Famous Planets 2.5.OXP and Famous Planets for Povray

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by pagroove »

Hi MineCanary,

Welcome to the boards. Thats strange. Like McLane says we need some more info. Famous Planets does not install a texture on each planet so the first thing to check is are you on a famous planet. I assume you know this brcause you've mentioned the pdf in your post but just to be sure.

So like others say: please post a startup log first so we can analyse it. :)
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by MineCanary »

Hi all, and thanks for the warm welcome! Happy to help anyway I can, and will spread the word of this great game. I'm a big open-source gaming fan, but why haven't I heard of this?. AMAZING STUFF!

>> What does 'no luck in getting FP to work' mean?
FP = Famous Planets!

I have been sticking with Lave at the moment - I'd assume that's a famous planet?. (The MOST famous lol). Looks like Lave is not working (but others are).
I am assuming lave is supposed to work due to the \AddOns\Famous_Planets_v2.5.oxp\Textures\lave.jpg file. (I just get default texure, not this one) Anyways, I am getting the default textures working on SOME other planets (not sure all or not though)

Deleteted everything, Created two versions of oolite running side by side. c:\oolite-trunk and c:\oolite-trunk2. C:\oolite-trunk has Famous planets installed, c:\oolite-trunk2 is vanilla.

Reorte looks fine, but Lave is still default. Strange.

Image

Image

Here's the latest uncached log from c:\oolite-trunk with (only) famous planets 2.5 installed.

09:22:57.093 [log.header]: Opening log for Oolite development version 1.75.3.4551 (x86-32 test release) under Windows at 2011-05-19 09:22:57 +1000.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, 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.

09:22:57.281 [display.mode.list.native]: Windows native resolution detected: 1680 x 1050
09:22:57.484 [joystick.init]: Number of joysticks detected: 0
09:22:57.515 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
09:22:57.515 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/Famous_Planets_v2.5.oxp
09:22:57.515 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 8800 GTS/PCI/SSE2".
09:22:57.515 [rendering.opengl.extensions]: OpenGL extensions (197):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_EXT_pixel_buffer_object, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NV_texture_barrier
09:22:57.531 [rendering.opengl.shader.support]: Shaders are supported.
09:22:57.687 [shipData.load.begin]: Loading ship data.
09:22:57.921 [script.load.world.listAll]: Loaded 6 world scripts:
Famous Planets 2 Launch Script 2.0.2
oolite-cloaking-device 1.75.3
oolite-constrictor-hunt 1.75.3
oolite-nova 1.75.3
oolite-thargoid-plans 1.75.3
oolite-trumbles 1.75.3
09:23:00.437 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.

' (outStream status: 7, inStream status: 7)."
09:23:00.437 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
09:23:00.437 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
09:23:00.515 [loading.complete]: ========== Loading complete. ==========
09:23:05.781 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2011-05-19 09:23:05 +1000.
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Commander McLane »

@ MineCanary:

Are you aware that you have to launch from the station first in order to have the FP-texture for your current system applied? You'll see the textures on the F7-screens of other systems immediately after starting Oolite, but not for the system you are currently in. You see that texture once you have launched.

We could have given you that info earlier, if you had told us a little more than just "is not working". "Is not working" is not a helpful error report, because it can mean all sorts of things, and doesn't tell us what your actual problem is. If you had explained the precise problem, for instance writing "when I start Oolite and go to the F7-screen I see new textures for other famous planets, but not for Lave where I currently am", We could have immediately told you what the reason is.

@ FP developers: Is is possible to set the current system's texture on startUp (probably not, because the system may not yet exist during startUp), or to start a 1-second timer in startUp that sets the texture?
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by MineCanary »

Hey there!

Unfortunately it doesn't work after from launching from the station either. Also jumping from Lave to Reorte and back again (just in case) does not resolve it. I have tried on two different pc's to make sure its not something local either.

@ Commander McLane - the precise problem has only been obvious to me now I've dug a little deeper. To me (and I am sure to others) at first it looks like the .oxp is "Not working" at all. Load new game, f1 to launch, no textures on lave, oh dear! 600 meg oxp doesnt work "at all"... but I'm not one to give up without a fight, as I think this OXP is very important, especially first "wow" impressions to newbies like me :) I was (pleasantly) surprised when seeing new texures in other systems such as reorte, then reported it here as such.

Also, can someone confirm/deny the requirement for other OXP's, as I discussed earlier? The Famous Planets 2.5Manual.pdf PDF that comes the famous planets asks for http://wiki.alioth.net/index.php/System_Redux_(Oolite) as a prerequisite. There is a right-bracket missing in the hyperlink of the pdf on page 4 for that, by the way.. took me a sec to find the problem.

