Page 1 of 3
Oolite Update (rev: 334)
Posted: Mon Mar 13, 2006 11:13 am
by Nic
http://nic.dnsalias.com/OoliteUpdate-re ... 060315.exe (680kb)
I'm going to try to release updates now, rather than full builds. To keep the install size down. So you need to have
http://nic.dnsalias.com/oolite-1.63gust ... -win32.exe already installed and then install the OoliteUpdate over it.
Updates
Latest changes to the SVN (You can read about the changes here
http://svn.berlios.de/wsvn/oolite-linux ... =1&isdir=1 )
Laser Coolant has been removed as aegidian does not like the idea.
I will update this thread with new updates as they come out, rather than create a new thread each time.
-Nic
Posted: Mon Mar 13, 2006 12:23 pm
by Selezen
Will the updates be cumulative? i.e. will you append each update to a pre-existing update or will we have to install every update separately?
I'd suggest the former, since it will be easier for the user to manage...
Posted: Mon Mar 13, 2006 12:42 pm
by Nic
Cumulative.
i.e. after installing the base install (
http://nic.dnsalias.com/oolite-1.63gust ... -win32.exe ) You will only have to install the latest update.
Most of the time, the update is simply a new executable, so it is pretty simple to do a cumulative update build
SVN is currently at rev 319. So I will do a new build before the end of the day and update the subject and link in the first post to this new build.
Cheers,
-Nic
Posted: Mon Mar 13, 2006 2:30 pm
by TGHC
You are really cooking now matey.
Thanks a bunch.
Posted: Mon Mar 13, 2006 4:11 pm
by aegidian
@Nic : remember when you're commiting to GUSTO, files in src/Core are meant to be cross-platform. I just had to replace a couple of
with
Code: Select all
#ifdef GNUSTEP
#import "SDLImage.h"
#endif
before r320 would build on the Mac.
Posted: Mon Mar 13, 2006 4:21 pm
by Nic
@aegidian: Damn it. Sorry. Because I had lots of debug code in my changes too, I re-added things by hand. Everything was in nice #ifdef's, I must have missed those though.
Sorry and thanks for cleaning up my mess. I knew my first ever SVN commit wouldn't go without one hiccup.
Thanks,
-Nic
Edit & ps:
My posting level has meant i've acquired "Dangerous" under my name. How apt after my use of SVN
Posted: Mon Mar 13, 2006 5:35 pm
by winston
There is an include file (OOOpenGL if I remember right, I can't check right now since I'm not at home) which automatically includes the right gubbins. This should be used from anything in src/Core to reduce #ifdef hell.
If any specific Win32 only files are needed, then create a src/Win32 directory and put them in there (I suspect there won't be though, unless someone wants to make work for themselves and make sound use DirectX or something <g>)
Posted: Mon Mar 13, 2006 7:25 pm
by dajt
With all this activity going on I thought I'd better have another go at building this with the latest GNUstep.
The latest GNUstep isn't any better than the others, so no joy there. In facgt, it may be worse... couldn't find the back-end, and I can't even build SDL_image any more!
Luckily I didn't delete my old GNUstep so I got that latest Oolite source from svn and compiled. Wouldn't run, but when I copied the exe over to one of Nic's installed versions it went great.
Notes:
I had to change the GNUmakefile, obviously. Perhaps we can check in a GNUmakefile.win or something, just so Windows people get a head start on things?
SDL_gfx isn't required in the libs anymore - at least for the Windows version. I remember removing it because I couldn't get it to work on Windows.
I had to change a couple of instances of SDL/SDL.h to just SDL.h.
I had a couple of problems with classes not knowing about the resource manager, so needed to include ResourceManager.h.
For those last two, what would be missing in my config that you guys have?
The problem with the commander's name not showing in the load page seems to be related to the player_name part of the save file. Mine was blank which explains no names, but not the garbage I was seeing the other day.
Anyway I built a 323 and it seems to work. Already includes the first change I was going to make which was to show the economic/political information on the short range chart.
I have to say, take some time out to have a new baby and move, and Oolite leaps ahead! It is looking and playing great (even more so than it always has) now.
Posted: Mon Mar 13, 2006 9:03 pm
by TGHC
dajt wrote:just so Windows people get a head start on things?
We've got a laser cooler
dajt wrote:Already includes the first change I was going to make which was to show the economic/political information on the short range chart.
Oh yes, excellent!
Posted: Mon Mar 13, 2006 9:27 pm
by winston
dajt wrote:
I had to change the GNUmakefile, obviously. Perhaps we can check in a GNUmakefile.win or something, just so Windows people get a head start on things?
It should be possible to put conditions in the makefile which can make the appropriate libs settings et al. so it can be done out of one makefile. BSD versions (should) also be doing this because they already have strlcpy etc. and don't need the stuff in BSDcompat.
Posted: Mon Mar 13, 2006 9:29 pm
by winston
Oh yes - if you've (nic or dajt) got a couple of minutes free, can you fill this out a bit?
http://wiki.alioth.net/index.php/Running_Oolite-Windows
particulary the 'Building' bit at the bottom?
Posted: Mon Mar 13, 2006 11:11 pm
by Evil Juice
Give a laser cooler to us mac snubbish minority (actually majority here..)!!! I want it NOW.
Posted: Mon Mar 13, 2006 11:19 pm
by TGHC
Evil Juice wrote:Give a laser cooler to us mac snubbish minority (actually majority here..)!!! I want it NOW.
It's very very good, and a snip at the price, I've heard that the mac version is very expensive though!
Posted: Tue Mar 14, 2006 1:00 am
by aegidian
I do not approve of laser coolers.
Posted: Tue Mar 14, 2006 8:50 am
by leadslug
Laser coolant is a wonderful gift, especially with military lasers, creep up on your opponent and unleash.
Anybody got any suggestions why, when in combat, oolite slows down in 1.63, most notably when the cloud nebula are around? Doesn't occur on 1.62
Good cheer
Leadslug