An alternative binary distribution

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another_commander
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An alternative binary distribution

Post by another_commander »

As you know, Oolite has been designed to be portable and playable even from a USB stick. Here is a little experiment for those feeling adventurous to take the concept a little bit further: What if you could have a simple and very easy to move around distribution of the game, at the same time offering a more up to date visual and audio experience? Something that you could use to demonstrate Oolite to a friend, with plenty of eye candy and sound fx, without having to go looking for OXPs first?

Well, here it is: https://drive.google.com/file/d/1NLmf1Y ... sp=sharing
The zip file you can download contains a 290MB executable and a readme file. I would suggest having a look at the readme before running it, but here are the main points:
  • It has been created using the Enigma Virtual Box packaging and virtualization application. When run, it decompresses in memory.
  • It is not an installer. It is the v1.91 (revision 36834ab) game executable, completely autonomous. When you run it, Oolite starts up.
  • The game contains a few selected OXPs, already embedded in the game's core Resources folder. The selection is completely personal preference and if you don't like it, well, sorry :-). Check out the included readme or the list below for details on what is there.
  • The executable runs on 64 bit Windows only.
  • The game executable has been tweaked to start up by default in desktop full screen rather than windowed mode.
  • The default windowed mode for this executable has been changed from 800x600 to 1024x576.
  • The maximum FOV has been raised from 80 to 120 degrees.
  • The default ambient light level has been raised from 0.1 to 0.136.
  • The default planet bas relief grade has been lowered substantially from 1.0 to 0.15.
  • The default sun glare filter has now a value of 0.85 instead of 0.0.
  • You cannot remove or update any of the embedded OXPs using the in-game OXP Manager. The OXPs that are included are considered part of Core in this distribution. You can do whatever you want with any other OXP not already included.
  • Your anti-virus may throw a heuristic fit at it because of its format and in-memory decompression activities. If it does, it is a false positive.

OXPs included in the current version:
  • Basic-debug,oxp: The standard debug OXP distributed with the Test
    Release flavor of the game.
  • BGS2.0: UI Background Images, new sounds and new effects. Author:
    Svengali.
  • CustomShelds v0,83. Shield effects for NPC and player ships. The package
    has been modified to remove the additional shields it originally offers
    to NPCs for reasons of balance, keeping only the visual effects part.
    Author: CommonSenseOTB.
  • Deep Horizons Nav Buoy v1.0.1: Graphical update for the Station and
    Witchpoint navigation buoys. Author: Cmd Cheyd.
  • LibMusic Orchestral Demo: A demo OXP by Svengali, adding events-based
    music in the game.
  • Library v1.0: Utilities expansion pack, required for BGS and LibMusic
    Orchestral Demo. Author: Svengali.
  • RandomShipNames v1.6: Adds procedurally generated names to all NPC ships
    encountered. Author: Commander McLane.
  • Cinematic Skies v1.3: Changes the ambient light level, adds more stars
    and nebulae in space, completely changes the appearance of interstellar
    space. Author: ZygoUgo.
  • ZygoUgoExplosions v1.0.1: New explosion effects. Author: ZygoUgo.
  • Oolite v1.88 Base Shipset Normal and Specular/Gloss Maps. Adds normal
    and specular/gloss maps to the basic Oolite shipset, making use of
    version 1.88+'s new materials and lighting system. Authors: Griff,
    another_commander.

It seems to work pretty well for me so far. If you want to play with it, feel free and let me know if there is anything that requires attention. I hope this can be of interest to our Windows users, although it should be considered experimental at this stage.


Edit 20221117: Updated with version 1.91.0.7388.36834ab
Astrobe
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Re: An alternative binary distribution

Post by Astrobe »

This solves the main issue - the lack of eye candy wrt today's players expectations - when one wants to "advertize" Oolite, so I will certainly give that link if I get the chance.
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Re: An alternative binary distribution

Post by UK_Eliter »

Good stuff!

