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Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 4:20 am
by hijong park
Oolite used to be a game that I want to enjoy but couldn't because moving between planets were so tedious and combats were too frustrating. But I recently bought a flight stick and realized that the developer version has time accelation. Thanks to flight stick and TAF, the game is now really fun and I'm enjoying it a lot. I came to the point where I bought almost all equipments and every combats are pathetically easy, I'm going to try mods to increase the challenge now.

But there's something wrong in oolite. All NPCs in this game don't make any sound when firing lasers or getting exploded. When I watch each NPCs fighting each other They are completely silence.

I know that there's no sound in space but many movies and games ignored this fact for more fun and even the original elite had sound effects for NPC's lasers and explosion. The combat feels imperfect when I'm the only one who makes noises.

Is it done by intension or going to be fixed in the future ? There's no OXPs that add sounds for NPCs as well...

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 4:26 am
by Reval
Hi hijong,

Which version of Oolite are you running? Perhaps you could post your latest.log here. You'll find it under oolite.app/Logs. That might give a clue as to what might be amiss. At least it's a start :)

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 4:36 am
by hijong park
Do you mean they are suppossed to make sounds ? anyway this is my latest.log. I installed some mods and played it but they didn't make sounds in strick mode as well.


Opening log for Oolite version 1.90 (x86-64 test release) under Windows 10.0.18363.1139 64-bit at 2020-11-09 13:30:40 +0900.
Intel(R) Core(TM) i5-4690 CPU @ 3.50GHz 4 processors detected.
Build options: OpenAL, new planets, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

