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PostPosted: Sun Oct 29, 2017 5:55 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5142
As you know, Oolite has been designed to be portable and playable even from a USB stick. Here is a little experiment for those feeling adventurous to take the concept a little bit further: What if you could have a simple and very easy to move around distribution of the game, at the same time offering a more up to date visual and audio experience? Something that you could use to demonstrate Oolite to a friend, with plenty of eye candy and sound fx, without having to go looking for OXPs first?

Well, here it is: https://drive.google.com/open?id=1kGVb1 ... 9kGvHtq54d
The zip file you can download contains a 174MB executable and a readme file. I would suggest having a look at the readme before running it, but here are the main points:
  • It has been created using the Enigma Virtual Box packaging and virtualization application. When run, it decompresses in memory.
  • It is not an installer. It is the v1.87 (revision 4206592) game executable, completely autonomous. When you run it, Oolite starts up.
  • The game contains a few selected OXPs, already embedded in the game's core Resources folder. The selection is completely personal preference and if you don't like it, well, sorry :-). Check out the included readme for details on what is there.
  • The executable runs in both 32 and 64 bit Windows (Vista SP2 or later).
  • The game executable has been tweaked to start up by default in desktop full screen rather than windowed mode.
  • You cannot remove or update any of the embedded OXPs using the in-game OXP Manager. The OXPs that are included are considered part of Core in this distribution. You can do whatever you want with any other OXP not already included.
  • You cannot use post-processing effect injectors like Reshade on this distribution due to the EVB format of the executable.
  • Your anti-virus may throw a heuristic fit at it because of its format and in-memory decompression activities. If it does, it is a false positive.

It seems to work pretty well for me so far. If you want to play with it, feel free and let me know if there is anything that requires attention. I hope this can be of interest to our Windows users, although it should be considered experimental at this stage.


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PostPosted: Wed Nov 01, 2017 11:37 am 
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---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 21, 2013 12:26 pm
Posts: 579
This solves the main issue - the lack of eye candy wrt today's players expectations - when one wants to "advertize" Oolite, so I will certainly give that link if I get the chance.


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PostPosted: Mon Dec 11, 2017 4:29 pm 
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---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1020
Location: Essex (mainly industrial and occasionally anarchic)
Good stuff!

Typos in the ReadMe:
Quote:
The executable file included in this archive is not an installer na [sic]
Quote:
http://www.oolite.org . [Extraneous space]
Also, if we want to be fussy, then
Quote:
and are personal preferences
should be
Quote:
reflect the preferences
Also,
Quote:
that will
should really be
Quote:
which will
But I'll stop now!


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PostPosted: Sun Apr 01, 2018 10:03 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5142
New version of the monolithic Oolite for Windows distribution, based on the latest trunk build. If you want an easy to run flavour of the game, with graphics and sound effects already pre-pumped up for you, give this one a try. D/L link in first post updated.


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PostPosted: Mon May 21, 2018 7:05 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5142
Yet another version of the monolithic exe is up, based on latest trunk 1.87. First post and d/l link updated.


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PostPosted: Mon May 21, 2018 8:31 pm 
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Dangerous
Dangerous
User avatar

Joined: Wed May 18, 2016 8:19 pm
Posts: 64
EDIT: nevermind, after a restart the problem disappeared.
OLD MESSAGE:
I have a problem with the diffuse texture of the cobra mk3, it is just black, the emissive texture seems to be ok, here's the latest log:
Code:
Opening log for Oolite development version 1.87.0.7066-180521-4206592 (x86-32 test release) under Windows 10.0.16299.431  64-bit at 2018-05-21 22:25:24 +0200.
24 processors detected.
Build options: OpenAL, new planets, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

