Release Oolite


Can you replicate the problem if no OXPs are installed? (they can be temporarily disabled by creating a folder in AddOns called 'temp' or some other name that doesn't end in "OXP" and moving the OXPs into that folder)  If the problem disappears, try adding them back in one at a time and testing each time.  For testing, you can use a copy of your gamesave to avoid messing with a game in progress.

(also, was there anything in Latest.log that might give a clue as to what went wrong?)
 
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Ah, damn end of page.  I didn't see your solution until I'd worked around the problem, sorry.  Next time I'll have a look at latest.log, if I can find it.  It's not something that gets saved to the PND's appdata folder, it seems - not much in there apart from Addons, game saves and a cache.plist after my last successful jaunt.
 
It might pay to post your workaround.. someone else is likely to run into the same problem at some point.

Edit: ahh.. I see you did, back in your original post.

As for the logs, in Linux, their normal location is in a hidden folder in the users 'home' folder..

~/.Oolite/Logs  to be exact.  Hope that helps you track it down.

Also, Oolite only save the logs for the last 2 runs, so it's sometimes easy to lose the relevant log file if you don't grab a copy in time.
 
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It might pay to post your workaround.. someone else is likely to run into the same problem at some point.

Edit: ahh.. I see you did, back in your original post.

As for the logs, in Linux, their normal location is in a hidden folder in the users 'home' folder..

~/.Oolite/Logs  to be exact.  Hope that helps you track it down.

Also, Oolite only save the logs for the last 2 runs, so it's sometimes easy to lose the relevant log file if you don't grab a copy in time.
Yep, I confirm the logs should be present, in a hidden folder, inside appdata/oolite/.oolites/Logs
 
A tip for anyone that's bought a multitargetting system: to use it, target one ship then press id (A) or missile target (shift+B ) again.  You'll apparently lose that lock, but target another ship and you can then cycle between the two with - (FN+d).  Reset the targetter and target again and you can cycle between three and so on.  Very useful combined with the scanner targetting enhancement so you get arrows pointing you towards your chosen target and a box around them.

For some reason + (FN+f) doesn't work but personally I rarely have time to target more than one or two if we're both flying towards each other, so no great loss.
 
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The other neat thing about the multitargeting system is that you can use it to put missile locks on multiple targets at once, and then fire them all off one after the other.  See the Missile Tactics page for more info.
 
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It's a bit more involved firing them off in sequence on the Pandora though.  Get them all targetted, then it's a matter of L bumper+X to fire off the first one, Fn+d to cycle to next, L+X to fire, Fn+d to cycle etc. etc.  Might be easier doing it all on keyboard, so m to fire, Fn+d to cycle.
 
@spud42 - whether i'm a bit of a wimp but i traded before i got into any combat... i hiked from lave through Zaonce, to isinor, then from there traded computers to Qutiri and furs to Isinor back again, earning about 20k using the quick route to get to the planet i mentioned before, before i started to get involved in trying to fight. thought i'd get a scoop and a decent laser first...
From the oolite boards and the wonderful information there , trading between poor agricultural and rich industrial is the best idea and with the trade route Isinor to Ensoreus back and forth with furs and  computers i built up 40k in credit and spent that much or more. i have front military laser, wasted money on port and starboard pluse lasers cause i cant hit the side of a Boa from 500m with them...lol

got shield enhancement,ANA, compass upgrade, multi target ,injectors,extra energy unit.....extended cargo bay...

but the thing i am most excited about is the possibility of oolite 1.79 maybe on my new Pyra!!!! i have watched the Pandora saga from very early days and always wanted one but never had the spare cash.....life has a way of getting in the way...lol

but i have started my Pyra fund putting aside spare cash as i can....i just hope our wonderful friend PitSeb will be able and more importantly willing to port it to the Pyra when its released......
 
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Having spent the last few days trying out different OXPs and enhancements, I feel like a mystery shopper :) ! Thanks to Diziet Sma (Dizzy) for his help.
One OXP I definately recommend is the Numeric Style HUD OXP
 
Compass1.png
 
I've chosen this HUD over all I've checked for a number of reasons;  the clarity of the compass is amazing, not only can you plot your compass position very accurately, but for those who have the Advanced Space Compass
they may have found it difficult to interpret the letters, corresponding to the many navigational marks in each system, be it the HoOpy Casino or the PlanetFall OXP. However with the Numeric HUD the compass is so much clearer! that it is no problem to identify the letters directing you to numerous stations etc! or when using the compass zoom function, you are able to easily identify not only what zoom level you are on, but also to bring things into the cross-hairs accurately. A great thing with this HUD is that if it isn't needed, it's not displayed, so the screen is minimal, and the digits change colour depending on your alert level. I HIGHLY recommend this.
 
