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Re: Enable Oolite development (2)
Posted: Tue Jul 18, 2023 7:41 pm
by Cholmondely
Code: Select all
USER PID %CPU %MEM VSZ RSS TT STAT STARTED TIME COMMAND
accountname 66834 0.3 8.3 5190444 697992 ?? S 8:47pm 0:40.16 .../Desktop/Hiran/oolite-1.90-Mac-TestRelease/Oolite.app/Contents/MacOS/Oolite -load ...Documents/AltMap1.oolite-save
accountname 66964 0.0 0.0 4258888 196 s000 R+ 8:49pm 0:00.00 grep 66834
Re: Enable Oolite development (2)
Posted: Tue Jul 18, 2023 7:58 pm
by Cholmondely
More information (latest.log) for game which did not start with resume game loaded.
Opening log for Oolite version 1.90 (x86-64 test release) under Mac OS X Version 10.15.3 (Build 19D2064) at 2023-07-18 19:47:10 +0000.
Machine type: MacBookAir9,1, 8192 MiB memory, 2 (4 logical) x x86 (family 0x38435547) @ 1100 MHz.
Build options: OpenAL, new planets, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
20:47:10.424 [oxp.message] +[ResourceManager checkOXPMessagesInPath:] (ResourceManager.m:576): /Users/accountname/Library/Application Support/Oolite/Managed AddOns/LitF+v0.06.oxz: Development version- not recommended for regular play-thru
Re: Enable Oolite development (2)
Posted: Tue Jul 18, 2023 8:11 pm
by Cholmondely
Possible text for OXP checking
Your saved game ran with a different set of OXPs:
These OXPs are currently missing from your resuming game
These OXPs have been added in to your resuming game
These OXPs conflict
These OXPs are needed by the OXPs you wish to load
Re: Enable Oolite development (2)
Posted: Tue Jul 18, 2023 8:47 pm
by hiran
Cholmondely wrote: ↑Tue Jul 18, 2023 7:27 pm
Oolite started up, but did not load the saved game
From the log:
Code: Select all
2023-07-18 20:20:44,177 WARN o.s.Oolite [AWT-EventQueue-0] Skipping savegame /Users/accountname/Documents/Pre BlackBaron.oolite-save
2023-07-18 20:21:01,912 WARN o.s.Oolite [Thread-0] executing [/Users/accountname/Desktop/Hiran/oolite-1.90-Mac-TestRelease/Oolite.app/Contents/MacOS/Oolite, -load, /Users/accountname/Documents/Nikolaus I (Blackjack's Bullion).oolite-save] in /Users/accountname/Desktop/Hiran/oolite-1.90-Mac-TestRelease/Oolite.app/Contents/MacOS
2023-07-18 20:21:02,043 WARN o.s.u.StartGamePanel [Thread-0] launched(oolite.starter.model.ProcessData@a747f0d)
So despite the fact you had the command
Code: Select all
/Users/accountname/Desktop/Hiran/oolite-1.90-Mac-TestRelease/Oolite.app/Contents/MacOS/Oolite, -load, /Users/accountname/Documents/Nikolaus I (Blackjack's Bullion).oolite-save
running the savegame was not loaded. This is not according to the documentation at
https://wiki.alioth.net/index.php/Hidde ... parameters.
Both the Linux and the Windows version of Oolite respect that parameter and load the game. Is there any way to figure out why the AppleMac version should not use it?
Re: Enable Oolite development (2)
Posted: Wed Jul 19, 2023 9:51 pm
by Cholmondely
Redspear wrote: ↑Thu May 18, 2023 8:19 am
...Encouraging choice (of oxp) without expecting the player to do so much work (research) or have such a bland first play before even considering looking at the plethora of oxp options.
Just thinking. Of all of us, you, Redspear, seem to be most motivated in terms of trying to make more Oolite playable.
Might there be a point in producing a meta-oxp to download your favoured OXPs for a newcomer who wants a more playable/enjoyable Ooniverse?
