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Re: Recovering "Lost" OXPs

Posted: Wed Aug 26, 2020 5:06 pm
by dybal
Thanks, montana05!
Updated index at topic's first post.

Re: Recovering "Lost" OXPs

Posted: Wed Aug 26, 2020 10:50 pm
by cbr
Thanks for keeping the original oxps up/online!

Re: Recovering "Lost" OXPs

Posted: Thu Aug 27, 2020 2:14 am
by dybal
Cody wrote: Mon Aug 24, 2020 6:19 pm
Re GalTech ships: I've emailed Shipbuilder, so hopefully he may respond.
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....

Re: Recovering "Lost" OXPs

Posted: Thu Aug 27, 2020 2:20 am
by montana05
dybal wrote: Thu Aug 27, 2020 2:14 am
Cody wrote: Mon Aug 24, 2020 6:19 pm
Re GalTech ships: I've emailed Shipbuilder, so hopefully he may respond.
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....
Worst case scenario we still could create an override in a separate OXP. :wink:

Re: Recovering "Lost" OXPs

Posted: Wed Sep 09, 2020 1:00 pm
by montana05
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

Re: Recovering "Lost" OXPs

Posted: Thu Sep 10, 2020 1:20 pm
by dybal
montana05 wrote: Wed Sep 09, 2020 1:00 pm
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.
This is what I get in Latest.log:

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.
The wiki says about ship.setCargoType:
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.
That's why I inferred the ship (dataKey serpent-pirate) is being considered a cargo pod.

Re: Recovering "Lost" OXPs

Posted: Thu Sep 10, 2020 4:22 pm
by dybal
montana05 wrote: Wed Sep 09, 2020 1:00 pm
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.
EDIT:
Another recovered OXP: Medical Anaconda - uploaded as well
I added Arachnid Mark 1, Fireball and Medical Anaconda to the Expansion Manager and the index at first post in this topic.

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.

Re: Recovering "Lost" OXPs

Posted: Thu Sep 10, 2020 4:47 pm
by Cholmondely
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?

Captain Hesperus
"This is the sort of problem they invented Hardheads for..."

Re: Recovering "Lost" OXPs

Posted: Thu Sep 10, 2020 4:50 pm
by dybal
Cholmondely wrote: Thu Sep 10, 2020 4:47 pm
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.
Thanks, index updated.

Re: Recovering "Lost" OXPs

Posted: Fri Sep 11, 2020 2:48 am
by montana05
dybal wrote: Thu Sep 10, 2020 1:20 pm
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.

That's why I inferred the ship (dataKey serpent-pirate) is being considered a cargo pod.
My fault, you are correct wiki - Shipdata.plist actually offers the same conclusion. Seems an override will be necessary.

EDIT:
shipdata-overrides.plist created and uploaded to the archive.
Cholmondely wrote: Thu Sep 10, 2020 4:47 pm
If I understand the above thread correctly, Azzameen did the early work.
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.
dybal wrote: Thu Sep 10, 2020 4:22 pm
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.
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.

Re: Recovering "Lost" OXPs

Posted: Sat Sep 12, 2020 8:17 pm
by Cholmondely
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?

Re: Recovering "Lost" OXPs

Posted: Sat Sep 12, 2020 9:26 pm
by Cody
Rabid jelly babies? I blame The Grey Haired Commander!

Re: Recovering "Lost" OXPs

Posted: Sun Sep 13, 2020 1:31 am
by montana05
Cholmondely wrote: Sat Sep 12, 2020 8:17 pm
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?
Good point :D , Do you prefer the latest update more ?

Re: Recovering "Lost" OXPs

Posted: Sun Sep 13, 2020 7:11 am
by Cholmondely
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?

Re: Recovering "Lost" OXPs

Posted: Mon Sep 14, 2020 1:22 am
by montana05