13:30:41.113 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
13:30:41.498 [joystick.init]: Number of joysticks detected: 2
13:30:41.502 [rendering.opengl.version]: OpenGL renderer version: 4.6.0 ("4.6.0 NVIDIA 432.00"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 1050 Ti/PCIe/SSE2".
13:30:41.502 [rendering.opengl.extensions]: OpenGL extensions (380):
GL_NV_blend_square, GL_KHR_parallel_shader_compile, GL_ARB_map_buffer_range, GL_ARB_instanced_arrays, GL_ARB_shader_viewport_layer_array, GL_ARB_direct_state_access, GL_NV_memory_attachment, GL_ARB_clear_texture, GL_EXT_texture_compression_rgtc, GL_EXT_post_depth_coverage, GL_NV_texture_compression_vtc, GL_EXT_texture_storage, GL_NV_fragment_program, GL_ARB_query_buffer_object, GL_EXT_texture_shared_exponent, GL_EXT_sparse_texture2, GL_ARB_uniform_buffer_object, GL_EXT_texture_array, GL_ARB_shader_draw_parameters, GL_ARB_shading_language_include, GL_ARB_separate_shader_objects, GL_NV_fragment_shader_interlock, GL_EXT_packed_pixels, GL_ARB_texture_query_levels, GL_ARB_fragment_layer_viewport, GL_NV_fence, GL_ARB_explicit_uniform_location, GL_ARB_stencil_texturing, GL_NV_conservative_raster, GL_EXT_gpu_program_parameters, GL_EXT_vertex_array, GL_EXT_provoking_vertex, GL_NV_draw_vulkan_image, GL_ARB_texture_view, GL_ARB_ES3_1_compatibility, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_ARB_clear_buffer_object, GL_EXT_texture_object, GL_EXT_packed_float, GL_EXT_texture_filter_anisotropic, GL_ARB_get_program_binary, GL_ARB_half_float_vertex, GL_ARB_program_interface_query, GL_EXT_bindable_uniform, GL_ARB_multi_draw_indirect, GL_NV_texture_multisample, GL_ARB_texture_buffer_object, GL_ARB_gpu_shader_fp64, GL_EXT_blend_minmax, GL_ARB_vertex_attrib_64bit, GL_ARB_texture_query_lod, GL_ARB_compressed_texture_pixel_storage, GL_EXT_texture_integer, GL_ARB_texture_non_power_of_two, GL_EXT_texture_compression_s3tc, GL_ARB_texture_stencil8, GL_KHR_no_error, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_framebuffer_no_attachments, GL_NV_parameter_buffer_object2, GL_ARB_shading_language_420pack, GL_ARB_sample_locations, GL_NV_texture_rectangle, GL_KHR_robustness, GL_SGIX_shadow, GL_EXT_vertex_array_bgra, GL_EXT_depth_bounds_test, GL_NV_vertex_array_range2, GL_ARB_shader_texture_image_samples, GL_NV_vertex_program2, GL_ARB_texture_compression_bptc, GL_NV_vertex_program3, GL_EXT_stencil_wrap, GL_EXT_separate_shader_objects, GL_NV_shader_atomic_float, GL_NV_packed_depth_stencil, GL_ARB_texture_gather, GL_ARB_shader_image_size, GL_EXT_texture_cube_map, GL_EXT_shader_image_load_formatted, GL_NV_register_combiners2, GL_NV_half_float, GL_ARB_map_buffer_alignment, GL_SUN_slice_accum, GL_ARB_provoking_vertex, GL_NV_shader_thread_shuffle, GL_ARB_tessellation_shader, GL_NV_stereo_view_rendering, GL_EXT_direct_state_access, GL_NVX_multigpu_info, GL_ARB_texture_rg, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_ARB_bindless_texture, GL_SGIX_depth_texture, GL_NV_texture_env_combine4, GL_EXT_polygon_offset_clamp, GL_EXT_draw_range_elements, GL_EXT_draw_buffers2, GL_EXT_texture_filter_minmax, GL_ARB_transform_feedback2, GL_ARB_geometry_shader4, GL_ARB_fragment_coord_conventions, GL_ARB_transform_feedback3, GL_ARB_shader_precision, GL_NV_gpu_program_fp64, GL_NV_blend_equation_advanced_coherent, GL_NV_shader_atomic_counters, GL_ARB_get_texture_sub_image, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_NV_query_resource, GL_ATI_draw_buffers, GL_ARB_texture_mirrored_repeat, GL_EXT_stencil_two_side, GL_ARB_timer_query, WGL_EXT_swap_control, GL_NV_parameter_buffer_object, GL_EXT_texture_sRGB_decode, GL_NV_transform_feedback, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_shader_image_load_store, GL_NV_gpu_program4_1, GL_IBM_rasterpos_clip, GL_NV_framebuffer_multisample_coverage, GL_ARB_base_instance, GL_ARB_texture_float, GL_ARB_imaging, GL_ARB_draw_elements_base_vertex, GL_EXT_texture3D, GL_ARB_cull_distance, GL_EXT_packed_depth_stencil, GL_EXT_compiled_vertex_array, GL_ARB_texture_cube_map, GL_NV_uniform_buffer_unified_memory, GL_NV_primitive_restart, GL_EXT_blend_subtract, GL_EXT_separate_specular_color, GL_S3_s3tc, GL_NV_fragment_program