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The Oolite Extended Project - Fork, no oxp

Posted: Mon May 25, 2009 12:27 pm
by Lestradae
Please note that this is not yet a published, finished oxp, but a WiP that I publish to find bugs before they are found after a future V1.0! Read all text and instructions here first before downloading and testplaying Oolite Extended! So please keep the WiP nature of OE in mind and that the reason for making the WiP accessible at all is not yet for normal gameplay, but to get this to a V1.0 that works perfectly well.

I really need as much feedback as possible on the following:

* How does it run on various systems, with different speeds (OS, Cores, RAM, GHz, Graphics Cards etc.)
* Are there bugs visible or noticable ingame, does something not work perhaps, is there strange behaviour that does not seem intentional somewhere?
* Is it playable, if playing as green Jameson, experienced player, or Elite veteran? Or are there any sore spots?
* Do any problems with inbuilt or oxp missions appear?
* Does the included equipment work as intended?
* Does the buying and selling, and visiting of player stations work as intended?
* If you replace the original oxps OE consists of with OE, does everything including any old savegame continue to function in the same way you are used to?
* Are there any error reports in the log?

What Oolite Extended does: Everything!

OE is a bundle of oxps for the "Aaaaaall-of-it"-crowd. Players who, asides from purely tongue-in-cheek oxps like KillIt i.e., consider the Ooniverse to be all that which oxp'ers have included, and perceive the core game as the canvas onto which the actual picture is painted. In other words: If your motto is "If it's potentially in there, I want to have it" then this could be of interest for you. Playing like that means that the Ooniverse is perceived as a living, growing entity, that might one day have moved far away from the original Elite.

So anything - really anything - someone has once done in earnest for Oolite, is here bundled in one giant meta-oxp. Including some features not yet available outside OE, as players buying stations and getting income from them, all sorts of new equipment, special systems beyond tech level 15, player carriers etc.

The oxps bundled have usually not been tempered with in any way. There are four exceptions that may be the case:

* Expansions on the original - the original is still untampered in there, but with extensions to its contents. This is never done with missions!
* Repricing and - accordingingly - "TL-ing" of ships according to a formula that calculates from the ship's stats in comparison to the Jameson's Cobra Mk III.
* NPC ships have lost nearly all disadvantages against players - the Oolite Extended game is noticably harder than the vanilla game.
* Some things have to be changed to simply allow this giant bundle of oxps to work together, missile speeds i.e. have to be three times higher or missiles will often be without any effect.

If you install for testplaying, please keep the following in mind:

* This is for people who want everything ever done for Oolite in their game. Please do not post or PM me requests "to take things out again". If you want that, do it yourself or use the conventional oxp system, as otherwise, this meta-oxp probably isn't fitting for your tastes.
* This is still a beta WiP, not even a release candidate. Have your savegames backupped at all times if you use OE for normal play. It should take over from any savegame, any mission, any ship you are flying, any equipment you have without a glitch - but, again, it is here for testing if it really does that - always!
* You need a fast, good computer to run Oolite Extended! About 2GB RAM and a 2GHz processor plus a decent graphics card are sorely recommended. Ahruman has done a great job in optimising Oolite, so with the above specs OE will run decently. But you need them at least for FPS 40+ :wink:
* This WiP needs "1.74" trunk Oolite to run, and it better be a version of SVN 2717+! It won't run properly under 1.73.4 or lower versions.
* Please do not install any of the oxps below in addition to Oolite Extended. The reason being, OE already contains them as a bundle, and you would double-install them, which could crash your game or lead to massively unexpected behaviour!
* The DebugReport is part of this meta-oxp. It will leave a more detailed error & bug report in your log as usual. If you find reports of problems in your log, please post your log here in this thread! (And don't open new threads about them)

So, I let anyone still reading off the hook, here is the download already:

* Download temporarily removed until contentious issues have been resolved *

Have fun @testing :D

L

The 264 (!) oxps included (status quo 05-11-2009) are:

A
AAACrooks (Chaky-fixed), Aegidian-Special, All-Stars, Amen_Bricks_Megaships, AMS V1.1, Anarchies V2.2, AphidV2, Aquatics V2.11, arachnid, Assassins Guild V1.3, Asteroid Storm, att1, A-Wing

B
Bandersnatch, Behemoth Spacewar, BigShips V1.02, black_baron, Blackjacksbullion, Bounty Scanner, Boyracers, BuoyRepair1.02.5, buzzer, B-Wing