Another highly recommended AddOn, is the PlanetFall OXP. For those who have played Elite of Old, it's an answer as to what would it be like to land on those faraway planets. Having only found this a few days ago, I am very impressed by the quality of the OXP. Once you've purchased the necessary licences, you can fly towards each planet, using your Advanced Space Compass, having got the necessary clerance you fly towards the planet and are greeted by an ever changing "animation" of the planet's surface. Upon landing you are the immersed in numerous mission choices, or planet-side activities. It's definately worth a look.
 
https://www.dropbox.com/s/mxl927nytkgrh4s/Planetfall1.png
 
For an enhanced ship and orbital stations set, I would, in the first instance, recommend <a href="http://wiki.alioth.net/index.php/Griff" data-ipb="nomediaparse" data-cke-saved-href="http://wiki.alioth.net/index.php/Griff" s_no_shaders_shipset"="">Griffs No Shaders Shipset. This gives a fantastic introduction, to the capabilities of the additional ships and stations available to oolite, although you could always make your own ship with help from the oolite boards. Without shaders, it still gives brilliant looking ships that are both player and NPC ships.
 
Another choice of Ship and Station sets are the DeepSpace Ships OXP. This also gives a vivid array of ship, and stations to choose from, in addition to the original oolite ships.
 
https://www.dropbox.com/s/u0oit5lkgeb2xc4/Station1.png
 
 
An OXP that can be installed separately or in conjunction with the planetFall OXP is the HoOpy Casino OXP. this is a fun OXP, where you can play casino Games, or be it incorporated into several mission OXPs. Once installed, you can find Casinos planet side inmost planets, and is a welcome distraction to long haul trading, or bounty hunting across the Galaxy!
 
https://www.dropbox.com/s/iucrdln832d9ygk/Hoopy1.png
 
 
 
I hope this helps you try out some of the OXPs I've mentioned, apart from the OXPs mentioned, once you've amassed enough credits, it's worthwhile to make purchases of the following items.
 
The Advanced Space Compass is an invaluable tool, enabling you to find anything within each system. A further purchasable enhancement is the Advanced Navigational Array. This piece of equipment, controllable via the MAP (F6) screen, shows the routes to all the planets throughout each galaxy! It give normal routes, AND the quickest routes ( as described by Diziet Sma earlier), the quickest routes are found by pressing CTRL / SHIFT / F6.
 
The other recommendation (for now), is the  ScannerTargeting Enhancement. This piece of equipment is invaluable, in that it not only gives you the legal status of a targeted ship, the identification, but also an arrow as to where the targeted ship is relating to your ship, and the distance.
 
I hope this gives you a few ideas as to what OXPs to choose from, and encourages you to look further into the OXPs available at the Oolite OXP WIKI
 
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Does anyone have a favourite snapshot that they've made on there travels? Why not post it, and see if others have the same....
 
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I've just uninstalled Griff's No-shader shipset.  It meant I needed to use ZRAM swap, and made the game much slower in general - the pauses in combat while the system had a think were especially unwelcome.  Perhaps it's better if you add the ships rather than replace the defaults, I dunno.

Also, I experienced quite a few vertex distortions and missing textures with it.  Here for example is a sidewinder with half of it's side missing, with the sun visible through the gap:

JVu2EX7.png


I didn't manage to grab any pics of vertex distortion as I only spotted it when in close combat.  Also in that picture there it almost looks as if a vertical band of the sun is overlaying the sidewinder, as all the missing pixels are in a small band, and only one pixel of the sidewinder is showing there, but I've had other situations where I've effectively seen a wireframe through the missing back panel, presumably created by seeing some of the other panels side-on (and perhaps the front panels were missing too, I dunno).


It'd be nice if anyone has the required skills to have an updated shipset for Pandora use.  Nicer textures, but not quite so many extra vertices putting the system under pressure.  They Pyra should be ideally suited for this OXP though with its extra RAM, as the main reason I stopped using it was the delays in hyperspacing and combat, but wasn't so fussed by the texture and vertex errors.

