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The Oolite Extended Project - Fork, no oxp

Discussion and information relevant to creating special missions, new ships, skins etc.

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pmw57
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Re: .

Post by pmw57 »

Lestradae wrote:
OK, then I will provide the playerStations.js and the OSE-populator.js currently residing on my harddrive:
Thanks, but that is the playerStations.js that I provided before.

Is the next earlier revision of it from the 0.70 release? If so I'll supply the modifications from that instead.
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even the Grim Reaper keeps his distance.
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Re: .

Post by pmw57 »

Lestradae wrote:
OK, then I will provide the playerStations.js and the OSE-populator.js currently residing on my harddrive:
In fact, I don't think that playerStations.js has any issue residing within it at all. It's the OSE-populator.js where the issue resides instead.

This code specifically:

Code: Select all

// add interstellar or system ships 
this.setUpShips = function () { 
    if (system.isInterstellarSpace) { 
        this.setupInterstellarShips(); 
    } else { 
        this.setupSystemShips(); 
    } 
}; 

this.shipExitedWitchspace = function () { 
    this.setUpShips(); 
}; 

this.shipLaunchedFromStation = function () { 
    /* The first launch after a restart the system must be populated after a launch. 
The other times it happens after a WitchspaceJump */ 
    if (this.mustPopulate) { 
        this.mustPopulate = false; 
        this.setUpSystemShips(); 
    } 
};
The correction is to make the setup names all consistant. Update it to be this instead and the issue you were facing will be all cleared up.

Code: Select all

// add interstellar or system ships 
this.setupShips = function () { 
    if (system.isInterstellarSpace) { 
        this.setupInterstellarShips(); 
    } else { 
        this.setupSystemShips(); 
    } 
}; 

this.shipExitedWitchspace = function () { 
    this.setupShips(); 
}; 

this.shipLaunchedFromStation = function () { 
    /* The first launch after a restart the system must be populated after a launch. 
The other times it happens after a WitchspaceJump */ 
    if (this.mustPopulate) { 
        this.mustPopulate = false; 
        this.setupSystemShips(); 
    } 
};
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
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Lestradae
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Re: .

Post by Lestradae »

Hey pmw57!
pmw57 wrote:
In fact, I don't think that playerStations.js has any issue residing within it at all. It's the OSE-populator.js where the issue resides instead.
I thought so too. I will implement the code changes you suggest and go for a test drive.

Edit: What exactly should I change in the OSE-populator.js? The two script snippets from above are exactly identical with one another! :?

All things going well, it could be that I will have a working beta WiP of Oolite Extended V0.8 going out by tomorrow evening. If no showstoppers present themselves.

The testing will then have to get into gear anew - this merger contains everything ever done for Oolite with the exception of the HUD oxps (as they can't be merged like this, perhaps the final download will have them as optional main huds). That's 257 265 264 oxps we're speaking about in one bundle - plus everything ever done for OSE! :shock:

There are still a handful of issues to be ironed out. When I publish the next beta, please remember that we all agreed upon contacting the original oxps owners (from which eventual bugs etc. stem) via PM privately and usually will only implement a fix if the oxp author does it themselves or has no interests in fixing it at all (then we have to do it ourselves, I guess).

Cheers & thanks :)

L
Last edited by Lestradae on Thu Nov 05, 2009 7:01 am, edited 3 times in total.
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Post by pagroove »

Well I wait for the first releases. I actually just want a RS4.0. But with all the new possibilities I probably make a second install of Oolite with an Oolite Extended Install. But 900 MB is big yeah. But I have this problem also with the Ever growing Famous Planets series. That's why I'm gonna think about it and probably release small packages so that people can take the planets out that they don't need at that moment.

But I look forward in anticipation.
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Re: .

Post by pmw57 »

Lestradae wrote:
Hey pmw57!
pmw57 wrote:
In fact, I don't think that playerStations.js has any issue residing within it at all. It's the OSE-populator.js where the issue resides instead.
I thought so too. I will implement the code changes you suggest and go for a test drive.