_option, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_compression, GL_ARB_gl_spirv, GL_ARB_texture_compression_rgtc, GL_ARB_texture_filter_anisotropic, GL_ARB_ES2_compatibility, GL_ARB_shader_ballot, GL_NV_shader_atomic_float64, GL_NVX_blend_equation_advanced_multi_draw_buffers, GL_ARB_depth_buffer_float, GL_NV_light_max_exponent, GL_ARB_vertex_buffer_object, GL_KHR_blend_equation_advanced, GL_NV_shader_atomic_int64, GL_ARB_shading_language_100, GL_NV_shader_storage_buffer_object, GL_ARB_texture_env_add, GL_ARB_fragment_program, GL_NV_copy_depth_to_color, GL_ARB_sparse_buffer, GL_EXT_import_sync_object, GL_EXT_texture_swizzle, GL_ARB_shadow, GL_NV_conservative_raster_pre_snap_triangles, GL_ARB_texture_filter_minmax, GL_NV_copy_image, GL_NV_clip_space_w_scaling, GL_ARB_shader_texture_lod, GL_ARB_clip_control, GL_NV_conservative_raster_dilate, GL_ARB_texture_multisample, GL_EXT_texture_env_combine, GL_ARB_sync, GL_ATI_texture_mirror_once, GL_ARB_robustness, GL_ARB_compatibility, GL_EXT_texture_compression_dxt1, GL_NV_gpu_program4, GL_NV_gpu_program5, GL_ARB_transform_feedback_overflow_query, GL_NV_vertex_array_range, GL_ARB_multitexture, GL_EXT_transform_feedback2, GL_NV_vertex_program2_option, GL_ARB_buffer_storage, GL_NV_compute_program5, GL_NV_vertex_program1_1, GL_NV_gpu_program5_mem_extended, GL_EXT_shadow_funcs, GL_ARB_occlusion_query, GL_ARB_fragment_program_shadow, GL_NVX_nvenc_interop, GL_NV_vertex_buffer_unified_memory, GL_ARB_texture_barrier, GL_EXT_geometry_shader4, GL_EXT_memory_object_win32, GL_ARB_texture_env_dot3, GL_ARB_seamless_cubemap_per_texture, GL_ARB_multisample, GL_ARB_copy_image, GL_ARB_gpu_shader_int64, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_ARB_ES3_compatibility, GL_ARB_point_parameters, GL_ARB_sampler_objects, GL_ARB_transform_feedback_instanced, GL_ARB_invalidate_subdata, GL_KTX_buffer_region, GL_NV_vertex_attrib_integer_64bit, GL_NV_bindless_multi_draw_indirect, GL_NV_sample_mask_override_coverage, GL_NVX_gpu_memory_info, GL_EXT_framebuffer_object, GL_NV_gpu_shader5, GL_ARB_texture_rgb10_a2ui, GL_NV_shader_atomic_fp16_vector, GL_NV_ES1_1_compatibility, GL_ARB_texture_border_clamp, GL_NV_alpha_to_coverage_dither_control, GL_ARB_shading_language_packing, GL_EXT_bgra, GL_ATI_texture_float, GL_ARB_occlusion_query2, GL_ARB_shader_clock, GL_ARB_texture_env_crossbar, GL_NV_shader_buffer_load, GL_NV_feature_query, GL_NV_depth_clamp, GL_ARB_derivative_control, GL_ARB_conservative_depth, GL_AMD_vertex_shader_layer, GL_EXT_win32_keyed_mutex, GL_AMD_multi_draw_indirect, GL_ARB_shader_atomic_counters, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_NV_occlusion_query, GL_EXT_Cg_shader, GL_NV_texture_barrier, GL_NV_path_rendering, GL_ARB_ES3_2_compatibility, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_path_rendering_shared_edge, GL_ARB_texture_buffer_object_rgb32, GL_EXT_window_rectangles, GL_NVX_conditional_render, GL_NV_register_combiners, GL_EXT_texture_sRGB_R8, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_multisample_coverage, GL_EXT_fog_coord, GL_ARB_window_pos, GL_NV_fill_rectangle, GL_ARB_half_float_pixel, GL_SGIS_texture_lod, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod, GL_EXT_blend_equation_separate, GL_OVR_multiview2, GL_ARB_point_sprite, GL_ARB_parallel_shader_compile, GL_NV_fragment_program2, GL_ARB_shader_group_vote, GL_ARB_fragment_shader, GL_NV_blend_minmax_factor, GL_ARB_framebuffer_sRGB, GL_EXT_memory_object, GL_ARB_shader_objects, GL_NV_internalformat_sample_query, GL_WIN_swap_hint, GL_ARB_polygon_offset_clamp, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_sparse_texture_clamp, GL_ARB_blend_func_extended, GL_ARB_shader_subroutine, GL_NV_pixel_data_range, GL_NV_viewport_swizzle, GL_ARB_sparse_texture, GL_ARB_multi_bind, GL_KHR_debug, GL_NV_framebuffer_mixed_samples, GL_ARB_transpose_matrix, GL_EXT_texture_compression_latc, GL_ARB_texture_cube_map_array, GL_NV_ES3_1_compatibility, GL_ARB_texture_buffer_range, GL_ARB_robust_buffer_access_behavior, GL_ARB_texture_storage_multisample, GL_EXT_texture_env_dot3, GL_ARB_vertex_type_10f_11f_11f_rev, GL_EXT_texture_sRGB, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