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v1.63 Patch available (in two fruity flavours)

For test results, bug reports, announcements of new builds etc.

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aegidian
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v1.63 Patch available (in two fruity flavours)

Post by aegidian »

V1.63 makes major changes 'under-the-hood' that should optimise performance. If you notice a change in performance in Oolite on your machine (for better or worse) - please send details of your machine and the changes to [email protected].

Note this upgrade comes in two flavours, one for PowerPC, one for the Universal Binary release.
Please check which version of Oolite you are using before proceeding by using Finder's Get Info on Oolite.app - if it says Kind: Application (PowerPC) use the PowerPC version, if it is Kind: Application (Universal) use the Universal Binary version.

FOR PowerPC VERSION (Standard Release Version)
:arrow: http://www.digitalnervouswreck.com/ooli ... eTo163.zip

FOR UNIVERSAL BINARY VERSION
:arrow: http://www.digitalnervouswreck.com/ooli ... o163UB.zip

:arrow: Download the file above and expand it.

:arrow: Drag Oolite.app (v1.62+) onto the DropUpgradeOoliteTo163 or DropUpgradeOoliteTo163UB application.

:!: A small file called OolitePatch.log will be written to your desktop. If you have any problems upgrading you should mail me this file along with any crash reports and console.log entries.

:!: Oolite should immediately launch and give an 'Update successful' message.

The menu option About Oolite should also now show the version number as 1.63

Note that this will not update Oolite's version number in the Finder 'Get Info' box until the Finder is relaunched.


Main Changes for Version 1.63 (all versions)

• Bugfix to using zoom key in other chart screens.
• Laser vs. Ship collision detection now performed using octrees (more accurate.)
• Bug where default volume setting was 'Mute' fixed.
• All ship default console graphics are now drawn rather than taken from images.
• Hyperspace destination selected is now stored in the save game.
• ECM hardened missiles are no longer completely ECM proof (only 90% so.)
• Invincible Thargoid bug fixed.
• More aggressive data caching at start-up.
• Oolite 'strict' implements a non-zero forward velocity when speed is zero (like og. Elite.)
• 'addShipsWithinRadius:' 'consoleMessage3s:' 'consoleMessage6s:' methods implemented for scripting.
• Custom cargopods may be 'pre-filled' in their shipdata.plist entries.
• Player ship's model now drawn, permitting views of its external parts!
• Minor glitches fixed.
• Fuel scoop status indicator added to main display.
• Scooping flotsam now uses 'scoop_position' to determine where scooped items disappear into the ship.
• Major memory-use problems in AI addressed.
• Collision finding majorly overhauled to (crudely) partition space before tracking collisions - a big optimisation.

Note this patch can only upgrade Mac OS X Oolite v1.62 or later to the current version.
Last edited by aegidian on Thu Mar 16, 2006 11:54 am, edited 2 times in total.
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Post by Star Gazer »

Sorry Giles, you've really got me going here! :shock: :?

I know I've had a hoorenddus cold and my head is a mass of gunge still, so my thought processes are less than 100%, BUT...

I'm running a dual G5 with OSX 10.4.5... ...when I look at my version of Oolite it is 'Application (PowerPC)'... ...which... version should I d/l?
Very funny, Scotty, now beam down my clothes...
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Post by aegidian »

Star Gazer wrote:
I'm running a dual G5 with OSX 10.4.5... ...when I look at my version of Oolite it is 'Application (PowerPC)'... ...which... version should I d/l?
http://www.digitalnervouswreck.com/ooli ... eTo163.zip

And I edited the post to try to make it clearer.
"The planet Rear is scourged by well-intentioned OXZs."

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Post by Star Gazer »

Thanks Giles, that's stoppped my head hurting
Very funny, Scotty, now beam down my clothes...
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Post by Star Gazer »

What fun! So far, so good!

