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Oolite v1.74.1 released

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JazHaz

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Jun 29, 2010, 5:53:55 AM6/29/10
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B.J. Stobiecki

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Jun 29, 2010, 7:14:39 AM6/29/10
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W dniu 2010-06-29 11:53, JazHaz pisze:
> See http://www.oolite.org/

This cries for a changelog, so here goes:

#v+

Changes between Oolite 1.74 and Oolite 1.74.1:

* Scripts can once again award and check for trumbles, and the standard
trumble mission once again works. (Limitation: scripts cannot increase
the number of trumbles by awarding more. This will be fixed in 1.75.)

* The nova mission once again awards the appropriate reward on a
successful outcome.

* No more "Witchspace engine malfunction" message when entering a
post-nova system.

* When docked at a secondary station, the default selection on the game
menu screen is "Game Options" rather than "Begin New Game".

* Fixed annoying audio latency when playing first sound under Mac OS X.

* Fixed several JavaScript interface bugs that could cause a faulty
script to halt without any error message.

* Adjusted graphics settings: shader mode is now restricted to Simple
for Intel GMA 950 and ATI Radeon R300 GPU families, and some other tweaks.

* Fixed a material synthesis bug where illumination_modulate_color was
ignored when using emission_and_illumination_map in shader mode
(material test suite test case 7).

* Possible fix for random freezes when using speech synthesis in Windows.

* Various minor bug fixes and tweaks.

New JavaScript methods:
* vector3D.fromCoordinateSystem()
* vector3D.toCoordinateSystem()

#v-

Wish there was Ooencouters ;-P

--
bjfs is available at http://www.bartek.stobiecki.eu
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sid

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Jun 29, 2010, 8:24:33 AM6/29/10
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Is it possible to slow down the synthesised speech when using other
languages? English is not too bad, but Latvian sounds terrible.

JazHaz

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Jun 30, 2010, 6:18:53 AM6/30/10
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On Jun 29, 12:14 pm, "B.J. Stobiecki" <b...@onet.eu> wrote:
> W dniu 2010-06-29 11:53, JazHaz pisze:
>
> > See http://www.oolite.org/
>
> This cries for a changelog, so here goes:
>
> Changes between Oolite 1.74 and Oolite 1.74.1:

Probably ought to post a changelog for 1.74 also:

Changes since test release 1.73.4

Gameplay


* With the Advanced Navigation Array you can now see the fastest
(as opposed to shortest) route by pressing control-shift-6 (Mac:
control-^).
* Mouse control (full screen mode only) can be enabled with a yaw-
and-pitch flight model by pressing control-shift-M. (As before, shift-
M will use a roll-pitch model.)
* The ECM alarm no longer goes of while you’re docked.
* The “Missile/Mine armed” message now specifies what type of
missile/mine it is.
* Greatly improved traffic control dialogues.
* Speech synthesis is now available on all platforms.
* Improved behaviour on various menu screens.
* When dying, the last saved game is now reloaded. (In strict
mode, the game restarts.)
* Auto-saves are now named “Commander Name (autosave)” instead of
just “autosave”. There is no auto-save immediately after restarting.


Graphics

* The default shader mode is now Full except on first-generation
shader-capable systems. Full shader mode will be disabled on some or
all of those systems in future, but is currently enabled for testing
purposes.
* [Mac] Enabled “Detailed Planets” option.
* Flashers and particle effects look better. Very large flashers
no longer pop into view at unexpectedly close range.
* Reduced aliasing artefacts (“twinkling”) in star field and
distant flashers/particles.
* Many of the built-in ships have been edited to fix minor
lighting issues.
* Light maps are now supported in shaderless mode (on systems that
support “texture combiners”).
* Improved specular highlights in shaderless mode on most systems.
* Hyperspace and dock tunnels look different.
* [Linux] Fixed tearing issues (v-sync).
* Shader mode changes now take effect immediately.
* “Pink oceans” are no longer a lie.*


