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Which OXPs aren't still 1.71 compatible?

Posted: Sun Apr 20, 2008 10:04 pm
by Cmdr. Maegil
After downloading the new version, I decided to refresh my outdated add-ons folder... But I remember some talk about some OXPs being already 1.71-compatible, and others waiting for the release before updating them...

Could someone tell me which ones I shouldn't download yet?

Posted: Sun Apr 20, 2008 10:09 pm
by Ace Garp
Well, when I first ran 1.71, I got the message that BehemothSpaceWar and UPS-Courier are not compatible.

Not sure if I do have the latest versions of these.
Behemoth - 1.0 (states will not work with versions higher than 1.70 in readme)
UPS - 1.3.8 + 1.70bugfix (will that still be required?))

It seemed happy about all the others I use though.

Posted: Sun Apr 20, 2008 10:14 pm
by Kaks
Hmm, talking about the oxps I've involved myself with, I should have an updated transports oxp by Tuesday, and I'm pretty sure that the changes I've made to Asteroids aren't 100% compatible with 1.71 yet. So I'd avoid those for the moment.

On the other hand Hotrods, farsun, kestrel&falcon, lave, ore_processor & system_redux should be fully 1.71 compatible... ;)

Realistic Shipyards

Posted: Mon Apr 21, 2008 7:33 am
by Lestradae
The Realistic Shipyards are soon to be updated to accomodate 1.71, as a few things will no longer work as intended without an update.

I will use the pending Oolite-upgrade to an as usual rather gigantic Realistic Shipyards-upgrade.

At some point this week there will be a triple release:

In the future, Realistic Shipyards will have three different Editions for different tastes & levels of immersion: Strict, Standard & Ultimate. :shock:

The Realistic Shipyards Strict Edition exclusively changes ship pricing & tech level availability span for ALL ships available in Oolite (strict and OXPs), but without adding any additional features beyond that by itself. It will have a version number beginning with 1.0.

The Realistic Shipyards Standard Edition does the same as the Strict Edition, but will also add seven cool new ships for veteran players and an alternate, new high-tech shipyard facility based on an old and as yet unused model. It will have a version number beginning with 2.0.

The new Realistic Shipyards Ultimate Edition will do everything the Standard Edition does, but in addition retexture all strict mode ships with Sung`s complete high-res textures set and has merged the Realistic Shipyards oxp with 73-75ish (!) additional ship oxps (which were created by other authors than me, and merged together under the Creative Commons license), adding hundreds of additional NPC & player ships to the core game! It will have a version number beginning with 3.0.

Have fun! :D

L

Posted: Mon Apr 21, 2008 7:37 am
by Commander McLane
It may be that Anarchies1.0 will not be fully compatible with 1.71, due to the different handling of equipment.plist. But I only just downloaded 1.71 and haven't really fired it up yet, so I have to do some testing first.

Posted: Mon Apr 21, 2008 9:13 am
by Commander McLane
It may be that Anarchies1.0 will not be fully compatible with 1.71, due to the different handling of equipment.plist. But I only just downloaded 1.71 and haven't really fired it up yet, so I have to do some testing first.

EDIT: It should work just fine. Enjoy! :)

Posted: Mon Apr 21, 2008 9:49 am
by Commander Mysenses
Commander McLane wrote:
Commander McLane wrote:
It may be that Anarchies1.0 will not be fully compatible with 1.71, due to the different handling of equipment.plist. But I only just downloaded 1.71 and haven't really fired it up yet, so I have to do some testing first.
EDIT: It should work just fine. Enjoy! :)
So that vast horde of Bounty hunters (that set my system chugging at 4fps) I just encountered in the last anarchy system I visited was nothing to do with it?

Posted: Mon Apr 21, 2008 10:11 am
by Commander McLane
Commander Mysenses wrote:
Commander McLane wrote:
It may be that Anarchies1.0 will not be fully compatible with 1.71, due to the different handling of equipment.plist. But I only just downloaded 1.71 and haven't really fired it up yet, so I have to do some testing first.

EDIT: It should work just fine. Enjoy! :)
So that vast horde of Bounty hunters (that set my system chugging at 4fps) I just encountered in the last anarchy system I visited was nothing to do with it?
Hmmm. It shouldn't. What's your current legal status? And could you quantify "vast horde"? EDIT: And are you already on 1.71? There is a (known) issue with 1.70 sometimes choosing the wrong ship to add. According to the script you should not encounter more than 2 bounty hunters at a time (except for a small chance, that on launching from a main station with a legal status greater than 255 (which is way above Fugitive!) it could be 4).

Re: Realistic Shipyards

Posted: Mon Apr 21, 2008 11:56 am
by Selezen
Lestradae wrote:
The new Realistic Shipyards Ultimate Edition will do everything the Standard Edition does, but in addition retexture all strict mode ships with Sung`s complete high-res textures set and has merged the Realistic Shipyards oxp with 73-75ish (!) additional ship oxps (which were created by other authors than me, and merged together under the Creative Commons license), adding hundreds of additional NPC & player ships to the core game! It will have a version number beginning with 3.0.
Has the mighty Sung given his blessing for this? I seem to remember he was rather reluctant to let the official Oolite community use the textures when he departed.

I just want to avoid any unnecessary bad feeling...for a change.

