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Windows Build 23/01/06 (1.62ish)

Posted: Mon Jan 23, 2006 6:31 pm
by Nic
New build I really have just tried to throw together:

http://nic.dnsalias.com/oolite-1.62-alp ... -win32.exe

Haven't got time to test. No Twitch Mode. Just let me know if this makes things a little better with the stuttering/memory leaks issue. IF it does I'll make a more polished build in a little while.

Cheers,
-Nic

Posted: Tue Jan 24, 2006 12:19 am
by TGHC
Nic I love you


:oops: :oops: :oops:

Posted: Tue Jan 24, 2006 2:47 am
by Arexack_Heretic
I'll download and install at the earliest, I promise.

Let's group-hug Nic! :oops:

Posted: Tue Jan 24, 2006 10:03 am
by TGHC
No freezes so far after 3 hours but...................

No space compass at all now :cry:

It's a bit like the missus navigating while trying to read the map upside down.

You have to stick to the corridors, and if you get involved in a skirmish and lose your line of sight to the planet, you have to hope to pick up another ship heading in the right direction, if none are about it's rollercoaster time.


It's still bloody brilliant though :lol:

Posted: Tue Jan 24, 2006 10:12 am
by milinks
installed the new windows version, and it works perfectly..........until i install any AddOns, which worked in the previous version. the stderr.txt file looks like this

2006-01-24 10:02:45.000 oolite.exe[2980] initialising SDL
2006-01-24 10:02:46.000 oolite.exe[2980] init: numSticks=0
2006-01-24 10:02:46.000 oolite.exe[2980] CREATING MODE LIST
2006-01-24 10:02:46.000 oolite.exe[2980] Unknown architecture, defaulting to 1024x768
2006-01-24 10:02:46.000 oolite.exe[2980] Added res 800 x 600
2006-01-24 10:02:46.000 oolite.exe[2980] Added res 640 x 480
2006-01-24 10:02:46.000 oolite.exe[2980] Added res 512 x 384
2006-01-24 10:02:46.000 oolite.exe[2980] Added res 400 x 300
2006-01-24 10:02:46.000 oolite.exe[2980] Added res 320 x 240
2006-01-24 10:02:46.000 oolite.exe[2980] Found mode {Height = 600; RefreshRate = 0; Width = 800; }
2006-01-24 10:02:47.000 oolite.exe[2980] drawRect calling initialiseGLWithSize
2006-01-24 10:02:47.000 oolite.exe[2980] Creating a new surface of 800 x 600
2006-01-24 10:02:47.000 oolite.exe[2980] no universe, clearning surface
2006-01-24 10:02:47.000 oolite.exe[2980] ---> searching paths:
(oolite.app/Contents/Resources, AddOns, AddOns/tgy_dev.oxp)

the same error which ever OXP i include etc. i also get a critical error and the game crashes before its even loaded, which is

NSInvalidArgumentException: GSMutableDictionary(instance) does not recognise mergeEntriesFromDictionary:

hope this helps. By the way Nic, thankyou for taking the time out to do this :)

Posted: Tue Jan 24, 2006 10:39 am
by aegidian
milinks wrote:
NSInvalidArgumentException: GSMutableDictionary(instance) does not recognise mergeEntriesFromDictionary:
@Nic

That's an extension to NSMutableDictionary in the file MutableDictionaryExtension.h and MutableDictionaryExtension.m. You'll need to check they're being included correctly.

Posted: Tue Jan 24, 2006 10:49 am
by winston

Posted: Tue Jan 24, 2006 10:52 am
by TGHC
winston wrote:
Does this one have the space compass :wink:

Posted: Tue Jan 24, 2006 3:10 pm
by TGHC
milinks wrote:
installed the new windows version, and it works perfectly
Have you got the space compass showing?

Posted: Tue Jan 24, 2006 6:33 pm
by Guyver
Thanks! :)

It seems to work perfect. I haven't had a slowdown (yet :D).

The space compass does seem to be missing like TGHC has already mentioned in one of my save games where I have a Cobra MKI but i did get to see it at one point when my ship got hit and my compass was damaged. After that it just showed the compass (and it worked :D).
When I start a new ship however, the space compass simply works right from the start. The same with another savegame where I have a cobra mk3, the space compass is displayed right from the start.

Posted: Tue Jan 24, 2006 8:48 pm
by Scoobie
Thanks Nic for your updated build,

Just to confirm, as previously mentioned the compass is now missing completely for me, but I also have to report the dreaded memory bug is still happily chewing away at over 2Gigs of pagefile. :shock:

Weird thing is I expected this would only occur during flight but have now had it happen twice whilst docked :? (Thought it was something to do with the ship models or some such thing - Just goes to show how NoOb I am! :lol: )

Posted: Wed Jan 25, 2006 12:30 am
by TGHC
No freeze ups at all after about 8 hours playing.....yeeeee haaaaa

Thanks again Nic

Posted: Wed Jan 25, 2006 6:14 am
by TedJ
Scoobie wrote:
Thanks Nic for your updated build,

Just to confirm, as previously mentioned the compass is now missing completely for me...
Hmm, I haven't tried the Windows build yet (I'm gonna get my brother to try it), but I noticed going from the linux 1.55 to 1.62rc versions that the saved game file format had changed... a possible cause? And before you ask, no I was NOT cheating... well sort of. I just wanted my cloaking device back after buying a new ship. :P
...but I also have to report the dreaded memory bug is still happily chewing away at over 2Gigs of pagefile. :shock:

Weird thing is I expected this would only occur during flight but have now had it happen twice whilst docked :? (Thought it was something to do with the ship models or some such thing - Just goes to show how NoOb I am! :lol: )
I wouldn't worry too much about being a noobler, Scoobie... I'm seeing the same problem at the moment with the linux build (including while docked). It has everyone (including Winston I think) puzzled. My first thought was also a texture caching issue too.

Posted: Wed Jan 25, 2006 7:27 am
by Rxke
TedJ wrote:
the saved game file format had changed....
Heh, the insurance quote, probably the soon tobe implemented pickup of escape-capsules you mean? Giles talked about that somewhere... Soon these 'slaves' will be worth more as 'rescued' pilots than slaves, I think....
(though, IIRC, that was not in the savefile)

Posted: Wed Jan 25, 2006 8:56 am
by winston
TedJ wrote:
but I noticed going from the linux 1.55 to 1.62rc versions that the saved game file format had changed... a possible cause?
It was merely a change from the NeXTstep plist format to XML - the content is all the same.