C
Capisastra (aka Seosu), Captured Thargons V1.0, Cargo & Wrecks V1.4, Cataclysm, Cobra3Njx, Cobra35, CobraClipperPC, Combat Computers, CombinedSounds, Commies, CompactHUD, Condor, custsounds

D
DebugReport, DeepspaceHud, DeepSpacePirates, Deposed V1.3.4, Dictators, Diso, dodo_stations, Dr_HUD, Dr_HUD_CMkIII, Dragon V1.72, Dredgers V2.2.5, Drones V1.1, Dreams01Beta, Dredger V1.0, DWCobra3

E
e5amigasoundpack, Eagle2, Energy Equipment V1.04, ettBeaconLauncher, Executive Spaceways V2.2

F
Famous Planets V2.0, Far Star, Ferdelance_NG, Ferdepai, FighterHud, Firewasp, Flying Dutchman, FP Liners 1.00, Freaky Thargoids V3.1, FTZv0.13, FuelCollectorV0.06, Fuel_Station V1.23, Fuel Tank, fsr

G
Galactic Navy, galcops, Galcop_trade_outpost, Generation Ships V1.1, G-HUD_Mk2, globestations2, Grass_Snake, Gritty Coriolis, Greekshipset1, Griff_Adder_normalmapped, Griff_Anaconda_normalmapped, Griff_Cobra_Mk1_normalmapped, Griff_Cobra_Mk3_normalmapped_less_scuffed_texture, Griff_Cobra_Mk3_normalmapped_original_scuffed_texture, Griff_Coriolis_normalmapped, Griff_Fer-de-lance_normalmapped, Griff_Fer-de-lance_normalmapped_scuffed_texture_version, Griff_Krait_normalmapped, griff_python_normalmapped, Griff_Sidewinder_normalmapped, Griff_Thargoids_normalmapped, Griff_Thargoids_organic_normalmapped, Griff_Vipers_normalmapped, Griff_Worm_normalmapped, Griff_Normalmapped_ships, griff_planetexpress, griff_shady_station, griff_ships_remixed, Griffin2, gwxstations

H
halsis, Hammer, Hawksound, Herald, hOopyCasino 1.1, Hotrods, hud_ng, hyperradio V1.16

I
Icarus, Illicit_Unlock_FIX1.56, Impcourier (new ship model), Impcourier2 (new), Interceptor, Interstellar help, Ionics-1.2.3, Isisinterstellar, Ixianfreighter, Ixianships V1.1

J
Jabberwocky

K
Kestrel&Falcon, kirin, kirin_sport, kleptohud

L
Lambda, Lane_Legal, Lave V1.70, Lave Academy, liberator, Llama, Longshot, Long Way Around V1.1, Lovecats V1.2

M
Manta, MaegilsMissiles, Marett_Vol1, Marett_Vol2, MedusaHud, megawalnutdash, Merlin, MildAudio, MilHud V3, Military Fiasco, milmissile, Misjump Analyser V1.0, Missile Analyser V1.1.1, Missiles and Bombs V2.2, Missile Rack V1.02, Missionaries, Monument, Morrigan, MPakRedux, Murgh's replacement sounds, Murgh_XShips

N
NavyStarships, Neocaduceus, Neolite, neoliteCompanion, neolite-Megaships, Newships, nukes V0.9, nuvipers

O
Oldships, Oo-Haul, Ore_processor V1.53d, OsirisV1, Outrider

P
P.A. Groove Stations, Pallas, Pelamis, Phoenix, Pirate_coves1.2.1, piratetraps, Planetfall V1.23, PlanetFall - Black Monks, PlanetFall - hOopy Casino, PlanetFall - Oo-Haul, Planetfall - Taxi, playerstations, Pods V1.1, Pods-UPS 1.1, Probe_1.1, PTI, PythonClassCruiserV2.6

R
Racers, Random Hits V1.3.6, Realistic Shipyards V4.0, Renegade Pirates V3.0, Renegade_Viper, Repair Bots V1.1, Ring Racer, ringpod, RoC, Rock_Hermit_Locator1.3.1

S
SalezaV2, Santa, Second Wave, Sell equipment, Shady_blackmonks, Shield-Tail, Shreddies, snark, Snoopers, Spearhead_1, spyhunter1.1, Status_Quo_Q-bomb, Ste3c, s-ships, Stingray, Stingray_Mk_II, Sung's Textures, sunskimmers, Supercobra, Superhub, Swift, System Redux