Typos in the ReadMe:
The executable file included in this archive is not an installer na [sic]
http://www.oolite.org . [Extraneous space]
Also, if we want to be fussy, then
and are personal preferences
should be
reflect the preferences
Also,
that will
should really be
which will
But I'll stop now!
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Re: An alternative binary distribution

Post by another_commander »

New version of the monolithic Oolite for Windows distribution, based on the latest trunk build. If you want an easy to run flavour of the game, with graphics and sound effects already pre-pumped up for you, give this one a try. D/L link in first post updated.
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Re: An alternative binary distribution

Post by another_commander »

Yet another version of the monolithic exe is up, based on latest trunk 1.87. First post and d/l link updated.
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Re: An alternative binary distribution

Post by tsoj »

EDIT: nevermind, after a restart the problem disappeared.
OLD MESSAGE:
I have a problem with the diffuse texture of the cobra mk3, it is just black, the emissive texture seems to be ok, here's the latest log:

Code: Select all

Opening log for Oolite development version 1.87.0.7066-180521-4206592 (x86-32 test release) under Windows 10.0.16299.431  64-bit at 2018-05-21 22:25:24 +0200.
24 processors detected.
Build options: OpenAL, new planets, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

22:25:25.050 [oxp-standards.error]: OXP Resources/Deep_Horizon_Nav_Buoy.oxp has no manifest.plist
22:25:25.223 [display.mode.list.native]: Windows native resolution detected: 1440 x 900
22:25:26.023 [joystick.init]: Number of joysticks detected: 0
22:25:26.024 [rendering.opengl.version]: OpenGL renderer version: 4.6.0 ("4.6.0 NVIDIA 388.13"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 650 Ti/PCIe/SSE2".
22:25:26.024 [rendering.opengl.extensions]: OpenGL extensions (339):
GL_NV_blend_square, GL_KHR_parallel_shader_compile, GL_ARB_map_buffer_range, GL_ARB_instanced_arrays, GL_ARB_direct_state_access, GL_ARB_clear_texture, GL_EXT_texture_compression_rgtc, GL_NV_texture_compression_vtc, GL_EXT_texture_storage, GL_NV_fragment_program, GL_ARB_query_buffer_object, GL_EXT_texture_shared_exponent, GL_ARB_uniform_buffer_object, GL_EXT_texture_array, GL_ARB_shader_draw_parameters, GL_ARB_shading_language_include, GL_ARB_separate_shader_objects, GL_EXT_packed_pixels, GL_ARB_texture_query_levels, GL_ARB_fragment_layer_viewport, GL_NV_fence, GL_ARB_explicit_uniform_location, GL_ARB_stencil_texturing, GL_EXT_gpu_program_parameters, GL_EXT_vertex_array, GL_EXT_provoking_vertex, GL_NV_draw_vulkan_image, GL_ARB_texture_view, GL_ARB_ES3_1_compatibility, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_ARB_clear_buffer_object, GL_EXT_texture_object, GL_EXT_packed_float, GL_EXT_texture_filter_anisotropic, GL_ARB_get_program_binary, GL_ARB_half_float_vertex, GL_ARB_program_interface_query, GL_EXT_bindable_uniform, GL_ARB_multi_draw_indirect, GL_NV_texture_multisample, GL_ARB_texture_buffer_object, GL_ARB_gpu_shader_fp64, GL_EXT_blend_minmax, GL_ARB_vertex_attrib_64bit, GL_ARB_texture_query_lod, GL_ARB_compressed_texture_pixel_storage, GL_EXT_texture_integer, GL_ARB_texture_non_power_of_two, GL_EXT_texture_compression_s3tc, GL_ARB_texture_stencil8, GL_KHR_no_error, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_framebuffer_no_attachments, GL_NV_parameter_buffer_object2, GL_ARB_shading_language_420pack, GL_NV_texture_rectangle, GL_KHR_robustness, GL_SGIX_shadow, GL_EXT_vertex_array_bgra, GL_EXT_depth_bounds_test, GL_NV_vertex_array_range2, GL_ARB_shader_texture_image_samples, GL_NV_vertex_program2, GL_ARB_texture_compression_bptc, GL_NV_vertex_program3, GL_EXT_stencil_wrap, GL_EXT_separate_shader_objects, GL_NV_shader_atomic_float, GL_NV_packed_depth_stencil, GL_ARB_texture_gather, GL_ARB_shader_image