Bug fixes

* Lasers now hit the right shield, even if they happen to be fired
by subentities.
* No more messages about broken equipment, lost targets and so
forth after you die.
* Fixed lighting issues for objects with shaders, notably demo
screen and shipyard lighting, and shadows.
* Fixed blocked docking queue when ships in the queue die.
* The game now distinguishes between overlapping systems properly.
* Hot ships now dump hot cargo (and escape pods).
* Ships can no longer be sold with both types of energy unit (the
regular one is removed).
* Cargo bay extensions now work again as expected.
* [Mac] Full screen mode is once again restored when relaunching
as appropriate.
* [Mac] No longer freezes indefinitely while waiting for iTunes to
respond if, say, you have a dialog box open in iTunes.
* Collisions are now reported to both ships involved.
* It is now possible to use the same mesh with and without
smoothing.
* Callbacks passed to Oolite JavaScript methods can now access
variables in the enclosing context.
* JavaScript scripts can no longer survive the transition to
strict mode (except by attaching themselves to the debug console).
* Lots of boring little crashes, log messages and things. Many
lots.


Known bugs

* Planets’ axes of rotation can now be messed up in several new
ways. There is still no un-messed-up option. (Bug #17243)
* Scooping is too hard. (Bug #17245)
* Exhaust plumes jump around stupidly after a jump. (Bug #17246)
* New substitution dictionary parameter to expandDescription()/
expandMissionText() has lower priority than description.plist entries,
should be higher. (Bug #17193)
* Overlays and underlays have a fixed resolution and interact
badly with texture rescaling. (Bug #17201, technically old)
* Shot cycle times depend on the last weapon fired, not the
currently selected weapon. (Bug #17240, old)
* Scanner markers appear in the wrong place for one frame when
summoning an NPC ship. (Bug #17215, old)
* When overriding a market system-wide (“market” entry in
planetinfo.plist), the specified market is applied to all stations in
the system, not just the main station as was most likely intended.
(Bug #17247, old)
* [Mac] Occasional bursts of very loud noise, causing the system
to compensate by lowering effective volume. (Bug #17214, old)

Remember, if it isn’t in the bug tracker, we officially don’t know
about it.


Miscellaneous

* Decreased memory usage, primarily for flashers and textures.
* The log file is a bit more readable.
* [Mac and Windows] Add-ons, log and screen shots can now be found
through menus.
* Added support for working around specific 3D hardware issues. In
particular, the default shader setting is now hardware-dependent, and
point and line smoothing are disabled on some hardware.
* [Mac] Oolite now requires Mac OS X 10.4 or later.
* [Mac] Oolite is now 64-bit clean in Mac OS X 10.6.
* [Windows and Linux]: Screenshots are now saved in PNG format.


