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Oolite 1.80


Cody
 Cody
(@cody)
Captain Registered
Joined: 7 years ago
Posts: 1953
Topic starter  

The new stable release, Oolite 1.80, is now available - great work by the Admiralty!

 

Many improvements, tweaks, etc, most especially in the AI and core shipset - this release really rocks!

Oolite Naval Attaché


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Geraldine
(@geraldine)
Rear Admiral Registered
Joined: 7 years ago
Posts: 3446
 

This is excellent news Cody, don't forget to let the Frontier forum know too!


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pagroove
(@pagroove)
Master Chief Registered
Joined: 14 years ago
Posts: 125
 

Sorry I'm late to the party. This is due to RealLife (tm)

 

Here is a cut and paste of the original announcement post on the Oolite Forums. Also the new website  http://oolite.org  is redesigned so worth a visit.

 

The new stable version of Oolite, version tag 1.80, is now available for download from the brand new www.oolite.org for Mac, Windows and Linux. On the download page you will find both 32-bit and 64-bit binaries for Windows and Linux, while the Mac version is 64-bit only.

Version 1.80 comes with a large number of new features, including but not limited to, an in-game Expansion Pack Manager for easy and efficient installation, updating and removal of expansion packs, a significant ship graphics update for the core game, new sound library for enabling positional audio, a starter tutorial, new visual effects, improved NPC AI and many more. See the changelog below for a full list of changes since version 1.77.1. 

Once again, we would like to wholeheartedly thank the Oolite community for your feedback, ideas, input and restless testing during the development of the new stable version. The game would have been nowhere near where it is now without you. It really is exciting seeing Oolite being developed as a team effort, with your participation and enthusiasm being a very significant part of the process. We hope you will enjoy the result of this collaboration and we are looking forward to your feedback.

Safe flights, commanders.

Upgrade notes

If you are upgrading from a previous version:

* Make sure you remove the OXP version of an expansion pack before

installing the OXZ version either manually or through the built-in

manager. Oolite cannot automatically detect that an old OXP is the

same as a new OXZ.

* Note that the keyconfig entries have changed. If you have

customised your keys, you may need to add five more keys to it. If

you are using the default keys, dump cargo is now 'shift-D', not just

'd', and the num pad arrows are now bound separately to the normal

arrows.

* A few OXPs may not work as expected in 1.80 without upgrading them to

the latest version, or applying a workaround. See
advice on upgrading existing installations for more details.

Replacement shipset OXPs and HUD OXPs may need particular attention.

Changelog for Oolite stable version 1.80

Changes between Oolite 1.78 (release skipped) and Oolite 1.80:

General:

========

* Automatic expansion pack installer now available (not all existing

expansion packs are available for automatic installation; manual

installation still possible as before)

* New game start screen, including access to a keyboard control

summary and a ship specification library

* New Tutorial option for starting a game, for a basic flight training

course

Gameplay:

=========

* Coordinate precision increased, allowing ships to travel much

further from the witchpoint without problems

* Strict mode now only disables OXPs rather than making other gameplay

changes

* Ship hostility indicator no longer depends on weapon range

* New equipment: Integrated Targeting System

* Standard HUDs now include primable equipment dials, compass target

naming, and multi-function displays. HUD layouts reorganised

slightly to fit the extra components in. ';' and ':' keys manage

multi-function display (MFD) selection

* Major changes to NPC behaviour and AIs, including new courier,

smuggler, assassin, pirate leader, bounty hunter leader, pirate

raider, thargoid raider and police blockade roles. Significant

increases in diversity of ships used for existing roles.

* Widened the difficulty gap between Corporate States (now safer) and

Anarchy (now far more dangerous) systems. System danger now also

depends to an extent on events in neighbouring systems.

* Saving the game at stations other than the main system station is

now possible; stations added by expansion packs must be flagged by

the expansion pack as valid save locations for this to work.

* Save game file name and player commander name are now

independent. Interface added on F4 to set player commander name and

player ship name.

* Docking computers now fly a bit faster

* Improved short-term and long-term assessment of player actions for

more realistic and varied NPC responses

* Parcel and passenger contracts made much more varied. High-price

high-risk contracts added. Reputation scale increased.