_size, GL_EXT_texture_cube_map, GL_NV_register_combiners2, GL_NV_half_float, GL_ARB_map_buffer_alignment, GL_SUN_slice_accum, GL_ARB_provoking_vertex, GL_NV_shader_thread_shuffle, GL_ARB_tessellation_shader, GL_EXT_direct_state_access, GL_NVX_multigpu_info, GL_ARB_texture_rg, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_ARB_bindless_texture, GL_SGIX_depth_texture, GL_NV_texture_env_combine4, GL_EXT_polygon_offset_clamp, GL_EXT_draw_range_elements, GL_EXT_draw_buffers2, GL_ARB_transform_feedback2, GL_ARB_geometry_shader4, GL_ARB_fragment_coord_conventions, GL_ARB_transform_feedback3, GL_ARB_shader_precision, GL_NV_gpu_program_fp64, GL_NV_shader_atomic_counters, GL_ARB_get_texture_sub_image, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_NV_query_resource, GL_ATI_draw_buffers, GL_ARB_texture_mirrored_repeat, GL_EXT_stencil_two_side, GL_ARB_timer_query, WGL_EXT_swap_control, GL_NV_parameter_buffer_object, GL_EXT_texture_sRGB_decode, GL_NV_transform_feedback, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_shader_image_load_store, GL_NV_gpu_program4_1, GL_IBM_rasterpos_clip, GL_NV_framebuffer_multisample_coverage, GL_ARB_base_instance, GL_ARB_texture_float, GL_ARB_imaging, GL_ARB_draw_elements_base_vertex, GL_EXT_texture3D, GL_ARB_cull_distance, GL_EXT_packed_depth_stencil, GL_EXT_compiled_vertex_array, GL_ARB_texture_cube_map, GL_NV_uniform_buffer_unified_memory, GL_NV_primitive_restart, GL_EXT_blend_subtract, GL_EXT_separate_specular_color, GL_S3_s3tc, GL_NV_fragment_program_option, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_compression, GL_ARB_gl_spirv, GL_ARB_texture_compression_rgtc, GL_ARB_texture_filter_anisotropic, GL_ARB_ES2_compatibility, GL_ARB_shader_ballot, GL_ARB_depth_buffer_float, GL_NV_light_max_exponent, GL_ARB_vertex_buffer_object, GL_KHR_blend_equation_advanced, GL_ARB_shading_language_100, GL_NV_shader_storage_buffer_object, GL_ARB_texture_env_add, GL_ARB_fragment_program, GL_NV_copy_depth_to_color, GL_ARB_sparse_buffer, GL_EXT_import_sync_object, GL_EXT_texture_swizzle, GL_ARB_shadow, GL_NV_copy_image, GL_ARB_shader_texture_lod, GL_ARB_clip_control, GL_ARB_texture_multisample, GL_EXT_texture_env_combine, GL_ARB_sync, GL_ATI_texture_mirror_once, GL_ARB_robustness, GL_ARB_compatibility, GL_EXT_texture_compression_dxt1, GL_NV_gpu_program4, GL_NV_gpu_program5, GL_ARB_transform_feedback_overflow_query, GL_NV_vertex_array_range, GL_ARB_multitexture, GL_EXT_transform_feedback2, GL_NV_vertex_program2_option, GL_ARB_buffer_storage, GL_NV_compute_program5, GL_NV_vertex_program1_1, GL_NV_gpu_program5_mem_extended, GL_EXT_shadow_funcs, GL_ARB_occlusion_query, GL_ARB_fragment_program_shadow, GL_NVX_nvenc_interop, GL_NV_vertex_buffer_unified_memory, GL_ARB_texture_barrier, GL_EXT_geometry_shader4, GL_EXT_memory_object_win32, GL_ARB_texture_env_dot3, GL_ARB_seamless_cubemap_per_texture, GL_ARB_multisample, GL_ARB_copy_image, GL_ARB_gpu_shader_int64, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_ARB_ES3_compatibility, GL_ARB_point_parameters, GL_ARB_sampler_objects, GL_ARB_transform_feedback_instanced, GL_ARB_invalidate_subdata, GL_KTX_buffer_region, GL_NV_vertex_attrib_integer_64bit, GL_NV_bindless_multi_draw_indirect, GL_NVX_gpu_memory_info, GL_EXT_framebuffer_object, GL_NV_gpu_shader5, GL_ARB_texture_rgb10_a2ui, GL_NV_ES1_1_compatibility, GL_ARB_texture_border_clamp, GL_NV_alpha_to_coverage_dither_control, GL_ARB_shading_language_packing, GL_EXT_bgra, GL_ATI_texture_float, GL_ARB_occlusion_query2, GL_ARB_shader_clock, GL_ARB_texture_env_crossbar, GL_NV_shader_buffer_load, GL_NV_depth_clamp, GL_ARB_derivative_control, GL_ARB_conservative_depth, GL_EXT_win32_keyed_mutex, GL_AMD_multi_draw_indirect, GL_ARB_shader_atomic_counters, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_NV_occlusion_query, GL_EXT_Cg_shader, GL_NV_texture_barrier, GL_NV_path_rendering, GL_ARB_ES3_2_compatibility, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ARB_