Oolite test release 1.74.1

News and discussion of the PC port of Oolite.

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JensAyton
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Oolite test release 1.74.1

Post by JensAyton » Sun Jun 27, 2010 6:36 pm

Oolite test release 1.74.1 is now available from GURPO. This is a bug-fix update to 1.74.

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()
Last edited by JensAyton on Sun Jul 25, 2010 3:05 pm, edited 1 time in total.

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Post by DaddyHoggy » Sun Jun 27, 2010 6:39 pm

That'll make JazHaz's post on the Mac Forum look really odd...

:lol:
Selezen wrote:Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here

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Post by JazHaz » Sun Jun 27, 2010 6:51 pm

DaddyHoggy wrote:That'll make JazHaz's post on the Mac Forum look really odd...

:lol:
:lol: :lol: I've grabbed the updater, and can report that it updated fine here. Not run 1.74.1 yet though.
JazHaz

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drew wrote:£4,500 though! :shock: <Faints>
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Post by Cody » Sun Jun 27, 2010 8:37 pm

Just downloaded and installed 1.74.1... is there any change in the attenuation of the laser hit effect?

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Post by Cody » Thu Jul 01, 2010 2:56 pm

Apparently not... oh well.

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Post by Lestradae » Sat Jul 03, 2010 7:30 pm

So - from where / how do I get a windows installer for my shiny new 64bit system?

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Re: ..

Post by another_commander » Sat Jul 03, 2010 7:35 pm

Lestradae wrote:So - from where / how do I get a windows installer for my shiny new 64bit system?
From the usual place: https://developer.berlios.de/project/sh ... up_id=3577
There is no Windows installer specific to the 64-bit versions of the OS. You will have to use the standard 32-bit one.

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Re: ..

Post by Lestradae » Sat Jul 03, 2010 7:36 pm

another_commander wrote:There is no Windows installer specific to the 64-bit versions of the OS. You will have to use the standard 32-bit one.
But won't that mean that the game can't make use of my 16GB RAM? :(

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Post by another_commander » Sat Jul 03, 2010 7:38 pm

I'm afraid that will have to be the case.

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Post by Lestradae » Sat Jul 03, 2010 7:39 pm

another_commander wrote:I'm afraid that will have to be the case.
Hm ... how complicated would the issue be to produce a 64bit Win version? What would be needed for that?

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Re: ..

Post by another_commander » Sat Jul 03, 2010 7:43 pm

Lestradae wrote:
another_commander wrote:I'm afraid that will have to be the case.
Hm ... how complicated would the issue be to produce a 64bit Win version? What would be needed for that?
You will need a 64-bit compiler. Google mingw-w64 for more details. I can't give you more information because I do not have a 64-bit system to test it and verify feasibility of building it. I am also not aware of what kind of support ObjC has on this version of mingw.

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