* Station rotation slowed down

* Number of cargo containers used by Gold, Platinum, Gems (e.g. after

scooping) now shown on the manifest screen.

Graphics:

=========

* Graphics settings have changed to merge "shader settings" and

"reduced detail" into a single option. There is an 'extra detail'

option suitable for dedicated graphics cards.

* New look for the sun, including improved corona and a glare effect

* New explosion graphics

* Core ship models and textures replaced with significantly improved

ones by Griff/CaptSolo

* New planet and atmosphere graphics (requires 'extra detail')

* Default HUD adjusted a little to improve appearance of text

Sound:

======

* Now uses the OpenAL library to give fully positional sound. Supports

stereo speakers up to 7.1 or binaural HRTF with headphones.

* iTunes integration works again with iTunes 11 on the Mac.

Controls:

=========

* Default key for dump cargo now "Shift-D", not "d", to reduce chance

of pressing accidentally

* Number pad keys can now be bound independently of arrow keys

* Number keys can now be bound independently of function keys

* GUI direction keys now independent of flight direction keys

* With an Advanced Navigation Array, the '?' key now cycles through

different colour highlights

* New ';' and ':' keys for multi-function displays

* 'tab' and '0' keys are now fast activation keys for primable

equipment. Equipment previously using those keys has been rewritten

to be primable equipment and will automatically be initially

assigned to those keys if it is installed. New interface on F4 to

rebind these keys.

* New joystick axis configuration interface, allowing much more

precise control

Settings:

=========

* --noshaders command line option to temporarily start Oolite without

shader support, for debugging graphics card problems.

* Windows and Linux ports: Default spoken messages voice changed to

female.

Expansion pack development:

===========================

Packaging:


* New compressed OXZ format for easy - and automatic - expansion pack

distribution.

* Default Javascript properties set from manifest.plist

General:


* The system populator is now run via Javascript and can be modified

by expansion pack scripts. There is also a system repopulator to

allow replacement of expected ship losses or departures.

* shipdata.plist reorganised to make heavy use of templates. This

allows shipset OXPs to be written to take advantage of future

changes to core shipdata.

* Javascript may be used as a language for ship AIs. Numerous extra JS

properties, methods and handlers have been added to allow this.

* Priority-based AI library available for writing Javascript AIs in,

with a wide range of predefined behaviours and easy addition of

custom behaviours

* Multi-function displays for arbitrary persistent in-flight text display

* Primable equipment dial added to HUD

* Sun colour and background star colour are now separated

* Ship cargo is now defined when ships are created

* Mission screens can now have an arbitrary text entry prompt

* Waypoints can be added - like a compass target, but not attached to

any other entity.

* [oolite_key_FOO] description expansion describes keyconfig entry key_FOO

* Javascript representation for ship exhausts

* Wormholes have a read-only Javascript representation

* Javascript representation for flashers

* Description and mission text expansions now use a much better random

number generator

New properties:


* entity.isWormhole

* oolite.gameSettings.keyConfig

* planet.name

* player.cargoReputationPrecise

* player.parcelReputationPrecise

* player.passengerReputationPrecise

* player.roleWeights

* player.setPlayerRole(role [,index])

* player.ship.multiFunctionDisplays

* player.ship.renovationCost

* player.ship.renovationMultiplier

* player.ship.viewPosition*

* ship.AIScript

* ship.AIScriptWakeTime

* ship.autoWeapons

* ship.beaconLabel

* ship.cargoList

* ship.crew

* ship.destinationSystem

* ship.dockingInstructions

* ship.energyRechargeRate

* ship.exhaustEmissiveColor

* ship.exhausts

* ship.extraCargo

* ship.flashers

* ship.homeSystem

* ship.isFleeing

* ship.isMinable

* ship.isTurret

* ship.markedForFines

* ship.shipClassName

* ship.shipUniqueName

* ship.sunGlareFilter

* station.allegiance

* station.market

  • .legalPenalty
  • * sun.name

    * system.allDemoShips

    * system.populatorSettings

    * system.stations

    * system.waypoints

    * system.wormholes

    * visualeffect.beaconLabel

    * wormhole.arrivalTime

    * wormhole.destination

    * wormhole.expiryTime

    * wormhole.origin

    New methods:


