Recovering "Lost" OXPs
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Re: Recovering "Lost" OXPs
Thanks, montana05!
Updated index at topic's first post.
Updated index at topic's first post.
Re: Recovering "Lost" OXPs
Thanks for keeping the original oxps up/online!
Re: Recovering "Lost" OXPs
Please, if he ever responds, ask him about revoking the extra clauses in the license: they don't allow modification beyond changing the plists format, and the ships are using CARGO_RANDOM instead of CARGO_NOT_CARGO, so the populator thinks they are cargo pods....
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Re: Recovering "Lost" OXPs
Worst case scenario we still could create an override in a separate OXP.dybal wrote: ↑Thu Aug 27, 2020 2:14 amPlease, if he ever responds, ask him about revoking the extra clauses in the license: they don't allow modification beyond changing the plists format, and the ships are using CARGO_RANDOM instead of CARGO_NOT_CARGO, so the populator thinks they are cargo pods....
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Re: Recovering "Lost" OXPs
Sorry, I had an accident and wasn't able to use a keyboard efficiently for a while. However, here some more recovered OXP's:
Fireball
Arachnid Mark 1
The Assassins Guild
all of them available in my archive. So From GalTech Colonial Viper Mark 1 is the last one missing.
Btw, I might be wrong but I think CARGO_RANDOM is working for ships as well, not only cargo pods. Serpent Class Cruiser got some missing scripts causing error messages once in awhile.
EDIT:
Another recovered OXP: Medical Anaconda - uploaded as well
Fireball
Arachnid Mark 1
The Assassins Guild
all of them available in my archive. So From GalTech Colonial Viper Mark 1 is the last one missing.
Btw, I might be wrong but I think CARGO_RANDOM is working for ships as well, not only cargo pods. Serpent Class Cruiser got some missing scripts causing error messages once in awhile.
EDIT:
Another recovered OXP: Medical Anaconda - uploaded as well
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Recovering "Lost" OXPs
This is what I get in Latest.log:montana05 wrote: ↑Wed Sep 09, 2020 1:00 pmBtw, I might be wrong but I think CARGO_RANDOM is working for ships as well, not only cargo pods. Serpent Class Cruiser got some missing scripts causing error messages once in awhile.
Code: Select all
10:07:22.713 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (oolite-populator 1.91): Error: Ship.setCargoType: Invalid arguments ("PIRATE_GOODS") -- expected Can only be used on cargo pod carriers, not cargo pods (serpent-pirate).
10:07:22.713 [script.javaScript.exception.ooliteDefined]: /home/dybal/pessoal/oolite/GNUstep/Applications/Oolite-trunk/oolite.app/Resources/Scripts/oolite-populator.js, line 1716.
That's why I inferred the ship (dataKey serpent-pirate) is being considered a cargo pod.This will return false if an unrecognised commodity type is used, and will throw an exception if used on a cargo pod rather than a cargo carrier. Using it on a ship like an Asp without a cargo hold is valid but pointless.
Re: Recovering "Lost" OXPs
I added Arachnid Mark 1, Fireball and Medical Anaconda to the Expansion Manager and the index at first post in this topic.montana05 wrote: ↑Wed Sep 09, 2020 1:00 pmSorry, I had an accident and wasn't able to use a keyboard efficiently for a while. However, here some more recovered OXP's:
Fireball
Arachnid Mark 1
The Assassins Guild
all of them available in my archive. So From GalTech Colonial Viper Mark 1 is the last one missing.
EDIT:
Another recovered OXP: Medical Anaconda - uploaded as well
I PMed LittleBear about Assassins OXP, since while the readme explicitly allows you to re-use anything from it, it asks that names are changed (the intent being clearly to avoid conflicts if it and the derived works are both installed), so strictly speaking it doesn't allow someone to add to (like adding a manifest) or modify the Assassins OXP without renaming everything.
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Re: Recovering "Lost" OXPs
Star Wars, author unknown (though there are references to a siggy in the models)...
If I understand the above thread correctly, Azzameen did the early work.
As regards siggy, try this - also 2006 (as were Azzameen's posts):
Uhhhm, LB. I just tried to download Assassins.oxp from your siggy but all I get is 'Access denied You are not authorised to access this page.'. I was logged onto Oosat-ETO at the time.
Help?
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"This is the sort of problem they invented Hardheads for..."
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Recovering "Lost" OXPs
Thanks, index updated.Cholmondely wrote: ↑Thu Sep 10, 2020 4:47 pmStar Wars, author unknown (though there are references to a siggy in the models)...If I understand the above thread correctly, Azzameen did the early work.
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Re: Recovering "Lost" OXPs
My fault, you are correct wiki - Shipdata.plist actually offers the same conclusion. Seems an override will be necessary.dybal wrote: ↑Thu Sep 10, 2020 1:20 pmThis will return false if an unrecognised commodity type is used, and will throw an exception if used on a cargo pod rather than a cargo carrier. Using it on a ship like an Asp without a cargo hold is valid but pointless.
That's why I inferred the ship (dataKey serpent-pirate) is being considered a cargo pod.
EDIT:
shipdata-overrides.plist created and uploaded to the archive.
You are right, it was indeed Azzameen. The reason why all rebel fighters are not included in the remake is that thanks to his missing license, I can't use the models. While I was able to get Lambda and TIE's from another source I still had no luck with the others.Cholmondely wrote: ↑Thu Sep 10, 2020 4:47 pmIf I understand the above thread correctly, Azzameen did the early work.
While strictly speaking you do have a point I would suggest we merely preserve, not use or modify the OXP. I really doubt that LittleBear has any problem with that. The work is rather large, renaming everything would take a while.dybal wrote: ↑Thu Sep 10, 2020 4:22 pmI PMed LittleBear about Assassins OXP, since while the readme explicitly allows you to re-use anything from it, it asks that names are changed (the intent being clearly to avoid conflicts if it and the derived works are both installed), so strictly speaking it doesn't allow someone to add to (like adding a manifest) or modify the Assassins OXP without renaming everything.
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: Recovering "Lost" OXPs
All Medical Anacondas are fitted with planetary landing capability and a single forward pulse laser for asteroid protection.
The wiki entry makes these wonderful ships sound very, very saintly.
But whom are they protecting the asteroids from? Rabid jelly babies?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Recovering "Lost" OXPs
Rabid jelly babies? I blame The Grey Haired Commander!
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Recovering "Lost" OXPs
Good point , Do you prefer the latest update more ?Cholmondely wrote: ↑Sat Sep 12, 2020 8:17 pmAll Medical Anacondas are fitted with planetary landing capability and a single forward pulse laser for asteroid protection.
The wiki entry makes these wonderful ships sound very, very saintly.
But whom are they protecting the asteroids from? Rabid jelly babies?
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: Recovering "Lost" OXPs
The latest update rather destroys the magic.
The image of star-wars-style Medical ships being mobbed by a heaving mass of jelly babies all busily chomping at the bit with flecks of foam suffusing their facial features is much more appealing ... no?
The image of star-wars-style Medical ships being mobbed by a heaving mass of jelly babies all busily chomping at the bit with flecks of foam suffusing their facial features is much more appealing ... no?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- montana05
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Re: Recovering "Lost" OXPs
And the list continues:
Renegade Pirates OXP (contacted LittleBear)
MANDOTECH INDUSTRIES
Koneko Industries
Selezen's S-Ships
Outrider
Renegade Pirates OXP (contacted LittleBear)
MANDOTECH INDUSTRIES
Koneko Industries
Selezen's S-Ships
Outrider
Scars remind us where we've been. They don't have to dictate where we're going.