Oolite test release 1.72.2

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JensAyton
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Oolite test release 1.72.2

Post by JensAyton »

Oolite test release 1.72.2 is now available from GURPO. This is a bug-fix update to 1.72 and 1.72.1

Changes between Oolite 1.72.1 and Oolite 1.72.2:
  • Fixed bug in selecting ships after a spawn condition blocked the initial selection. This was causing disappearing buoys and police ships with some OXPs.
  • Fixed a bug where by flooding the market when selling a ship, cargo remained on the newly acquired ship even if said ship had no cargo carry capability. Now, all cargo that cannot be sold when changing ships due to flooding the market will be lost.
  • Fixed an AI bug where a police ship that received a distress call while returning to the station could get stuck after dealing with the call.
  • Fixed a bug where defense ships launched by stations had a patrol AI instead of a combat AI.
  • Cloaking device mission now works again.
  • Background images in HUD are now affected by HUD alpha (and thus HUD hiding).
  • key_docking_clearance_request is now set in keyconfig.plist.
  • Possible fix for texture corruption bug on Windows machines with more than two processors.
  • Cargo pods added by scripts now have cargo.
  • Fixed a problem with JavaScript system property setup.
  • playerStartedJumpCountdown JS event is now always playerStartedJumpCountdown and never playerStartedJumpCountDown.
  • Improved various error messages.
Some people might have picked up the impression that I do all the work around here. The fact is that almost all the changes in 1.72.2 are due to another_commander, and almost all the AI fixes in the test releases are thanks to Eric Walch.
Last edited by JensAyton on Sun Aug 30, 2009 9:37 am, edited 1 time in total.
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Re: Oolite test release 1.72.2

Post by Svengali »

Ahruman wrote:
Some people might have picked up the impression that I do all the work around here. The fact is that almost all the changes in 1.72.2 are due to another_commander, and almost all the AI fixes in the test releases are thanks to Eric Walch.
Special thanks to both of them :-)
I've just tried it and the first impression is that it is even faster (or more stable on high FPS) than the previous version. Very cool - thanks for that.
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Re: Oolite test release 1.72.2

Post by another_commander »

Svengali wrote:
I've just tried it and the first impression is that it is even faster (or more stable on high FPS) than the previous version. Very cool - thanks for that.
You're on Windows, right? The slightly better speed may have to do with using the newest libpng, which not only seems to resolve the corrupted textures on multi-core CPUs problem, but has the added benefit of being MMX-enabled.

And thanks for the thanks ;-)
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Post by Thargoid »

Hmm, nice. Shame there's no fix on the missing enteredPlanetaryVicinity event trigger, but nice to have the buoys back in town ;)
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...Question:

Post by Lestradae »

Question: Is Cmdr James' new legacy command:
<key>conditions</key>
<array>
<string>dockedTechLevel_number lessthan 11</string>
</array>
... already in 1.72.2, so can I start using it in my shipyard.plist with this version of Oolite?

Cheers

L
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Post by wackyman465 »

When does 1.72.2 come out for Mac?
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
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Post by JensAyton »

Lestradae wrote:
Question: Is Cmdr James' new legacy command:
No, unless someone made a mistake. 0.0.1 increments are for bug fixes, not new features.
wackyman465 wrote:
When does 1.72.2 come out for Mac?
Before the Windows version, in accordance with ancient tradition.
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...

Post by Lestradae »

Ahruman wrote:
No, unless someone made a mistake. 0.0.1 increments are for bug fixes, not new features.
OK, 1.73 it will be, then.
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Problem installing Oolite 1.72 on windows Vista

Post by jamessiddle »

Hi,

First, let me say thanks to all Oolite developers - great job! I spent a few hours last night reliving my childhood memories trading radioactives and computers between Diso and Lave :-)

I'm currently running version 1.65 successfully on Windows Vista. However I read about new planetary textures in version 1.72, so I've had a go at installing the 1.72 Windows test executable from BerliOS.

The download seemed to work OK, but when I try to install a dialog pops up with the following, and the install fails:

Code: Select all

The installer you are trying to use is corrupt or incomplete
This could be the result of a damaged disk, a failed download, or a virus.

