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View Full Version : Oolite v1.74 test



wraggster
June 15th, 2010, 00:39
News via http://www.aep-emu.de/

Oolite is a free (GNU-GPL) remake of the game Elite.


Quote:
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.

http://www.oolite.org/