Release Oolite


@Diziet Sma - I've listed the OXPs I've got loaded, they're not really a measure of what my ideal list would be, I was more trying to "load-up" the pandora CC unit, with a mere 256 of ram, and see when it would choke, but it's not, even with these AddOns.

BGS.oxp

BlOomberg_markets

Bouyrepair.oxp

Cabalcommonlibrary.oxp

DeepSpaceHUD.oxp

Deepspaceship.oxp

Diso.oxp

Griff_alloys_and_wreckage.oxp

griff_cargopods_withGlow.oxp

Griff_Shipset_Addition.oxp

Griff_Shipset_Resources.oxp

Griff_NoShaders_Shipset.oxp

hOopyCasino.oxp

Hyperradio.oxp

hyperradioST01.oxp

hyperradioST02.oxp

Lave Academy.oxp

Lave.oxp

Long way.oxp

marketObserver.oxp

MinePod.oxp

RealisticStars.oxp

Snoopers.oxp

TOGY_Main.oxp

TOGY_monuments.oxp

TOGY_Shipwreckpack.oxp

YOUR_AD_HERE.oxp

YOUR_AD_HERE_set_A.oxp

YOUR_AD_HERE_set_B.oxp

If my recollection serves me a lot of these aren't it ting memory pressure on the unit, as i recall that, for example the TOGY, the tionisla graveyard, which ios serious eye candy won't become memory intensive until you visit tionisla, however having visited tionisla and visited the graveyard where rate Zetter met up with Jason Ryder, to set him on his way to Elite in the first Novella, it runs smoothly with hundreds of NPC objects on screen...amazing!

One thing I have noticed, is in the BGS oxp, which changes so much of the images etc, and also has the option of changing the witchspace jump images from the blue circles to numerous different ones, such as lightening strikes etc, that with BGS loaded, it's unable (on my CC Unit at least) to utilise the images in the BGS set, and then seeks to load back up the original witchspace jump images, during that time there's a delay of a second or two, but if that's my only issue, then it's not really a issue at all :) . I don't know if the Pandora would be able to fully utilise the BGS facilities, such as the witchspace jump image changes ( you can see what I mean at this site http://www.lgdb.org/game/oolite

And look at video 2 there to see the witchspace jump changes that BGS brings in. Maybe Diziet Sma, and spud42 could give their input to this, as they are far more experienced in the oolite scene than I currently am, also if you guys could explain maybe how the OXPs are loaded up, how and when they become memory drawing etc :)

edit: i shouldve mentioned that i neede a swap file with these OXPs, but thats the only "tweak" that i needed.
 
Last edited by a moderator:
Thoughti'd try and clarify what images i mean regarding the BGS oxp and the pandora Unit (as far as i know) not utilising all the images/textures etc. This is an image of the witchspace jump with BGS installed on stock oolite on PC.....

witchspace1.jpg


942EFDC0-3546-482F-A51E-2FDF800F4A3C.PNG
 
Last edited by a moderator:
Yep, you're right about TOGY.. no impact until you reach Tionisla.  Most of the rest aren't too memory intensive.

One thing I have noticed, is in the BGS oxp, which changes so much of the images etc, and also has the option of changing the witchspace jump images from the blue circles to numerous different ones, such as lightening strikes etc, that with BGS loaded, it's unable (on my CC Unit at least) to utilise the images in the BGS set, and then seeks to load back up the original witchspace jump images, during that time there's a delay of a second or two, but if that's my only issue, then it's not really a issue at all :) . I don't know if the Pandora would be able to fully utilise the BGS facilities, such as the witchspace jump image changes ( you can see what I mean at this site http://www.lgdb.org/game/oolite
And look at video 2 there to see the witchspace jump changes that BGS brings in. Maybe Diziet Sma, and spud42 could give their input to this, as they are far more experienced in the oolite scene than I currently am, also if you guys could explain maybe how the OXPs are loaded up, how and when they become memory drawing etc :)
All the BGS witchspace effects require shaders, unfortunately.. which means they won't work without GLES2.  Which may then lead to some other complications, as cim (lead developer for Oolite, since Ahruman's retirement) pointed out.

