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Posted: Sun Jun 28, 2009 9:10 pm
by FSOneblin
I need to get some rubber underwear for reading this board...


FSOneblin

Posted: Fri Jul 10, 2009 3:41 am
by metri
There are still some case-sensitive issues on UNIX-like systems.

Many models use .PNG extension instead of .png

Bigships models are incorrectly named in shipdata.plist

..

Posted: Sat Jul 11, 2009 8:04 am
by Lestradae
Hi Metri,

thanks for the feedback!

Could you give me a list of the case sensitive errors you found in OSE? It is still a test version and I can't test under linux (don't have it).

Would be very helpful :wink:

L

Posted: Sat Jul 11, 2009 6:10 pm
by metri
Edit Models:

Model Old Texture New Texture
-------------------------------------------
0rb.dat ORB.PNG 0rb.png
cannon.dat cannon.PNG cannon.PNG *** rename both model and texture
engines.dat engines.PNG engines.png
gun.dat guntex.PNG guntex.png
l_wing.dat engines.PNG engines.png
mainship.dat mainhull.PNG mainhull.png
o-spin.dat ORB.PNG 0rb.png
o-sturret.dat same as above
r-wing.dat engines.PNG engines.png

Config/shipdata.plist should sync Bigships models name with real models:

ABBattleshipPolice.dat -> abbattleshippolice.dat
ABhospital.dat -> abhospital.dat
abBattleshipPirate.dat -> abbattleshippirate.dat
Biodome.dat -> biodome.dat
Superlifter.dat -> superlifter.dat
Supercargo.dat -> supercargo.dat
Spiv2.dat -> spiv2.dat
abYacht.dat -> abyacht.dat
abBattleship.dat -> abbattleship.dat
Cruiseship.dat -> cruiseship.dat
Superlifter.dat -> superlifter.dat

Config/hud.plist use base.png so Image/BASE.png needs to be renamed.

Posted: Sat Jul 11, 2009 7:10 pm
by Eric Walch
metri wrote:
0rb.dat ORB.PNG 0rb.png
The orb.oxp has even a bigger problem because it sometimes uses a O and sometimes a 0, like in your example above. (Character and number).

Posted: Sat Jul 11, 2009 8:17 pm
by metri
With OSE 0.5 I dont like current behavior: Navy Dredges spawn like crazy at same spot.

I could destroy INRA Battlestar with single photon torpedo.

If we need ultimate weapon it is already available as gravitonic missile from Assassins.

Sometimes sky is full of purple spheres: I need to look at scanner and at forward camera all the time otherwise bye bye.

Maybe adding minesweeper escorts could be nice idea ;)

Posted: Sun Jul 12, 2009 8:06 pm
by metri
For some reasons hud from ships eg. not default one do not use cloak indicator, so only workaround is to edit every custom ship hud.

Also crosshair_scale and crosshair_color are available so they can be modified too.

Posted: Mon Jul 13, 2009 1:18 pm
by zevans
Screet wrote:
Eric Walch wrote:
I probably have to wait a long time. I normally download at about 4 minutes/Mb. 133 Mb would be about 9 hrs downloadtime with my old isdn connection. I used to think isdn was fast compared to my first modem (1200 baud)
Maybe you should get a CD copy via snail-mail ;)

Screet
Never underestimate the bandwidth of an Anaconda full of holomemories!

..

Posted: Mon Jul 13, 2009 1:50 pm
by Lestradae
Hi metri & Eric,

thanks for the very useful infos!

@Eric: Thr Orb.oxp is not part of OSE - it's very buggy and after a few attempts to repair it (I thought it was a cool idea) I gave up on it. Just two subentities of the Constitutions need material from this oxp, and these materials are in.

But I will have a look into the 0 - o - O business again, and metri, any case sensitivity issue you find please report it here, then I'll repair that!

@metri:

The huds are inherited from many other oxps, so I won't rework them - if you did rework them, would you perhaps give me access to the versions which show the CD indicator? If they have this function, I'd replace the existing ones with your ones.

There are still too many Photon Torpedoes and very big carriers in the game in OSE V0.5. This will change in the final version due to the sheer weight of numbers - the very big ships will be just 1% of the possible ships then. Atm they make up more than 8% of the OSE V0.5 total ships.

Concerning equipment, I don't add in equipment from oxps that is supposed to be a missions reward exclusively - therefore the graviton missile isn't in, and some other possible equipment items from i.e. Aquatics or UPS won't be in, too - play the missions for that :wink:

Minesweepers might become a feature, yes - perhaps the INRA Battlestars will become such in their own right :twisted:

Again, any such reports are very helpful! :D

L

Posted: Mon Jul 13, 2009 3:53 pm
by zevans
Might have a game balance problem here...? I'm playing on trunk+OSE WiP now and at Lave start the shipyard had a "StarSeeker Personal Shuttle" with loads of extras for ~60,000 CR (sorry, should have wrote exact price down!)