OXP/scripting


* New mission screen model: use mission.runScreen(), ignore
everything else. Generally, use missionScreenOpportunity() event to
run mission screens. Several of the old mission properties and methods
are deprecated.
* All ships now have “real” equipment that can be manipulated
through scripts, not just the player. Several new equipment-related
methods and properties have been added. Damage status is separated
from equipment type (no more _DAMAGED suffixes in JavaScript).
ship.hasEquipment() has been deprecated.
* Script state no longer persists when the game resets/reloads. In
particular, the reset() event is gone; instead, scripts are reloaded
from scratch and startUp() is called again. Also, the ability to
create “persistent” timers that survived resets is gone.
* Background and overlay images: can be set with
screenbackground.plist or setScreenBackground() and setScreenOverlay()
functions.
* Whitelisting is now fully in effect: unpermitted methods in
legacy scripts, AIs or HUD dial definitions will be ignored.
* The “homebrew” plist parser has been removed.
* Ship.remove() now takes an optional boolean parameter,
suppressDeathEvent. If true, the ship will not be sent a shipDied()
event (and death_actions will not fire.) A new event, shipRemoved(),
is sent regardless (before shipDied()).
* The shipLaunchedFromStation() event now passes the station as a
parameter.
* New context string for shipDied(): “cascade weapon”.
* JS timers stop if their callback’s “this” object (the first
parameter to the constructor) dies.
* expandDescription() and the new expandMissionText() can
optionally be passed a dictionary of substitution pairs, as in:
expandDescription("My ball is [my_color].", { "my_color": "red" });
Bug: at the moment, description.plist values take precedence. In
1.74.1, this will be reversed.
* Ship models can now include per-vertex normals, so you can
import models with smooth parts directly from a real live 3D editor.
Unfortunately tangent generation for such files is completely broken,
so they can’t be normal mapped at the moment.
* Flashers are now taken into account when determining a ship’s
cull distance. This means ships with ridiculous giant flashers are now
seen from much further away. It also means they affect performance
from much further away. Also, distant flashers fade out rather than
suddenly disappearing.
* Player ships with player-only shader bindings can now be
displayed on the demo screen and shipyard screen without causing
errors. (The same fix also applies to the doppelganger created when
the player ejects.)
* Ship “personality” numbers and “random” shader uniforms are now
generated in a consistent fashion for the player, and transferred from
the display model when buying ships. This means player ship shaders
can usefully use “random” parameters.
* Cube map textures are now supported – especially useful for, but
not limited to, planets.
* Greyscale+alpha PNG textures are now supported.
* Changes to material model: renamed diffuse, specular, ambient
and emission to diffuse_color, specular_color, ambient_color and
emission_color. (The old names are still supported for compatibility.)
Added specular_modulate_color and emission_modulate_color, and added
illumination_modulate_color; these are used to recolour the
corresponding texture maps (specular and emission used to do this, but
are now only used when there’s no texture map). See this post for
details.
* It is now possible for a texture to be specified as a specific
channel of a file, as in { name = "my_texture.png"; extract_channel =
"r"; };. This comes with some overhead, but makes it easy to reuse
channels of shader effect maps as emission or illumination maps in non-
shader mode.
* Shaders no longer have implicit tex0, tex1 etc. uniforms. Easily
fixed: uniforms = ( tex0 = { type = "texture"; value = 0; }, … );
* Subentities and flashers can now be specified as dictionaries
instead of non-descriptive strings.
* Flashers with a frequency of 0 now always have full intensity.
(Previously, it was always 0.5.)
* Using the new dictionary-type definition, flashers can now be
any colour. They can also take an array of colours and switch between
them in sequence. Use black to create intermittent flashers.
* Ship radar marker colours can be specified in shipdata.plist as
scanner_display_color1 and scanner_display_color2, and in JavaSCript
as scannerDisplayColor1 and scannerDisplayColor2.
* The ship property cargo_carried can now be set to “SCARCE_GOODS”
or “PLENTIFUL_GOODS”. The selected goods then depend on the prices at
the local market.
* Improved missile HUD icons. Outlines are now of consistent
thickness. Arbitrary concave and complex (self-intersecting) polygons
are supported, and more than one contour may be used (by specifying an
array of arrays). To maximise compatibility with existing missiles,
the relatively obscure Positive polygon winding rule is used; you can
punch holes by using polygons with opposite winding order to the first
one. Convex corners are bevelled at 30° or sharper angles. For
troubleshooting, use the polygon-sprite-dump-svg hidden setting.
* Support for HUD “dial” for joystick sensitivity,
drawStickSensitivityIndicator:. See comment in hud.plist.
* HUD elements can be adapted to window aspect ratio using the new
x_origin and y_origin properties. -1 is bottom/left, 1 is top/right, 0
(default) is centre.
* HUD elements can have their alpha modified individually.
* New OXPMessages.plist to put notifications on the startup
screen.
* New generate-ai-graphviz hidden preference to dump flow control
graphs for AIs.
* NPC missiles are now associated with equipment types (so that
appropriate EquipmentInfo objects can be used to describe them). If no
equipment.plist entry exists, an EquipmentInfo will be synthesised as
needed.
* Carrier AIs now receive DOCKING_REQUESTED and DOCKING_COMPLETE
messages in connection with docking clearance requests.
* New CARGO_DUMPED AI message.
* Overheating behaviour changed.
* Giving player a trumble may fail if they already have some.
* Better error reporting in various situations.

JazHaz

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Jun 30, 2010, 10:38:03 AM6/30/10
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On Jun 29, 1:24 pm, sid <nos...@yahoo.co.uk> wrote:

> Is it possible to slow down the synthesised speech when using other
> languages? English is not too bad, but Latvian sounds terrible.

From the Oolite BBS http://aegidian.org/bb/viewtopic.php?p=112774#112774

Kaks wrote:

Well, there's a bunch of options for espeak: http://espeak.sourceforge.net/voices.html

Putting stressLength inside Resources\espeak-data\voices\lv & playing
around with it should eventually provide the best fit...