_ARB_shader_image_load_store, GL_EXT_pixel_buffer_object, GL_ARB_explicit_attrib_location, GL_ARB_internalformat_query2, GL_ARB_seamless_cube_map, GL_ARB_draw_instanced, GL_ARB_draw_buffers_blend, GL_NV_sample_locations, GL_ARB_post_depth_coverage, GL_NV_fragment_coverage_to_color, GL_EXT_draw_instanced, GL_ARB_pipeline_statistics_query, GL_NV_texture_rectangle_compressed, GL_ARB_framebuffer_object, GL_ARB_internalformat_query, GL_OVR_multiview, GL_EXT_texture_mirror_clamp, GL_ARB_texture_rectangle, GL_ARB_gpu_shader5, GL_EXT_gpu_shader4, GL_ARB_compute_shader, GL_AMD_seamless_cubemap_per_texture, GL_NV_fog_distance, GL_ARB_spirv_extensions, GL_ARB_depth_clamp, GL_KHR_robust_buffer_access_behavior, GL_NV_texture_shader, GL_NV_shader_thread_group, GL_NV_float_buffer, GL_ARB_vertex_type_2_10_10_10_rev, GL_KHR_blend_equation_advanced_coherent, GL_AMD_vertex_shader_viewport_index, GL_ARB_shader_storage_buffer_object, GL_NV_conditional_render, GL_ARB_vertex_program, GL_ARB_enhanced_layouts, GL_ARB_compute_variable_group_size, GL_NV_bindless_texture, GL_ARB_draw_indirect, GL_ARB_arrays_of_arrays, GL_NV_multisample_filter_hint, GL_ARB_indirect_parameters, GL_ARB_viewport_array, GL_NV_point_sprite, GL_ARB_texture_storage, GL_NV_geometry_shader4, GL_EXT_semaphore, GL_ARB_texture_swizzle, GL_ARB_sparse_texture2, GL_EXT_texture_lod_bias, GL_EXT_semaphore_win32, GL_EXT_abgr, GL_NV_viewport_array2, GL_ARB_vertex_shader, GL_ARB_vertex_attrib_binding, GL_NV_transform_feedback2, GL_ARB_depth_texture, GL_NV_query_resource_tag, GL_NV_vertex_program, GL_NV_blend_equation_advanced, GL_EXT_framebuffer_sRGB, GL_ARB_shader_atomic_counter_ops, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_EXT_raster_multisample, GL_ARB_pixel_buffer_object, GL_NV_explicit_multisample, GL_EXT_texture_buffer_object, GL_EXT_blend_func_separate, GL_ARB_fragment_shader_interlock, GL_NV_command_list, GL_NV_geometry_shader_passthrough, GL_NV_draw_texture, GL_EXT_vertex_attrib_64bit, GL_EXT_rescale_normal, GL_ARB_sample_shading, GL_ARB_shader_bit_encoding, GL_KHR_context_flush_control, GL_EXT_shader_integer_mix, GL_NV_bindless_multi_draw_indirect_count, GL_ARB_debug_output, GL_ARB_conditional_render_inverted
13:30:41.559 [rendering.opengl.shader.support]: Shaders are supported.
13:30:41.714 [searchPaths.dumpAll]: Resource paths:
Resources
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
../AddOns
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Astrobe.sc-serpent.oxz.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.astrobe.spacecrowds.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.cim.skilled-npcs.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Commander_McLane.Randomshipnames.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.EricWalch.PirateCove.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Frame.FuelCollector.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.hoqllnq.missile-beep.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.Engine_Sound.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.Telescope.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.TimeControl.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.LMSS.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.redspear.laser_combat_reimagined.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.redspear.missile_combat_reimagined.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.random_hits.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.random_hits_shipset.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Svengali.Library.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Thargoid.FuelStation.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Thargoid.StellarSerpents.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Wildeblood.AutoCrosshairs.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.z.phkb.XenonUI.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.z.phkb.XenonUIResources.oxz
../AddOns/Basic-debug.oxp
13:30:42.289 [shipData.load.begin]: Loading ship data.
13:30:45.136 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: '대상 컴퓨터에서 연결을 거부했으므로 연결하지 못했습니다.