Oh, while I remember, I've spotted a cargo bug that's probably nothing to do with this port, so if anyone could reproduce it it might be worth reporting back to the dev board (though perhaps it's already fixed in 1.79).  I had a cargo full of furs, except for one which had been destroyed in combat, so I sent about scooping up some cargo to make up for the loss.  First item I scooped was a few grams of gold, but this immediately filled up my cargo, despite grams of gold not counting towards your tonnage in the stations.  I got to the station and offloaded it all and my cargo counter reset to 0 though, so no great loss apart from a little floating debris I had to leave.
 
Has anyone tried Smivs' Shipset?  It retextures the core models, so doesn't mess with poly counts and vertices at all.  It also has the fun benefit of showing battle damage on your and the NPC ships.

Oh, while I remember, I've spotted a cargo bug that's probably nothing to do with this port, so if anyone could reproduce it it might be worth reporting back to the dev board (though perhaps it's already fixed in 1.79).  I had a cargo full of furs, except for one which had been destroyed in combat, so I sent about scooping up some cargo to make up for the loss.  First item I scooped was a few grams of gold, but this immediately filled up my cargo, despite grams of gold not counting towards your tonnage in the stations.  I got to the station and offloaded it all and my cargo counter reset to 0 though, so no great loss apart from a little floating debris I had to leave.
There has indeed been quite a bit of discussion about this, on the Oolite boards.  See, for example, Scooping gold, platinum and gemstones.  In short, it's not a bug, it's a feature.  Basically, the concept works like this.

Precious metals and gems are stored in your ship's safe, which is located in the pilot's cockpit, or perhaps the Commander's cabin, depending on the size of the ship.  This is why they don't count towards your cargo tonnage.  However, once the safe is full (500kg in the case of precious metals, and something similar for gems) any additional quantities must be stored in a cargo container.

When you scoop a container of gems or PMs, the contents are inaccessible until you dock, and can transfer them to your safe.  At that point, the container is discarded.  But until then, even though it's only holding a small quantity of goods, it's still taking up the same amount of space as any other standard container.  You can't transfer the contents whilst in flight, then jettison the empty container.  There are some other nuances to the whole situation, too.. I recommend reading the above thread.

(and you do realise that all that abandoned cargo is still floating around out there even after you dock, yes?  (assuming nobody else has scooped it, of course)  If you had some way to stop it all drifting away in random directions, and of locating it, you could go back out and scoop it all up.  As it happens, there's an OXP that lets you do just that :D )
 
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A word of warning about autosaving. I've just lost in excess of 15k credits and a few dozen kills due to loading the wrong save file.


When you turn on autosave it automatically writes out a file named the same as your commander file but appended with '(autosave)'. That's except for if you loaded the autosave, in which case it doesn't add another '(autosave)' but overwrites the original, which is generally what you want. It's worth noting that if you load the autosave both the autosave mechanism *and* quick save write the same file - you can only update your original save from a loaded autosave by saving it as the original name (i.e less the '(autosave)').


This caught me out in that I'd been relying on the autosave for a few days, but without thinking last night when I started up I loaded the non-autosaved file. Since my settings still had autosave enabled, as soon as I launched this overwrote my autosaved commander, and it wasn't until the other side of witchspace that I noticed I'd lost a third of my credits.


I'm just trying out Smiv's shipset, plus his accessories and his Better Screens (which I find far preferable to the soft BGS set). Runs well on my GHz with ZRAM swap. Occasional sub-second pauses but nothing to get upset about.
 
A word of warning about autosaving. I've just lost in excess of 15k credits and a few dozen kills due to loading the wrong save file.


When you turn on autosave it automatically writes out a file named the same as your commander file but appended with '(autosave)'. That's except for if you loaded the autosave, in which case it doesn't add another '(autosave)' but overwrites the original, which is generally what you want. It's worth noting that if you load the autosave both the autosave mechanism *and* quick save write the same file - you can only update your original save from a loaded autosave by saving it as the original name (i.e less the '(autosave)').


This caught me out in that I'd been relying on the autosave for a few days, but without thinking last night when I started up I loaded the non-autosaved file. Since my settings still had autosave enabled, as soon as I launched this overwrote my autosaved commander, and it wasn't until the other side of witchspace that I noticed I'd lost a third of my credits.
Ouch.. painful lesson..  I'll have a word with the devs, see if some kind of safeguards are possible against this..  good to hear that Smivs' OXPs are doing the job for you!
 
