v1.62 (Final) Patch Available

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aegidian
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v1.62 (Final) Patch Available

Post by aegidian »

V.1.62 expands and elaborates the Oolite universe still further.
We've added Growl and Spotlight compatibility for users running Tiger. The sound engine has been overhauled, as has the scripting engine - offering many new opportunities for Mod makers. And new equipment makes your ship more effective, and enemies more lethal.


:arrow: http://www.digitalnervouswreck.com/ooli ... 2final.zip

:arrow: Download the file above and expand it.

:arrow: Drag Oolite.app (v1.55+) onto DropUpgradeOoliteTo162

:!: A small file called OolitePatch.log will be written to your desktop. If you have any problems upgrading you should mail me this file along with any crash reports and console.log entries.

:!: Oolite should immediately launch and give an 'Update successful' message.

The menu option About Oolite should also now show the version number as 1.62

Note that this will not update Oolite's version number in the Finder 'Get Info' box until the Finder is relaunched.


Main Changes for Version 1.62 (Final)

• Small tweak to laser graphics.
• Optimisations to circle drawing code fixing some linux problems.
• Bug with repetitive radio messages fixed.
• Bugs in Nova mission and general mission system fixed.
• Much improved detection of offences by stations and police.
• Abandoned vessels no longer mass-lock other craft.
• Cargo bay expansion size can now be customised (<key>extra_cargo</key><integer>value</integer> in shipdata.plist entry).
• Revised collision physics fixing a bug.
• Fixed bug in docking procedures.
• Fixed bug in equipment damage.
• Other minor bug fixes and corrections to build process.
• Blocked cargo-ejection at too-high speeds.
• Improved cargo-rotation now sorts cargo as it goes.
• More scripting routines and new expansions (commander_name, commander_shipname, commander_rank, and commander_legal_status) in descriptions.
• Add a 'conditions' element to shipdata.plist entries to script distribution of ships.
• Trumbles mission improved (thanks Murgh).
• Speech volume lowered to more closely match effects volume.
• AI improved for shuttles and pirates.
• Crashing sound bug fixed (thanks Ahruman).
• Many other minor bugs and gameplay glitches fixed.
• Universal Binary build created (as yet untested).

Main Changes for Version 1.61

• Many bugfixes, tweaks and glitches smoothed over - should be more stable (at least on OSX 10.4.3).
• Overhauled collision and explosion physics.
• Audio cue when fuel-scooping.
• Improved compatibility between OXPs (planetinfo.plist entries are merged rather than overwriting each other).
• Sound system switched to core-audio (thanks Ahruman).
• Less cop-on-cop violence and greedy-cop scooping of cargo.
• Better control for zooming the scanner (holding down 'z' now zooms all the way in, but must be released before it then zooms out again).
• Ships have more representative roll and pitch variation.
• Can use 'R' (key_rotate_cargo) to rotate cargo to select what to eject.
• Added more commands for scripting.
• Mission variables can be used within square brackets for expansion in text messages.
• New 'else' option in 'conditions'+'do' in scripts.
• Fewer hangs with poorly written OXPs.
• Better build compatibility with oolite-linux, and fewer warning (thanks to Ahruman and James Quick).
• Load/Save uses the Mac GUI when not in windowed mode.

Main changes for Version 1.60

• (Mac only) Oolite now uses its own internal load/save file browser, eliminating the need to change screen resolution to load or save a game.
• New graphic effects when laser bursts hit ships' shields.
• Many small tweaks and fixes to code, gameplay and missions.
• Introduces <key>like_ship</key><string>ship_desc</string> to set up ships that are very like other ships in shipdata.plist.
• Introduces code to allow encounters with ships to affect mission scripts.

Main changes for Version 1.59

• (Mac OS X 10.4 only) Oolite saved games and expansion packs show more information in Finder and can be indexed for searching by Spotlight (thanks Ahruman).
• Player no longer launches into the aft of other launching ships.
• AIs refigured to use Witch space wormholes more effectively.
• Scanner changed with more representative markings and better zooming.
• Fuel injectors now work during witch-space countdown.
• More variety to damage received and to malfunctions as a result of low maintenance.
• You can now use ~/Library/Application Support/Oolite/AddOns or ~/.Oolite/Addons to store expansion packs for a specific user in addition to those in the folder alongside the Oolite application. ~/Library/Application Support/Oolite and ~/.Oolite can also be used for other user specific modifications.
• Numerous small bugs fixed, graphics glitches removed, stability improved.

Main changes for Version 1.58

• Changed build configuration once again allow building for 10.3 on xcode 2.1 and gcc4.0.
• More aggresive caching of models to cut down delay when entering a new system.
• Scriptable addPlanet (with atmosphere) and addMoon (with no atmosphere) routines.
• Some gameplay and graphics glitches fixed.
• First implementation of wormholes. These are left behind by ships entering witch drive to a new system. You can enter wormholes to follow them at zero fuel cost.

Main changes for Version 1.57a

• Rebuilt using xcode 2.0 and gcc 3.3 to restore compatibility with Mac OS 10.3.9.

Main changes for Version 1.57

• Bugs introduced into v1.56 squished.
• Windowed mode screenshots now work okay.
• Further improvements to exception handling.
• Nova script adjusted to take account of new witch drive proximity limits.

Main changes for Version 1.56

• Built with xcode2.1 and gcc 4.
• Pirate escorts now have bounties, pirates now drop cargo.
• ECM hardened missile available.
• New option to set rarity of ship roles in shipdata.plist
• Improved background graphics (nebulae and stars).
• Witchjump now blocked by nearby masses.
• Witchjump can be cancelled by pressing 'h' or 'g' again.
• Can press 'i' ('key_map_info') to show info on local star chart screen.
• starchart now shows system sizes correctly.
• Maregeis is no longer a no go zone.
• Vastly improved exception handling and many, many bugfixes.
• Growl messages displayed as desired.
• 'Blank' crosshairs added to weapon facings without a weapon.