texture_buffer_object_rgb32, GL_EXT_window_rectangles, GL_NVX_conditional_render, GL_NV_register_combiners, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_multisample_coverage, GL_EXT_fog_coord, GL_ARB_window_pos, GL_ARB_half_float_pixel, GL_SGIS_texture_lod, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod, GL_EXT_blend_equation_separate, GL_ARB_point_sprite, GL_ARB_parallel_shader_compile, GL_NV_fragment_program2, GL_ARB_shader_group_vote, GL_ARB_fragment_shader, GL_ARB_framebuffer_sRGB, GL_EXT_memory_object, GL_ARB_shader_objects, GL_NV_internalformat_sample_query, GL_WIN_swap_hint, GL_ARB_polygon_offset_clamp, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_blend_func_extended, GL_ARB_shader_subroutine, GL_NV_pixel_data_range, GL_ARB_sparse_texture, GL_ARB_multi_bind, GL_KHR_debug, GL_ARB_transpose_matrix, GL_EXT_texture_compression_latc, GL_ARB_texture_cube_map_array, GL_NV_ES3_1_compatibility, GL_ARB_texture_buffer_range, GL_ARB_robust_buffer_access_behavior, GL_ARB_texture_storage_multisample, GL_EXT_texture_env_dot3, GL_ARB_vertex_type_10f_11f_11f_rev, GL_EXT_texture_sRGB, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_ARB_shader_image_load_store, GL_EXT_pixel_buffer_object, GL_ARB_explicit_attrib_location, GL_ARB_internalformat_query2, GL_ARB_seamless_cube_map, GL_ARB_draw_instanced, GL_ARB_draw_buffers_blend, GL_EXT_draw_instanced, GL_ARB_pipeline_statistics_query, GL_NV_texture_rectangle_compressed, GL_ARB_framebuffer_object, GL_ARB_internalformat_query, GL_EXT_texture_mirror_clamp, GL_ARB_texture_rectangle, GL_ARB_gpu_shader5, GL_EXT_gpu_shader4, GL_ARB_compute_shader, GL_AMD_seamless_cubemap_per_texture, GL_NV_fog_distance, GL_ARB_spirv_extensions, GL_ARB_depth_clamp, GL_KHR_robust_buffer_access_behavior, GL_NV_texture_shader, GL_NV_shader_thread_group, GL_NV_float_buffer, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_shader_storage_buffer_object, GL_NV_conditional_render, GL_ARB_vertex_program, GL_ARB_enhanced_layouts, GL_ARB_compute_variable_group_size, GL_NV_bindless_texture, GL_ARB_draw_indirect, GL_ARB_arrays_of_arrays, GL_NV_multisample_filter_hint, GL_ARB_indirect_parameters, GL_ARB_viewport_array, GL_NV_point_sprite, GL_ARB_texture_storage, GL_NV_geometry_shader4, GL_EXT_semaphore, GL_ARB_texture_swizzle, GL_EXT_texture_lod_bias, GL_EXT_semaphore_win32, GL_EXT_abgr, GL_ARB_vertex_shader, GL_ARB_vertex_attrib_binding, GL_NV_transform_feedback2, GL_ARB_depth_texture, GL_NV_query_resource_tag, GL_NV_vertex_program, GL_NV_blend_equation_advanced, GL_EXT_framebuffer_sRGB, GL_ARB_shader_atomic_counter_ops, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_pixel_buffer_object, GL_NV_explicit_multisample, GL_EXT_texture_buffer_object, GL_EXT_blend_func_separate, GL_NV_command_list, GL_NV_draw_texture, GL_EXT_vertex_attrib_64bit, GL_EXT_rescale_normal, GL_ARB_sample_shading, GL_ARB_shader_bit_encoding, GL_KHR_context_flush_control, GL_EXT_shader_integer_mix, GL_NV_bindless_multi_draw_indirect_count, GL_ARB_debug_output, GL_ARB_conditional_render_inverted
22:25:26.075 [rendering.opengl.shader.support]: Shaders are supported.
22:25:26.317 [oxp-standards.error]: OXP Resources/Deep_Horizon_Nav_Buoy.oxp has no manifest.plist
22:25:26.356 [searchPaths.dumpAll]: Resource paths: 
    Resources
    Resources/Basic-debug.oxp
    Resources/BGS2.0.oxp
    Resources/CustomShields.oxp
    Resources/Library1.0.oxp
    Resources/Lib_Music_Orchestral_Demo.oxp
    Resources/RandomShipNames.oxp
    Resources/ZygoUgoCinematicSkies.oxp
    Resources/ZygoUgoExplosions.oxp
    Resources/Deep_Horizon_Nav_Buoy.oxp
22:25:27.098 [shipData.load.begin]: Loading ship data.
22:25:27.808 [texture.load.png.error]: ***** A PNG loading error occurred for Resources/Textures/oolite_cobra3_diffuse.png: Not a PNG file.
22:25:29.333 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'Es konnte keine Verbindung hergestellt werden, da der Zielcomputer die Verbindung verweigerte.