Extras included Escape Pod, Energy Bomb, Docking Computers, Scanner Targeting, Multi-Targeting, Heat Shielding, Beam Laser, rear Pulse (and why have heat shielding if there's no fuel scoop... backstory anyone? Sun-diving as a sport? A promotional tie in with Disaster Area's release of Neutron Liver Uncle?)

Even after I'd bought it I still had 40-some k left I can get to iron-ass as soon as I go to a planet with decent Tech Level. OK, so I only got 10T cargo space and a passenger berth, and I lost 3 missile pylons, but I can live with that very easily.

Now this is handy for me to do some more advanced play-testing but it seems like a lot of kit to be available for a Jameson... thoughts?

Not found any bugs yet but this uses SHEDLOADS more memory, suppose with textures and so-on that's inevitable, but I might disable OSE again and see how trunk and 1.72 compare on system footprint.

Posted: Mon Jul 13, 2009 4:49 pm
by metri
zevans wrote:
Not found any bugs yet but this uses SHEDLOADS more memory, suppose with textures and so-on that's inevitable, but I might disable OSE again and see how trunk and 1.72 compare on system footprint.
Textures use very little memory, most of memory is lost on models.
SiRF(this one load bunch of models), Oobay(millions of flashers make flying near it ultra slow experience), Condor(it looks to be from completly another dimension) and Constitution(trekie) and their variations are worst example ...
That are models that appear to consumes bunch of memory, other models may just slow rendering.

BTW, I could dock with some variation of Condor ship but at final approch by Falcon, Condor goes away ...
I could also auto-dock with small blueish Oobay thingie - not actually dock because I would be already dead at that point ...

Maybe I missed it somewhere but OSE depends on Target Autolock and Target Reticle.
One more thing both Missle jammer overide and Missle filter are shown on F5 screen even one of them is just different naming by OSE.

Posted: Mon Jul 13, 2009 9:54 pm
by zevans
Textures use very little memory, most of memory is lost on models.
SiRF(this one load bunch of models), Oobay(millions of flashers make flying near it ultra slow experience),
The swapfest I had was sitting still looking at an oobay and the planet behind it, whilst there was a fight going on to my left somewhere. The pretty planets didn't cause me a problem in 1.72 so I don't think it's that. I think there's something egregious in the oobay that's doing it - and by the way I have shaders off!

Which OXP is oobay in "originally" - I'll see if I can narrow it down that way...
Constitution(trekie) and their variations are worst example ...
Seen one of those, didn't seem so bad!
Maybe I missed it somewhere but OSE depends on Target Autolock and Target Reticle.
Those have now been combined into one I believe... but I don't have them installed either way. They're not mentioned anywhere in this thread as far as I can remember. What depends on it do you think?

Re: ..

Posted: Mon Jul 13, 2009 10:02 pm
by zevans
Lestradae wrote:
Could you give me a list of the case sensitive errors you found in OSE? It is still a test version and I can't test under linux (don't have it).

Would be very helpful :wink:
Fixed that for ya!

Code: Select all

[shipData.load.begin]: Loading ship data...                                                      
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "Cruiseship" specifies non-existent model "Cruiseship.dat".                                                                        
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "abBattleship" specifies non-existent model "abBattleship.dat".                                                                    
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "abBattleshipPolice" specifies non-existent model "ABBattleshipPolice.dat".                                                        
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "abYacht" specifies non-existent model "abYacht.dat".                                                                              
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "Biodome" specifies non-existent model "Biodome.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "abHospital" specifies non-existent model "ABhospital.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "abBattleshipPirate" specifies non-existent model "abBattleshipPirate.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "abYacht-Player" specifies non-existent model "abYacht.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "Spiv-Player" specifies non-existent model "Spiv2.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "Superlifter" specifies non-existent model "Superlifter.dat".

Posted: Mon Jul 13, 2009 11:00 pm
by DaddyHoggy
Which OXP is oobay in "originally" - I'll see if I can narrow it down that way...
There is no originally for the oobay station - it'll make its first appearance in OSE - I only know this because I modified the originally texture for L because he was having problems with his graphics package and, as the creator of Oobay (for YAH), I had a nice big 2048x1024 image to play with!

Posted: Mon Jul 13, 2009 11:20 pm
by zevans
@DaddyHoggy: Fair enough :-) Have to get me a debug console going and spawn one, see if memory immediately asplodes.

@L: Found a couple more.

"Spiv2.dat" is referred to twice, once capitalised, once not, so doesn't matter which way you rename the file, you got problems. For now I have made the file all lowercase and edited Spiv-Player section accordingly in shipdata.plist.

Also getting this twice over in Latest.log, and sure enough the HUD has no background. I can't find any file that looks like it might even be base.png with uppercase in the first place!

Code: Select all

[files.notFound]: ----- WARNING: Could not find texture file "base.png". Used default no textures material instead.
[files.notFound]: ***** ERROR: HeadUpDisplay couldn't get an image texture name for base.png