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Oolite test release 1.71.2

Posted: Fri May 09, 2008 11:42 pm
by JensAyton
Oolite test release 1.71.2 is now available from GURPO. This is a bug-fix update to 1.71 and 1.71.1. The updater can be applied to 1.65 and the test release series up to 1.71 (specifically, version 1.65, 1.67, 1.67.1, 1.68, 1.69, 1.69b, 1.69.1, 1.69.1.1, 1.69.1.2, 1.70, 1.71 and 1.71.1).

Changes between Oolite 1.71.1 and Oolite 1.71.2:
  • Fixed delayed crash after looking at system info screen in interstellar space.
  • Fixed crash when an array in descriptions.plist is empty.
  • Suns, Q-mine explosions and wormholes are now the same size no matter which direction you’re looking at them from.
  • Fix for ships launching with the wrong AI.
  • ECM, space compass and ident are now reset properly when restarting the game.
  • Fixed HUD alpha/hiddenness for empty missile slots.
  • Fixed glitch where it would become impossible to stop playing music after attempting to play music that does not exist.
  • Creating a JavaScript timer with a negative delay value now creates a paused timer as documented.
  • Player.alertEnergy and Player.alertHostiles now work on Windows and Linux.
  • Squashed spurious “ship generated with infinite top speed!” log messages.

Thargoid behaviour

Posted: Sun May 25, 2008 6:09 pm
by Rimbaud
Hello

Does this release have the fix to Thargoid behaviour noted here:

https://bb.oolite.space/viewtopic.ph ... =thargoids

I jumped into Witchspace and they seemed to be attacking each other as usual.

Posted: Sun May 25, 2008 6:29 pm
by another_commander
No, the 1.71.2 release does not have that fix. However, with the information from the thread you linked to, you can easily edit the thargletAI.plist and apply the fix manually. Just note two things:

1) If you decide to edit manually, make a backup of the original thargletAI.plist file before starting. If it doesn't work for whatever reason, you will be able to revert to the original file that works (even if it is buggy).
2) After editing, remember to hold down Shift when starting up Oolite so that the change is taken in by the game and written in its cache file.

Posted: Mon May 26, 2008 4:25 pm
by Rimbaud
another_commander wrote:
No, the 1.71.2 release does not have that fix. However, with the information from the thread you linked to, you can easily edit the thargletAI.plist and apply the fix manually. Just note two things:

1) If you decide to edit manually, make a backup of the original thargletAI.plist file before starting. If it doesn't work for whatever reason, you will be able to revert to the original file that works (even if it is buggy).
2) After editing, remember to hold down Shift when starting up Oolite so that the change is taken in by the game and written in its cache file.
That worked well thanks: finally the Thargoids are behaving sensibly.

No shading/coloring of objects on Mac OS X in 1.72.2

Posted: Sun Mar 01, 2009 9:53 pm
by ritschratsch
Hi.
I've just tried 1.72.2 on Mac OS X (Tiger) - the regular berliOS package. Surfaces are not rendered in this version. All objects are pitch black - only light effects are visible if you move close enough to stations and such using the 3D radar. 1.65 works just fine in that respect. ... Does anybody know a quick fix for this problem in 1.72.x?

Posted: Sun Mar 01, 2009 10:00 pm
by JensAyton
What shader mode are you using? (F2 screen, Game Options…, Shader Effects near the bottom.) It would also be helpful if you could copy and paste the contents of the Graphics/Displays section in System Profiler.

Re: Oolite test release 1.71.2

Posted: Mon Mar 02, 2009 11:48 am
by ClymAngus
Ahruman wrote:
[*] Squashed spurious “ship generated with infinite top speed!” log messages.[/list]
(!) parking that ship must be an absolute copper plated bitch.

Cool fixes. Ta!

Thanks.

Posted: Tue Mar 03, 2009 9:45 pm
by ritschratsch
Ahruman wrote:
What shader mode are you using? (F2 screen, Game Options…, Shader Effects near the bottom.) It would also be helpful if you could copy and paste the contents of the Graphics/Displays section in System Profiler.
Yoo, thanks. That was the problem. I turned the shader effects off and now rendering is a-ok. They probably need a workover for OS X on a Mac Mini (GT 950 Intel Integrated GFX Chipset).
Thanks.