Additionally, since it;s only being able to do GL 2 or GL 1 and not both at once ... even if you did use GLES 2, you'd then need to tweak a lot of the stuff which currently only uses GL 1 methods (planets, suns, lasers, exhausts, explosions, flashers, the starfield background, etc.) so that it also had a shader-using generation method.

(If someone was to do that work - planets is already underway, of course - that's the sort of patch which we'd probably be very happy to accept back into the core code, though)

GL1.5 should be more than sufficient for all non-optional non-OXP content, though.
 
Last edited by a moderator:
Yep, you're right about TOGY.. no impact until you reach Tionisla.  Most of the rest aren't too memory intensive.

One thing I have noticed, is in the BGS oxp, which changes so much of the images etc, and also has the option of changing the witchspace jump images from the blue circles to numerous different ones, such as lightening strikes etc, that with BGS loaded, it's unable (on my CC Unit at least) to utilise the images in the BGS set, and then seeks to load back up the original witchspace jump images, during that time there's a delay of a second or two, but if that's my only issue, then it's not really a issue at all :) . I don't know if the Pandora would be able to fully utilise the BGS facilities, such as the witchspace jump image changes ( you can see what I mean at this site http://www.lgdb.org/game/oolite
And look at video 2 there to see the witchspace jump changes that BGS brings in. Maybe Diziet Sma, and spud42 could give their input to this, as they are far more experienced in the oolite scene than I currently am, also if you guys could explain maybe how the OXPs are loaded up, how and when they become memory drawing etc :)
All the BGS witchspace effects require shaders, unfortunately.. which means they won't work without GLES2.  Which may then lead to some other complications, as cim (lead developer for Oolite, since Ahruman's retirement) pointed out.

Additionally, since it;s only being able to do GL 2 or GL 1 and not both at once ... even if you did use GLES 2, you'd then need to tweak a lot of the stuff which currently only uses GL 1 methods (planets, suns, lasers, exhausts, explosions, flashers, the starfield background, etc.) so that it also had a shader-using generation method.


(If someone was to do that work - planets is already underway, of course - that's the sort of patch which we'd probably be very happy to accept back into the core code, though)


GL1.5 should be more than sufficient for all non-optional non-OXP content, though.
Yep, agreed with this analysis. Writing a GLES|2 port requirer a rewrite of all non-shaded part (huge work, to be done in glshim probably), and even when that is done, all shader will have to be automaticaly "ajusted", because GLSL for ES is slightly different the GLSL for GL... So, long story short, no Shader for now.
 
Last edited by a moderator:
ah, yet again my ignorance ogbthe GLES issue shines through  :wacko: I'm just so amazed that PtitSeb has managed to get so much into such a small package, it really is an amazing port! :)
 
One thing I have noticed, ... it's unable (on my CC Unit at least) to utilise the images in the BGS set, and then seeks to load back up the original witchspace jump images, during that time there's a delay of a second or two, but if that's my only issue, then it's not really a issue at all :) .
Hmm.. I'd suggest you try installing the OXPConfig OXP, and use it to try disabling the witchspace effects.  No point in having it waste resources, even briefly, if you can't make use of the effects.

Do the docking effects work?  (I can't recall if those use shaders or not)

EDIT:  Actually, the delay may not be due to the BGS.. that delay may be due to Oolite generating and populating the new system for you to jump into.
 
Last edited by a moderator:
ah, yet again my ignorance ogbthe GLES issue shines through  :wacko: I'm just so amazed that PtitSeb has managed to get so much into such a small package, it really is an amazing port! :)
No issue :)

I think you should prepare an article on PandoraLive on how to start playing Oolite on the Pandora. With how to setup your Pandora, some OXP to start with, and the first things to do on a typical begin, with the keyboard short cut and so on.

Of course I reelase it's a huge work, and Oolite is really open and you'll have to choose certain "path".. But that could be good :)
 
ah, yet again my ignorance ogbthe GLES issue shines through  :wacko: I'm just so amazed that PtitSeb has managed to get so much into such a small package, it really is an amazing port! :)
No issue :)

I think you should prepare an article on PandoraLive on how to start playing Oolite on the Pandora. With how to setup your Pandora, some OXP to start with, and the first things to do on a typical begin, with the keyboard short cut and so on.

