Page 1 of 2

Expansion pack problems

Posted: Sun Jun 19, 2011 11:49 pm
by Toonloon
Hi guys!

I'm so thrilled I found you all. I loved Elite back in the day and can't wait to start playing your excellent re-creation.

I downloaded the following oxp's:

griff_shipset_all_in_1.oxp
multidecal_cobraIII_player.oxp

and copied them in the folders (not the zips) that they came in but I can't see them in game. I'm running Windows 7 and oolite 1.75. I've googled my problem and checked the FAQs, but I can't see what I'm doing wrong.

Here's my log file:

00:34:07.054 [log.header]: Opening log for Oolite version 1.75.2 (x86-32 test release) under Windows at 2011-06-20 00:34:07 +0100.
6 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console 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.

00:34:07.279 [display.mode.list.native]: Windows native resolution detected: 1280 x 1024
00:34:07.610 [joystick.init]: Number of joysticks detected: 0
00:34:07.675 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
00:34:07.675 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/griff_shipset_all_in_1.oxp
../AddOns/multidecal_cobraIII_player.oxp
00:34:07.675 [rendering.opengl.version]: OpenGL renderer version: 4.1.0 ("4.1.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 465/PCI/SSE2".
00:34:07.676 [rendering.opengl.extensions]: OpenGL extensions (222):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_draw_buffers_blend, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_ARB_vertex_attrib_64bit, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_ARB_sample_shading, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shader_subroutine, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_shader_image_load_store, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_gpu_program4_1, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_NV_gpu_program5, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_ARB_tessellation_shader, GL_NV_gpu_shader5, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_ARB_texture_compression_bptc, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_ARB_texture_query_lod, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_EXT_transform_feedback2, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_texture_gather, GL_ARB_texture_buffer_object_rgb32, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_shader_precision, GL_ARB_gpu_shader5, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_draw_indirect, GL_EXT_pixel_buffer_object, GL_EXT_vertex_attrib_64bit, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NV_texture_barrier, GL_NV_gpu_program_fp64
00:34:07.681 [rendering.opengl.shader.support]: Shaders are supported.
00:34:07.782 [shipData.load.begin]: Loading ship data.
00:34:08.036 [script.load.world.listAll]: Loaded 5 world scripts:
oolite-cloaking-device 1.75.2
oolite-constrictor-hunt 1.75.2
oolite-nova 1.75.2
oolite-thargoid-plans 1.75.2
oolite-trumbles 1.75.2
00:34:12.238 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.

' (outStream status: 7, inStream status: 7)."
00:34:12.238 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
00:34:12.238 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
00:34:12.308 [loading.complete]: ========== Loading complete. ==========
00:34:52.791 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2011-06-20 00:34:52 +0100.


Can someone please advise me? Many thanks!

Re: Expansion pack problems

Posted: Sun Jun 19, 2011 11:59 pm
by Cody
Hi Toonloon and welcome... although I'm not an expert, that log looks okay to me and you should see Griff's ships and stations.
Ignoring your player ship for the moment, are you only seeing the default ships and stations?

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:00 am
by Cmdr Wyvern
I'm not seeing any problems in your logfile that would stop the oxps from loading. That there's no errors in the log on those oxps tells me that they've loaded.

Griff's ships need shaders on to work, and your system supports shaders. Check in options (F2 when docked or paused) if shaders are turned on. You should also be able to see them in the ship market (F3 twice).

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:01 am
by Cody
A thought... check F2 and see if 'strict mode' is enabled. If so, disable it.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:06 am
by Toonloon
Thanks for the quick responses.

It seems that the station has changed but the Cobra MkIII hasn't. If I press the V or the B button (sorry, new to this) for the external views, I see my ship hasn't changed, nor has the the ship in the start menu.

I took everything out and had a look at it and I realised that the station was very different, so I guess the starter pak is working fine.

I'm having a bit of trouble finding and sorting through the oxps. Is there a reccomended list I can have please? I'd like to update the graphics as much as possible, including the HUD and the hyperspace effects, etc, if I can.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:14 am
by Cody
Cool... to get a Griff Cobra MkIII multi decal as your player ship, open your savefile in a text editor (do not use Notepad… Wordpad is okay, but Notepad++ is free and much better) and find the lines:

Code: Select all

<key>ship_desc</key>
    <string>cobra3-player</string>
(probably about line 312 in a new Jameson)
and change the

Code: Select all

<string>cobra3-player</string>
entry to

Code: Select all

<string>griff_normalmapped_cobra_mkIII_multidecal_player</string>
That should work... I fly a Griff multi decal Cobra MkIII as well... they're beautiful.

Enjoy!

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:17 am
by Toonloon
I don't have a save file yet. Do you have to be docked to save the game?

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:20 am
by Cody
Yes, you need to be docked to save... start a new game, don't launch, hit F2 and save it. Exit the game and edit the save-file, then relaunch Oolite, select 'load previous commander' and that should be fine.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:20 am
by Toonloon
The game told me it failed to restore the saved game because it couldn't find the file in the string you gave me.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:26 am
by Cody
Heh... it's going to be fun, this. Did you install the 'scuffed' version of the multi-decal Cobra?
If so, change that line to

Code: Select all

<string>griff_normalmapped_scuffed_cobra_mkIII_multidecal_player</string>
Also, check for any spaces in that string... sometimes C&Ping it does add them.

Edit to add: yeah, my fault, there was a space in the string I gave you... sorry.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 12:27 am
by Toonloon
This is the file I downloaded:

multidecal_cobraIII_player.zip

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 1:10 am
by Cody
The [EliteWiki] OXP list is the best place to start for OXPs.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 5:19 am
by Capt. Murphy
Hi, the best way to make the starting ship a griff cobra (and the spinning cobra on the launch screen) is to make a small additional OXP, drop it in the Addon's folder and restart Oolite whilst pressing shift.

Mine is called Change_default_jameson_ship.oxp

It contains a Config folder, which in turn contains a shipdata.plist file containing the following.

Code: Select all

{
"cobra3-player" =
	{
		like_ship = "griff_normalmapped_cobra_mkIII_scuffed_player";
		forward_weapon_type = "WEAPON_PULSE_LASER";
		}
}
You'll need to change the like_ship reference to which particular griff model you want (mine is the scuffed model from the all in one set, not the multi-decal version).

Editing the save game to change ships can cause oddities with view positions, ship colouring etc.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 7:40 am
by Eric Walch
In my opinion is the only official way to get a new ship to just buy it. Editing a save game to achieve that falls under the category of 'cheating'.

Re: Expansion pack problems

Posted: Mon Jun 20, 2011 8:00 am
by DaddyHoggy
Eric Walch wrote:
In my opinion is the only official way to get a new ship to just buy it. Editing a save game to achieve that falls under the category of 'cheating'.
That's a little harsh Eric - if you've changed your entire Ooniverse to become Griff's whizzy ships, but every time you go to an external view you get the old default ship - which now sticks out like a sore thumb? No, that's just silly. If Oolite doesn't include a mechanism for changing ALL the ships including the players to a different set, then that's the fault of Oolite, not the player.