If a quick save of both an original file and an autosaved file resulted in the original file being overwritten - so the behaviour of loading the original commander and the autosaved one are the same - the would have meant I'd have lost a lot less work, as I was quick-saving every so often.


The safe thing to so is as soon as you load an autosaved file, save it again on top of the original file (once you're sure you loaded the most up-to-date one). Doing so changes your commander name to the version without '(autosaved)' on the end, so I assume quick saves from then on will overwrite the file you expect.
 
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its a hard lesson to learn and i have done it several times on many different games..i make it a habit of after docking and restocking for the next run i go to F2 and save to the main save file never the autosave....... then its next witchspace jump or exit to do boring real life stuff... like work,sleep that kind of thing....lol
 
I've been trying to alter a couple of keys, just for ease of use, one of them was the advance/retard the compass search keys, which using the keyconfig.plist are now [shift] O and P. What I noticed was that quite a few of the keys could not be used, for example the "_" key (which I think is defaulted on the PC to weapons off, but most of the fn keys can't be mapped, either using the key ident, or the corresponding numbers in the pndXmodmap. Are all the keys configurable?

Also I keep getting crashes at the moment, my latest crash log is:

Opening log for Oolite version 1.77 (<unknown little-endian architecture>) under Linux 3.2.53 at 2014-05-08 14:32:00 +0100.1 processor detected.

Build options: mass/fuel pricing, OXP verifier, localization tools.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

14:32:04.044 [display.mode.list.native]: X11 native resolution detected: 800 x 480

14:32:04.551 [gamma.set.failed]: ----- WARNING: Could not set gamma: Gamma correction not supported on this visual

14:32:04.717 [joystick.init]: Number of joysticks detected: 1

14:32:04.721 [rendering.opengl.version]: OpenGL renderer version: 1.4.0 ("1.4 glshim wrapper"). Vendor: "OpenPandora". Renderer: "GLES_CM wrapper".

14:32:04.722 [rendering.opengl.extensions]: OpenGL extensions (18):

GL_EXT_draw_range_elements, GL_ARB_texture_env_dot3, GL_EXT_blend_logic_op, GL_ARB_point_parameters, GL_EXT_packed_depth_stencil, GL_ARB_multitexture, GL_EXT_blend_subtract, GL_ARB_texture_env_crossbar, GL_EXT_secondary_color, GL_ARB_texture_mirrored_repeat, GL_EXT_texture_env_combine, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_vertex_buffer, GL_SGIS_generate_mipmap, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_texture_border_clamp

14:32:07.744 [searchPaths.dumpAll]: Unrestricted mode - resource paths:

    /mnt/utmp/oolite/oolite.app/Resources

    AddOns

    AddOns/Smivs'Shipset-SD-v4 .2_replace.oxp

    AddOns/BGS-A1.9.oxp

    AddOns/Cabal_Common_Library1.7.oxp

    AddOns/NumericHUDv3.oxp

    AddOns/accessoriesV2.2.oxp

    AddOns/buoyRepair1.3.2.oxp

    AddOns/DeepspaceShip.oxp

    AddOns/longway 1.1.oxp

    AddOns/MinerPod_v0.11.oxp

    AddOns/marketObserver_2.2.3.oxp

    AddOns/Snoopers2.5.oxp

    AddOns/YOUR_AD_HERE.oxp

    AddOns/YOUR_AD_HERE_set_A.oxp

    AddOns/Missiles and Bombs v2.5.oxp

    AddOns/RandomHits1.4.18.oxp

    AddOns/The_Feudal_States_v1.16.2.oxp

    AddOns/RepairBots 2.09.oxp

    AddOns/Assassins.oxp

14:32:07.855 [shipData.load.begin]: Loading ship data.

14:32:22.728 [script.javascript.init]: JavaScript reset successful.

14:32:23.052 [script.load.world.listAll]: Loaded 37 world scripts:

