<nods>Diziet Sma wrote:The problem with these, as I see it, is two-fold.. firstly, the person who downloads it probably won't ever get to see what the core game is like, on its own, and secondly, if it's not made very clear beforehand that certain OXPs are included (and how to remove them if desired), they may get totally the wrong idea about Oolite, particularly if they don't like the effect they have on gameplay.
[UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Nevertheless, compo-packs are a better alternative to pre-packaging OXPs. I'm still in favor of a dedicated category for compo-packs or consistently using Systems category. We can't get rid of them after all.Cody wrote:<nods>Diziet Sma wrote:The problem with these, as I see it, is two-fold.. firstly, the person who downloads it probably won't ever get to see what the core game is like, on its own, and secondly, if it's not made very clear beforehand that certain OXPs are included (and how to remove them if desired), they may get totally the wrong idea about Oolite, particularly if they don't like the effect they have on gameplay.
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
No, we can't. In some ways, the OXZ manager is out of control.spara wrote:We can't get rid of them after all.
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Oops. Totally overlooked all this discussion.Diziet Sma wrote:Hmm.. that's rather disturbing and concerning, actually.spara wrote:Is there really a distro out there that packages some OXPs with Oolite? That's a new one.Mazur wrote:...which are what remains of the packages that come installed with the fedora Oolite RPM...
Mazur, could you tell us a bit more about this particular RPM, please? What version of Oolite is it? Doing some googling around, the present maintainer for the RPM appears to be Richard W.M. Jones <rjones@r*dh*t.com>, but so far as I can see that's just for v1.80 of Oolite. Is your RPM an official Redhat/Fedora release, or an unofficial one from some other repository?
*looking through the Oolite he installed for clues as to its origin*
There is a release.txt that mentions only this: 1.82.0.6556-150526-a3b98dd
I thought it was a Fedore 21 package, but my yum and rpm report no Oolite in any form.
So I'm thinking they came with the binary release of 1.82: https://github.com/OoliteProject/oolite ... ux-x86.tgz
HTH, HAND.
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
There is only one OXP installed with the official Oolite binaries and it is the Debug.oxp, which is required for communication with the Debug Console. It is installed only with the Developer Release version of the game.Mazur wrote:So I'm thinking they came with the binary release of 1.82: https://github.com/OoliteProject/oolite ... ux-x86.tgz
Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Yes, it looked like that, when i downloaded it earlier today. Then the only remaining explanation is, that I downloaded some packages by hand and installed them, unpacked, in /opt/Oolite/AddOns/, but I don't remember doing so, nor why I would have picked the particular OXPs for such treatment.another_commander wrote:There is only one OXP installed with the official Oolite binaries and it is the Debug.oxp, which is required for communication with the Debug Console. It is installed only with the Developer Release version of the game.Mazur wrote:So I'm thinking they came with the binary release of 1.82: https://github.com/OoliteProject/oolite ... ux-x86.tgz
Still, I can't rule out that I did.
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
I fixed a typo in Superhub for Extra Planets v1.1 around sfep_market.js. Thank you phkb for spotting!
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Is anyone having any difficulty updating to the latest "Superhub for Extra Planets 1.1)?
Each time i attempt to update via the in-game update manager the download fails.
Each time i attempt to update via the in-game update manager the download fails.
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
The reason for the failed download is listed inside the log:
[oxz.manager.error]: Downloaded OXZ does not have the same identifer and version as expected. This might be due to your manifests list being out of date - try updating it.
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Following the fail message from the oxp manager - I've had a quick look at the Latest.log (can't pretend that I know what I am looking at in all honesty) but I did notice a series of outputs which included the following :
13:49:40.103 [version.debug]: oolite.oxp.Norby.Superhub_for_Extra_Planets mv:1.0 mav:1.1
13:49:40.265 [oxz.manager.error]: Downloaded OXZ does not have the same identifer and version as expected. This might be due to your manifests list being out of date - try updating it.
Can anyone advise if this is the issue (or part of it) and what I need to do to remedy the issue I'm experiencing.
Many thanks in advance for any help or guidance that anyone can offer.
13:49:40.103 [version.debug]: oolite.oxp.Norby.Superhub_for_Extra_Planets mv:1.0 mav:1.1
13:49:40.265 [oxz.manager.error]: Downloaded OXZ does not have the same identifer and version as expected. This might be due to your manifests list being out of date - try updating it.
Can anyone advise if this is the issue (or part of it) and what I need to do to remedy the issue I'm experiencing.
Many thanks in advance for any help or guidance that anyone can offer.
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Thank you for the report, my bad is fixed now, try again please.
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Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
The update has taken fine now.
Many thanks to everyone for their help
Many thanks to everyone for their help
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......
Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Hello!
When to use shaders and when to use materials, are there differences to expect?
When using the same diffuse map it gives me different results.
Shader superhub with diffuse RGBA
Materials superhub with diffuse RGB and colored illumination map
Materials superhub with diffuse RGB and colored illumination map backside view
The shader supplied with superhub seems to do more than viewing only the diffuse and em map...
When to use shaders and when to use materials, are there differences to expect?
When using the same diffuse map it gives me different results.
Shader superhub with diffuse RGBA
Materials superhub with diffuse RGB and colored illumination map
Materials superhub with diffuse RGB and colored illumination map backside view
The shader supplied with superhub seems to do more than viewing only the diffuse and em map...
Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Superhub station has finally managed to kill my ship...fortunately I wasn't playing in ironman mode.
A few times ...I've rammed invisible portions of it at the moment of docking and thinking that maybe a ship launched at the same time, but I'm pretty sure now that the model is wrong.
The actual docking point is too far off-center, it's still along the central axis-of-rotation but skewed to the "back".
Coming in to dock from the side closest to the engine extensions, parts extend invisibly behind the edges...so don't try to cut it close!
I'm also saddened that Xexedi TL14 in Galaxy Chart 1 lost its Superhub in the changeover to 45,000 MCr productivity. There's almost no other systems near it which might have it. Lerelace maybe?
A few times ...I've rammed invisible portions of it at the moment of docking and thinking that maybe a ship launched at the same time, but I'm pretty sure now that the model is wrong.
The actual docking point is too far off-center, it's still along the central axis-of-rotation but skewed to the "back".
Coming in to dock from the side closest to the engine extensions, parts extend invisibly behind the edges...so don't try to cut it close!
I'm also saddened that Xexedi TL14 in Galaxy Chart 1 lost its Superhub in the changeover to 45,000 MCr productivity. There's almost no other systems near it which might have it. Lerelace maybe?
Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
Well to be honest in recent ventures to obtain good views/screenshots from superhubs, i came real close and the invisible wall hit me too,
yep dead...
It could be that what we see ( the distance we see ) and the actual collision detection are two different things.
Also happening when flying close up to the outer hull was occasional docking, not handy for taking screenshots,
but superhub has a nice BGS tunnel and refuel ...
yep dead...
It could be that what we see ( the distance we see ) and the actual collision detection are two different things.
Also happening when flying close up to the outer hull was occasional docking, not handy for taking screenshots,
but superhub has a nice BGS tunnel and refuel ...