BTW, having system redux by itself gives me a nice blue planet when launching from lave. When adding famous planets on top of that, it goes back to the good ol pink-lave-with-small-blue-lake default.

I think first impressions are everything, that's why it's a pity that, out of all the planets, it's lave which is not working with famous planets 2.5

Tell me how I can help further.
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Commander McLane »

Have you tried without System Redux, and what does it look like then?

Also, is there anything in the log after you launched?
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Lone_Wolf »

I peeked at the code and the FP script does check for system redux presence, however if you don't have it installed (like me) there is no warning and FP does work.

It does look like FP makes some changes in System Redux behaviour.
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by MineCanary »

The previous log posted was of Famous planets 2.5 without system redux. I've been assuming system redux is not needed.

I've got a nice workaround though.. I just Installed Lave 1.71 by Murgh... which gives me a nice Lave planet and some other nice mood-setting things :)
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by maik »

MineCanary wrote:
The previous log posted was of Famous planets 2.5 without system redux. I've been assuming system redux is not needed.

I've got a nice workaround though.. I just Installed Lave 1.71 by Murgh... which gives me a nice Lave planet and some other nice mood-setting things :)
Great! So the Lave OXP is doing what it says it does, running current Oolite? One unmarked OXP down in the [wiki]OXP List[/wiki]... 8)
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Commander McLane »

It is possible that at least some planet-texture-changing OXPs leave out Lave precisely because there is already Lave.oxp.

However, in that case I'd at least expect a note in the readMe in order to avoid bug reports. And when I installed FP 2.5, I did get the texture to change on launching from the station. So I don't know what's going wrong for MineCanary. I am rather sure that it's the result of some OXP clash, though.
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Eric Walch »

maik wrote:
Great! So the Lave OXP is doing what it says it does, running current Oolite? One unmarked OXP down in the [wiki]OXP List[/wiki]... 8)
99% of the oxp works under current Oolite. Only the advertisement-ships are supposed to broadcast messages. Since Oolite 1.72? that needs the presence of a pilot in the ship. I added such a pilot to my private version long ago, but I suppose that nobody will notice this problem.
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by maik »

Eric Walch wrote:
I added such a pilot to my private version long ago, but I suppose that nobody will notice this problem.
Can you make it public?
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Eric Walch »

maik wrote:
Eric Walch wrote:
I added such a pilot to my private version long ago, but I suppose that nobody will notice this problem.
Can you make it public?
Actually, the version 1.71 on the wiki is already the corrected version. Apparently I uploaded it at 'capnHack' in dec 2009 instead of my own box account. I think I put it there because the original was also on that site. Somehow I had already forgotten this and the current link is fully Oolite 1.75 compatible. I fixed it in a way that it will still work with 1.65.
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Svengali »

Commander McLane wrote:
@ FP developers: Is is possible to set the current system's texture on startUp (probably not, because the system may not yet exist during startUp), or to start a 1-second timer in startUp that sets the texture?
He- the last time I've touched FP was in 1.2 (and Oolite 1.72.x), but I have downloaded it now too.

Usually I'm using changed scripts for SR1.2 and FP1.2 and both are running happily together and are applying the correct textures on SYSTEM_DATA_SCREEN, even for targetSystems and after startUp, so I'd think the same ways can be used to make FP2.5 working a little bit better.

But.

If I remember right Cmd.Cheyd was working on a mechanism to unify the handling. Maybe he can tell us more about the status.

Without a unified mechanism there's no practicable way to handle the currently available OXPs. Let's sum up:
- System Redux, script based - textures all planets and adds additional planets and moons. The array uses a offset to exclude interstellar space. Script name was changed between versions.
- System Demux, script based - textures all planets and adds additional planets and moons. The script handles interstellar space via property.
- FP, script based - textures a selection of planets. Since 2.x it also uses planetinfo.plist entries for textures. Script name was changed between versions.
- Lave, planetinfo.plist based - modifies settings for procedural texture generation. No checkable script at all, only indirect checks possible.
- other OXPs, planetinfo.plist based - texture planets.
- even other OXPs, using mixtures of script and planetinfo.plist.