Of course I reelase it's a huge work, and Oolite is really open and you'll have to choose certain "path".. But that could be good :)
I'll certainly do that, utilisingthe start-up information from the PC/MAC oolite, i will make  guide to oolite on the Pandora this evening and let you know when ive finished it, hopefully @Levi and others could give there input on certain OXPs and how they manage on the Pandora...
 
I think you should prepare an article on PandoraLive on how to start playing Oolite on the Pandora. With how to setup your Pandora, some OXP to start with, and the first things to do on a typical begin, with the keyboard short cut and so on.

Of course I reelase it's a huge work, and Oolite is really open and you'll have to choose certain "path".. But that could be good :)
I'll certainly do that, utilisingthe start-up information from the PC/MAC oolite, i will make  guide to oolite on the Pandora this evening and let you know when ive finished it, hopefully @Levi and others could give there input on certain OXPs and how they manage on the Pandora...
Once you do, we'd love to have a copy of it posted on the Oolite Wiki, also.  You can contact Maik for an account on the wiki, or, if you're not up to creating a Wiki entry, I'd be happy to lend a hand.
 
I think you should prepare an article on PandoraLive on how to start playing Oolite on the Pandora. With how to setup your Pandora, some OXP to start with, and the first things to do on a typical begin, with the keyboard short cut and so on.

Of course I reelase it's a huge work, and Oolite is really open and you'll have to choose certain "path".. But that could be good :)
I'll certainly do that, utilisingthe start-up information from the PC/MAC oolite, i will make  guide to oolite on the Pandora this evening and let you know when ive finished it, hopefully @Levi and others could give there input on certain OXPs and how they manage on the Pandora...
Once you do, we'd love to have a copy of it posted on the Oolite Wiki, also.  You can contact Maik for an account on the wiki, or, if you're not up to creating a Wiki entry, I'd be happy to lend a hand.
@Diziet Sma - thanks for that,i think i'll be needing your help, and ill definately be drawing a lot of influence from the oolite board and the Wiki. I've got the time on my hands at the moment, so i hope to be able to make a decent job of it, even if there wil be a quite a bit of "please sir?..."
 
Hey milinks.. I've just realised that it was your CustomSounds OXP that got incorporated into BGS.. did it seem familiar to you? :D

Congratulations, mate! B)
 
Last edited by a moderator:
Uh? I do have the blue flame on other ships to. I have done a screenshot of that earlier. That's strange you don't have them. And I think @milinks got them too.
Oh thanks! My bad, I just realised it's because I still have Griff's ArcElite oxp installed, and since ArcElite didn't have trails, this disables them too. I've removed that now and ships are even easier to spot in the distance now, awesome!
 
Right, I've switched to the Compact HUD with it's simple design and pale blue radar background, makes seeing red or green verticals against that much easier.  Combined with the ship trails which you can see from almost any distance, and the only remaining problem is actually hitting things you shoot at ;)
 
Last edited by a moderator:
the only remaining problem is actually hitting things you shoot at ;)
In this regard, it's worth noting that the different lasers have different maximum effective ranges.

Pulse laser = 5 km

Beam laser = 15 km

Military laser = 30 km

For reference, the scanner on maximum range shows objects out to 25.6 km.  (yes, once you get good with a Mil laser, you can hit ships before they show on the scanner!)  Until you buy a Scanner Targeting Enhancement, the best way to estimate distance to target is by using the scanner graduation marks/lines.

It also helps a lot to engage precision mode when aiming.  Since 1.77, Oolite has precision modes for both joystick and keyboard control (before that it was joystick only).. I'm not sure of how ptitSeb has things set up, so we might have to ask him how to toggle it on and off on the Pandora.

You might fine this wiki article on Laser tactics handy, as well.
 
