v1.62 (Final) Patch Available

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aegidian
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Post by aegidian »

lex_talionis wrote:
has anyone else encountered OXPs that don't work?
It's important to note what version of Oolite and which OS you're using. There are a few problems with OXPs on PC's I understand, but I don't and can't develop that version so I'm not able to answer questions about it.

I've not encountered any major problems with OXPs witht hte Mac.
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Post by Selezen »

The TOGY is between the planet and the sun of Tionisla. If you launch from the station, get out of the way of the docking bay and spin the ship round to face the sun. Look around the edge of the sun (about an inch from the corona on a 17 inch monitor) and there should be a grey blob with some tiny dots around it. That's the GY. It's not directly between the station and the planet, but is, afaik, between sun and planet.

It's easy to mistake the GY for a star cluster, since it looks like a little galaxy from a distance.
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Post by lex_talionis »

running latest version on a G4 with 10.4.2
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Post by aegidian »

lex_talionis wrote:
running latest version on a G4 with 10.4.2
Odd then. Where are you storing the OXP files?

What does Console.app report when you start the game, (it should list the OXPs that are installed)?
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Post by lex_talionis »

OXPs in addons as usual. will check what OXPs are loading...

*later* strange... this is what i get.

Code: Select all

2006-02-02 18:10:44.990 Oolite[227] ---> searching paths:
(
    "/Users/william/Desktop/Oolite/Oolite/Oolite.app/Contents/Resources", 
    "/Users/william/Desktop/Oolite/Oolite/AddOns", 
    "/Users/william/Library/Application Support/Oolite/AddOns", 
    "/Users/william/.Oolite/AddOns"
)
2006-02-02 18:10:45.487 Oolite[227] Vertex Array Range optimisation - supported
2006-02-02 18:10:47.000 Oolite[227] Populating a system with economy 5, and government 3
2006-02-02 18:10:47.000 Oolite[227] ... adding 6 trading vessels
2006-02-02 18:10:47.000 Oolite[227] ... adding 1 sun skimming vessels
2006-02-02 18:10:47.000 Oolite[227] ... adding 4 pirate vessels
2006-02-02 18:10:47.000 Oolite[227] ... adding 0 sun skim pirates
2006-02-02 18:10:47.000 Oolite[227] ... adding 1 law/bounty-hunter vessels
2006-02-02 18:10:47.000 Oolite[227] ... adding 1 sun skim law/bounty hunter vessels
2006-02-02 18:10:47.000 Oolite[227] ... adding 0 Thargoid warships
2006-02-02 18:10:47.000 Oolite[227] ... adding 0 asteroid clusters
2006-02-02 18:10:47.001 Oolite[227] ... for a total of 13 ships
no list of loading OXP's *anywhere*
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Post by aegidian »

lex_talionis wrote:
OXPs in addons as usual.
The Mac filesystem is case sensitive, so try renaming that to "AddOns"

Or copying your OXP files to /Users/william/Library/Application Support/Oolite/AddOns
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Post by lex_talionis »

i know it's case-sensitive. i just typed 'addons' cos i was typing fast! will try what you suggest.

[EDIT] you know what's strange? there was no directory called Oolite in /Users/william/Library/Application Support. yet the console states that it looked there :shock:

[edit#2] created the directory - it works fine now! thanks for the help Giles :D:D
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Post by JensAyton »

aegidian wrote:
The Mac filesystem is case sensitive, so try renaming that to "AddOns"
Er, no, it isn’t unless you’ve formatted as HFSX with case-sensetivity enabled. Normal HFS+ volumes are case-preserving but case-insensitive.
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Post by aegidian »

Ahruman wrote:
aegidian wrote:
The Mac filesystem is case sensitive, so try renaming that to "AddOns"
Er, no, it isn’t unless you’ve formatted as HFSX with case-sensetivity enabled. Normal HFS+ volumes are case-preserving but case-insensitive.
True, my error. And it seems Oolite copes okay with 'addons' as the name of the folder.

So I wonder what went wrong here?
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Post by lex_talionis »

my OXPs seem to work - all bar the KleptoHUD that still is being problematic. there's a few elements in it that are working - the space compass, the zoom thingy and the aegis for the station, but the rest is as the default.

i've PM'ed Kleptiod, who promises to look at it, but i was wondering if there might be some changes with 1.62 in the way oolite handles HUDs or anything? so i might be able to make the changes myself?
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Post by Rxke »

re: soundissue...

OSX 10.3.9 I was selling stuff rather rapidly, and all of a sudden the 'kerchink' sound behaved strangely... I'll try to describe...
In the market you have two sounds, the kerchink and the dub-dub-dub when browsing.

So I was selling rapidly, (Enter button plus arrows) and it seemed the kerchink sound couldn't keep up, after awhile I only heard the dubdubdub, and then gradually, sub-bits of kerchink got pasted to the endo of that sound, fractual bits, but consecutive ones...

Dub-ke dub-rc dub-in dub-k (but much smaller kerchinks bits.
Nothing as error in the logs, but a bit later ingame my ECM sound didn't happen anymore and i got a lot of
2006-02-07 23:01:30.580 Oolite[537] Channel <OOCASoundChannel 0x1393f00>{ID=2, state=playing, sound=<OOCABufferedSound 0x4e500a0>{"warning.ogg"}} reused while playing.
after that, for every sound used (but those sounded ok...

oh, probably unrelated, then after I quit the game I saw a had an message at the bottom saying:
Oolite[537] OPENGL_DEBUG GL_ERROR (1281) 'invalid value' in: Universe before doing anything
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JensAyton
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Post by JensAyton »

*cries*

Why don’t these things ever happen on my computer? (Possibly I should play-test more)
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Post by Rxke »

The ECM hardened missiles still are very deadly. I'm flying a SuperCobara w/ 7 energybanks and it still kills me. Or is that intentional? Are they meant to be more deadly than the plain vanilla ones?

IIRC there was a discussion about this but can't find it...
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Post by aegidian »

Rxke wrote:
The ECM hardened missiles still are very deadly. I'm flying a SuperCobara w/ 7 energybanks and it still kills me. Or is that intentional? Are they meant to be more deadly than the plain vanilla ones?
Check you don't have the OXP with the old ECM-hardened missiles - those are very, very deadly.
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Post by Rxke »

No.

Bit more... erm testing revealed that a head-on collision is deadly, but 'scrape-bys and explosions from aft not... I think.

I guess I was just too confident the SuperCobra's could handle such an impact, heh.
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