Liners OXP

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

Moderators: winston, another_commander

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Smivs
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Re: Liners OXP

Post by Smivs »

Er, I can't open them - the .zip seems to be password-protected.
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cbr
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Re: Liners OXP

Post by cbr »

pw : oolite
:wink:
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Re: Liners OXP

Post by Smivs »

That doesn't seem to be working...
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Re: Liners OXP

Post by cbr »

hm strange, I downloaded it just now and opened with the pw.
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Re: Liners OXP

Post by cbr »

Iĺl do another upload without pw :?
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Re: Liners OXP

Post by cbr »

Try this one, last try for bedtime :)

http://www.filedropper.com/galaxyliners
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Re: Liners OXP

Post by Smivs »

Success! Thanks cbr.
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Re: Liners OXP

Post by cbr »

pls consider these emeralds also

zip contains shipdata, 2 screenshots.
three new skins and three new em maps make for 16 variants

https://www.sendspace.com/file/vceu93
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Re: Liners OXP

Post by cbr »

saga c class liner, two times the number of passengers

Image

the beautifull 'green oasis' saga b class liner with subdued lighting

Image

:)
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Re: Liners OXP

Post by Fleurghber »

Something's not right here:

"Opening log for Oolite version 1.86 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2018-03-17 01:51:01 pm +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

13:51:01.788 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:51:01.815 [system]: Invalid color System, labelColor (warning given only once)
13:51:01.892 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 INTEL-8.28.37"). Vendor: "Intel Inc.". Renderer: "Intel Iris Pro OpenGL Engine".
13:51:01.893 [rendering.opengl.extensions]: OpenGL extensions (128):
GL_EXT_texture_compression_dxt1, GL_EXT_rescale_normal, GL_EXT_transform_feedback, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_draw_elements_base_vertex, GL_EXT_debug_label, GL_EXT_geometry_shader4, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_NV_texgen_reflection, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_ATI_separate_stencil, GL_APPLE_vertex_point_size, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_EXT_texture_lod_bias, GL_APPLE_pixel_buffer, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_ARB_depth_clamp, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_shader_texture_lod, GL_ARB_texture_float, GL_ARB_texture_rectangle, GL_ARB_vertex_shader, GL_NV_texture_barrier, GL_ARB_provoking_vertex, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_cube_map, GL_APPLE_element_array, GL_ATI_texture_float, GL_ARB_window_pos, GL_ARB_sync, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_equation_separate, GL_ARB_vertex_blend, GL_EXT_blend_subtract, GL_EXT_packed_float, GL_APPLE_aux_depth_stencil, GL_APPLE_row_bytes, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_vertex_array_bgra, GL_ARB_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_color_buffer_float, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_NV_fog_distance, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_ARB_fragment_program, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_ARB_half_float_pixel, GL_APPLE_packed_pixels, GL_ARB_point_parameters, GL_EXT_debug_marker, GL_EXT_texture_sRGB_decode, GL_EXT_clip_volume_hint, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_EXT_texture_shared_exponent, GL_ATI_texture_mirror_once, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced
13:51:01.901 [rendering.opengl.shader.support]: Shaders are supported.
13:51:01.911 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:51:01.912 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Games and things/Elite family/Oolite-1.86/Oolite.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.smivs.Liners.oxz
13:51:01.964 [shipData.load.begin]: Loading ship data.
13:51:01.970 [plist.parse.failed]: Failed to parse ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.smivs.Liners.oxz/Config/shipdata.plist as a property list.
Unexpected character { at line 1
13:51:02.491 [startup.complete]: ========== Loading complete in 0.66 seconds. ==========
13:51:07.407 [exit.context]: Exiting: Exit Game selected on start screen.

Closing log at 2018-03-17 01:51:07 pm +0000."
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Re: Liners OXP

Post by Cody »

<chortles>
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: Liners OXP

Post by Smivs »

<Smivs goes off to saturation-bomb his OXZs with semi-colons.....>
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Re: Liners OXP

Post by Smivs »

; ; ; ; ; ; ; ; ;

Aaaaaaaaaargh!

This OXP is a bit of a nightmare. It has thrown up a mess of errors recently, including a script that needs fixing and, it seems, multiple shipdata.plist issues. Also there are a few new textures from cbr to add in sometime which is not a trivial task.
I have two problems really, a lack of time at the moment, and that very little of the oxp is actually mine, so many of these fixes are things that I am not directly responsible for and therefore not too familiar with. This all adds to the time required.
In short, I will try to sort it out, but it may not be tomorrow. I'll do the best I can.
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Re: Liners OXP

Post by cbr »

I cannot build up a oxp/oxz from scratch but i can edit several parts of an existing one,
or at least i am trying to do, can i provide any assistance in plists before spamming even more skins :)

I am running oolite-trunk on linux though with several custom oxp's :roll: :wink: :D :D
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Re: Liners OXP

Post by Smivs »

Oolite trunk on Linux sounds fine to me :D
TBH I would be quite happy to unload this in its entirety if anybody wants to take it on. I foolishly offered to 'adopt' it years ago, but then passed it on to more capable hands. However those hands are no longer active, so it sort of came back to me as it had nowhere else to go. It is a great oxp and I would like to give it more attention, but RL means I am struggling to keep my own oxps up to date. Fond of it as I am I would be happy to pass on the baton if you or anybody else would like it.
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