Edit: What exactly should I change in the OSE-populator.js? The two script snippets from above are exactly identical with one another! :?
Aha! I only saw the original version of the above message - no notification occurs when edits are made.

The difference is the one uses setUp and the other uses setup - the capitalisation is where the difference lies.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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..

Post by Lestradae »

Hi pagroove,

Yeah, it's big and it's not going to get smaller :)

But, the beta of it I have on my system actually works fine, and I think I might be helpful to some oxp'ers because any sort of clash and little hidden difficult-to-notice bugs that might happen will probably be found due to the sheer size and can thus be ironed out.

The speed is quite OK as of now. Ahruman must have done a really good job with the optimising of flashers, etc. I have 40-60 FPS with the whole beta!

There will actually be a RS 4.0 anyways. This will no longer contain the ships by itself, though. It will only reprice them and set the TLs accordingly. So you will have to use the ship oxps singularly in conjunction with it.

Oolite Extended will do everything RS 4.0 will do, on top of everything else, too, so if the "all-inclusive" meta-oxp is your thing, you'll be well served, methinks.

Looking forwards to having the unbelieveable workload I ordered myself behind me, too :D

L
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Post by Lestradae »

@pmw57:

Yes, thanks; already corrected in the beta pre-V0.8 on my harddrive.

I'm now definitely gearing up towards the release of a first test version of Oolite Extended V0.8 :D

Cheers

L
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Post by Lestradae »

Here we go. The first Oolite Extended V0.8 WiP is ready for being tested ... :D

I am intentionally posting this in the Testing and Bug reports and not the Expansion Pack forum!

Please note that this is not yet a published, finished oxp, but a WiP that I publish to find bugs before they are found after a future V1.0! Read all text and instructions here first before downloading and testplaying Oolite Extended! So please keep the WiP nature of OE in mind and that the reason for making the WiP accessible at all is not yet for normal gameplay, but to get this to a V1.0 that works perfectly well.

I really need as much feedback as possible on the following:

* How does it run on various systems, with different speeds (OS, Cores, RAM, GHz, Graphics Cards etc.)
* Are there bugs visible or noticable ingame, does something not work perhaps, is there strange behaviour that does not seem intentional somewhere?
* Is it playable, if playing as green Jameson, experienced player, or Elite veteran? Or are there any sore spots?
* Do any problems with inbuilt or oxp missions appear?
* Does the included equipment work as intended?
* Does the buying and selling, and visiting of player stations work as intended?
* If you replace the original oxps OE consists of with OE, does everything including any old savegame continue to function in the same way you are used to?
* Are there any error reports in the log?

What Oolite Extended does: Everything!

OE is a bundle of oxps for the "Aaaaaall-of-it"-crowd. Players who, asides from purely tongue-in-cheek oxps like KillIt i.e., consider the Ooniverse to be all that which oxp'ers have included, and perceive the core game as the canvas onto which the actual picture is painted. In other words: If your motto is "If it's potentially in there, I want to have it" then this could be of interest for you. Playing like that means that the Ooniverse is perceived as a living, growing entity, that might one day have moved far away from the original Elite.

So anything - really anything - someone has once done in earnest for Oolite, is here bundled in one giant meta-oxp. Including some features not yet available outside OE, as players buying stations and getting income from them, all sorts of new equipment, special systems beyond tech level 15, player carriers etc.

The oxps bundled have usually not been tempered with in any way. There are four exceptions that may be the case:

* Expansions on the original - the original is still untampered in there, but with extensions to its contents. This is never done with missions!
* Repricing and - accordingingly - "TL-ing" of ships according to a formula that calculates from the ship's stats in comparison to the Jameson's Cobra Mk III.
* NPC ships have lost nearly all disadvantages against players - the Oolite Extended game is noticably harder than the vanilla game.
* Some things have to be changed to simply allow this giant bundle of oxps to work together, missile speeds i.e. have to be three times higher or missiles will often be without any effect.