' (outStream status: 7, inStream status: 7)."
13:30:45.136 [debugTCP.send.warning]: Error sending packet header, retrying.
13:30:45.163 [debugTCP.send.error]: The following packet could not be sent: {"Oolite version" = 1.90; "packet type" = "Request Connection"; "protocol version" = 65792; }
13:30:45.214 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'bad stream.' (outStream status: 0, inStream status: 0)."
13:30:45.214 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
13:30:45.275 [startup.complete]: ========== Loading complete in 4.29 seconds. ==========
13:31:07.688 [searchPaths.dumpAll]: Resource paths: strict

13:31:07.691 [shipData.load.begin]: Loading ship data.
13:31:08.782 [script.load.world.listAll]: Loaded 16 world scripts:
Oolite Equipment Control 1.90
Oolite Ship Library 1.90
oolite-cloaking-device 1.90
oolite-constrictor-hunt 1.90
oolite-contracts-cargo 1.90
oolite-contracts-helpers 1.90
oolite-contracts-parcels 1.90
oolite-contracts-passengers 1.90
oolite-libPriorityAI 1.90
oolite-nova 1.90
oolite-populator 1.90
oolite-primable-equipment-register 1.90
oolite-registership 1.90
oolite-thargoid-plans 1.90
oolite-trumbles 1.90
oolite-tutorial 1.90
13:32:04.215 [searchPaths.dumpAll]: Resource paths:
Resources
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
../AddOns
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Astrobe.sc-serpent.oxz.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.astrobe.spacecrowds.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.cim.skilled-npcs.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Commander_McLane.Randomshipnames.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.EricWalch.PirateCove.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Frame.FuelCollector.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.hoqllnq.missile-beep.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.Engine_Sound.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.Telescope.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.TimeControl.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.LMSS.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.redspear.laser_combat_reimagined.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.redspear.missile_combat_reimagined.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.random_hits.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.random_hits_shipset.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Svengali.Library.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Thargoid.FuelStation.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Thargoid.StellarSerpents.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Wildeblood.AutoCrosshairs.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.z.phkb.XenonUI.oxz
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.z.phkb.XenonUIResources.oxz
../AddOns/Basic-debug.oxp
13:32:04.248 [shipData.load.begin]: Loading ship data.
13:32:04.339 [strings.expand.warning.unknownExpansion]: ----- WARNING: Unknown expansion key [oolite-ship-library-category-plural-fuelStation] in string.
13:32:04.339 [shipdata.load.warning]: Unexpected class 'fuelStation' in shiplibrary.plist for 'fuelStation_satellite'
13:32:04.339 [strings.expand.warning.unknownExpansion]: ----- WARNING: Unknown expansion key [oolite-ship-library-category-plural-fuelStation] in string.
13:32:04.339 [shipdata.load.warning]: Unexpected class 'fuelStation' in shiplibrary.plist for 'fuelStation_station'
13:32:07.039 [exit.context]: Exiting: Exit Game selected on start screen.
13:32:07.043 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2020-11-09 13:32:07 +0900.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 4:53 am
by Reval
Oh yes, I'm pretty sure they're supposed to make sounds :)