22:25:25.050 [oxp-standards.error]: OXP Resources/Deep_Horizon_Nav_Buoy.oxp has no manifest.plist
22:25:25.223 [display.mode.list.native]: Windows native resolution detected: 1440 x 900
22:25:26.023 [joystick.init]: Number of joysticks detected: 0
22:25:26.024 [rendering.opengl.version]: OpenGL renderer version: 4.6.0 ("4.6.0 NVIDIA 388.13"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 650 Ti/PCIe/SSE2".
22:25:26.024 [rendering.opengl.extensions]: OpenGL extensions (339):
GL_NV_blend_square, GL_KHR_parallel_shader_compile, GL_ARB_map_buffer_range, GL_ARB_instanced_arrays, GL_ARB_direct_state_access, GL_ARB_clear_texture, GL_EXT_texture_compression_rgtc, GL_NV_texture_compression_vtc, GL_EXT_texture_storage, GL_NV_fragment_program, GL_ARB_query_buffer_object, GL_EXT_texture_shared_exponent, GL_ARB_uniform_buffer_object, GL_EXT_texture_array, GL_ARB_shader_draw_parameters, GL_ARB_shading_language_include, GL_ARB_separate_shader_objects, GL_EXT_packed_pixels, GL_ARB_texture_query_levels, GL_ARB_fragment_layer_viewport, GL_NV_fence, GL_ARB_explicit_uniform_location, GL_ARB_stencil_texturing, GL_EXT_gpu_program_parameters, GL_EXT_vertex_array, GL_EXT_provoking_vertex, GL_NV_draw_vulkan_image, GL_ARB_texture_view, GL_ARB_ES3_1_compatibility, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_ARB_clear_buffer_object, GL_EXT_texture_object, GL_EXT_packed_float, GL_EXT_texture_filter_anisotropic, GL_ARB_get_program_binary, GL_ARB_half_float_vertex, GL_ARB_program_interface_query, GL_EXT_bindable_uniform, GL_ARB_multi_draw_indirect, GL_NV_texture_multisample, GL_ARB_texture_buffer_object, GL_ARB_gpu_shader_fp64, GL_EXT_blend_minmax, GL_ARB_vertex_attrib_64bit, GL_ARB_texture_query_lod, GL_ARB_compressed_texture_pixel_storage, GL_EXT_texture_integer, GL_ARB_texture_non_power_of_two, GL_EXT_texture_compression_s3tc, GL_ARB_texture_stencil8, GL_KHR_no_error, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_framebuffer_no_attachments, GL_NV_parameter_buffer_object2, GL_ARB_shading_language_420pack, GL_NV_texture_rectangle, GL_KHR_robustness, GL_SGIX_shadow, GL_EXT_vertex_array_bgra, GL_EXT_depth_bounds_test, GL_NV_vertex_array_range2, GL_ARB_shader_texture_image_samples, GL_NV_vertex_program2, GL_ARB_texture_compression_bptc, GL_NV_vertex_program3, GL_EXT_stencil_wrap, GL_EXT_separate_shader_objects, GL_NV_shader_atomic_float, GL_NV_packed_depth_stencil, GL_ARB_texture_gather, GL_ARB_shader_image_size, GL_EXT_texture_cube_map, GL_NV_register_combiners2, GL_NV_half_float, GL_ARB_map_buffer_alignment, GL_SUN_slice_accum, GL_ARB_provoking_vertex, GL_NV_shader_thread_shuffle, GL_ARB_tessellation_shader, GL_EXT_direct_state_access, GL_NVX_multigpu_info, GL_ARB_texture_rg, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_ARB_bindless_texture, GL_SGIX_depth_texture, GL_NV_texture_env_combine4, GL_EXT_polygon_offset_clamp, GL_EXT_draw_range_elements, GL_EXT_draw_buffers2, GL_ARB_transform_feedback2, GL_ARB_geometry_shader4, GL_ARB_fragment_coord_conventions, GL_ARB_transform_feedback3, GL_ARB_shader_precision, GL_NV_gpu_program_fp64, GL_NV_shader_atomic_counters, GL_ARB_get_texture_sub_image, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_NV_query_resource, GL_ATI_draw_buffers, GL_ARB_texture_mirrored_repeat, GL_EXT_stencil_two_side, GL_ARB_timer_query, WGL_EXT_swap_control, GL_NV_parameter_buffer_object, GL_EXT_texture_sRGB_decode, GL_NV_transform_feedback, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_shader_image_load_store, GL_NV_gpu_program4_1, GL_IBM_rasterpos_clip, GL_NV_framebuffer_multisample_coverage, GL_ARB_base_instance, GL_ARB_texture_float, GL_ARB_imaging, GL_ARB_draw_elements_base_vertex, GL_EXT_texture3D, GL_ARB_cull_distance, GL_EXT_packed_depth_stencil, GL_EXT_compiled_vertex_array, GL_ARB_texture_cube_map, GL_NV_uniform_buffer_unified_memory, GL_NV_primitive_restart, GL_EXT_blend_subtract, GL_EXT_separate_specular_color, GL_S3_s3tc, GL_NV_fragment_program_option, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_compression, GL_ARB_gl_spirv, GL_ARB_texture_compression_rgtc, GL_ARB_texture_filter_anisotropic, GL_ARB_ES2_compatibility, GL_ARB_shader_ballot, GL_ARB_depth_buffer_float, GL_NV_light_max_exponent, GL_ARB_vertex_buffer_object, GL_KHR_blend_equation_advanced, GL_ARB_shading_language_100, GL_NV_shader_storage_buffer_object, GL_ARB_texture_env_add, GL_ARB_fragment_program, GL_NV_copy_depth_to_color, GL_ARB_sparse_buffer, GL_EXT_import_sync_object, GL_EXT_texture_swizzle, GL_ARB_shadow, GL_NV_copy_image, GL_ARB_shader_texture_lod, GL_ARB_clip_control, GL_ARB_texture_multisample, GL_EXT_texture_env_combine, GL_ARB_sync, GL_ATI_texture_mirror_once, GL_ARB_robustness, GL_ARB_compatibility, GL_EXT_texture_compression_dxt1, GL_NV_gpu_program4, GL_NV_gpu_program5, GL_ARB_transform_feedback_overflow_query, GL_NV_vertex_array_range, GL_ARB_multitexture, GL_EXT_transform_feedback2, GL_NV_vertex_program2_option, GL_ARB_buffer_storage, GL_NV_compute_program5, GL_NV_vertex_program1_1, GL_NV_gpu_program5_mem_extended, GL_EXT_shadow_funcs, GL_ARB_occlusion_query, GL_ARB_fragment_program_shadow, GL_NVX_nvenc_interop, GL_NV_vertex_buffer_unified_memory, GL_ARB_