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Re: OXPs simply wan't load (expand)

Posted: Thu Jan 06, 2011 2:29 pm
by sonicresolution
OK, found the log! In my user library!

and here it is... the latset one, does it make any sense?

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Mac OS X Version 10.5.8 (Build 9L31a) at 2011-01-06 14:13:14 +0000.
Machine type: MacBookPro3,1, 4096 MiB memory, 2 x x86 (Core 2/Merom) @ 2600 MHz.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support.

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

[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
/Applications/Oolite/Oolite (v1.74.2)/Oolite/Oolite.app/Contents/Resources
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns/Smivs'Shipset-SD.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0 NVIDIA-1.5.48")
Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce 8600M GT OpenGL Engine
[rendering.opengl.extensions]: OpenGL extensions (112):
GL_EXT_compiled_vertex_array, GL_ARB_transpose_matrix, GL_APPLE_vertex_array_object, GL_ARB_multitexture, GL_ARB_fragment_program, GL_ARB_shader_texture_lod, GL_NV_register_combiners, GL_NV_depth_clamp, GL_ARB_occlusion_query, GL_EXT_bgra, GL_NV_texture_shader2, GL_EXT_texture_lod_bias, GL_NV_vertex_program2_option, GL_EXT_framebuffer_object, GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_APPLE_ycbcr_422, GL_ARB_shading_language_100, GL_ARB_texture_non_power_of_two, GL_EXT_abgr, GL_ARB_texture_rectangle, GL_EXT_texture_mirror_clamp, GL_ARB_texture_env_add, GL_EXT_rescale_normal, GL_APPLE_element_array, GL_ARB_imaging, GL_ARB_fragment_shader, GL_NV_texgen_reflection, GL_APPLE_flush_buffer_range, GL_EXT_secondary_color, GL_EXT_packed_depth_stencil, GL_EXT_blend_equation_separate, GL_EXT_texture_compression_s3tc, GL_NV_register_combiners2, GL_ARB_shadow, GL_ARB_texture_float, GL_NV_vertex_program3, GL_NV_multisample_filter_hint, GL_EXT_blend_func_separate, GL_EXT_multi_draw_arrays, GL_EXT_texture_sRGB, GL_ARB_vertex_program, GL_NV_point_sprite, GL_ATI_texture_env_combine3, GL_EXT_shadow_funcs, GL_ARB_texture_env_crossbar, GL_EXT_geometry_shader4, GL_NV_fog_distance, GL_ARB_vertex_blend, GL_EXT_clip_volume_hint, GL_APPLE_transform_hint, GL_APPLE_vertex_program_evaluators, GL_NV_fragment_program_option, GL_EXT_gpu_program_parameters, GL_EXT_stencil_wrap, GL_APPLE_fence, GL_APPLE_texture_range, GL_NV_blend_square, GL_ARB_point_parameters, GL_ARB_vertex_buffer_object, GL_EXT_blend_minmax, GL_EXT_texture_integer, GL_APPLE_aux_depth_stencil, GL_APPLE_packed_pixels, GL_ARB_multisample, GL_EXT_texture_env_add, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_EXT_framebuffer_blit, GL_APPLE_float_pixels, GL_ARB_texture_mirrored_repeat, GL_EXT_framebuffer_multisample, GL_ARB_texture_cube_map, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_dxt1, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_range, GL_ARB_pixel_buffer_object, GL_ARB_texture_env_combine, GL_APPLE_specular_vector, GL_EXT_stencil_two_side, GL_EXT_bindable_uniform, GL_NV_texture_shader3, GL_ATI_separate_stencil, GL_NV_fragment_program2, GL_IBM_rasterpos_clip, GL_EXT_draw_buffers2, GL_APPLE_pixel_buffer, GL_EXT_fog_coord, GL_SGIS_texture_lod, GL_NV_texture_shader, GL_ARB_draw_buffers, GL_EXT_texture_filter_anisotropic, GL_ATI_texture_mirror_once, GL_SGIS_texture_edge_clamp, GL_EXT_transform_feedback, GL_APPLE_client_storage, GL_ARB_half_float_pixel, GL_ARB_depth_texture, GL_EXT_blend_subtract, GL_APPLE_object_purgeable, GL_EXT_depth_bounds_test, GL_ATI_texture_float, GL_ARB_point_sprite, GL_EXT_texture_rectangle, GL_APPLE_flush_render, GL_EXT_blend_color, GL_ARB_window_pos, GL_EXT_gpu_shader4, GL_NV_light_max_exponent, GL_ARB_fragment_program_shadow, GL_SGIS_generate_mipmap
[rendering.opengl.shader.support]: Shaders are supported.
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[searchPaths.dumpAll]: Strict Mode - Resources path:
/Applications/Oolite/Oolite (v1.74.2)/Oolite/Oolite.app/Contents/Resources
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[shipData.load.begin]: Loading ship data.
[script.load.world.listAll]: Loaded 5 world scripts:
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-trumbles 1.74.2
[loading.complete]: ========== Loading complete. ==========

