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still cant get oxp's to work

Posted: Thu Nov 01, 2012 6:17 pm
by gavchap
Hi guys, i already posted about this a few days ago and although people where very helpfull the issue i have wasnt resolved. My problem is that i have managed to get a couple of oxp's to work but most i put in the addons folder simpy have no effect on my game. The ones i am wanting the most are the griff ships and some better sound oxp's, oh and of course that awsome oxp that makes the whichspace transition look cool, i neeeeeed these oxp's guys any ideas why extracting them to the addons folder has no effect?? :(

Re: still cant get oxp's to work

Posted: Thu Nov 01, 2012 6:33 pm
by Smivs
Hi gavchap,
I thought you'd sorted this!
Back to first principles then. You've downloaded the .zip files and extracted (unzipped) them. When you open the extracted folder normally you'd expect to find a couple of files, a something.oxp folder and a readme file. The something.oxp folder is then placed in your AddOns folder. And that's it really - that's all that is needed and that should work.
It might be worth checking you have got everything you need. I'm not too familiar with the details of Griff's ships or BGS which I assume you are trying to install for the sounds, but I think both come in parts. I'd suggest having a good read of the relevant wiki pages for both, or waiting until somebody who uses them comes along for further advice.
As usual, if you can post your latest log it might give some useful clues.

Re: still cant get oxp's to work

Posted: Thu Nov 01, 2012 7:16 pm
by Amah
So, some OXP already work, which is good news :-)


For griff's ships you need two oxp folders in your AddOns/ folder:

Code: Select all

AddOns/Griff_Shipset_Replace_v1.34.oxp/
AddOns/Griff_Shipset_Resources_v1.2.25.oxp/
To start with a scuffed Cobby you also need:

Code: Select all

default_Jameson_ship_is_griff_scuffed_cobra3.oxp/

Re: still cant get oxp's to work

Posted: Thu Nov 01, 2012 7:32 pm
by Cody
Amah wrote:
To start with a scuffed Cobby you also need:

Code: Select all

default_Jameson_ship_is_griff_scuffed_cobra3.oxp/
Please don't confuse the issue, Amah - let's just get him up and running first.

tytytytytyty

Posted: Thu Nov 01, 2012 7:45 pm
by gavchap
smivs, ty my man, i have been trying to get this stuff to work for days lol Turns out i was extracting the whole zip directly into addons...extracting only the oxp folder worked first time! Ok now time to get downloading oxp's and make this game totaly beast!! :twisted:

Re: still cant get oxp's to work

Posted: Thu Nov 01, 2012 7:46 pm
by Cody
Cool - enjoy!

Re: still cant get oxp's to work

Posted: Thu Nov 01, 2012 10:01 pm
by Smivs
Excellent - enjoy! :)

Re: still cant get oxp's to work

Posted: Thu Nov 01, 2012 11:58 pm
by Knotty
Food for thought....
Were I writing an addon for a window's app, I'd create a msi... OXP's may be simpler for Mac's but as Windows's doesn't have the same concept of a container folder, perhaps we need to look at simpler platform independent distribution?

Would adding a oxp management interface with zip capabilities to the core oolite be overkill, or a stand alone tool like the old DooM .WAD managers?

Re: still cant get oxp's to work

Posted: Fri Nov 02, 2012 12:41 am
by Tricky
OXP archives come in a variety of formats. It isn't just zip only, I've seen rar formats. You could use the old OXPpackage.tar.Z format.

Oolite is developed on a Mac platform. It just happens to be able to be compiled and run on Windows and Linux platforms. A package manager could be developed but not by the current set of developers, they don't have the time. Also you would have to make sure it could be compiled and used by the current 3 platforms plus any other that may be ported to.

Re: still cant get oxp's to work

Posted: Fri Nov 02, 2012 9:30 am
by Knotty
Good points, there's also zipx, 7z, gz, tar, stuffit...
Ok, idol speculation over, although it is a real comment on the skill and dedication of the developers that I'm sitting here thinking about how difficult what is essentially an app for copying files on 3 platforms, for something they've written a stable, customisable, graphics heavy game on!

Re: still cant get oxp's to work

Posted: Fri Nov 02, 2012 9:37 am
by Commander McLane
Knotty wrote:
Food for thought....
Were I writing an addon for a window's app, I'd create a msi... OXP's may be simpler for Mac's but as Windows's doesn't have the same concept of a container folder, perhaps we need to look at simpler platform independent distribution?

Would adding a oxp management interface with zip capabilities to the core oolite be overkill, or a stand alone tool like the old DooM .WAD managers?
I sense a contradiction between the two paragraphs. The current "model" of a simple compressed folder strikes me as the most simple of all possible distributions. The alternative mentioned in the second paragraph sounds way more complicated to me.