Comments - could the exhaust plumes be a little softer? - it's great seeing them in the rear view, and I particularly like the way they vector as you manoeuvre ( :wink: ), but they are a bit blocky and dense.

And, I know I am being particularly stupid today, but what's the curious new symbol on the HUD at the LH side...??? It's all green sometimes, and the lower part is red sometimes...

P.S. all this is in the Cobra III
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Post by Rxke »

The symbol is your scoop indicator
Bugfix to using zoom key in other chart screens.
Works too good, maybe. After exiting a station, suddenly I couldn't use my zoom, saved and restarted, and it worked again. I think it might've to do because priorr to exiting, I was in the starchart seaching for Zadige?

Love the improved targeting, BTW! :D
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Post by the alberts »

Yes all looking good! I haven't played long enough yet to notice too many changes so far... I actually like the exhaust plumes - escpecially the way it changes opacity with your speed etc - nice touch.
Star Gazer wrote:
the curious new symbol on the HUD at the LH side...??? It's all green sometimes, and the lower part is red sometimes...
I'm intrigued as well. I'm betting it'll be really obvious too when I find out.
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Post by Rxke »

lower part is red when it's actively 'scooping/tractoring'
I guess when your holds are full, it'll change colour too...

BTW: that tractoring thing, wowsa, didn't know what happened, kept going 'chugga-chugga' and I saw a container floating in and out of view, I guess it was just barely inside the tractor-beam, escaping, and getting tractored again and again, neat thing. But I guess I'll have to get used to it.

BTW2: Giles: I shot at one of your military stations, it gave off a salvo, and hit a GalCop, heehee, and whaddayaknow? The GalCop started attacking its own station, yessss! Yihaaa!, Chaos! Anarchy! :twisted:

(Ahem....Nurse? NNNNUUUURRRRSSSEEEE!!!!!!! Where are my pills????)
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Post by aegidian »

Rxke wrote:
lower part is red when it's actively 'scooping/tractoring'
I guess when your holds are full, it'll change colour too...
Lower part is red when the hold is full.

When the scoop tractor is active the whole symbol pulsates from top to bottom.
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Post by winston »

Rxke wrote:
BTW2: Giles: I shot at one of your military stations, it gave off a salvo, and hit a GalCop, heehee, and whaddayaknow? The GalCop started attacking its own station, yessss! Yihaaa!, Chaos! Anarchy! :twisted:
See? Friendly fire is not just an American problem!
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Post by Flying_Circus »

Hmm, just as I suspected: one or two OXPs are going to need a bit of an update. The driver of an Imperial Courier, for instance, appears to fly from a point just below the main hull, in between the two outriggers: it's a bit like hang-gliding, actually :)

Also (just as I also suspected), I'm a-gonna ditch the frigging stupid 'carrier ship that won't even load' problem, and concentrate on making lots of ships with sticky-forwards, sticky-outwards, and maybe even sticky-backwards bits (Hell, why not? :))

No view cannot be improved upon by having some great, intrusive chunk of your own ship in it.
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Post by aegidian »

Star Gazer wrote:
Comments - could the exhaust plumes be a little softer? - it's great seeing them in the rear view, and I particularly like the way they vector as you manoeuvre ( :wink: ), but they are a bit blocky and dense.
Yeah, the rear view positions need some rejigging to avoid much of the view being blocked by the exhausts.
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Post by Evil Juice »

Aegidian, your reworking of the AI memory issue gave new life to my old trusty g3 It almost doesn't hang any more.
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Post by Selezen »

Flying_Circus wrote:
Hmm, just as I suspected: one or two OXPs are going to need a bit of an update. The driver of an Imperial Courier, for instance, appears to fly from a point just below the main hull, in between the two outriggers: it's a bit like hang-gliding, actually :)
OK, as soon as the Linux or Windows builds catch up I'll rejig the viewpoints on all of my OXPs (Eagles and Couriers).
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Post by winston »

In case you haven't seen it, 1.63-dev2 is up in the Linux world.
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