Closing log at 2011-01-06 14:13:38 +0000.

Re: OXPs simply wan't load (expand)

Posted: Thu Jan 06, 2011 2:34 pm
by JensAyton
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
/Applications/Oolite/Oolite (v1.74.2)/Oolite/Oolite.app/Contents/Resources
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns/Smivs'Shipset-SD.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0 NVIDIA-1.5.48")
The only OXP it’s seeing is Smivs'Shipset-SD.oxp. Put any other OXPs in the same place. The OXP itself must be in AddOns, not the folder it was in, and not a zip file.

Re: OXPs simply wan't load (expand)

Posted: Thu Jan 06, 2011 2:53 pm
by Smivs
Progress at last...it looks like we're getting there. Follow Ahruman's advice and put the others where you have put Smivs'Shipset and you should get them all working.
Yes, I am the same Smivs (thankfully there's only one!) and as I hope you are finding, the OXPs (any/all of them) should work on Macs just the same as Windows and Linux.
We sometimes come across case-sensitive issues (Mac and Linux are case sensitive) but these are normally detected pretty quickly.
As always, if you find a problem, a post here will normally get a quick response.
Cheers,
Smivs

Re: OXPs simply wan't load (expand)

Posted: Thu Jan 06, 2011 3:02 pm
by sonicresolution
Great support guys - however, It only see's Smiv's file because I removed the others and started again to try an see if there was a conflict! No joy. I'm about to try Smiv's Accessories patch - after launching the app with shift, do I need to do anything else to activate the changes?

Re: OXPs simply wan't load (expand)

Posted: Thu Jan 06, 2011 3:10 pm
by Eric Walch
sonicresolution wrote:
OK, found the log! In my user library!

and here it is... the latset one, does it make any sense?

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Mac OS X Version 10.5.8 (Build 9L31a) at 2011-01-06 14:13:14 +0000.
Machine type: MacBookPro3,1, 4096 MiB memory, 2 x x86 (Core 2/Merom) @ 2600 MHz.
That is the place were a lot of programs save their logs.

On the mac there is an easy way to access your log: just start Oolite again and look in the menu bar. Under "Oolite" you will find an item called previous log. (You may need to switch to windowed mode first). When selecting this menu-item, Oolite will launch the console and that program will open the previous log.

When within the console, you can click the icon on the top-left to toggle the index for all system logs on/off.

Re: OXPs simply wan't load (expand)

Posted: Thu Jan 06, 2011 3:11 pm
by Smivs
That should be all you need to do. Just repeat what you did to get the Shipset working for the other OXPs and all should be well. Holding down 'shift' clears the cache and may not be necessary but certainly won't do any harm.
By the way, a quick way to test if the Shipset and Accessories are working is to start the game, and when it says 'Load Previous Commander', press 'n' for No. You will then see all the 'demo-ships' which will include the accessories as well. After the Cobra, you will see the Coriolis station, then (I think) the Boa Class Cruiser etc. It should be immediately obvious if they are working or not, as my ships and stations have the lighting effects that do not feature in the default ships and bits.

Re: OXPs simply wan't load (expand)

Posted: Thu Jan 06, 2011 3:15 pm
by JensAyton
It is never necessary to hold down shift when adding or removing OXPs.

Re: OXPs simply wan't load (expand)

Posted: Wed Jan 12, 2011 12:35 pm
by drew
Welcome aboard Mr. Sonic, hope you get all this sorted!

Cheers,

Drew.

Re: OXPs simply wan't load (expand)

Posted: Wed Jan 12, 2011 12:56 pm
by sonicresolution
Yes, I got it all working - great fun getting back into this after all these years. The Oolite take on Elite is excellent, and runs like a dream on the mac - great work to all involved with this - still the best space sim!!!