Re: Recovering "Lost" OXPs
Posted: Wed Aug 26, 2020 5:06 pm
Thanks, montana05!
Updated index at topic's first post.
Updated index at topic's first post.
For information and discussion about Oolite.
https://bb.oolite.space/
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.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....
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.
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
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.
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..."
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.
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.
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.
All Medical Anacondas are fitted with planetary landing capability and a single forward pulse laser for asteroid protection.
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?