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[RELEASE] Chopped Cobra V1.1

Discussion and information relevant to creating special missions, new ships, skins etc.

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RyanHoots
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Re: [RELEASE] Chopped Cobra

Post by RyanHoots »

CommonSenseOTB wrote:
It's the Great Pumpkin! He has delivered us from our darkness. All hail the Great Pumpkin! We are not worthy!!<on knees bowing profusely>
Cats never bow down to anyone. :wink:

Good work Smivs and Staer9, I'll give it a try after I reinstall my entire operating system. :D
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Re: [RELEASE] Chopped Cobra

Post by XB7 »

Very cool design. Great use of paint too.
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Re: [RELEASE] Chopped Cobra V1.1

Post by Fatleaf »

Hi, I'm getting these errors in the log,
20:03:09.959 [general.error.allocationFailure]: Failed to allocate space (16777216 bytes) for texture ../AddOns/staer9_chopped_cobraV1.0.oxp/Textures/Staer9_cobra3.5_police.png
20:03:10.202 [general.error.allocationFailure]: Failed to allocate space (16777216 bytes) for texture ../AddOns/staer9_chopped_cobraV1.0.oxp/Textures/Staer9_cobra3.5_police_em-map.png
Hope it helps.
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Re: [RELEASE] Chopped Cobra V1.1

Post by JensAyton »

Fatleaf wrote:
[general.error.allocationFailure]: Failed to allocate space (16777216 bytes) for texture ../AddOns/staer9_chopped_cobraV1.0.oxp/Textures/Staer9_cobra3.5_police.png
You’re out of memory or – more likely on a 32-bit OS – out of address space. Use fewer OXPs, or limit texture size with max-texture-size. (A 16777216 byte allocation suggests 2048 × 2048 px textures.)
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Re: [RELEASE] Chopped Cobra V1.1

Post by Fatleaf »

I'm running a 64bit OS. Windows7! Does that make a difference?
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Re: [RELEASE] Chopped Cobra V1.1

Post by Gimi »

Fatleaf wrote:
I'm running a 64bit OS. Windows7! Does that make a difference?
Nope; not as long as Oolite is 32 bit. (Although it should potentially leave more space available for 32bit applications.)
However, you might want to check what version of the chopped cobra you are using. Smivs and Staer9 have released a version with, amongst other things, optimised textures requiring less memory.
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Re: [RELEASE] Chopped Cobra V1.1

Post by Cmd. Cheyd »

Any chance of a UV-unwrapped image so I can could do some custom texturing for my personal one?
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Re: [RELEASE] Chopped Cobra V1.1

Post by Killer Wolf »

can't you just use the textures in the OXP as a template? that IS the unwrapped image.
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Re: [RELEASE] Chopped Cobra V1.1

Post by Fatleaf »

I got his error in the log after a crash with the mention of the S9 i thought I would post here as well in case it is related.


11:10:09.557 [script.javaScript.timeLimit]: ***** ERROR: Script "oolite-default-ship-script" ran for 1.24027 seconds and has been terminated.
11:10:09.557 [script.javaScript.stackTrace]: 0 (oolite-default-ship-script.js:110) <not a function frame>
11:10:09.557 [script.javaScript.stackTrace]: this: [Script "oolite-default-ship-script" version (nil)]
11:10:09.558 [script.javaScript.stackTrace]: version: "1.75.3"
11:10:09.558 [script.javaScript.stackTrace]: description: "Standard script for ships."
11:10:09.558 [script.javaScript.stackTrace]: copyright: "© 2007-2011 the Oolite team."
11:10:09.558 [script.javaScript.stackTrace]: author: "Jens Ayton"
11:10:09.558 [script.javaScript.stackTrace]: name: "oolite-default-ship-script"
11:10:09.558 [script.javaScript.stackTrace]: ship: [Ship "Cobra-S9-mercenary" position: (0, 0, 0) scanClass: CLASS_NOT_SET status: STATUS_IN_FLIGHT] [read-only]
11:10:09.558 [script.javaScript.load.failed]: ***** Error loading JavaScript script Resources/Scripts/oolite-default-ship-script.js -- could not run script


Hope it helps.
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Re: [RELEASE] Chopped Cobra V1.1

Post by Fatleaf »

Hi S9,

I have included the Chopped Cobra and the S9 in this list. Hope you don't mind.
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Re: [RELEASE] Chopped Cobra V1.1

Post by spara »

Some time ago I asked Keeper, if he could update this oxp the way he has done to so many others out there. And now he has :D .

This version is based on Amah's version 1.1.4. I have prefixed all files to not clash with the noshader version, lowercased everything to prevent case errors in future, tidied shipdata a bit of redundancies, corrected shipdata to match the information on wiki and lowered shipyard probabilities a bit (from 2->0.5). For reference, Cobra3 has the probability of 0.5. Keeper has provided normal maps, effectdata and shader. The ships look awesome.

This is a test version (labeled 1.2) to catch possible errors (which there should be none :)) before I'll upload the oxp to the manager in a week or so. Please report any problems.

Thanks Keeper for updateing this one :D . Awesome work.

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Re: [RELEASE] Chopped Cobra V1.1

Post by Duggan »

Hello spara ,

I am looking forward very much to seeing this vessel in my travels ...I did download your attached oxz (placed it in my Add On Folder )and pressed down the shift key on start up and don't seem to be able to get the ship to appear in my game , that said I am happy to await it's release in the manager ...

Thank you for your efforts in this regard ..
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Re: [RELEASE] Chopped Cobra V1.1

Post by spara »

Anything in the log?
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Re: [RELEASE] Chopped Cobra V1.1

Post by Cody »

I flew one of these for a while (on test) when Staer9 first created it - a mean ship.
It works okay here, but the laser doesn't align with the gun barrel (external views).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [RELEASE] Chopped Cobra V1.1

Post by Keeper »

One thing I didn't suggest in the PM -- perhaps adjusting the exhaust colours to match the 20 different paint schemes!

(Since these came with 20 paint schemes, I didn't create a random colour map for them, except for the Smivs mercenary and pirate variants.)
I did download your attached oxz (placed it in my Add On Folder)
Not sure that would work, Duggan. For an OXZ, put it into Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns.
Otherwise, create a folder called "ChoppedCobra.oxp" in your Oolite/AddOns folder and unzip the contents of the OXZ there (but then you won't be able to get updates through the manager, of course).
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