid of the gunk.
edit:
it is definately the turrets that are messing things up.
somehow they prevent the other subunits from rotation to their final locations. I just shot an immobile battleship removing all its turrets and the subentities just snapped into place.
the not-appearing-subentity may be a corrupt model problem though.
with the new octree-collision sceme, is it still possible to have subentity models partially inside the main-entity model?
removing the original model and moving all the lines into the like_ship, does not help.
(now the thargoids are attacking eachother no less!)
I may just reinstall oolite to get rid of the gunk.
edit:
it is definately the turrets that are messing things up.
somehow they prevent the other subunits from rotation to their final locations. I just shot an immobile battleship removing all its turrets and the subentities just snapped into place.
the not-appearing-subentity may be a corrupt model problem though.
with the new octree-collision sceme, is it still possible to have subentity models partially inside the main-entity model?
Last edited by Arexack_Heretic on Thu Aug 17, 2006 6:25 pm, edited 1 time in total.
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- Star Gazer
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Ah, now this is embarrassing... ..I, too was at a loss when this cache was mentioned...
I thought I was sort of knowledgeable about the bits in my Mac and where they lived, but I could find no sign of that folder in either my User account Library, or in the general Library folder...
I thought I was sort of knowledgeable about the bits in my Mac and where they lived, but I could find no sign of that folder in either my User account Library, or in the general Library folder...
Very funny, Scotty, now beam down my clothes...
- Arexack_Heretic
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thanks, the cache seems to have refreshed itself now, partially.
In future I'll use incremental filenames when testing.
Should have thought of the GNUstep library.
edit:
-No such thing as a cache in the gnustep-library.
-also using incremental filenames is detrimental and leads to cannot find model-error. non-fatal in itself, but when in hyperspace, the script adding behemoths will repeat itself multiple times, causing a crash when 140+ behemoths have been added. (plus the 280 thargoids, my scripting then calls for!)
-I have replaced the file and solved this minor problem, unfortunately now it looks like either D100 numbers no longer work or something, as I have not seen any Behs in WS for 20 attempts.
-also quite often get 'loop-de-loop' crash. (eg, ship keeps pitching backwards whilst trying to enter WS.)
In future I'll use incremental filenames when testing.
Should have thought of the GNUstep library.
edit:
-No such thing as a cache in the gnustep-library.
-also using incremental filenames is detrimental and leads to cannot find model-error. non-fatal in itself, but when in hyperspace, the script adding behemoths will repeat itself multiple times, causing a crash when 140+ behemoths have been added. (plus the 280 thargoids, my scripting then calls for!)
-I have replaced the file and solved this minor problem, unfortunately now it looks like either D100 numbers no longer work or something, as I have not seen any Behs in WS for 20 attempts.
-also quite often get 'loop-de-loop' crash. (eg, ship keeps pitching backwards whilst trying to enter WS.)
Last edited by Arexack_Heretic on Mon Aug 21, 2006 10:33 am, edited 1 time in total.
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- aegidian
- Master and Commander
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That's very odd. The cache should be created (or refreshed) every time you save your game. The only think that I think might interfere with this process would be if your user area had some strange path or permissions that stopped Oolite from being able to write to that location.Wiggy wrote:No, still can't find the cache.
It's not in ~/Library/Application Support/
No Oolite folder to be had, not even for ready money, as Oscar Wilde would say.
I'll add some code to report failure to write to the cache and hopefully we'll see an answer to this conundrum.
- Star Gazer
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- Arexack_Heretic
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edit:
-No such thing as a cache in my GNUstep-library, only a colour-thingy.
-also using incremental filenames is detrimental and leads to 'cannot-find-model-with-*name-error'. non-fatal in itself, but when in hyperspace, the script adding behemoths will repeat itself multiple times, causing a crash when 140+ behemoths have been added. (plus the 280 thargoids, my scripting then calls for!)
-I have replaced the file and solved this minor problem, unfortunately now it looks like either D100 numbers no longer work or something, as I have not seen any Behs in WS for 20 attempts. But the same ships generated everytime by my own D100-scripting.
-also sometimes get 'loop-de-loop' crash, (eg, ship keeps pitching backwards) whilst trying to enter WS.
-No such thing as a cache in my GNUstep-library, only a colour-thingy.
-also using incremental filenames is detrimental and leads to 'cannot-find-model-with-*name-error'. non-fatal in itself, but when in hyperspace, the script adding behemoths will repeat itself multiple times, causing a crash when 140+ behemoths have been added. (plus the 280 thargoids, my scripting then calls for!)
-I have replaced the file and solved this minor problem, unfortunately now it looks like either D100 numbers no longer work or something, as I have not seen any Behs in WS for 20 attempts. But the same ships generated everytime by my own D100-scripting.
-also sometimes get 'loop-de-loop' crash, (eg, ship keeps pitching backwards) whilst trying to enter WS.
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