Not being Latvian, I wouldn't know which settings would give the best
results, though...


Also another_commander wrote:

Also note that many of the not so common languages have relatively
poor support and/or are in testing. Do not expect something that works
out of the box if it's not English, German, Italian etc.. In fact, we
have already separated plenty of these "test" languages from the
distribution of the next Oolite version for this very reason.

sid

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Jun 30, 2010, 1:10:00 PM6/30/10
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I've noticed a bug with the hackler outpost OXP, seems to clash with the
Galminer ship that hangs around the bars (the Random Hits OXP). The
galminer is showing up as the Hacker outpost beacon, if you blow it up,
no more H on the compass, no hacker outpost. I can't find it at all if
leave the galminer alone either. The strange thing is, it seemed to work
fine ONCE, and since then it never shows up, the hacker vipers still
appear and tell me to follow the H to find the outpost, but the outpost
is never there.

Very annoying, i'm stuck now on fugitive, the point of the anarchies OXP
was the make dropping from fugitive harder, but give you a way around it
via the hacker outpost. I've used that once, then the second time my
fugitive status seemed to drop by itself, and now it won't drop and I
can't find the outpost.

JazHaz

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Jul 2, 2010, 6:53:21 AM7/2/10
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On Jun 30, 6:10 pm, sid <nos...@yahoo.co.uk> wrote:

> I've noticed a bug with the hackler outpost OXP, seems to clash with the
> Galminer ship that hangs around the bars (the Random Hits OXP). The
> galminer is showing up as the Hacker outpost beacon, if you blow it up,
> no more H on the compass, no hacker outpost. I can't find it at all if
> leave the galminer alone either. The strange thing is, it seemed to work
> fine ONCE, and since then it never shows up, the hacker vipers still
> appear and tell me to follow the H to find the outpost, but the outpost
> is never there.
>
> Very annoying, i'm stuck now on fugitive, the point of the anarchies OXP
> was the make dropping from fugitive harder, but give you a way around it
> via the hacker outpost. I've used that once, then the second time my
> fugitive status seemed to drop by itself, and now it won't drop and I
> can't find the outpost.


By Eric Walch, on the Oolite BB: http://aegidian.org/bb/viewtopic.php?t=8176

The "H" being used on the random hits Hopper is not a bug, but
intentional. However, it was mainly there for debugging reasons and is
not present in the current 1.4 release of RH.

The henchmen are always added in pairs on the same spot. One on the
witchpoint-planet route, the other on the witchpoint-sun route. The
space bars are on different locations for each system, but is could be
that in some systems the bar is at the same location as the henchman.
In that case the bar will eliminate the fugitive henchman.
In that case, look in an other system, or look for the other henchman
on the sun route.


Comment by JazHaz: Random Hits v1.4 is available on the WIki, here:
http://wiki.alioth.net/index.php/Random_Hits_OXP

sid

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Jul 3, 2010, 12:36:50 PM7/3/10
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The H I am referring to is the Hacker Outpost, dockable object. I don't
know what henchmen you mean.


sid

JazHaz

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Jul 4, 2010, 10:30:32 AM7/4/10
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On Jul 3, 5:36 pm, sid <nos...@yahoo.co.uk> wrote:
> JazHaz wrote:
> > On Jun 30, 6:10 pm, sid <nos...@yahoo.co.uk> wrote:
>
> >> I've noticed a bug with the hackler outpost OXP, seems to clash with the
> >> Galminer ship that hangs around the bars (the Random Hits OXP). The
> >> galminer is showing up as the Hacker outpost beacon, if you blow it up,
> >> no more H on the compass, no hacker outpost. I can't find it at all if
> >> leave the galminer alone either. The strange thing is, it seemed to work
> >> fine ONCE, and since then it never shows up, the hacker vipers still
> >> appear and tell me to follow the H to find the outpost, but the outpost
> >> is never there.

> >> Very annoying, i'm stuck now on fugitive, the point of the anarchies OXP
> >> was the make dropping from fugitive harder, but give you a way around it
> >> via the hacker outpost. I've used that once, then the second time my
> >> fugitive status seemed to drop by itself, and now it won't drop and I
> >> can't find the outpost.