There's a nice OXP that you might like to try (just to see if any sound is produced on your setup):

BGS (background sounds). That one alters the laser sounds and adds a great ambience to the game. You'll find it in the OXZ Manager.

Let us know what you hear...

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:01 am
by Reval
I notice you seem to be using a development version of Oolite. Not sure if that is making a difference. You could perhaps also try installing the regular Oolite (after first renaming the folder in which your current version is installed). Several installations of Oolite can co-exist happily alongside each other.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:15 am
by Reval
You might also like to go to Game Options and check your volume settings there. Try raising the volume (right arrow key) and see if that helps.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:16 am
by hijong park
I have tried the original version as well but there's no difference. BGS oxp don't add sounds for NPC as well.

I even took a look at several oolite vieos in youtube and they didn't have NPCs' laser firing and explosion sound as well. I'm not sure is it really a bug, rather than the game itself don't have sounds for NPCs.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:19 am
by Reval
To be honest, I think it's probably your setup (ie system). Someone else will soon be here, I'm sure, to help you further. I'm really no expert.

Do you get sounds ok from other applications you have installed? And on the Web? Youtube?

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:30 am
by hijong park
https://youtu.be/E5gD5jyzpKo

take a look at this video at 1:40 and 2:30 for example. There's no sound when the enemy is firing laser and getting exploded. In the original elite, there were sounds of firing lasers and explosions in that situation.

I hope there's a way to fix it if it's not the developer's intension.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:31 am
by Reval
Another thing you could perhaps do for us is post your .GNUstepDefaults file. You'll find it under oolite.app/GNUstep/Defaults. This contains your current settings, and it might help to see what they are.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:37 am
by Reval
hijong park wrote: Mon Nov 09, 2020 5:30 am
https://youtu.be/E5gD5jyzpKo

take a look at this video at 1:40 and 2:30 for example. There's no sound when the enemy is firing laser and getting exploded. In the original elite, there were sounds of firing lasers and explosions in that situation.

I hope there's a way to fix it if it's not the developer's intension.
Ah I see what you mean now. Apologies.

No, you'll hear the your own lasers firing, along with hits on your hull. But since the NPCs are away in space, it is unreasonable to expect that you would hear them explode. Space is a vacuum :)

If you're hearing all the other BGS sounds (as on the video) you are fine :) Oolite is behaving just as it should.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:38 am
by hijong park
Okay, here's my settings.