T
Taranis Corporation HQ, Tardis, Target Autolock, Target Reticle, Taxi_Galactica, Terrapin, Tesoura, Thargoid Carrier, Thargoid Wars V4.3, Thargorn Threat V1.3, Tianve, TIE, Tiger, Tionisla Graveyard, Torus Station, Total patrol, Traffic Control, Trans-Hab Station, Transports, TrekHud, Tribant, Trident Down V1.4, tty, Tugships, typhoon

U
uber, U.P.S. Courier, Urutu_IV, UrutuMkIII

V
Vector V1.3, Velocity

W
wakapiko0109, wakatoro0109, Weeviloid, Welcome Mat V1.06, Wiggy's replacement sounds, WolfMk2, Wolfwoods_Variants (neolite version)

X
Xaotiks replavement sounds, xarik, X-Ships, X-Wing

Y
Your Ad Here!, YOUR_AD_HERE_set_A, YOUR_AD_HERE_set_B, YOUR_AD_HERE_set_C, YOUR_AD_HERE_set_D, YOUR_AD_HERE_set_E, YOUR_AD_HERE_set_F, YOUR_AD_HERE_Z, Y-Wing

Posted: Mon May 25, 2009 1:50 pm
by DaddyHoggy
While I have neither the PC nor the desire to add RS or OSE to my Ooniverse I must say I admire your work commitments and your dedication to this monster. Bravo.

Posted: Mon May 25, 2009 2:04 pm
by Diziet Sma
:shock: :shock: :shock: :shock: WOW !!!!

Can't wait to try this.. especially when the wrinkles are ironed out...

ermmm.. some of that stuff I can see causing real problems for somebody still trying to acquire an iron ass though... particularly the hi-speed missiles..

Posted: Mon May 25, 2009 3:31 pm
by Screet
Diziet Sma wrote:
ermmm.. some of that stuff I can see causing real problems for somebody still trying to acquire an iron ass though... particularly the hi-speed missiles..
With plain oolite I've seen ships being surrounded by missiles unable to hit them, sometimes those being really big missile clouds. So I really like this change ;)

Anyway...I cannot imagine playing without RS/OSE anymore, I just got used too much to the variety of ships. The same accounts for some of the new features of 1.73 - so I'm really doing the "bad" thing, playing with the trunk version (including my own modification to prevent kamikaze ships) and OSE for my main commander ;)

Screet

Posted: Mon May 25, 2009 3:42 pm
by Eric Walch
Diziet Sma wrote:
:shock: :shock: :shock: :shock: WOW !!!!

Can't wait to try this..
I probably have to wait a long time. I normally download at about 4 minutes/Mb. 133 Mb would be about 9 hrs downloadtime with my old isdn connection. I used to think isdn was fast compared to my first modem (1200 baud)

Posted: Mon May 25, 2009 4:07 pm
by Screet
Eric Walch wrote:
I probably have to wait a long time. I normally download at about 4 minutes/Mb. 133 Mb would be about 9 hrs downloadtime with my old isdn connection. I used to think isdn was fast compared to my first modem (1200 baud)
Maybe you should get a CD copy via snail-mail ;)

Screet

Posted: Mon May 25, 2009 8:42 pm
by Thargoid
Not sure the selling is working properly. Half the stuff you sell seemingly you can't buy back again.

Here I'm talking common things like docking computers and energy bombs and fuel injectors. And that's sat at a tech 14 system in G3 (Bireria? - the sec comp system beside Aqualina).

Posted: Mon May 25, 2009 9:05 pm
by _ds_
Screet wrote:
Eric Walch wrote:
I probably have to wait a long time. I normally download at about 4 minutes/Mb. 133 Mb would be about 9 hrs downloadtime with my old isdn connection. I used to think isdn was fast compared to my first modem (1200 baud)
Maybe you should get a CD copy via snail-mail ;)
Running the images through optipng and/or advpng (and eliminating Textures/*\ Kopie.png) would help a bit, and using maximum compression in the archive would help a bit more ;)

..

Posted: Mon May 25, 2009 10:16 pm
by Lestradae
Hi guys,

first thanks for the roses. They will no doubt soon be replaced by the bug reports coming in, and back to work.

Start here:
Thargoid wrote:
Not sure the selling is working properly. Half the stuff you sell seemingly you can't buy back again.