' (outStream status: 7, inStream status: 7)."
22:25:29.334 [debugTCP.send.warning]: Error sending packet header, retrying.
22:25:29.359 [debugTCP.send.error]: The following packet could not be sent: {"Oolite version" = 1.87; "packet type" = "Request Connection"; "protocol version" = 65792; }
22:25:29.361 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'bad stream.' (outStream status: 0, inStream status: 0)."
22:25:29.361 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
22:25:29.810 [startup.complete]: ========== Loading complete in 4.67 seconds. ==========
22:26:30.262 [texture.load.png.error]: ***** A PNG loading error occurred for Resources/Textures/oolite_python_diffuse.png: Not a PNG file.
22:26:30.277 [texture.load.png.warning]: ----- A PNG loading warning occurred for Resources/Textures/oolite_python_subents.png: Extra compressed data.
22:26:30.277 [texture.load.png.warning]: ----- A PNG loading warning occurred for Resources/Textures/oolite_python_subents.png: Extra compression data.
22:26:30.277 [texture.load.png.error]: ***** A PNG loading error occurred for Resources/Textures/oolite_python_subents.png: IDAT: CRC error.
22:26:54.227 [exit.context]: Exiting: Exit Game selected on start screen.
22:26:54.289 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2018-05-21 22:26:54 +0200.
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Re: An alternative binary distribution

