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Posted: Thu Aug 06, 2009 12:27 pm
by Lestradae
I'm not entirely sure about the 1.72.2 position anymore after months "on trunk" (somehow that sounds like an addiction, doesn't it
), in trunk it will be found under -
D:\myoolite\trunk\oolite.app\Logs\Latest.log
Open with some text editor or rtf-reader etc.
Posted: Thu Aug 06, 2009 12:35 pm
by Jagen Ordo
Okay, found the log.
Looks like this:
[log.header]: Opening log for Oolite version 1.72.2 (x86-32 test release) under Windows at 2009-08-06 14:09:07 +0200.
2 processors detected.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 1
[display.mode.list.native]: Windows native resolution detected: 1440 x 900
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce 8500 GT/PCI/SSE2/3DNOW!
[rendering.opengl.extensions]: OpenGL extensions (146):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(oolite.app/Resources, AddOns, "AddOns/a-wing.oxp", "AddOns/b-wing.oxp", AddOns/constitution.oxp, AddOns/Interceptor.oxp, AddOns/lambda.oxp, AddOns/MilHUD.oxp, AddOns/TIE.oxp, "AddOns/X-Wing.oxp", "AddOns/y-wing.oxp")
[dataCache.rebuild.datesChanged]: Cache is stale (modification dates have changed). Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 5 world scripts: "oolite-cloaking-device" 1.72.2, "oolite-constrictor-hunt" 1.72.2, "oolite-nova" 1.72.2, "oolite-thargoid-plans" 1.72.2, "oolite-trumbles" 1.72.2
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
..
Posted: Thu Aug 06, 2009 1:06 pm
by Lestradae
Do you hold down the SHIFT key while starting the game after changes to the oxps in your AddOns folder?
You have to do so so that Oolite recognises the changes you have made ...
Re: ..
Posted: Thu Aug 06, 2009 1:15 pm
by DaddyHoggy
Lestradae wrote:Do you hold down the SHIFT key while starting the game after changes to the oxps in your AddOns folder?
You have to do so so that Oolite recognises the changes you have made ...
I always thought this line
Code: Select all
Cache is stale (modification dates have changed). Rebuilding from scratch.
was the indicator that Oolite was re-searching the addon folder...
Re: ..
Posted: Thu Aug 06, 2009 1:23 pm
by Lestradae
DaddyHoggy wrote:Lestradae wrote:You have to do so so that Oolite recognises the changes you have made ...
I always thought this line
Code: Select all
Cache is stale (modification dates have changed). Rebuilding from scratch.
was the indicator that Oolite was re-searching the addon folder...
Huh ... silly me
As I said, the interpretation of the log file is better left to someone else ...
Posted: Thu Aug 06, 2009 3:56 pm
by Jagen Ordo
Either way, the tip with holding Shift will still help me.
Had serious trouble with it, as I tried adjusting things.
Holding Shift...
Posted: Thu Aug 06, 2009 8:09 pm
by DaddyHoggy
The duration and initiation of the shift holding down is important too - from the moment you click on the iconto run oolite until the spinning cobra appears would appear to be the only consitant way to guarantee flushing the cache.
Posted: Thu Aug 06, 2009 8:47 pm
by Eric Walch
DaddyHoggy wrote:...would appear to be the only consitant way to guarantee flushing the cache.
Not the
only, I often leave the log-file open and when your above quoted message appears, I let the shift go.
Although that message was not generated because of the shift but because of adding/removing an oxp.
To Jagen Ordo: That log shows no errors, only what it should.
Posted: Thu Aug 06, 2009 10:15 pm
by Jagen Ordo
I found out it might be that the 1.72.2 version doesn't agree with my Windows, as it freezes pretty much unpredictable.
So, I think I got the ugliest bugs out of my Starship, it only needs a texture.
Ah, one bug remains. I can't seem to buy weapons for port, starboard, and aft. Only forward phasers (coloured blue to honour The Original Series) are available, although I copied the script I used for the lambda class shuttle.
I need a volunteer for beta testing.
Recently recovered: USS Defiant, NX-74205. Already fit for Oolite, triple-tested it. But it got a unique texture I made. Pretty much simulates the cloaking technology, as you won't see it with your eye until it's right on top of you. It has a black paint job, with a Jolly Roger on the nacelles, and on the top where the name used to be on the original. And of course the red and blue glow on the engines.