If you install for testplaying, please keep the following in mind:

* This is for people who want everything ever done for Oolite in their game. Please do not post or PM me requests "to take things out again". If you want that, do it yourself or use the conventional oxp system, as otherwise, this meta-oxp probably isn't fitting for your tastes.
* This is still a beta WiP, not even a release candidate. Have your savegames backupped at all times if you use OE for normal play. It should take over from any savegame, any mission, any ship you are flying, any equipment you have without a glitch - but, again, it is here for testing if it really does that - always!
* You need a fast, good computer to run Oolite Extended! About 2GB RAM and a 2GHz processor plus a decent graphics card are sorely recommended. Ahruman has done a great job in optimising Oolite, so with the above specs OE will run decently. But you need them at least for FPS 40+ :wink:
* This WiP needs "1.74" trunk Oolite to run, and it better be a version of SVN 2717+! It won't run properly under 1.73.4 or lower versions.
* Please do not install any of the oxps below in addition to Oolite Extended. The reason being, OE already contains them as a bundle, and you would double-install them, which could crash your game or lead to massively unexpected behaviour!
* The DebugReport is part of this meta-oxp. It will leave a more detailed error & bug report in your log as usual. If you find reports of problems in your log, please post your log here in this thread! (And don't open new threads about them)

So, I let anyone still reading off the hook, here is the download already:

* Download temporarily removed until contentious issues have been resolved *

Have fun @testing :D

L

The 264 (!) oxps included (status quo 05-11-2009) are:

A
AAACrooks (Chaky-fixed), Aegidian-Special, All-Stars, Amen_Bricks_Megaships, AMS V1.1, Anarchies V2.2, AphidV2, Aquatics V2.11, arachnid, Assassins Guild V1.3, Asteroid Storm, att1, A-Wing

B
Bandersnatch, Behemoth Spacewar, BigShips V1.02, black_baron, Blackjacksbullion, Bounty Scanner, Boyracers, BuoyRepair1.02.5, buzzer, B-Wing

C
Capisastra (aka Seosu), Captured Thargons V1.0, Cargo & Wrecks V1.4, Cataclysm, Cobra3Njx, Cobra35, CobraClipperPC, Combat Computers, CombinedSounds, Commies, CompactHUD, Condor, custsounds

D
DebugReport, DeepspaceHud, DeepSpacePirates, Deposed V1.3.4, Dictators, Diso, dodo_stations, Dr_HUD, Dr_HUD_CMkIII, Dragon V1.72, Dredgers V2.2.5, Drones V1.1, Dreams01Beta, Dredger V1.0, DWCobra3

E
e5amigasoundpack, Eagle2, Energy Equipment V1.04, ettBeaconLauncher, Executive Spaceways V2.2

F
Famous Planets V2.0, Far Star, Ferdelance_NG, Ferdepai, FighterHud, Firewasp, Flying Dutchman, FP Liners 1.00, Freaky Thargoids V3.1, FTZv0.13, FuelCollectorV0.06, Fuel_Station V1.23, Fuel Tank, fsr

G
Galactic Navy, galcops, Galcop_trade_outpost, Generation Ships V1.1, G-HUD_Mk2, globestations2, Grass_Snake, Gritty Coriolis, Greekshipset1, Griff_Adder_normalmapped, Griff_Anaconda_normalmapped, Griff_Cobra_Mk1_normalmapped, Griff_Cobra_Mk3_normalmapped_less_scuffed_texture, Griff_Cobra_Mk3_normalmapped_original_scuffed_texture, Griff_Coriolis_normalmapped, Griff_Fer-de-lance_normalmapped, Griff_Fer-de-lance_normalmapped_scuffed_texture_version, Griff_Krait_normalmapped, griff_python_normalmapped, Griff_Sidewinder_normalmapped, Griff_Thargoids_normalmapped, Griff_Thargoids_organic_normalmapped, Griff_Vipers_normalmapped, Griff_Worm_normalmapped, Griff_Normalmapped_ships, griff_planetexpress, griff_shady_station, griff_ships_remixed, Griffin2, gwxstations

H
halsis, Hammer, Hawksound, Herald, hOopyCasino 1.1, Hotrods, hud_ng, hyperradio V1.16