    * Ship.keys() (static method)

    * Ship.keysForRole(role) (static method)

    * Ship.roleIsInCategory(role,category) (static method)

    * Ship.roles() (static method)

    * Ship.shipDataForKey(key) (static method)

    * dock.isQueued(ship)

    * player.endScenario(key)

    * player.ship.hideHUDSelector(selector)

    * player.ship.resetScannerZoom()

    * player.ship.setMultiFunctionDisplay(index,key)

    * player.ship.setMultiFunctionText(key, string)

    * player.ship.showHUDSelector(selector)

    * ship.becomeCascadeExplosion()

    * ship.broadcastCascadeImminent()

    * ship.broadcastDistressMessage()

    * ship.checkCourseToDestination()

    * ship.checkScanner()

    * ship.damageAssessment()

    * ship.dumpCargo (change to specify how many items to dump)

    * ship.enterWormhole(hole)

    * ship.findNearestStation()

    * ship.getSafeCourseToDestination()

    * ship.markTargetForFines()

    * ship.notifyGroupOfWormhole()

    * ship.offerToEscort(mother)

    * ship.patrolReportIn(station)

    * ship.performAttack()

    * ship.performCollect()

    * ship.performEscort()

    * ship.performFaceDestination()

    * ship.performFlee()

    * ship.performFlyToRangeFromDestination()

    * ship.performHold()

    * ship.performIdle()

    * ship.performIntercept()

    * ship.performLandOnPlanet()

    * ship.performMining()

    * ship.performScriptedAI()

    * ship.performScriptedAttackAI()

    * ship.performStop()

    * ship.performTumble()

    * ship.recallDockingInstructions();

    * ship.removeDefenseTarget(target)

    * ship.requestDockingInstructions();

    * ship.requestHelpFromGroup()

    * ship.setCargoType(type)

    * ship.setCrew(crew)

    * ship.throwSpark()

    * station.abortAllDockings()

    * station.abortDockingForShip(ship)

    * station.launchEscort()

    * system.locationFromCode(code)

    * system.setWaypoint()

    New handlers:


    * ship.cargoDumpedNearby(cargo,dumper)

    * ship.defenseTargetDestroyed(target)

    * ship.escortRejected

    * ship.helpRequestReceived(ally,enemy)

    * ship.shipAIFrustrated(context)

    * ship.shipAchievedDesiredRange

    * ship.shipNowFacingDestination()

    * ship.shipWasDumped()

    * ship.shipWitchspaceBlocked(blocker)

    * ship.stationWithdrewDockingClearance

    * ship.wormholeSuggested(hole)

    * station.stationDockingQueuesAreEmpty

    * station.stationReceivedDockingRequest(ship)

    * world.guiScreenWillChange fires on changing to GUI_SCREEN_INTERFACES

    * world.startUpComplete

    * world.systemInformationChanged(gal,sys,key,newValue)

    Plists:


    New plists:

    * manifest.plist: required for OXZ format distribution

    * role-categories.plist: supersedes and extends pirate-victim-roles.plist

    * scenarios.plist: allows alternative game starts to be added

    * shiplibrary.plist: adds ships to the start game ship database

    * The demoships.plist file no longer has any effect as there is no

    longer a demo ships screen.

    New properties:

    * equipment.plist: fast_affinity_defensive

    * equipment.plist: fast_affinity_offensive

    * equipment.plist: sort_order

    * hud.plist: alert_conditions

    * hud.plist: align

    * hud.plist: color_critical

    * hud.plist: color_high

    * hud.plist: color_low

    * hud.plist: color_medium

    * hud.plist: color_surround

    * hud.plist: drawASCTarget:

    * hud.plist: drawPrimedEquipment:

    * hud.plist: drawWaypoints:

    * hud.plist: drawWitchspaceDestination:

    * hud.plist: multi_function_displays

    * hud.plist: reticle_scale (scanner targeting enhancement)