texture_barrier, GL_EXT_geometry_shader4, GL_EXT_memory_object_win32, GL_ARB_texture_env_dot3, GL_ARB_seamless_cubemap_per_texture, GL_ARB_multisample, GL_ARB_copy_image, GL_ARB_gpu_shader_int64, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_ARB_ES3_compatibility, GL_ARB_point_parameters, GL_ARB_sampler_objects, GL_ARB_transform_feedback_instanced, GL_ARB_invalidate_subdata, GL_KTX_buffer_region, GL_NV_vertex_attrib_integer_64bit, GL_NV_bindless_multi_draw_indirect, GL_NVX_gpu_memory_info, GL_EXT_framebuffer_object, GL_NV_gpu_shader5, GL_ARB_texture_rgb10_a2ui, GL_NV_ES1_1_compatibility, GL_ARB_texture_border_clamp, GL_NV_alpha_to_coverage_dither_control, GL_ARB_shading_language_packing, GL_EXT_bgra, GL_ATI_texture_float, GL_ARB_occlusion_query2, GL_ARB_shader_clock, GL_ARB_texture_env_crossbar, GL_NV_shader_buffer_load, GL_NV_depth_clamp, GL_ARB_derivative_control, GL_ARB_conservative_depth, GL_EXT_win32_keyed_mutex, GL_AMD_multi_draw_indirect, GL_ARB_shader_atomic_counters, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_NV_occlusion_query, GL_EXT_Cg_shader, GL_NV_texture_barrier, GL_NV_path_rendering, GL_ARB_ES3_2_compatibility, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ARB_texture_buffer_object_rgb32, GL_EXT_window_rectangles, GL_NVX_conditional_render, GL_NV_register_combiners, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_multisample_coverage, GL_EXT_fog_coord, GL_ARB_window_pos, GL_ARB_half_float_pixel, GL_SGIS_texture_lod, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod, GL_EXT_blend_equation_separate, GL_ARB_point_sprite, GL_ARB_parallel_shader_compile, GL_NV_fragment_program2, GL_ARB_shader_group_vote, GL_ARB_fragment_shader, GL_ARB_framebuffer_sRGB, GL_EXT_memory_object, GL_ARB_shader_objects, GL_NV_internalformat_sample_query, GL_WIN_swap_hint, GL_ARB_polygon_offset_clamp, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_blend_func_extended, GL_ARB_shader_subroutine, GL_NV_pixel_data_range, GL_ARB_sparse_texture, GL_ARB_multi_bind, GL_KHR_debug, GL_ARB_transpose_matrix, GL_EXT_texture_compression_latc, GL_ARB_texture_cube_map_array, GL_NV_ES3_1_compatibility, GL_ARB_texture_buffer_range, GL_ARB_robust_buffer_access_behavior, GL_ARB_texture_storage_multisample, GL_EXT_texture_env_dot3, GL_ARB_vertex_type_10f_11f_11f_rev, GL_EXT_texture_sRGB, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_ARB_shader_image_load_store, GL_EXT_pixel_buffer_object, GL_ARB_explicit_attrib_location, GL_ARB_internalformat_query2, GL_ARB_seamless_cube_map, GL_ARB_draw_instanced, GL_ARB_draw_buffers_blend, GL_EXT_draw_instanced, GL_ARB_pipeline_statistics_query, GL_NV_texture_rectangle_compressed, GL_ARB_framebuffer_object, GL_ARB_internalformat_query, GL_EXT_texture_mirror_clamp, GL_ARB_texture_rectangle, GL_ARB_gpu_shader5, GL_EXT_gpu_shader4, GL_ARB_compute_shader, GL_AMD_seamless_cubemap_per_texture, GL_NV_fog_distance, GL_ARB_spirv_extensions, GL_ARB_depth_clamp, GL_KHR_robust_buffer_access_behavior, GL_NV_texture_shader, GL_NV_shader_thread_group, GL_NV_float_buffer, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_shader_storage_buffer_object, GL_NV_conditional_render, GL_ARB_vertex_program, GL_ARB_enhanced_layouts, GL_ARB_compute_variable_group_size, GL_NV_bindless_texture, GL_ARB_draw_indirect, GL_ARB_arrays_of_arrays, GL_NV_multisample_filter_hint, GL_ARB_indirect_parameters, GL_ARB_viewport_array, GL_NV_point_sprite, GL_ARB_texture_storage, GL_NV_geometry_shader4, GL_EXT_semaphore, GL_ARB_texture_swizzle, GL_EXT_texture_lod_bias, GL_EXT_semaphore_win32, GL_EXT_abgr, GL_ARB_vertex_shader, GL_ARB_vertex_attrib_binding, GL_NV_transform_feedback2, GL_ARB_depth_texture, GL_NV_query_resource_tag, GL_NV_vertex_program, GL_NV_blend_equation_advanced, GL_EXT_framebuffer_sRGB, GL_ARB_shader_atomic_counter_ops, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_pixel_buffer_object, GL_NV_explicit_multisample, GL_EXT_texture_buffer_object, GL_EXT_blend_func_separate, GL_NV_command_list, GL_NV_draw_texture, GL_EXT_vertex_attrib_64bit, GL_EXT_rescale_normal, GL_ARB_sample_shading, GL_ARB_shader_bit_encoding, GL_KHR_context_flush_control, GL_EXT_shader_integer_mix, GL_NV_bindless_multi_draw_indirect_count, GL_ARB_debug_output, GL_ARB_conditional_render_inverted
22:25:26.075 [rendering.opengl.shader.support]: Shaders are supported.
22:25:26.317 [oxp-standards.error]: OXP Resources/Deep_Horizon_Nav_Buoy.oxp has no manifest.plist
22:25:26.356 [searchPaths.dumpAll]: Resource paths: 
    Resources
    Resources/Basic-debug.oxp
    Resources/BGS2.0.oxp
    Resources/CustomShields.oxp
    Resources/Library1.0.oxp
    Resources/Lib_Music_Orchestral_Demo.oxp
    Resources/RandomShipNames.oxp
    Resources/ZygoUgoCinematicSkies.oxp
    Resources/ZygoUgoExplosions.oxp
    Resources/Deep_Horizon_Nav_Buoy.oxp
22:25:27.098 [shipData.load.begin]: Loading ship data.
22:25:27.808 [texture.load.png.error]: ***** A PNG loading error occurred for Resources/Textures/oolite_cobra3_diffuse.png: Not a PNG file.
22:25:29.333 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'Es konnte keine Verbindung hergestellt werden, da der Zielcomputer die Verbindung verweigerte.