I
Icarus, Illicit_Unlock_FIX1.56, Impcourier (new ship model), Impcourier2 (new), Interceptor, Interstellar help, Ionics-1.2.3, Isisinterstellar, Ixianfreighter, Ixianships V1.1

J
Jabberwocky

K
Kestrel&Falcon, kirin, kirin_sport, kleptohud

L
Lambda, Lane_Legal, Lave V1.70, Lave Academy, liberator, Llama, Longshot, Long Way Around V1.1, Lovecats V1.2

M
Manta, MaegilsMissiles, Marett_Vol1, Marett_Vol2, MedusaHud, megawalnutdash, Merlin, MildAudio, MilHud V3, Military Fiasco, milmissile, Misjump Analyser V1.0, Missile Analyser V1.1.1, Missiles and Bombs V2.2, Missile Rack V1.02, Missionaries, Monument, Morrigan, MPakRedux, Murgh's replacement sounds, Murgh_XShips

N
NavyStarships, Neocaduceus, Neolite, neoliteCompanion, neolite-Megaships, Newships, nukes V0.9, nuvipers

O
Oldships, Oo-Haul, Ore_processor V1.53d, OsirisV1, Outrider

P
P.A. Groove Stations, Pallas, Pelamis, Phoenix, Pirate_coves1.2.1, piratetraps, Planetfall V1.23, PlanetFall - Black Monks, PlanetFall - hOopy Casino, PlanetFall - Oo-Haul, Planetfall - Taxi, playerstations, Pods V1.1, Pods-UPS 1.1, Probe_1.1, PTI, PythonClassCruiserV2.6

R
Racers, Random Hits V1.3.6, Realistic Shipyards V4.0, Renegade Pirates V3.0, Renegade_Viper, Repair Bots V1.1, Ring Racer, ringpod, RoC, Rock_Hermit_Locator1.3.1

S
SalezaV2, Santa, Second Wave, Sell equipment, Shady_blackmonks, Shield-Tail, Shreddies, snark, Snoopers, Spearhead_1, spyhunter1.1, Status_Quo_Q-bomb, Ste3c, s-ships, Stingray, Stingray_Mk_II, Sung's Textures, sunskimmers, Supercobra, Superhub, Swift, System Redux

T
Taranis Corporation HQ, Tardis, Target Autolock, Target Reticle, Taxi_Galactica, Terrapin, Tesoura, Thargoid Carrier, Thargoid Wars V4.3, Thargorn Threat V1.3, Tianve, TIE, Tiger, Tionisla Graveyard, Torus Station, Total patrol, Traffic Control, Trans-Hab Station, Transports, TrekHud, Tribant, Trident Down V1.4, tty, Tugships, typhoon

U
uber, U.P.S. Courier, Urutu_IV, UrutuMkIII

V
Vector V1.3, Velocity

W
wakapiko0109, wakatoro0109, Weeviloid, Welcome Mat V1.06, Wiggy's replacement sounds, WolfMk2, Wolfwoods_Variants (neolite version)

X
Xaotiks replavement sounds, xarik, X-Ships, X-Wing

Y
Your Ad Here!, YOUR_AD_HERE_set_A, YOUR_AD_HERE_set_B, YOUR_AD_HERE_set_C, YOUR_AD_HERE_set_D, YOUR_AD_HERE_set_E, YOUR_AD_HERE_set_F, YOUR_AD_HERE_Z, Y-Wing
Last edited by Lestradae on Fri Nov 06, 2009 2:37 pm, edited 1 time in total.
Screet
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Re: ..

Post by Screet »

Lestradae wrote:
What Oolite Extended does: Everything!
Adding mission oxp's which will continue to run after playing them through I have no problem with, but you also did include some which won't stay active.

I think that is not the best idea as these mission oxp's can slow things down when played through while they won't do anything to enhance the game afterwards.

How it is with all the custom sounds packages I do not know, I always thought they would exclude each other? I for myself did give a few a try and instantly went back to standard oolite for them ;) If they can be configured to switch between the packages (and off) I don't care for the additional download size, though.