And as someone mentioned a space station DS9, I thought about the starbases from the motion picture. Only they shouldn't rotate.
Is it possible to create a station without rotation and with a bigger docking port?
Or maybe with docking masts like DS9?
How many docking ports can a station have max?
I know I'm thinking weird stuff, but it's 0015 in Germany, and I should start seeing my bed.
Posted: Thu Aug 06, 2009 10:50 pm
by DaddyHoggy
Jagen Ordo wrote:I found out it might be that the 1.72.2 version doesn't agree with my Windows, as it freezes pretty much unpredictable.
So, I think I got the ugliest bugs out of my Starship, it only needs a texture.
Ah, one bug remains. I can't seem to buy weapons for port, starboard, and aft. Only forward phasers (coloured blue to honour The Original Series) are available, although I copied the script I used for the lambda class shuttle.
I need a volunteer for beta testing.
Recently recovered: USS Defiant, NX-74205. Already fit for Oolite, triple-tested it. But it got a unique texture I made. Pretty much simulates the cloaking technology, as you won't see it with your eye until it's right on top of you. It has a black paint job, with a Jolly Roger on the nacelles, and on the top where the name used to be on the original. And of course the red and blue glow on the engines.
And as someone mentioned a space station DS9, I thought about the starbases from the motion picture. Only they shouldn't rotate.
Is it possible to create a station without rotation and with a bigger docking port?
Or maybe with docking masts like DS9?
How many docking ports can a station have max?
I know I'm thinking weird stuff, but it's 0015 in Germany, and I should start seeing my bed.
Twas I who suggested DS9.
Thinking about cloaking and uncloaking ships - could a modification to Griff's nibbling/burning shader mod be used to cloak a ship - can the process be reversed to uncloak?
Posted: Fri Aug 07, 2009 2:47 am
by Diziet Sma
Jagen Ordo wrote:
And as someone mentioned a space station DS9, I thought about the starbases from the motion picture. Only they shouldn't rotate.
Is it possible to create a station without rotation and with a bigger docking port?
Or maybe with docking masts like DS9?
How many docking ports can a station have max?
I know I'm thinking weird stuff, but it's 0015 in Germany, and I should start seeing my bed.
See the
BuoyRepair oxp for a big non-rotating station and some unique docking facilities..
There's a
video of it here
Posted: Fri Aug 07, 2009 6:05 am
by Commander McLane
Jagen Ordo wrote:Ah, one bug remains. I can't seem to buy weapons for port, starboard, and aft. Only forward phasers (coloured blue to honour The Original Series) are available, although I copied the script I used for the lambda class shuttle.
This has nothing to do with a script, only with your ship definition in shipyard.plist.
Read the WIKI:
weapon_facings
What weapon mounts are available on the ship. This is a bit-mask, so pick the mounts and add the numbers:
1 - Forward
2 - Aft
4 - Port
8 - Starboard
Example:
Fore and aft weapon mounts only.
<key>weapon_facings</key>
<integer>3</integer>
Example:
All weapon mounts.
<key>weapon_facings</key>
<integer>15</integer>
It all gets very clear if you remember that there are only 10 groups of people in the world: the ones that speak binary and the ones who don't.
So you have 4 bits, each of them indicating one weapon mount:
Code: Select all
S
t P F
a o A o
r r f r
b t t w
1 1 1 1
If you set a bit to 0, there will be no weapon available on its position. If all mounts are set to 1 like in the above example, you simply have to translate the binary number '1111' into a decimal, in this case 15. That's your value for
weapon_facings.
All clear?
Posted: Fri Aug 07, 2009 8:31 am
by Jagen Ordo
*facepalm*
And me dumbass has written 20 instead of 15.
*headdesk*
And thanks for this station link, I'll have a look at it.
McLane, if you're interested I have an Orion in my database...
Posted: Fri Aug 07, 2009 11:22 am
by Jagen Ordo
So, this is what my Starship looks like in-game.
Posted: Fri Aug 07, 2009 11:38 am
by DaddyHoggy
Cool! And there's a ship just begging to be shaderfied and glowy-mapped