Then they would not need to (
eg.) work out the differences between your 3 masslock solutions and could just settle for your preferred recipe!
Re: Enable Oolite development (2)
Posted: Thu Jul 20, 2023 11:05 pm
by Darkenedroom
Just upgraded from v0.1.16 to v0.1.17-zecchino.1, upgrade was flawless, so all good there!
Re: Enable Oolite development (2)
Posted: Fri Jul 21, 2023 10:03 am
by Redspear
Cholmondely wrote: ↑Wed Jul 19, 2023 9:51 pm
Just thinking. Of all of us, you, Redspear, seem to be most motivated in terms of trying to make more Oolite playable.
Might there be a point in producing a meta-oxp to download your favoured OXPs for a newcomer who wants a more playable/enjoyable Ooniverse?
Then they would not need to (eg.) work out the differences between your 3 masslock solutions and could just settle for your preferred recipe!
...Maybe.
That quote was from me advocating something quite different but that doesn't devalue your question I don't think.
If I did then I think labelling it appropriately would be key to any utility it might have. e.g. 'Redspear's Starter Pack' is probably less useful than 'Redspear's GamePlay Tweaks', even if both would be 'recommended' (by me at least) to be used from the start.
Reading the wiki page that's been made re my stuff might be helpful, 'Just who is this idiot and what does he think he's doing?'.
I'd also need to tidy up a whole bunch of oxps first which is, conceptually at least, almost ready to be done.
I need to think about retiring some and possibly removing them from the manager. Masslock Reimagined works so much closer than Masslock Compensators to what I wanted for example but they both work. The latter was made when I didn't know how to make the former. Someone might prefer Masslock Compensators as it better fits their sensibilities. I suppose I'd only be removing it from the manager, not from the wiki...
Other oxps of mine either overlap or get in each others way, so there's that to fix as well. But... given enough updating time
Re: Enable Oolite development (2)
Posted: Fri Jul 21, 2023 10:24 am
by Cholmondely
Redspear wrote: ↑Fri Jul 21, 2023 10:03 am
Cholmondely wrote: ↑Wed Jul 19, 2023 9:51 pm
Just thinking. Of all of us, you, Redspear, seem to be most motivated in terms of trying to make more Oolite playable.
Might there be a point in producing a meta-oxp to download your favoured OXPs for a newcomer who wants a more playable/enjoyable Ooniverse?
Then they would not need to (eg.) work out the differences between your 3 masslock solutions and could just settle for your preferred recipe!
...Maybe.
That quote was from me advocating something quite different but that doesn't devalue your question I don't think.
If I did then I think labelling it appropriately would be key to any utility it might have. e.g. 'Redspear's Starter Pack' is probably less useful than 'Redspear's GamePlay Tweaks', even if both would be 'recommended' (by me at least) to be used from the start.
Reading the wiki page that's been made re my stuff might be helpful, 'Just who is this idiot and what does he think he's doing?'.
I'd also need to tidy up a whole bunch of oxps first which is, conceptually at least, almost ready to be done.
I need to think about retiring some and possibly removing them from the manager. Masslock Reimagined works so much closer than Masslock Compensators to what I wanted for example but they both work. The latter was made when I didn't know how to make the former. Someone might prefer Masslock Compensators as it better fits their sensibilities. I suppose I'd only be removing it from the manager, not from the wiki...
Other oxps of mine either overlap or get in each others way, so there's that to fix as well. But... given enough updating time
Might more clear labelling help?
"Redspear's playability enhancers"?
I think it is important to link your name to it, because it alerts people to an important facet of your work in Oolite (so that they know where to look for more such, in our jungle of 1100 oxps!).
Re: Enable Oolite development (2)
Posted: Fri Jul 21, 2023 10:59 am
by Redspear
Cholmondely wrote: ↑Fri Jul 21, 2023 10:24 am
I think it is important to link your name to it
Agreed but more for the fact that it's one person's solutions, nothing 'official'.