> > The "H" being used on the random hits Hopper is not a bug, but


> > intentional. However, it was mainly there for debugging reasons and is
> > not present in the current 1.4 release of RH.
>
> > The henchmen are always added in pairs on the same spot. One on the
> > witchpoint-planet route, the other on the witchpoint-sun route. The
> > space bars are on different locations for each system, but is could be
> > that in some systems the bar is at the same location as the henchman.
> > In that case the bar will eliminate the fugitive henchman.
> > In that case, look in an other system, or look for the other henchman
> > on the sun route.

> The H I am referring to is the Hacker Outpost, dockable object. I don't


> know what henchmen you mean.

The henchmen are otherwise known as the Hacker Vipers.

sid

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Jul 4, 2010, 9:26:55 PM7/4/10
to

I just removed the random hits OXP and it all works again, but I'd
rather keep that in.

Do I have to meet a hacker viper to activate the outpost? it seemed to
just be there once I removed the Random Hits OXP (assuming I am fugitive
I mean).

JazHaz

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Jul 5, 2010, 6:39:47 AM7/5/10
to
On Jul 5, 2:26 am, sid <nos...@yahoo.co.uk> wrote:

> Do I have to meet a hacker viper to activate the outpost? it seemed to
> just be there once I removed the Random Hits OXP (assuming I am fugitive
> I mean).

Yes, each time you visit a system with a Hacker Outpost in it, you
have to find and shoot a hacker viper to get the H activated on your
compass. I also have RH installed but it doesn't do what you
originally described.

sid

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Jul 5, 2010, 10:27:06 PM7/5/10
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The only H I was getting with Random Hits led me to the hopper, only
twice could I find the outpost with it installed.

I did shoot a H viper enough that he messaged "I have some information
for you" etc. but didn't realise it was *required* every time :-/

JazHaz

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Jul 6, 2010, 6:37:48 AM7/6/10
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On Jul 6, 3:27 am, sid <nos...@yahoo.co.uk> wrote:
> JazHaz wrote:
> > On Jul 5, 2:26 am, sid <nos...@yahoo.co.uk> wrote:
>
> >> Do I have to meet a hacker viper to activate the outpost? it seemed to
> >> just be there once I removed the Random Hits OXP (assuming I am fugitive
> >> I mean).
>
> > Yes, each time you visit a system with a Hacker Outpost in it, you
> > have to find and shoot a hacker viper to get the H activated on your
> > compass. I also have RH installed but it doesn't do what you
> > originally described.

> I did shoot a H viper enough that he messaged "I have some information


> for you" etc. but didn't realise it was *required* every time :-/

Not only that, but you have to keep shooting until he tells you about
the H on your compass before it appears on it. I normally keep on
shooting until he dies, as it's an easy kill.

sid

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Jul 9, 2010, 5:46:49 PM7/9/10
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I have been experimenting with this, and it seems that as soon as a
hacker viper even appears, the H is activated, I don't have to shoot him
at all.

As you say though, 50cr and an easy kill so why not

Angus

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Jul 10, 2010, 7:36:17 AM7/10/10
to
In article <4c3798c9$0$28002$db0f...@news.zen.co.uk>,
nos...@yahoo.co.uk says...

>
> JazHaz wrote:
> >
> > Not only that, but you have to keep shooting until he tells you about
> > the H on your compass before it appears on it. I normally keep on
> > shooting until he dies, as it's an easy kill.
>
> I have been experimenting with this, and it seems that as soon as a
> hacker viper even appears, the H is activated, I don't have to shoot him
> at all.
>
> As you say though, 50cr and an easy kill so why not


Compassion? ;)

sid

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Jul 10, 2010, 10:22:13 AM7/10/10
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I did feel a slight twinge of that when I saw the smiley face sprayed on
the rear of the ship as he tried to escape.

Didn't last very long :P

Angus

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Jul 12, 2010, 2:41:12 PM7/12/10
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In article <4c388216$0$2535$da0f...@news.zen.co.uk>, nos...@yahoo.co.uk
says...

Now that's just callous. Poor little feller probably had hopes and
dreams, and loved his mother etc etc. :)


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