' (outStream status: 7, inStream status: 7)."
22:25:29.334 [debugTCP.send.warning]: Error sending packet header, retrying.
22:25:29.359 [debugTCP.send.error]: The following packet could not be sent: {"Oolite version" = 1.87; "packet type" = "Request Connection"; "protocol version" = 65792; }
22:25:29.361 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'bad stream.' (outStream status: 0, inStream status: 0)."
22:25:29.361 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
22:25:29.810 [startup.complete]: ========== Loading complete in 4.67 seconds. ==========
22:26:30.262 [texture.load.png.error]: ***** A PNG loading error occurred for Resources/Textures/oolite_python_diffuse.png: Not a PNG file.
22:26:30.277 [texture.load.png.warning]: ----- A PNG loading warning occurred for Resources/Textures/oolite_python_subents.png: Extra compressed data.
22:26:30.277 [texture.load.png.warning]: ----- A PNG loading warning occurred for Resources/Textures/oolite_python_subents.png: Extra compression data.
22:26:30.277 [texture.load.png.error]: ***** A PNG loading error occurred for Resources/Textures/oolite_python_subents.png: IDAT: CRC error.
22:26:54.227 [exit.context]: Exiting: Exit Game selected on start screen.
22:26:54.289 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2018-05-21 22:26:54 +0200.

_________________
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PostPosted: Tue May 22, 2018 5:48 am 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5142
It looks like sometimes there are issues with decompressing texture data to memory. This is what all those PNG errors in the log are about. I have noticed it myself sometimes - it's not exactly frequent, but if the corrupt decompressed texture happens to belong to the ship right in front of you, and depending which exact texture got corrupted, then you may see that ship black. I don't think there is anything that I can do to fix this, as it seems to be an internal issue of the decompression routines in the executable, or maybe an incompatibility of those routines with libpng.


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