    assassins

    BGS-M 1.9

    BGS-XMapping 1.9

    buoyRepair 1.3.2

    Cabal_Common_Briefing 1.7

    Cabal_Common_Comms 1.7

    Cabal_Common_Functions 1.7

    Cabal_Common_Keyboard 1.7

    Cabal_Common_MissionHandling 1.7

    Cabal_Common_Music 1.7

    Cabal_Common_Overlay 1.7

    Cabal_Common_OXPStrength 1.7

    Cabal_Common_SpecialMarkets 1.7

    feudal-challenge.js 9.0

    feudal-mission.js 9.0

    feudal-planetfall.js 3.0

    feudal-promotion.js 6.0

    feudal-ranks.js 5.0

    feudal-tournament.js 10.0

    long_way_round

    market_observer 2.2.3

    MinerPodShipEventHandler 0.1

    Missiles & Bombs 1.0

    numerichudv3 3

    oolite-cloaking-device 1.77

    oolite-constrictor-hunt 1.77

    oolite-contracts-cargo 1.77

    oolite-contracts-helpers 1.77

    oolite-contracts-parcels 1.77

    oolite-contracts-passengers 1.77

    oolite-nova 1.77

    oolite-thargoid-plans 1.77

    oolite-trumbles 1.77

    Pi-Forty-Two Con stores

    Random_Hits 1.4.18

    Repair system 2.08

    snoopers 2.5

14:32:54.057 [script.javaScript.timeLimit]: ***** ERROR: Script "oolite-default-ship-script" ran for 1.94663 seconds and has been terminated.

14:33:25.548 [startup.complete]: ========== Loading complete in 81.75 seconds. ==========

14:33:51.975 [script.javascript.init]: JavaScript reset successful.

14:33:52.472 [script.load.world.listAll]: Loaded 37 world scripts:

    assassins

    BGS-M 1.9

    BGS-XMapping 1.9

    buoyRepair 1.3.2

    Cabal_Common_Briefing 1.7

    Cabal_Common_Comms 1.7

    Cabal_Common_Functions 1.7

    Cabal_Common_Keyboard 1.7

    Cabal_Common_MissionHandling 1.7

    Cabal_Common_Music 1.7

    Cabal_Common_Overlay 1.7

    Cabal_Common_OXPStrength 1.7

    Cabal_Common_SpecialMarkets 1.7

    feudal-challenge.js 9.0

    feudal-mission.js 9.0

    feudal-planetfall.js 3.0

    feudal-promotion.js 6.0

    feudal-ranks.js 5.0

    feudal-tournament.js 10.0

    long_way_round

    market_observer 2.2.3

    MinerPodShipEventHandler 0.1

    Missiles & Bombs 1.0

    numerichudv3 3

    oolite-cloaking-device 1.77

    oolite-constrictor-hunt 1.77

    oolite-contracts-cargo 1.77

    oolite-contracts-helpers 1.77

    oolite-contracts-parcels 1.77

    oolite-contracts-passengers 1.77

    oolite-nova 1.77

    oolite-thargoid-plans 1.77

    oolite-trumbles 1.77

    Pi-Forty-Two Con stores

    Random_Hits 1.4.18

    Repair system 2.08

    snoopers 2.5

14:34:10.673 [script.javaScript.timeLimit]: ***** ERROR: Script "smivs-generic-ship-script.js" ran for 2.05633 seconds and has been terminated.

14:37:08.253 [script.javaScript.timeLimit]: ***** ERROR: Script "oolite-contracts-cargo" ran for 2.5394 seconds and has been terminated.


Is is this a memory issue on my CC Pandora?
 
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Would you mind putting that log in spoiler tags? It's a bit heavy for this forum. FWIW, the only errors seem to be Javascript timing out, so perhaps it's because you're on a CC unit using swap on perhaps not the fastest card. That said, the times seem rather short so perhaps there's another bug here, or perhaps time limits just need to be relaxed.


There does seem to be a bug that not all Fn+key buttons are recognised, but some certainly are. Fn+d for - (select prev missile target) works, but Fn+f for + doesn't. That might have something to do with keys not being reassignable, as underscore is one of the combos that doesn't work for me.


FWIW, for whoever was asking about it earlier, I've figured out the ANA galaxy map overlays. Select Lave or Diso or one of those and a ring appears around them on your scanner labelling them as 'The Old Planets'. Now select Quitiri (right of Zaonce) and it lights up Lane 2. Now go up and highlight Aesbion and it lights up Lane 1. It doesn't matter where you are in the galaxy when you do this, it only matters where your cursor is.
 
I have Smivs shipset installed to replace the original oolite shipset, should it still be reading the default ship.plists?

14:32:54.057 [script.javaScript.timeLimit]: ***** ERROR: Script "oolite-default-ship-script" ran for 1.94663 seconds and has been terminated.

Going through my previous logs that i´ve kept; the error that is constant throughout is:-
 
You're not running his Accessories though, so it'll still need to load the default asteroids and space stations and whathaveyou. Dunno if they're stored in the default ship file, or a separate file though.
 
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