Here I'm talking common things like docking computers and energy bombs and fuel injectors. And that's sat at a tech 14 system in G3 (Bireria? - the sec comp system beside Aqualina).
You sure? I tested the selling a few times, and did an immediate test with my standard commander at a TL 14 system. Didn't have an energy bomb, but was able to sell my installed fuel injectors and docking computers, got the right amount of Cr for them and was immediately able to buy them back - for the right amount of cash again.

Possible culprits:

1. OS? Can this make a difference?

2. Do not test the OSE WiP together with sell equipment oxp - the two are incompatible.

3. OSE's equipment sells at three TLs lower than it can be bought. So it would be entirely possible that you can sell something but no longer rebuy it. You sure your system was TL 14?

Can anyone confirm T's observation? It works on my system ...

8)

L

EDIT: Curious if someone else observes this!

Just attempted selling and rebuying equipment again in one of the special TL 17 systems, with a hacked savegame ship that had basically anything possible equipped. Managed to sell everything and rebuy everything afterwards for the correct Cr.

Only thing not working reselling (and I knew that one before) is the Scanner Jammer Override - a bug still to be squashed for later OSE test versions that might have to do with me renaming that piece of formerly unused equipment.

The Scanner Jammer Override still works as intended, though. Just its selling doesn't.

Posted: Tue May 26, 2009 7:51 am
by Diziet Sma
Screet wrote:
Diziet Sma wrote:
ermmm.. some of that stuff I can see causing real problems for somebody still trying to acquire an iron ass though... particularly the hi-speed missiles..
With plain oolite I've seen ships being surrounded by missiles unable to hit them, sometimes those being really big missile clouds. So I really like this change ;)
So have I, but the darn things never seem to have any trouble hitting ME! Being surrounded by missiles that can't touch me would be a pleasant change!

Strategy

Posted: Tue May 26, 2009 8:14 am
by Lestradae
The strategic ladder for OSE inside (TM) missile protection imo goes like this:

1. Witchdrive Injector + Fuel Tanks (half your weapons bays full)

2. ECM

3. Missile Analyser + Anti-Missile System

4. Hyperdrive Class 2 + Hyperdrive Class 2 Quirium Tanks (for running away even farther)

5. Military Scanner Jammer

6. Cloaking Device

If Screet's suggestion is doable, for V1.0 there might be a step of 3,5. Naval ECM, too :wink:

You have to rethink some vanilla strategies with OSE in, but I have spent a lot of thought about balancing the new stuff out and have some Jameson survivability, too.

So while with OSE in the Ooniverse becomes, without question, a more deadly place, this also gives some items of equipment that were more or less luxury before some deeper meaning - like, for example, really having to scan what sort of ship(s) you might be up against, even if you are Elite rank yourself and fly an iron ass. There now really always is a bigger fish :twisted:

Have fun playing around with the additional options and dangers alike,

L

Re: ..

Posted: Tue May 26, 2009 8:27 am
by Thargoid
Lestradae wrote:
You sure? I tested the selling a few times, and did an immediate test with my standard commander at a TL 14 system. Didn't have an energy bomb, but was able to sell my installed fuel injectors and docking computers, got the right amount of Cr for them and was immediately able to buy them back - for the right amount of cash again.
As I said, I can sell 'em, I just can't buy half of them back. It's one of the sec-com HQ in G3 (Birera) where I tried it. Try and replicate that (you can probably use the test commander I think you have from the Aquatics WIP, or I can send you mine). It may be because I guess it's a modified system by Galactic Navy, although I don't think the mods change it's tech level, only its description.
Lestradae wrote:
Possible culprits:

1. OS? Can this make a difference?
WinXP and Oolite v1.72.2. And I would doubt it, as you're on the same code as me (if not quite the same OS).
Lestradae wrote:
2. Do not test the OSE WiP together with sell equipment oxp - the two are incompatible.
Don't have it installed, as I'm not actually that keen on how it's done generally.
Lestradae wrote:
3. OSE's equipment sells at three TLs lower than it can be bought. So it would be entirely possible that you can sell something but no longer rebuy it. You sure your system was TL 14?
Yup. I also tried it at Aqualina (mod'd tech 15) and got the same results. Also selling, rebuying what I could and then launching/redocking and trying F3 again didn't help.
Lestradae wrote:
EDIT: Curious if someone else observes this!

Just attempted selling and rebuying equipment again in one of the special TL 17 systems, with a hacked savegame ship that had basically anything possible equipped. Managed to sell everything and rebuy everything afterwards for the correct Cr.

