can't seem to use any oxps
Posted: Sat Oct 23, 2010 7:51 pm
by orangetree
hello all,
i've tried downloading a number onto my mac but they don't seem to work.
i've moved the icons into the oolite add on folder but when i restart oolite there seems to be no difference.
i've tried: famous planets, armoury, griffs, your add here and a number of different hud s one at a time.
am i being an idiot?
Posted: Sat Oct 23, 2010 7:59 pm
by Smivs
Hi Orangetree,
I'm not a mac man (I do Linux) but when you download an OXP it comes as a .zip, which you extract. You should then find a 'readme' and a folder called 'Whatever.oxp' where 'whatever' is the name of the OXP. It's this .oxp folder that you need to put in the addons folder. It might be macs are a bit different...have a look on the
Wiki.
Hope this helps.
Cheers, Smivs
Posted: Sat Oct 23, 2010 8:02 pm
by DaddyHoggy
Could you post a copy of your latest.log - that way we can see where Oolite is looking for your OXPs and if its having problems finding/loading them.
Posted: Sat Oct 23, 2010 8:02 pm
by orangetree
thanks,
on the mac they seem to unzip themselves so when i look in the folder i see exactly as you explain straight away. it's the whatever.oxp files that i've moved into the add on folder but it's still not working.
Posted: Sat Oct 23, 2010 8:04 pm
by orangetree
here's the log, it means very little to me. thanks.
[log.header]: Opening log for Oolite version 1.74.2 (x86-64 test release) under Mac OS X Version 10.6.4 (Build 10F569) at 2010-10-23 20:33:28 +0100.
Machine type: MacBookPro5,5, 2048 MiB memory, 2 x x86 (Penryn) @ 2260 MHz.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
/Applications/Oolite.app/Contents/Resources
[rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 NVIDIA-1.6.18")
Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce 9400M OpenGL Engine
[rendering.opengl.extensions]: OpenGL extensions (122):
GL_EXT_transform_feedback, GL_EXT_rescale_normal, GL_EXT_texture_compression_dxt1, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_EXT_geometry_shader4, GL_NV_texgen_reflection, GL_EXT_secondary_color, GL_EXT_shadow_funcs, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_EXT_bindable_uniform, GL_ATI_separate_stencil, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_ARB_imaging, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_EXT_compiled_vertex_array, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_APPLE_pixel_buffer, GL_EXT_texture_lod_bias, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_vertex_array_bgra, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_NV_vertex_program2_option, GL_ARB_shader_texture_lod, GL_ARB_vertex_shader, GL_ARB_texture_rectangle, GL_ARB_texture_float, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_APPLE_element_array, GL_ARB_texture_cube_map, GL_ARB_texture_mirrored_repeat, GL_ATI_texture_float, GL_ARB_window_pos, GL_NV_fragment_program2, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_APPLE_aux_depth_stencil, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_subtract, GL_ARB_vertex_blend, GL_EXT_blend_equation_separate, GL_ARB_instanced_arrays, GL_EXT_packed_float, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_transpose_matrix, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_draw_buffers, GL_ARB_color_buffer_float, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_NV_vertex_program3, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_EXT_texture_mirror_clamp, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_NV_fog_distance, GL_ARB_fragment_program, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_NV_fragment_program_option, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_APPLE_packed_pixels, GL_ARB_half_float_pixel, GL_ARB_point_parameters, GL_EXT_clip_volume_hint, GL_EXT_depth_bounds_test, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_NV_multisample_filter_hint, GL_ATI_texture_mirror_once, GL_EXT_texture_shared_exponent, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_NV_point_sprite, GL_ARB_depth_buffer_float
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[script.load.world.listAll]: Loaded 6 world scripts:
black_monks
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-trumbles 1.74.2
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 6 world scripts:
black_monks
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-trumbles 1.74.2
Closing log at 2010-10-23 20:43:16 +0100.
