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Split: Loads of OXPs

Posted: Thu Mar 31, 2011 10:37 am
by lave
another_commander wrote:
lave: This OXP requires Oolite v1.75. You are advised to upgrade, as v1.74.2 is well outdated now and soon there will be very few OXPs still compatible with it.
Ah right lol.

I am going to upgrade but I don't want to miss out on all the oxp's I have so once everything is 1.75 compatible, I will upgrade.

I have over 180 oxp's and the thought of having to download and install them all over again is rather daunting.

Re: [RELEASE]Galaxy Info

Posted: Thu Mar 31, 2011 10:46 am
by Smivs
lave wrote:

I have over 180 oxp's and the thought of having to download and install them all over again is rather daunting.
Ha! Just checked - I'm currently running 13
I've been cutting down. :D

Re: [RELEASE]Galaxy Info

Posted: Thu Mar 31, 2011 10:51 am
by lave
Just done a count.
I got 196 OXP's lol.
Although 6 of them are 'YourAdHere' addon's.

Re: [RELEASE]Galaxy Info

Posted: Thu Mar 31, 2011 10:56 am
by Smivs
Call it 190 then :lol:

Re: [RELEASE]Galaxy Info

Posted: Thu Mar 31, 2011 11:24 am
by TGHC
lave wrote:
I have over 180 oxp's and the thought of having to download and install them all over again is rather daunting.
there's a moral in that somewhere, you probably don't need all of them, time for a spring clean perhaps :)

Re: [RELEASE]Galaxy Info

Posted: Thu Mar 31, 2011 11:37 am
by lave
Yeah maybe lol.

There are quite a few that I could get rid of, but then some others that I just can't live without.

Re: [RELEASE]Galaxy Info

Posted: Thu Mar 31, 2011 12:02 pm
by Smivs
lave wrote:
Yeah maybe lol.

There are quite a few that I could get rid of, but then some others that I just can't live without.
:D The game works fine without any. :D
But, yes, everybody has their 'must-haves'.
190+ is a bit OTT though. Maybe TGHC is right - time for a de-clutter :wink:

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 12:06 pm
by another_commander
So many OXPs definitely deserve their own thread ;-) Split from Okti's Galaxy Info OXP discussion.

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 12:16 pm
by TGHC
When Oolite 2 is released it should pretty much eradicate this type of situation.

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 12:26 pm
by Hemlock
I am running 131 OXPs and it did occur to me a while ago that some must be redundant or at the very least causing conflict with other OXPs being run.

Whilst my game runs very well (especially on my new updated, much faster laptop than my old laptop :D ) I did begin to wonder if there was any way of telling if one OXP causes another to not run or perhaps if one OXP over-rides another etc.

Thanks

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 12:35 pm
by Zireael
TGHC wrote:
When Oolite 2 is released it should pretty much eradicate this type of situation.
In what a way?

Hemlock - two words: your log.

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 12:59 pm
by Hemlock
Zireael wrote:
Hemlock - two words: your log.
Yeah. Thanks. I understand I have a log. Perhaps you would be so kind as to point me to a keyword or something within that log that would help me pinpoint any conflicts.

My log is 1244 lines long.....

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 2:34 pm
by TGHC
Zireael wrote:
TGHC wrote:
When Oolite 2 is released it should pretty much eradicate this type of situation.
In what a way?
Ahruman wrote:
The plan is to make much of the OXP upgrade process automated.
see the Looking Ahead thread in discussion

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 3:02 pm
by Commander McLane
Most of the real conflicts won't manifest themselves in the log.

First and foremost you have to know which OXPs you want, and for what reason. So you have to know your OXPs, at least at the time you're installing them. Two words (or one with a capital inside): readMe.

If most of your OXPs are just more additional ships, there's no way they could conflict. If two or more OXPs attempt to replace the core ship set with their own, that's already another matter. Which of them will succeed, and what's it going to do to the other OXP?

If your OXPs are about changing aspects of game play, it's up to you to supervise which aspects are changed in which way. Again, this requires you to know for every single one of them what it's doing. For instance, you would hardly install an OXP which makes the sky brighter together with another OXP which makes it darker by accident. You would have to know which way you want to go, as obviously you can't go both at the same time.

By definition actively expanding your game requires a little more knowledge and involvedness than playing the unexpanded game.

Re: Split: Loads of OXPs

Posted: Thu Mar 31, 2011 4:09 pm
by TGHC
Absolutely right Commander McLane, but some of us less well endowed individuals will still get it wrong, anything can happen in the heat of excitement! It's not for want of trying though.