    * hud.plist: scanner_non_linear

    * hud.plist: scanner_ultra_zoom

    * planetinfo.plist: nebula_color_1

    * planetinfo.plist: nebula_color_2

    * planetinfo.plist: planet_name

    * planetinfo.plist: populator

    * planetinfo.plist: repopulator

    * planetinfo.plist: sun_name

    * shipdata.plist: auto_weapons

    * shipdata.plist: escort_roles

    * shipdata.plist: exhaust_emissive_color

    * shipdata.plist: sun_glare_filter

    * shipyard.plist: renovation_multiplier

    * shipyard.plist: ship_name

    * shipyard.plist: ship_class_name

    Shaders:


    * tradeInFactor uniform for player ship

    * Simplified shader mode no longer exists

    Bug fixes:

    ==========

    * Stop previously unknown targets appearing in the target memory

    * Reduce need for JS garbage collection while in flight

    * Fix some bugs with combat flight causing misses on really easy shots

    * Several Javascript crashes fixed

    * Errors in NPC escape pod use for lighter ships fixed

    * Fix bug with station subentity initialisation

    * Fix bug in ship.forwardWeapon property

    * Consistently use ship scanner ranges

    * Asp can now equip a fuel scoop

    * Core ships with only one missile pylon can no longer buy the

    Multi-Targeting System as it's only useful to ships with at least

    two missiles.

    * Fix some bugs with the escape pod launch sequence

    * Fix bug with reticle target sensitivity

    * Fix some bugs with compass dial requirements

    * Fix bug when pressing opposite movement direction keys together

    * Fix various random number generation bugs

    * Clean up momentum transfer in explosions

    * Fix error in manifest screen paging

    * Fix problem with duplicate passenger names in contract generation

    * Fix some issues moving in and out of strict mode

    System requirements:

    ====================

    General


    * Use of the "extra detail" graphics setting is likely to require a

    dedicated graphics card for best performance.

    Mac-specific


    * Oolite now requires Mac OS X 10.6 or later, and is 64-bit only.


    Changes between Oolite 1.77.1 and Oolite 1.78 (release skipped):

    * Bug with behaviour of ship.forwardWeapon when ship had no forward

    laser but subentity did fixed.

    * Shaders re-enabled on AMD R600/R700 if drivers recent enough

    * Game over message no longer depends on HUD settings

    * Cosmetic bugs with player escape pod sequence fixed

    * Player ship doppelganger no longer persists in obscure cases

    * New ships always have weapons online

    * Target-sensitive reticle accounts for weapon offsets

    * Include fix for build process on lunar-linux

     

     


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    Styggron
    (@styggron)
    Master Chief Registered
    Joined: 12 years ago
    Posts: 125
     

    Absolutely Fantastic news.

    Hopefully it can sit fine with previous installs on the system.


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    DizietSma
    (@dizietsma)
    Petty Officer Registered
    Joined: 14 years ago
    Posts: 26
     

    Hopefully it can sit fine with previous installs on the system.

     

    Which ones did you want to keep?  (and why? )  It's intended as the new stable version.. to replace 1.77.1, 1.76.1, etc...


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    Styggron
    (@styggron)
    Master Chief Registered
    Joined: 12 years ago
    Posts: 125
     

    Which ones did you want to keep?  (and why? )  It's intended as the new stable version.. to replace 1.77.1, 1.76.1, etc...

     

    I am keeping 1.77, why ? Because I like to put in the OXP's manually. As I play mainly completely offline, I prefer to search and get OXPs myself and install / disable at my leisure. I can easily just remove them from the OXP directory so it is far better for me. I know 1.80 has a lot of improvements, I have installed that one and will be giving it a go but at present I seem to feel more comfy with 1.77.

     

    Actually I should try, it probably still allows me to drop files directly into the add ons manually anyway and just puts them in the manager if it sees them. I'll try it out.

     

    [update]

    Damn manually added ones are not shown in the manager :(.  I wonder if you remove an expansion pack from the manager, does it delete it or just disable it, deleting it seems a little rought if you want to put it back.