Only thing not working reselling (and I knew that one before) is the Scanner Jammer Override - a bug still to be squashed for later OSE test versions that might have to do with me renaming that piece of formerly unused equipment.

The Scanner Jammer Override still works as intended, though. Just its selling doesn't.
If someone else can replicate it, or at least test it, it would be good I think.

Also a couple of other comments:

1) You can still sell the Planetary Landing Capability - that sale shouldn't be available as we previously discussed.

2) It would be nice if the text of the selling option told you exactly how much you'd get for the sale.

I still think it would look better brought into the main body with its own screen (so F3 isn't drowned by sell options), but that's just a personal opinion (and the main reason I don't run the original OXP generally anyway).

Re: ..

Posted: Tue May 26, 2009 9:56 pm
by Lestradae
Hi T!
Thargoid wrote:
... I just can't buy half of them back. It's one of the sec-com HQ in G3 (Birera) where I tried it. Try and replicate that (you can probably use the test commander I think you have from the Aquatics WIP, or I can send you mine). It may be because I guess it's a modified system by Galactic Navy, although I don't think the mods change it's tech level, only its description.
Tried with the test commander you sent me for testing Aquatics, can't replicate this behaviour at the Aquatics station. I have V2.01 of Aquatics.

I sold most of the equipment of the test commander and immediately rebought it. Was not able to rebuy everything as I only (correctly) got 75% of the buying value back and as the commander only had 5000Cr, I couldn't afford the full buy-back. But everything was re-offered at the Aqualina station and the items I bought back were there on the F5 screen and fully functional.

What also puzzles me is that you should not be able to sell anything at a sec-com HQ! The sell equipment option is only offered at main stations, to avoid money-making cheats with the selling equipment option. I have not yet found a non-main station or carrier where it was possible to sell something with OSE WiP V0.4 ... no idea what happens on your system - I can't replicate this :?
Thargoid wrote:
I also tried it at Aqualina (mod'd tech 15) and got the same results. Also selling, rebuying what I could and then launching/redocking and trying F3 again didn't help.
As above, strange. I tried with your test commander at Aqualina and it worked fine. Another idea: Are you perhaps testing this with the trunk build? I have not yet tested V0.4 with the trunk 1.73, only with the published 1.72.2.
Thargoid wrote:
You can still sell the Planetary Landing Capability - that sale shouldn't be available as we previously discussed
I limited the sell equipment option to the main station also to avoid the absurd possibility that the Planetary Landing Capability is sold while docked on a planet.

Is there a technical problem with that sale or do you simply want to have this item unsellable for some reason? If you want to, I will take out this sell option anyways, just wanting to understand why!
Thargoid wrote:
It would be nice if the text of the selling option told you exactly how much you'd get for the sale.
That's a good idea, noted it to be included into the next test version.
Thargoid wrote:
I still think it would look better brought into the main body with its own screen (so F3 isn't drowned by sell options), but that's just a personal opinion (and the main reason I don't run the original OXP generally anyway).
Well, if it was included into the core game it would be no problem to take this option out of OSE again. I'm all for it, though I would suggest something similar to my solution of being able to sell three TLs lower than buy equipment - seems logical to me, and you don't have to cross a galactic sector to be able to sell your Shield Boosters for quick money then :wink:

Until that happens, I'll offer the option, and you know how to take it out of your OSE version anyways - the equipment.plist entries, the worldscript entry and its .js script, gone.

Cheers (and hope we find out what happens to your sales & if someone can replicate your observation)

L

Re: Oolite Shipyards Extension WiP V0.4 - Preview Test Versi

Posted: Tue May 26, 2009 10:43 pm
by ClymAngus
Lestradae wrote:

TL 18:
How does that work then, when they only go up to 15?

Re: Oolite Shipyards Extension WiP V0.4 - Preview Test Versi

Posted: Tue May 26, 2009 10:55 pm
by Lestradae
Hi ClymAngus!
ClymAngus wrote:
Lestradae wrote:
TL 18:
How does that work then, when they only go up to 15?
I quote myself from above (I know, it's a rather longish text):
* Eight very special systems with unique names & background stories with tech levels between 16 and 18 where players can buy the special equipment
Don't know yet if those systems will be "simply there" in the final OSE version or if there might be a "Very long way around" mission of sorts to connect them all - that will depend on how tired of it I will have become when it's nearing the end :wink:

In the WiP, they are already here, fully functional, equipment also and can be bought there, but no epic missions series, yet.

Have fun, good Sir 8)

L