Note this patch can only upgrade Mac OS X Oolite v1.55 or later to the current version.
Last edited by aegidian on Fri Mar 03, 2006 12:12 pm, edited 1 time in total.
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Post by Murgh »

agh
the

Code: Select all

Oolite[4359] A NULL Render() or nil _sound error has occured.
Oolite[4359] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138a8c0>{ID=2, state=stopped, sound=<OOCABufferedSound 0x13ccdc0>{"breakpattern.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.
is still happening. :cry:
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Post by Flying_Circus »

Still encoutering invulnerable ships, usually after Thargoids have appeared. I notice, too, that if you target them, your lock is never lost, no matter how far away you get from them. Has that symptom been reported before?
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Post by winston »

I encountered an invulnerable Weevaloid Hunter. At first, my laser strikes could hit it, but seemingly with no obvious event, suddenly, lasers were no longer hitting.

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Post by Murgh »

no doubt b'cause it's smooth 8)
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Rxke
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Post by Rxke »

Code: Select all

pure virtual method called


:cry: and I was just serving some serious indiscriminate punishment around...

Happened (again, IIRC) exactly at the moment a ship blows up..

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Post by JensAyton »

Murgh wrote:agh
the

Code: Select all

Oolite[4359] A NULL Render() or nil _sound error has occured.
Oolite[4359] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138a8c0>{ID=2, state=stopped, sound=<OOCABufferedSound 0x13ccdc0>{"breakpattern.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.
is still happening. :cry:
Unfortunately I still have very little indea of what’s happening here. Does it happen a lot? Incidentally, are you using a dual-processor system?
Rxke wrote:

Code: Select all

pure virtual method called
Happened (again, IIRC) exactly at the moment a ship blows up..
And this one’s even weirder. I know it’s a cliché, but are you running any haxies, third-party input managers or any other software that modifies running applications? And what system version?

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Post by Rxke »

Ahruman wrote: are you running any haxies, third-party input managers or any other software that modifies running applications? And what system version?
1) None, AFAICT2
2)10.3.9 (sorry having not mentioned)

Also, the sound hanging thingie (I'm not sure it happened since the last patch)
Last time it happened, I had my sound pretty loud, so when it hung, I could hear it 'try'... half-second interval faint 'burps' of sound: dib-dib-dib-dib-dib-dib... then it stopped, then spinning pizza.

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Post by aegidian »

Ahruman, could this be a result of the NSLog() calls in the sound code - you said something about a possible mutex problem?

Could we avoid this by dropping error messages into a NSMutableArray and then checking for, and reporting them, in the main run loop for the game rather than in the sound code?
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Post by JensAyton »

The problem with mutexes was that I was calling NSLog() from the CoreAudio real-time thread. Since a real-time thread can’t block normally, attempting to acquire a mutex that’s in use elsewhere is a Bad Thing.

The current NSLogs are all called from the main thread, or possibly from an ancillary thread (the “channel reaper” thread) and won’t have this problem.

Using an NSMutableArray would have the same problem, as you’d need a lock for safe access to it.

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Post by Murgh »

Ahruman wrote:Unfortunately I still have very little indea of what’s happening here. Does it happen a lot? Incidentally, are you using a dual-processor system?
no, straightforward iBook 1.33 Ghz PowerPC G4, 256 MB mem. 10.3.9.

one in every 5-7 launches are cursed. when I ugraded with 1.62 patch I did start up 10 times with no OXPs, and there was no incident. but since, packing various OXPs, it continues to haunt me.

any sound that's prompted will do this error routine, and cause everything to freeze up for a few seconds. I'll quit, but it only does so halfway, and I have to force quit to make the dock icon disappear..

I'll get the new 1.62 now, and if it happens again I can send you a crash log if you like..
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Post by jonnycuba »

Murgh wrote: no, straightforward iBook 1.33 Ghz PowerPC G4, 256 MB mem. 10.3.9.
Murghler!

I seriously recommend maxing out the ram on your ibook (I have the same model & putting in 1gig had a profound impact on performance).
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Post by Murgh »

jonnycuba wrote:Murghler!
I seriously recommend maxing out the ram on your ibook (I have the same model & putting in 1gig had a profound impact on performance).
I have no doubt the ram would be sweet, it's always embarassing to reveal this puniness.. not to mention the daily lag-agony.
budgetwise it's a toss-up between enhancing a borrowed computer and a month by the beach, which is tempting these days.
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OT

Post by jonnycuba »

I was once put in a similar position...

My wife & I were in Indonesia & had the choice of going to Australia (we had airline tickets) & getting jobs or returning to Thailand for 6 weeks on the beach. I think a collective decision was made in 0.39 seconds - the beach won, thus I respect your decision. 8)

Sorry for being OT I'll try not to do it again.
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Post by lex_talionis »

@ Giles: were there any expected incompatibilities with the new version and some of the OXPs? because, certainly, there seem to be some. Kleptohud (as mentioned before) doesn't appear to work, and also Oldships (which contains things like the Cat.) i discovered this when my savefile wouldnt' work in the new build, because of the fact that i was running around in a Cat.

subsequent playing hasn't uncovered *any* in dockyards. i may be wrong, but...

also, the TOGY doesn't seem to work. between the sun and the planet, yeah? do i remember the Dark Wheel right? cos it wasn't there.

i don't know what other ones don't work, there may be others.

has anyone else encountered OXPs that don't work?
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