Posted: Sat Oct 23, 2010 8:05 pm
by Smivs
You do know that you have to hold down the 'shift' key when re-starting, don't you? It clears the cache so the 'new' OXPs can be read.
Posted: Sat Oct 23, 2010 8:06 pm
by orangetree
i've been using the shift, thanks.
Posted: Sat Oct 23, 2010 8:07 pm
by Smivs
OK. The log seems to suggest that they're not being found...it doesn't list them.
I think DH is on the right track, inasmuch as your system can't find them for some reason. Did the Wiki page give you any clues?
Posted: Sat Oct 23, 2010 8:12 pm
by DaddyHoggy
Black Monks is the only non-native mission in that list - so there's something odd going on with the rest of your OXPs (i.e. they're not being loaded, otherwise they'd be in the latest.log)
Posted: Sat Oct 23, 2010 8:14 pm
by orangetree
so black monks is working but i've done the same for all of them, very strange.
i have looked on the wiki page but there's not much info there for this.
Posted: Sat Oct 23, 2010 8:14 pm
by Smivs
DaddyHoggy wrote:Black Monks is the only non-native mission in that list - so there's something odd going on with the rest of your OXPs (i.e. they're not being loaded, otherwise they'd be in the latest.log)
Ah, hadn't spotted the Monks
maybe we need a mac person
Edit - Just a thought, have you actually opened the AddOns folder and visually checked they are all in there?
Edit (again) - The Monks is a world_script, not the OXP itself. No actual OXPs are showing in the log, but clearly it found the Monk JS somewhere. This is weird!
Posted: Sat Oct 23, 2010 8:22 pm
by Eric Walch
DaddyHoggy wrote:Black Monks is the only non-native mission in that list - so there's something odd going on with the rest of your OXPs (i.e. they're not being loaded, otherwise they'd be in the latest.log)
There is definitely happening something weird. The script black Monks is present, but no message at the start that black monk is loaded. The start of the log should show like:
Code: Select all
[log.header]: Opening log for Oolite version 1.74.2 (x86-64 test release) under Mac OS X Version 10.6.4 (Build 10F569) at 2010-10-23 22:12:12 +0200.
Machine type: iMac10,1, 4096 MiB memory, 2 x x86 (Penryn) @ 3060 MHz.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support.
But as far as I remember you should see in the log that it tried that search path, even if its unused.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
/Applications/Oolite1.74.2.app/Contents/Resources
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/AddOns/aegidian-special.oxp
~/Library/Application Support/Oolite/AddOns/AsteroidStorm 4.0.oxp
~/Library/Application Support/Oolite/AddOns/BGS-A1.0.oxp
~/Library/Application Support/Oolite/AddOns/BoaClipper.oxp
~/Library/Application Support/Oolite/AddOns/buoyRepair1.02.6.oxp
~/Library/Application Support/Oolite/AddOns/Cargo_wrecks_teaser 1.6.2.oxp
~/Library/Application Support/Oolite/AddOns/cobraClipper 1.1.1.oxp
After "Resources paths:" you should see the entry for black monks and all your other oxps.
On the mac you can add oxp's at two places. In the addOns folder that is in the same directory as Oolite itself, or as in my example, in your user area in the library, in a folder called "Application Support". There you also can create a folder "Oolite" by hand and put an addOns folder in it.
EDIT: Try creating that folder in the library in your user area. Maybe there are problems with privileges at the location you put them now. Get info about the AddOns folder to see if you have read privileges.
Posted: Sat Oct 23, 2010 8:29 pm
by Uncle Reno
orangetree wrote:thanks,
on the mac they seem to unzip themselves so when i look in the folder i see exactly as you explain straight away. it's the whatever.oxp files that i've moved into the add on folder but it's still not working.
Hi orangetree, just to double check, is it the oxp file you are moving (e.g. shady_blackmonks.oxp), or a folder, for example, the shady blackmonks folder?
Posted: Sat Oct 23, 2010 8:33 pm
by orangetree
Eric Walch, is that log on a mac?