And then comes the next thing. What is with user configurable settings? E.g. a user can disable the texturing in FP to get only the music in FP systems. Another thing is that some of the OXPs are using the version number in the script name property (SR and FP) which causes extra work. In the modified versions I've changed the script names to "System Redux" and "Famous Planets". So I really think that a unified mechanism is a must and SR and FP should get rid of the version number in their names to make it easier for Cmd.Cheyd to develop such a mechanism (even if the mechanism doesn't need this).
Commander McLane wrote:
It is possible that at least some planet-texture-changing OXPs leave out Lave precisely because there is already Lave.oxp.
Yes, I'd think there are several possible ways.
- OXPConfig. FP has never stepped to the object based approach in OXPConfig2.x, so it is currently not supported at all. And SystemRedux or SystemDemux have never used OXPConfig.
- Detect the changes Lave.oxp is applying. This is only a indirect check as there is no worldScript and probably not worth the efforts.
- If a texture is already declared, simply don't do anything. But this wouldn't help with Lave, because it doesn't declare a texture.

@Pagroove:
Could be nice to use a optimization tool (e.g. OptiPNG) to reduce the filesizes. Most newer optimization tools are easy to handle and are 'lossless' in regard to the rendered output, so you won't notice a difference. For a quick test I've scaled all textures to 1024x512 (=90MB) and run them through OptiPNG (=61 MB), so I'd think it's worth the time it takes.

btw: are the non-power-of-2 texture sizes (e.g. 1010x509) intentional?
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by pagroove »

Svengali wrote:
Commander McLane wrote:
@ FP developers: Is is possible to set the current system's texture on startUp (probably not, because the system may not yet exist during startUp), or to start a 1-second timer in startUp that sets the texture?
He- the last time I've touched FP was in 1.2 (and Oolite 1.72.x), but I have downloaded it now too.

Usually I'm using changed scripts for SR1.2 and FP1.2 and both are running happily together and are applying the correct textures on SYSTEM_DATA_SCREEN, even for targetSystems and after startUp, so I'd think the same ways can be used to make FP2.5 working a little bit better.

But.

If I remember right Cmd.Cheyd was working on a mechanism to unify the handling. Maybe he can tell us more about the status.

Without a unified mechanism there's no practicable way to handle the currently available OXPs. Let's sum up:
- System Redux, script based - textures all planets and adds additional planets and moons. The array uses a offset to exclude interstellar space. Script name was changed between versions.
- System Demux, script based - textures all planets and adds additional planets and moons. The script handles interstellar space via property.
- FP, script based - textures a selection of planets. Since 2.x it also uses planetinfo.plist entries for textures. Script name was changed between versions.
- Lave, planetinfo.plist based - modifies settings for procedural texture generation. No checkable script at all, only indirect checks possible.
- other OXPs, planetinfo.plist based - texture planets.
- even other OXPs, using mixtures of script and planetinfo.plist.

And then comes the next thing. What is with user configurable settings? E.g. a user can disable the texturing in FP to get only the music in FP systems. Another thing is that some of the OXPs are using the version number in the script name property (SR and FP) which causes extra work. In the modified versions I've changed the script names to "System Redux" and "Famous Planets". So I really think that a unified mechanism is a must and SR and FP should get rid of the version number in their names to make it easier for Cmd.Cheyd to develop such a mechanism (even if the mechanism doesn't need this).
Commander McLane wrote:
It is possible that at least some planet-texture-changing OXPs leave out Lave precisely because there is already Lave.oxp.
Yes, I'd think there are several possible ways.
- OXPConfig. FP has never stepped to the object based approach in OXPConfig2.x, so it is currently not supported at all. And SystemRedux or SystemDemux have never used OXPConfig.
- Detect the changes Lave.oxp is applying. This is only a indirect check as there is no worldScript and probably not worth the efforts.
- If a texture is already declared, simply don't do anything. But this wouldn't help with Lave, because it doesn't declare a texture.

@Pagroove:
Could be nice to use a optimization tool (e.g. OptiPNG) to reduce the filesizes. Most newer optimization tools are easy to handle and are 'lossless' in regard to the rendered output, so you won't notice a difference. For a quick test I've scaled all textures to 1024x512 (=90MB) and run them through OptiPNG (=61 MB), so I'd think it's worth the time it takes.

btw: are the non-power-of-2 texture sizes (e.g. 1010x509) intentional?
Maybe in a future version.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
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Re: [RELEASE] Famous Planets 2.5.OXP (update for new users)

Post by Svengali »

pagroove wrote:
Maybe in a future version.
Cool! FP2.5 ships some wonderful textures - the PNG compression can make it a bit easier for Cmd.Cheyd to host the OXP and for Oolite to load the pics.
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