And yes, if this Redspear character's stuff is for them then where to find more or whose name to avoid like the plague.
To be clear: I've got a whole bunch of updates to do before I'd consider this further but as long as it's not parading as something it's not then... well, I'm warming to the idea.
Re: Enable Oolite development (2)
Posted: Sat Jul 22, 2023 12:15 pm
by hiran
While I am trying to apply the in-game Expansion Manager's colors to the Expansions list in Oolite Starter,
I am bumping into a problem.
See the definition of colors used by the in-game Expansion Manager:
https://wiki.alioth.net/index.php/Expan ... st_colours
That somehow implies every expansion has one colour. But what should happen if several conditions apply?
What if something is incompatible but no longer available for download? (Gray vs Blue)
What if something is installed and current yet conflicting with something else? (White vs Brown)
Maybe we have to cover three states in parallel as well?
Re: Enable Oolite development (2)
Posted: Sat Jul 22, 2023 4:08 pm
by arquebus
What is the list of states, and what is the list of combinations that are possible? Probably more than is reasonable to color-code with individual colors ("this one is red, but this one is fuchsia, which means it also...").
Could you do something with "state lights" instead? Like a horizontal traffic light to the left of the expansion. Each light could reflect one type of state. For example:
- installation status (installed from manager = white, installed externally = yellow, not installed = red, unable to install aka broken download = black) [using white instead of green for color-blind users]
- version status (current = white, old = red)
- compatibility/conflict status (good = white, dependencies missing = yellow, conflicts with something = red, incompatible with Oolite version = black)
You could indicate whether an expansion is Enabled by putting the name in white, and Disabled by putting it in gray.
You could put the color code down below in a text panel at the bottom of the window.
Re: Enable Oolite development (2)
Posted: Sat Jul 22, 2023 4:13 pm
by arquebus
There are other options as well, that might take up less space.
You could have one state group be the color of the name text, another state group be the background color of the row, another state group be the style of the name text (e.g., plain, bold, italic, underline, all caps).
Edit:
All of this to say I don't think the Expansion Manager's color-coding solution is necessarily the best one. It's the one they had to go with due to limitations of the engine, I suspect. If there is a better, more subtle/explanatory/accurate way of achieving the same goal, I think it would be a good idea to discard the color code scheme that the game uses.
Re: Enable Oolite development (2)
Posted: Sat Jul 22, 2023 6:57 pm
by hiran
arquebus wrote: ↑Sat Jul 22, 2023 4:13 pm
There are other options as well, that might take up less space.
You could have one state group be the color of the name text, another state group be the background color of the row, another state group be the style of the name text (e.g., plain, bold, italic, underline, all caps).
Edit:
All of this to say I don't think the Expansion Manager's color-coding solution is necessarily the best one. It's the one they had to go with due to limitations of the engine, I suspect. If there is a better, more subtle/explanatory/accurate way of achieving the same goal, I think it would be a good idea to discard the color code scheme that the game uses.
For now I tried to keep the color coding (someone asked for it) but to make it more visible what state an expansion is in I added colored tags to the detail view.
For the table view we can still discuss what/how should be displayed. I believe not all different states should be visualized. It should be more those that require attention, like missing dependencies or conflicts.
Re: Enable Oolite development (2)
Posted: Tue Jul 25, 2023 6:47 am
by hiran
Just curious:
Who is using OoliteStarter? Does it work to expectation?
Re: Enable Oolite development (2)
Posted: Tue Jul 25, 2023 9:39 pm
by arquebus
It's working well for me!
I'm not a fan of the current color coding solution - most of the information is on an entry by entry basis and can't be seen at a macro level.
I don't think it's particularly worthwhile to try to retain the color coding that exists in the game. The whole point of the Oolite Starter (to my mind) is to make the less useful in-game version unnecessary. At which point what colors the in-game version uses become irrelevant.