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Posted: Mon May 14, 2007 5:07 pm
by Corbeau
Hey, I've been playing that Java-779-something for weeks now, reached Dangeorus and now you tell me it's outdated? And I was convinced it was the newest version :shock:

Okay, I guess I wasn't paying attention :roll: But what's the main difference between Java and non-Java versions?

And, yes, cheers to all here who do the real work to satisfy us n00by naggers ;)

Regards

Posted: Mon May 14, 2007 5:24 pm
by JensAyton
There are no Java versions.

The JavaScript-779 was an “unofficial” release with some JavaScript support. The current “official” testing release, 1.68, has more JavaScript support which isn’t fully compatible with 779.

Since this is in fact the thread announcing the Windows version of 1.68, you can go to the beginning of the thread and follow the link in the second post to see release notes. (Those are relative to 1.67, though. Release notes for 1.67, relative to 1.65, are here. I believe 779 is largely similar to 1.65, apart from the JavaScript thing.)

Posted: Tue May 15, 2007 12:53 am
by hwtan
It’s on the to-do list… near the bottom. Probably won’t be done for 1.69 or 1.70.
Where can I find the to-do list?

Posted: Tue May 15, 2007 1:04 am
by JensAyton
Part of it is here. Most of it is in my head.

I realize that the tada list of low-level tasks is more useful to me than to anyone else. Maybe I’ll do a high-level one at some point. It’s on the to-do list. ;-)

As for the lasers, I have a plan for the implementation, and it shouldn’t take that long. But I really need to focus on JavaScript support so I can get 1.69-test ready. That’ll probably be quite buggy, so there’ll be a process of fixing glitches and a series of betas (and documentation-writing) for 1.70, which is intended to be the next “full” release.

Posted: Mon Jun 04, 2007 9:39 pm
by Arexack_Heretic
strange.

Just installed the 1.68version, just to check out the shaders.
I have only Griff's alloys and refrigeratedpod as addons.

I find a couple of 'old friends':
-docking rings replaced by viper-texture bug.
-ghostly alloys.

Probably OXP/shader related:
-The glowing of alloys does not seem to drop off after time.
-The pods are too big (not actually a bug)
-pods keep glowing too.

Posted: Mon Jun 04, 2007 10:06 pm
by JensAyton
Arexack_Heretic wrote:
-docking rings replaced by viper-texture bug.
Hmm?
Arexack_Heretic wrote:
-ghostly alloys.
This is a known problem, although I was under the impression it was quite rare.
Arexack_Heretic wrote:
-The glowing of alloys does not seem to drop off after time.
This was explicitly mentioned in connection with the OXP release. There isn’t really a way for the glow to decay over time at the moment.

Posted: Mon Jun 04, 2007 11:00 pm
by Arexack_Heretic
-You know... somehow the buffered textures get mixed up.
I encountered this before, but thought this was fixed already.
Although I haven't seen it yet with his version, ships sometimes had textures swapped as well. (vipers with medical moray colours etc)
With a fresh install I did not expect this, I thought it was OXP-error related.

-I encountered it fist ship I blew up. Must be lucky.

-Ah, ok. I remembered it incorrectly then. :) Thanks for the heads up.

Posted: Mon Jun 04, 2007 11:14 pm
by Frame
Arexack_Heretic wrote:
-You know... somehow the buffered textures get mixed up.
I encountered this before, but thought this was fixed already.
Although I haven't seen it yet with his version, ships sometimes had textures swapped as well. (vipers with medical moray colours etc)
With a fresh install I did not expect this, I thought it was OXP-error related.
i usually get this if i accidently press ALT+TAB while in full screen meaning you are switching to another program than oolite 1.68 then usually all the textures get swapped including my own ship.. i had pythons with Cobra MK3 textures and so on..

A restart of the program fixes this though

Posted: Mon Jun 04, 2007 11:22 pm
by Arexack_Heretic
This is probably what happened then.

I usually test in-game, while working on stuff at the same time.

:)

Posted: Mon Jun 04, 2007 11:30 pm
by JensAyton
Ahh. That texture-related bug will be gone for most objects in 1.69. (Textured planets and a few other things will still be affected.)

Posted: Tue Jun 05, 2007 9:53 am
by Star Gazer
That's interesting, I've had one or two problems with Oolite, one of the wierdest being if I open Oolite in a window, then do something else, come back to Oolite, click on the frame to re-activate it, and it will 'stick' to the cursor.

The Oolite window moves around the screen with the cursor, and is a pig's ear to get rid off - I normally end up having to right-click (thank you, Mighty Mouse) on the Apple menu and Force Quit, or, if I'm really lucky, capture the Oolite drop-down menu and press quit there.

Is there a reason that it loses its way when sidelined like that? Does this relate to the crash to desk-top and screen corruption that occurs? - when I get home, I'll check if that only happens when something else is running...

Posted: Tue Jun 05, 2007 9:56 am
by JensAyton
Star Gazer wrote:
That's interesting, I've had one or two problems with Oolite, one of the wierdest being if I open Oolite in a window, then do something else, come back to Oolite, click on the frame to re-activate it, and it will 'stick' to the cursor.

The Oolite window moves around the screen with the cursor, and is a pig's ear to get rid off - I normally end up having to right-click (thank you, Mighty Mouse) on the Apple menu and Force Quit, or, if I'm really lucky, capture the Oolite drop-down menu and press quit there.

Is there a reason that it loses its way when sidelined like that?
Hmm. Never come across (or heard of) that one. Which versions are affected?
Star Gazer wrote:
Does this relate to the crash to desk-top and screen corruption that occurs?
I have no clue; I haven’t come across that one either. (Please e-mail crash reports and logs to <PYMOLCLSXGQP squiggle spammotel point com>.)