{
NSGlobalDomain = {
};
oolite = {
"Jameson-humbletrash" = "-20728";
JoystickAxes = {
0 = {
isAxis = 1;
stickAxBt = 0;
stickNum = 0;
};
1 = {
isAxis = 1;
stickAxBt = 1;
stickNum = 0;
};
2 = {
isAxis = 1;
stickAxBt = 3;
stickNum = 0;
};
};
JoystickButs = {
0 = {
isAxis = 0;
stickAxBt = 68;
stickNum = 1;
};
1 = {
isAxis = 0;
stickAxBt = 70;
stickNum = 1;
};
10 = {
isAxis = 0;
stickAxBt = 2;
stickNum = 1;
};
11 = {
isAxis = 0;
stickAxBt = 1;
stickNum = 1;
};
13 = {
isAxis = 0;
stickAxBt = 0;
stickNum = 0;
};
14 = {
isAxis = 0;
stickAxBt = 2;
stickNum = 0;
};
15 = {
isAxis = 0;
stickAxBt = 1;
stickNum = 0;
};
16 = {
isAxis = 0;
stickAxBt = 6;
stickNum = 0;
};
17 = {
isAxis = 0;
stickAxBt = 7;
stickNum = 0;
};
18 = {
isAxis = 0;
stickAxBt = 3;
stickNum = 0;
};
2 = {
isAxis = 0;
stickAxBt = 4;
stickNum = 1;
};
20 = {
isAxis = 0;
stickAxBt = 4;
stickNum = 0;
};
22 = {
isAxis = 0;
stickAxBt = 11;
stickNum = 0;
};
23 = {
isAxis = 0;
stickAxBt = 9;
stickNum = 0;
};
24 = {
isAxis = 0;
stickAxBt = 5;
stickNum = 0;
};
25 = {
isAxis = 0;
stickAxBt = 7;
stickNum = 1;
};
27 = {
isAxis = 0;
stickAxBt = 10;
stickNum = 0;
};
28 = {
isAxis = 0;
stickAxBt = 64;
stickNum = 0;
};
29 = {
isAxis = 0;
stickAxBt = 66;
stickNum = 0;
};
3 = {
isAxis = 0;
stickAxBt = 5;
stickNum = 1;
};
30 = {
isAxis = 0;
stickAxBt = 67;
stickNum = 0;
};
31 = {
isAxis = 0;
stickAxBt = 65;
stickNum = 0;
};
35 = {
isAxis = 0;
stickAxBt = 8;
stickNum = 0;
};
4 = {
isAxis = 0;
stickAxBt = 6;
stickNum = 1;
};
8 = {
isAxis = 0;
stickAxBt = 3;
stickNum = 1;
};
9 = {
isAxis = 0;
stickAxBt = 0;
stickNum = 1;
};
};
PitchAxisProfile = {
Deadzone = 0.09000000000000059;
Parameter = 0.8000000000000053;
Power = 1;
Type = Standard;
};
RollAxisProfile = {
Deadzone = 0.09000000000000059;
Parameter = 0.8000000000000053;
Power = 1;
Type = Standard;
};
YawAxisProfile = {
Deadzone = 0.09000000000000059;
Parameter = 0.8000000000000053;
Power = 1;
Type = Standard;
};
autosave = YES;
"debug-settings-override" = {
};
detailLevel = 3;
"fov-value" = 69.7;
fullscreen = YES;
"gamma-value" = 1.6;
"hijong-humbletrash" = 9816;
"music mode" = on;
"save-directory" = "C:\\Oolite/oolite.app/oolite-saves";
volume_control = 0.65;
};
}

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:50 am
by hijong park
Reval wrote: Mon Nov 09, 2020 5:37 am
hijong park wrote: Mon Nov 09, 2020 5:30 am
https://youtu.be/E5gD5jyzpKo

take a look at this video at 1:40 and 2:30 for example. There's no sound when the enemy is firing laser and getting exploded. In the original elite, there were sounds of firing lasers and explosions in that situation.

I hope there's a way to fix it if it's not the developer's intension.
Ah I see what you mean now. Apologies.

No, you'll hear the your own lasers firing, along with hits on your hull. But since the NPCs are away in space, it is unreasonable to expect that you would hear them explode. Space is a vacuum :)

If you're hearing all the other BGS sounds (as on the video) you are fine :) Oolite is behaving just as it should.
so It was the intension... guess I should adapt to this. but I hope someone would make OXP that gives sounds to NPCs as well, at least in close range. It's more fun to hear their incoming lasers and dying explosions in combat.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 5:54 am
by Reval
so It was the intension... guess I should adapt to this. but I hope someone would make OXP that gives sounds to NPCs as well, at least in close range. It's more fun to hear their incoming lasers and dying explosions in combat.
Sounds like a good idea :)

Let's hope someone does.

Re: Why NPCs don't make any sound ?

Posted: Mon Nov 09, 2020 6:53 am
by Cholmondely
Utterly useless at the software end, I'm afraid!

Just out of curiosity - which flight stick did you get?