Post by another_commander »

It looks like sometimes there are issues with decompressing texture data to memory. This is what all those PNG errors in the log are about. I have noticed it myself sometimes - it's not exactly frequent, but if the corrupt decompressed texture happens to belong to the ship right in front of you, and depending which exact texture got corrupted, then you may see that ship black. I don't think there is anything that I can do to fix this, as it seems to be an internal issue of the decompression routines in the executable, or maybe an incompatibility of those routines with libpng.
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Re: An alternative binary distribution

Post by another_commander »

New version is up, based on github revision 1.87.0.7111-180907-2d5a40a. It contains all the new lighting shader goodness. Check out the link in the first post for details.
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Re: An alternative binary distribution

Post by another_commander »

A new version of the monolithic executable has been uploaded and the first post updated to reflect the new download link.

This version is based on github revision 1.89.0.7221-200418-938d49e and is quite a bit larger than the previous ones. The new normal+specgloss maps OXP has been pre-installed in the package.
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Re: An alternative binary distribution

Post by another_commander »

New version is now up. This time revision 64960c5 64-bit has been packaged together with the following selected OXPs for audiovisual enhancements:
  • Basic-debug,oxp: The standard debug OXP distributed with the Test
    Release flavor of the game.
  • BGS2.0: UI Background Images, new sounds and new effects. Author:
    Svengali.
  • CustomShelds v0,83. Shield effects for NPC and player ships. The package
    has been modified to remove the additional shields it originally offers
    to NPCs for reasons of balance, keeping only the visual effects part.
    Author: CommonSenseOTB.
  • Deep Horizons Nav Buoy v1.0.1: Graphical update for the Station and
    Witchpoint navigation buoys. Author: Cmd Cheyd.
  • LibMusic Orchestral Demo: A demo OXP by Svengali, adding events-based
    music in the game.
  • Library v1.0: Utilities expansion pack, required for BGS and LibMusic
    Orchestral Demo. Author: Svengali.
  • RandomShipNames v1.6: Adds procedurally generated names to all NPC ships
    encountered. Author: Commander McLane.
  • Cinematic Skies v1.3: Changes the ambient light level, adds more stars
    and nebulae in space, completely changes the appearance of interstellar
    space. Author: ZygoUgo.
  • ZygoUgoExplosions v1.0.1: New explosion effects. Author: ZygoUgo.
  • Oolite v1.88 Base Shipset Normal and Specular/Gloss Maps. Adds normal
    and specular/gloss maps to the basic Oolite shipset, making use of
    version 1.88's and later materials and lighting system. Authors: Griff,
    another_commander.
You can download it from here: https://drive.google.com/file/d/1Z6PwEg ... sp=sharing
Note that this new version seems to not suffer anymore from the issue with black textures discussed a few posts above. Performance seems to be a bit better compared to previous monolithic versions as well.

Please make sure to read the text file accompanying the binary. It may contain answers to questions you may have.

First post has been updated with the new download link. Enjoy!
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Re: An alternative binary distribution

Post by hiran »

another_commander wrote: Wed May 25, 2022 5:49 pm
New version is now up. This time revision 64960c5 64-bit has been packaged together
It is nice to see some movement and innovation on the Oolite project! :-)

The fact that other versions can be packaged so easily shows the power of the GitHub CI/CD pipeline so far.
As a consequence, the Enigma build should also become such a standard.
Sunshine - Moonlight - Good Times - Oolite
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Re: An alternative binary distribution

Post by Cholmondely »

hiran wrote: Thu May 26, 2022 8:10 pm
Enigma build
?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: An alternative binary distribution

Post by another_commander »

Cholmondely wrote: Thu May 26, 2022 10:23 pm
hiran wrote: Thu May 26, 2022 8:10 pm
Enigma build
?
From post #1:
It has been created using the Enigma Virtual Box packaging and virtualization application. When run, it decompresses in memory.
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Re: An alternative binary distribution

Post by another_commander »

Since revision 85461d8 has fixed a long-standing crash case, I have updated the monolithic Windows x64 executable to this latest version. It is available for download from this link.

As a reminder, here is the list of the main differences oompared to the standard 1.91 binaries available from github:
  • The OXPs listed in this message are pre-packaged as Resources in this version. Some of them may be slightly modified to assist game balance or improve visuals.
  • The game starts up by default in fullscreen rather than windowed mode.
  • The default windowed mode resolution is 1024x576 rather than 800x600, because 4:3 aspect ratios are so 00's.
  • The maximum FOV has been raised from 80 degrees to 120 degrees in this version. If you are running the game on a 21:9 ultra-wide monitor, you can set the FOV to something like 105-115 degrees and it will look gorgeous.
  • The default ambient light level has been raised from 0.1 to 0.186.
another_commander
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Re: An alternative binary distribution

Post by another_commander »

Just run a quick test on the latest release of this binary and I am extremely happy to report that it works A-OK with Reshade.

This is a really functional distribution. If you like the pre-included OXPs, I would totally recommend this for Windows over the 1.90 version.
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