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Oolite 1.77.1 for Windows

Posted: Tue Oct 01, 2013 11:22 am
by JazHaz
Having seen that v1.77.1 has been released (see here), I have installed the test release and then installed the SSE2 executable over the top.

Is there a new debug console for windows too?

Re: Oolite 1.77.1 for Windows

Posted: Tue Oct 01, 2013 11:48 am
by another_commander
No, the Debug Console executable is the same as always. However, it should be noted that the oolite-sse2.exe is a Deployment executable and, as such, it should be installed over a Deployment installation, not over a Test Release one. I realize now that this has not been clear right from the start. Do not expect Test Release features when running the current oolite-sse2.exe.

I will try to correct the omission soon by uploading an SSE2-optimized Test Release executable for those who prefer this configuration in their game. It may take a day or two, as currently I do not have a development machine to work on.

Re: Oolite 1.77.1 for Windows

Posted: Tue Oct 01, 2013 12:00 pm
by Gimi
I know this has been posted on the forum before, but can't find it right now.

What make command would I use to compile a SSE2-optimised test release using the "building the easy way" setup.

Re: Oolite 1.77.1 for Windows

Posted: Tue Oct 01, 2013 12:12 pm
by another_commander
Gimi wrote:
I know this has been posted on teh forum before, but can't find it right now.

What make command would I use to compile a SSE2-optimised test release using the "building the easy way" setup.
You will have to edit the GNUmakefile and add the following switches in the ADDITIONAL_CFLAGS and ADDITIONAL_OBJCFLAGS lines:

Code: Select all

-O2 -mtune=generic -mfpmath=sse -sse2 -mstackrealign -funroll-loops
then run make debug=no as usual, to obtain the SSE2-optimized test release executable.

Re: Oolite 1.77.1 for Windows

Posted: Tue Oct 01, 2013 12:26 pm
by JazHaz
When I installed the test version, I made the mistake of installing the deployment version first. I then read the installation instructions for the test version converter, which told me to uninstall the deployment version. Grrr!

Anyway, I installed the test version fine, but I seemed to lose the debug.oxp, and debug console in the process. I've redownloaded the debug console from berlios, but I don't know where to get the debug.oxp for 1.77.1 from??!

So consequently my debug console is not connecting to the game.

Re: Oolite 1.77.1 for Windows

Posted: Tue Oct 01, 2013 12:30 pm
by another_commander
JazHaz: You will have to install the Test Release of the game again. Then you will be able to use Basic-debug.oxp and the console. The debug oxp is included in the Test Release installer and its optional installation is the second step of the Test Release install process.

Re: Oolite 1.77.1 for Windows

Posted: Tue Oct 01, 2013 12:39 pm
by JazHaz
another_commander wrote:
JazHaz: You will have to install the Test Release of the game again. Then you will be able to use Basic-debug.oxp and the console. The debug oxp is included in the Test Release installer and its optional installation is the second step of the Test Release install process.
Reinstalled, and this time got the debug oxp. Don't know why I didn't get it before.

Re: Oolite 1.77.1 for Windows

Posted: Thu Oct 03, 2013 11:55 am
by Cpt
I believe I have the dev deployment of 1.77.1 working however I don't seem to be able to access TAF, any ideas how one could?

Re: Oolite 1.77.1 for Windows

Posted: Thu Oct 03, 2013 2:07 pm
by JazHaz
Cpt wrote:
I believe I have the dev deployment of 1.77.1 working however I don't seem to be able to access TAF, any ideas how one could?
Deployment version doesn't have TAF. Only the Test versions do. On the download page of http://www.oolite.org is a link to Berlios, from which you can download a patch program. NB this patches the installer for Oolite 1.77.1.

Re: Oolite 1.77.1 for Windows

Posted: Thu Oct 03, 2013 6:31 pm
by Commander McLane
JazHaz wrote:
Cpt wrote:
I believe I have the dev deployment of 1.77.1 working however I don't seem to be able to access TAF, any ideas how one could?
Deployment version doesn't have TAF. Only the Test versions do.
To elaborate a little further: time acceleration is not a game feature of Oolite. Therefore it has no place in any deployment version. It's purely a debugging feature for developers and OXP authors. Therefore it exists in the test version, which is a special Oolite version for developers and OXP authors who need to debug their work.

Re: Oolite 1.77.1 for Windows

Posted: Thu Oct 03, 2013 6:56 pm
by Cpt
I understand the intention as to the usage of TAF. However like any good application/drug it can be abused especially when fine tuning of keyboard control for a keyboard commander appears somewhat frustrating unless others have found a less worse solution...

Re: Oolite 1.77.1 for Windows

Posted: Fri Oct 04, 2013 12:11 pm
by another_commander
Cpt wrote:
... especially when fine tuning of keyboard control for a keyboard commander appears somewhat frustrating unless others have found a less worse solution...
The default keyboard sensitivity factor is set to 0.5, which is somewhat high a value. You can adjust it by opening the file <OoliteInstallFolder>/oolite.app/GNUstep/Defaults/.GNUstepDefaults in a text editor like Notepad++ and adding a new line containing the value for the keyboard precision factor, like this:

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{
    NSGlobalDomain = {
    };
    oolite = {
	    "debug-settings-override" = {
	    };
	    "flight-arrow-key-precision-factor" = 0.3; // <------ This one. Your .GNUstepDefaults may look different, but this is where you need to make the addition.
    };
}
0.3 is a good ballpark sensitivity value and corresponds to the joystick equivalent sensitivity. Pressing Ctrl while moving with the arrow keys will now result in a slower response rate.

Re: Oolite 1.77.1 for Windows

Posted: Fri Oct 04, 2013 3:14 pm
by Cpt
Thank you another_commander

I have amended the code as you suggest and will trial it shortly.

May I assume up from 3 is less sensitive as you suggest 5 is the default for CTRL+movement and therefore a lower number than 3 would be even more sensitive. Therefore would an adjustment to 2.8 or 3.2 work (in terms of even finer tuning) or is Oolite only able to manage full integers like 2 or 4 from here?

Re: Oolite 1.77.1 for Windows

Posted: Sat Oct 05, 2013 1:15 pm
by another_commander
Cpt: It is not 3 or 5, it is 0.3 and 0.5 respectively. 0.5 is the default value. Lower than that will make keyboard response more sensitive when Ctrl is pressed, higher will make it less sensitive. A value of 1.0 will make it exactly the same as when Ctrl is not pressed. You can experiment with values like 0.3, 0.28, 0.25 etc, until you hit one that fits your playing style the best.

Re: Oolite 1.77.1 for Windows

Posted: Sun Oct 06, 2013 2:55 pm
by UK_Eliter
On the 'deployment' (i.e. normal, player) release converter to the 'test' release (with TAF, debugging, etc.): good stuff. Downloaded!