Posted: Mon Apr 21, 2008 12:06 pm
by Eric Walch
Ace Garp wrote:
Well, when I first ran 1.71, I got the message that BehemothSpaceWar and UPS-Courier are not compatible.

Not sure if I do have the latest versions of these.
Behemoth - 1.0 (states will not work with versions higher than 1.70 in readme)
UPS - 1.3.8 + 1.70bugfix (will that still be required?))

It seemed happy about all the others I use though.
For BehemothSpaceWar it is intentional. It will probably work under 1.71 but when I released the patch I limited the use to 1.70 only. The oxp consisted of two parts

1) improved AI for the Behemoth.
2) The space encounters itself.

For 1.71 I prefer to have 1) removed from this patch and upload a changed version of the Behemoth itself. Therefor I should ask Giles for permission.

---
For UPS: the 1.70bugfixes will only load under 1.70. That is intentionally.
UPS itself should work under 1.71. But I have to test it yet. I know that several things don't work well under 1.70 and should work for 1.71. For some things I already have the code in for use with 1.71 but the code is not activated. It will probably take a few weeks until I can confirm all works as intended. By that time I will release version 1.4

Currently I am occupied with another 1.71+ only OXP. I just downloaded 1.71 so now testing of that has to start.

Hi Selezen!

Posted: Mon Apr 21, 2008 12:14 pm
by Lestradae
Has the mighty Sung given his blessing for this? I seem to remember he was rather reluctant to let the official Oolite community use the textures when he departed.
Actually, yes, he did so personally. I am hosting his textures now :D

And I want to remark again for all whom it may concern on the nature of the "legal contract" under which we all are creating Oolite itself and OXPs here, the Creative Commons License:
C O M M O N S D E E D

Attribution-NonCommercial-ShareAlike 2.0

You are free:

* to copy, distribute, display, and perform the work
* to make derivative works

Under the following conditions:

* Attribution. You must give the original author credit.
* Non-Commercial. You may not use this work for commercial purposes.
* Share Alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under a licence identical to this one.
* For any reuse or distribution, you must make clear to others the licence terms of this work.
* Any of these conditions can be waived if you get permission from the copyright holder.
So, while it is an act of politeness to ask, it is by no means nescessary. 8)

I, for once, made it my policy to usually ask nicely before I use something; execeptions to that rule are if someone is unreachable, not identifiable, doesn`t respond during the course of two weeks or so or; in case of the Realistic Shipyards Ultimate Edition OXP, which is a merger with 73 (!) further OXPs :shock: - I did not find it reasonable to try and ask each and everyone.

If I use something, irrelevant if with and/or without asking them, I will always say what I took from whom and say thanks publicly for it and reference to the Creative Commons License.

Just wanted to explain myself before someone might go and find flies in the ointment :P

Cheers & have fun! :)

... hope to have answered your explicit & implicit question(s) :?:

L

Posted: Mon Apr 21, 2008 1:04 pm
by Commander Mysenses
Commander McLane wrote:
Commander Mysenses wrote:
So that vast horde of Bounty hunters (that set my system chugging at 4fps) I just encountered in the last anarchy system I visited was nothing to do with it?
Hmmm. It shouldn't. What's your current legal status? And could you quantify "vast horde"?
I'm a clean Vicious Baliff running the new v.1.71.
EDIT
Oh bugger... my bad... I was getting mixed up with Random hits OXP!
Sorry
EDIT
Things were a bit odd when I first jumped into the system. The Bell and Braben Inn was within scanner range of the whichpoint beacon and they had a Thargoid infection! So, naturally I helped out, took out all the Warships and blatted the droids for the bounty. There were prolly six other Baliffs, marshals and whatever.

After docking and picking up another target hit I flew into the planet. Fairly quiet on the way in, but on the way back out to the whichpoint (I was hoping to pick up a bit of this'n'that at the constore) Pretty every craft was a bounty hunter (of every rank), some in flotillas of 8 - 10.

Will have to pop back that way soon to see what happens.

Posted: Mon Apr 21, 2008 2:03 pm
by LittleBear
Thargoid Attacks on Space Bars is an occasional feature (rather than a bug). :wink: Once a battle is over most hunters launched by the Bar in the battle will witch-out (so shouldn't overload the game with their numbers as once they witch out there out of the game). However each hunter also has a small chance of going off on a patrol of the space lanes once the bar area is clear of Bugs. On average only a couple will go on patrol, but it is a random chance for each ship, so it is possible for EVERY ship launched to go on patrol (although its unlikley that the 'dice' for each ship would land on the patrol option).

Posted: Mon Apr 21, 2008 2:16 pm
by Cmdr. Maegil
Still, this bounty hunters' demonstration must have been a sight, and something to be talked about for years...

Re: Hi Selezen!

Posted: Mon Apr 21, 2008 3:47 pm
by Selezen
Lestradae wrote:
Has the mighty Sung given his blessing for this? I seem to remember he was rather reluctant to let the official Oolite community use the textures when he departed.
Actually, yes, he did so personally. I am hosting his textures now :D

And I want to remark again for all whom it may concern on the nature of the "legal contract" under which we all are creating Oolite itself and OXPs here, the Creative Commons License:
That's great, it's nice to hear that Sung has opened up the textures for us all! :) :) :)

Isn't Oolite on a GPL license now?