You may want to contact the author of this installer to request a new copy.

It may be possible to skip this check by using the /NCRC command line switch
(NOT RECOMMENDED)
I've re-downloaded, had a go at installing in Windows XP Compatibility mode, and tried using the EXE as a replacement for the 1.65 application executable, all the same effect. I thought about running the installer with /NCRC, but this is quite dangerous so I'd prefer to try it only as a last resort...

So I was wondering if anyone had come across this before, or knew of any problems with the Vista installer. Any thoughts appreciated.

Also, I'd be interested to hear if anyone has recommendations for OXPs - in particular any eye candy, or interesting missions.

Thanks again,
Jim
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Post by another_commander »

It looks like a corrupt download to me. Please download the MD5 checksum file for the Oolite v1.72.2 installer (remove the doc extension if you must) and verify that your download is correct. If not, you can try to download from the alternative server (Berlios offers two options for download location). The size in bytes of your downloaded installer should be 20,329,734.
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Post by Nemoricus »

For eyecandy OXPs, get all of the station retextures and System Redux. They make the game look a whole lot nicer. I'm still working on finding one for ships, though.

For missions, Random Hits is really good. It gives me an excuse to wander across the galaxy rather than staying in one safe trade route. Galactic Navy might also be good, but I haven't started their missions yet.

Anarchies, Commies, and Dictators are all good for increasing immersion as they make those system types more distinct.

I'd also suggest adding in New and Old Ships, just to increase the variety in game.

They can all be found here. At least, all of the ones I know of.
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Getting there - slowly

Post by jamessiddle »

Thanks for the advice - I'll attempt to re-download and check the MD5 digest.

Having said that, I do seem to be having serious problems downloading the file from BerliOS. The first link seems to take forever to get to about 16%, then gets stuck - just now the download declared itself complete at about 2MB. The second download link just returns a page load error :-(

If anyone could suggest an alternative way I could get hold of the 1.72.2 exe that would be appreciated.

...

In the meantime, I tried some of the OXPs with 1.65 - great! So far I've just skinned the space stations, and enhanced a few of the systems. I *really* like the Tionisla Grave Yard. When I first played Elite my trusty Acorn Electron, I read the Dark Wheel Novella and was fully expecting to be able to visit the places it describes and was disappointed when I couldn't - jumping in and seeing the radar screen fill with thousands of grave ships ships sent a shiver up my spine :-)

I'll definitely check out Random Hits, having read the Wiki page this seems right up my street. I like the fact that it's entirely optional, so you can fold it into your gameplay as you choose.

I'm really impressed with Oolite - the core game is strong so should ensure a solid group of players, and the OXP plugins seem like a great way of testing enhancements on a willing community.

Thanks again,
Jim
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Post by Screet »

Nemoricus wrote:
For eyecandy OXPs, get all of the station retextures and System Redux. They make the game look a whole lot nicer. I'm still working on finding one for ships, though.
Neolite is great for different looking versions of the built-in ships. For a really immense variety, try Realistic Shipyards if you've got enough memory in your machine. Even if it's too big, it might help to identify other interesting ships and ship-packs as it bundles a really big amount of them.

Screet
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Re: Getting there - slowly

Post by another_commander »

jamessiddle wrote:
If anyone could suggest an alternative way I could get hold of the 1.72.2 exe that would be appreciated.
I have temporarily uploaded the Windows installer for v1.72.2 to http://77.49.222.186/Marmagka/056eedec0 ... 2-test.exe
The link will be valid for 15 days. Hope this helps.
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Post by Nemoricus »

Screet wrote:
Nemoricus wrote:
For a really immense variety, try Realistic Shipyards if you've got enough memory in your machine. Even if it's too big, it might help to identify other interesting ships and ship-packs as it bundles a really big amount of them.

Screet
I've been edgy about adding Realistic Shipyards for two reasons. First is the very large number of OXPs that you can't use alongside it. Second, its changes and additions are extensive and I'm not sure if I'd like all of them. In particular, I don't much care for having Star Wars and Star Trek ships in Oolite. They just don't fit properly.

I'd have tried out Neolite before now, but I can't seem to find a download link for it.
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