Last edited by a moderator:
Yeah, no worries.  I was being slightly self-deprecating.  My own laser tactics tend to be to try to get a lock on them before they start shooting at me, then fuel inject my way up to close quarters then tail the guy I'm targetting until he's gone.  It's a bit hit and miss as sometimes they've got a partner with powerful lasers I'd be better off going after first, except I didn't happen to get a lock on them, but the worst that happens is I have to boost out of there.  It occasionally expensive if my shield regen gets damaged, and I'm currently sporting a busted galactic hyperspace I've not got round to fixing up yet (I'm saving up for a military shield regen kit soon as I hit another tech 14 planet).
 
Anyone else getting oolite locking up? I have a CC with latest SZ. If I jump to a system I get a lock some random time afterwards, always while Jumping. Nearly made it to Zaonce station once. Happens with or without a swapfile.
 
Anyone else getting oolite locking up? I have a CC with latest SZ. If I jump to a system I get a lock some random time afterwards, always while Jumping. Nearly made it to Zaonce station once. Happens with or without a swapfile.
By lock, you mean freeze/crash requiring a restart, or does it come good again?

The next time it happens, if you post the contents of Oolite's Latest.log, there may be something in there that gives a clue as to what went wrong.
 
Last edited by a moderator:
Hi mongrol - I've got a CC unit too, I also find on occasions that the game will freeze, mostly whilst pressing hyperspeed (J), having spent quite a bit of time trying to "find" faults with this (not because I'm a pain in the a**e), so that I can find out the capabilities etc. if, whilst warping you make a change in movement, or attempt to change view, I've found that it will lock. Its not due to the amount of OXPs that are installed, or the size of the swap file (which is highly recommended as CC users will not get far without one), as I've had a 1GB swap file. The constraints of the CC unit I think are to blame, unless 1GHz users are finding the same issue? One way I've found to avoid this issue, is whilst warping (J) every 3-4 seconds I just ease off, and let it begin to go to normal speed or press the warp (J) button again, this seems to me to correct this fault. In lay-mans terms, It could be that its trying to process too much, and slowing the warp down for a second or two allows it to catch up, I've not had any more issues with it since then. we are asking a lot of our tired CC units to run something which only runs on high end PC's. However if 1GHz users have the same issue please post?
 
Last edited by a moderator:
we are asking a lot of our tired CC units to run something which only runs on high end PC's.
Well, Oolite is actually made to run on low-end PCs...  but these days, CC units are kind of a step down from low-end, even.. no offence intended. ;)
 
Last edited by a moderator:
Hi mongrol - I've got a CC unit too, I also find on occasions that the game will freeze, mostly whilst pressing hyperspeed (J), having spent quite a bit of time trying to "find" faults with this (not because I'm a pain in the a**e), so that I can find out the capabilities etc. if, whilst warping you make a change in movement, or attempt to change view, I've found that it will lock. Its not due to the amount of OXPs that are installed, or the size of the swap file (which is highly recommended as CC users will not get far without one), as I've had a 1GB swap file. The constraints of the CC unit I think are to blame, unless 1GHz users are finding the same issue? One way I've found to avoid this issue, is whilst warping (J) every 3-4 seconds I just ease off, and let it begin to go to normal speed or press the warp (J) button again, this seems to me to correct this fault. In lay-mans terms, It could be that its trying to process too much, and slowing the warp down for a second or two allows it to catch up, I've not had any more issues with it since then. we are asking a lot of our tired CC units to run something which only runs on high end PC's. However if 1GHz users have the same issue please post?
What does that mean? Oolite lockup wen going full jump speed, or if change view while jumping? How to reproduce the lock? Just Jump (J) and change view (2)?

we are asking a lot of our tired CC units to run something which only runs on high end PC's.
Well, Oolite is actually made to run on low-end PCs...  but these days, CC units are kind of a step down from low-end, even.. no offence intended. ;)
No offence, that's true. A Pandora, CC or Gigahertz, is a very low end PC. It may depend on the area, for standard computation, it's just low end, for FPU (math calculation), it can be very low end. For graphics, a CC & Rebith are very low en, Gigahertz just low end (by today standards).
 
Back
Top