However, the download really became immense and now does show the limits of your file storage provider: It's very slow (around 300KiB/second) and the first time it stalled after 250+ megs and I have to redownload again. I think you will need a more reliable - and if possible - faster provider there.

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Post by Lestradae »

Hey Screet,

just short!

* The box.net service is the best and most comfortable one I know as of yet in a pricerange below 15€ for the sort of traffic this is generating. Also I do know the download numbers :wink: In the night it has hiccups sometimes. Perhaps better to download at day.

* If you don't want the sounds, delete customsounds.plist in Config. You can even have a sound oxp singled out by installing it alongside and renaming it with a "Z -" upfront for obvious reasons. So you can easily configure that if you want to. Sound oxps can be merged, and I did it. Now not every laserhit or scrape or whatever sounds the same. Try it out. I think it sounds more like being in an actual world, but I guess it's a matter of taste as are many things ...

Btw, same with Huds. Rename the hud.plist of any hud you like to "hud.plist", and rename its parts in the "Images" folder by removing reference to their oxp ("Customs-Compass" -> "Compass") Voila, new hud. Or simply delete the hud.plist in Config to get the original Oolite hud.

* OE V0.8 is considerably faster on my system than OSE V0.71 was. Perhaps Ahruman has continued his code cleanification bonanza, perhaps my nagging suspicion that oxp bundles are faster for some reason than a heap of oxps is correct? I believe you will find the speed quite to your liking, keep me updated if that assumption will turn out correct or not. The few missions that can be finished are not going to slow things down considerably, I think.

Hope you still have fun with it, sorry for the download glitch :(

L
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Post by Kaks »

Or perhaps the ongoing conversion from legacy scripts to js? It does make a huge difference in speed, you know.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Lestradae »

Kaks wrote:
Or perhaps the ongoing conversion from legacy scripts to js? It does make a huge difference in speed, you know.
Yup, entirely possible! Pmw57 translated a lot of planetinfo.plist scripts to js - perhaps that helped, too!
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Post by another_commander »

The JS translation is the only thing that helped. The bundles-are-faster-than-standalone assumption is completely wrong, since the OXP data is cached anyway.
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Post by Lestradae »

another_commander wrote:
The JS translation is the only thing that helped. The bundles-are-faster-than-standalone assumption is completely wrong, since the OXP data is cached anyway.
I do stand corrected, then :wink:
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Post by LittleBear »

L, I'd rather you didn't include Random Hits in the download until its in its finished version. It still has bugs in it (although not too many - but for example, the victim's escorts have a tendancy in 1.3.6 to lock on to and attack their mother - fixed by Eric and the bar text screen currently contains debug variables.) and some features are not finished. Its is also written for the current test release of Oolite. Everytime a new test version of Oolite comes out (up to the MSR) Random Hits requires revision due to command name changes. If a buggy version is in OSE any bug fixed versions I release in the furture either will not work, or people will report fixed bugs as Random Hits bugs. Whilst I think a meta OXP is a good idea, I don't agree with including missions (IMHO there are better released as stand alones), as these types of OXP in particular tend to get revised a lot. I also think you should have asked before including Random Hits, Assassins, Renegade Pirates and Asteroid Storm. Renegade Pirates in particular is horrably buggy as I wrote it so long ago it does not play nicely at all with neo-oolite or Griff's ships set replacement.

I'm really snowed under with RL stuff ATM, so it will be a while before I can do any serious OXPing, but I would like to leave the option open and I don't really want to have to spend time responding to bug reports that relate to bugs that have been squoshed but have been preserved in OSE. I really think that for this reason alone, it is a very bad idea for the community in general to include really complex OXPs in a meta OXP.

I have no problem at all with anyone who wants to using any stuff they like from my OXPs in their own, but its a bit much to effectively prevent the orginal author from correcting errors or improving their own work, particlulary when you did not ask my permersion (or Griff, Ramon and Charlie who also did a lot of work for these OXPs).
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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