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    Cody
     Cody
    (@cody)
    Captain Registered
    Joined: 7 years ago
    Posts: 1953
    Topic starter  

    Most managed OXZs are available as OXPs too - if not, they're quite easily converted and will sit happily in your AddOns folder. If you need help converting them, PM me or Diziet. Managed OXZs are stored somewhere different:


    ~:Ooliteoolite.appGNUstepLibraryApplicationSupportOoliteManagedAddOns

    You can uninstall then reinstall OXZs via the manager as much as you like, btw.

    Oolite Naval Attaché


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    Styggron
    (@styggron)
    Master Chief Registered
    Joined: 12 years ago
    Posts: 125
     

    I understand I can use the manager to remove and put back but the point is, if you downloaded one, then use the manager to uninstall will it wipe it from the system ? ie I need to download it again ? This is the part that would not make too much sense to me. You might want to disable rather than remove an addone. This would then make sense, uninstall removes it from the system, disable removes it from being used.  As I said I am mainly offline so don't want to keep downloading the same thing (if that is what it does, ie deletes it).

     

    Much like removing it from the addons folder in 1.77 would disable the add on  🙂

     

    I still much rather put them manually in the add ons folder, I guess it would be good if eventually the system scans the add ons folder places those there as "enabled" and still allow updates/disable etc. This is of course the old format but it would help transition.

     

    I'll give 1.80 more of a go but I am still inclined to stick with 1.77 at present.    I much prefer the manual add on system. I choose one, I add the folder myself, I much rather this.


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    DizietSma
    (@dizietsma)
    Petty Officer Registered
    Joined: 14 years ago
    Posts: 26
     

    [update]

    Damn manually added ones are not shown in the manager :(.

     

    Correct.. if you manually add an OXZ to the regular AddOns folder, the manager assumes you wish to manage it yourself. You will notice, however, that the manager will not include it in the list of available to download OXZs, so it is, in fact, aware of it.. just that it assumes you don't want it to mess with your manually added ones. When it comes to OXPs,  there is no way for the manager to know about them unless they contain a manifest.plist. At the moment, not many OXPs do this, as there was no such thing at the time they were created. It's not hard to make your own for them though, if that's a concern.

     

    I understand I can use the manager to remove and put back but the point is, if you downloaded one, then use the manager to uninstall will it wipe it from the system ? ie I need to download it again ? This is the part that would not make too much sense to me. You might want to disable rather than remove an addone. This would then make sense, uninstall removes it from the system, disable removes it from being used.  As I said I am mainly offline so don't want to keep downloading the same thing (if that is what it does, ie deletes it).

     

    Much like removing it from the addons folder in 1.77 would disable the add on  🙂

     

    I still much rather put them manually in the add ons folder, I guess it would be good if eventually the system scans the add ons folder places those there as "enabled" and still allow updates/disable etc. This is of course the old format but it would help transition.

     

    I'll give 1.80 more of a go but I am still inclined to stick with 1.77 at present.    I much prefer the manual add on system. I choose one, I add the folder myself, I much rather this.

     

    If you use the manager to remove them, yes, they'd be deleted, and would need to be downloaded again if you wished to re-install them. However, you can instead manually move/remove them from the managed addons folder if you wish.. I do this when I want to temporarily disable some for testing purposes. I keep a 'Disabled' folder in the managed addons folder expressly for this purpose. It might seem odd that you can't do so (at the moment, at least) via the manager, but really, it's no different than what is/was done with the regular AddOns folder already, so you're certainly no worse off.

     

    Also, if you prefer to maintain more control over your OXZs than the manager presently allows, you can download them manually from the Oolite.org website (download icons are in the far right column of the OXZ table), and keep a copy of them wherever you like.

     

    The other thing you can always do, of course, is request the features you want to see in the manager, over at the Oolite forums.. that way, when 1.82 is released, it will work more the way you want it to. Cim has stated several times that he welcomes suggestions to improve the OXZ manager.


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    Styggron
    (@styggron)
    Master Chief Registered
    Joined: 12 years ago
    Posts: 125
     

    Not a problem understood. Thanks for that info. I can certainly manage them myself by putting them in the addons folder.


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