Page 3 of 4

Re: Ship Respray OXP

Posted: Thu May 14, 2015 10:11 pm
by phkb
Norby wrote:
hen how about a "Show/hide ship keys" menu item? I like the keys.
I'll put that in the next version.

Re: Ship Respray OXP

Posted: Fri May 15, 2015 2:36 am
by phkb
OK, version 1.1.0 now has the option to turn on or off the ship data keys.

Re: Ship Respray OXP

Posted: Sat Aug 22, 2015 11:54 am
by Diziet Sma
Looks like when you updated this to v1.1.2, you left out a semi-colon (after the closing bracket) on line 16 of the manifest.plist. It's presently causing download attempts to fail.

Re: Ship Respray OXP

Posted: Sat Aug 22, 2015 2:22 pm
by Norby
Note that under Mac only. I uploaded a quick fix, should work now.

Re: Ship Respray OXP

Posted: Sat Aug 22, 2015 3:47 pm
by phkb
Diziet Sma wrote:
Looks like when you updated this to v1.1.2, you left out a semi-colon (after the closing bracket) on line 16 of the manifest.plist.
Thanks for the heads up. Version 1.1.3 fixes this.

Re: Ship Respray OXP

Posted: Wed Apr 06, 2016 11:48 pm
by UK_Eliter
phkb,

I like this OXP. I was hoping though that someone who had made an OXP that added a non core-ship might be able to include in his/her pack some resprays for your OXP to use. I'd be happy to do this with my two player-ship OXPs. What do you think? Perhaps little more would be necessary than for me (or some other maker of player ship OXPs) to bung in a few more textures that had a certain prefix or suffix or what have you. (I haven't looked beyond your OXP's readme to its actual code, though.)

Re: Ship Respray OXP

Posted: Wed Apr 06, 2016 11:56 pm
by phkb
Theoretically ShipRespray will automatically pick up any ship variations for your current ship. It looks through all ship data keys for the role of "player" and from that list it picks up ships that have the same "shipClassName" (eg "Cobra Mark III") as your current ship. So, as long as all your ship variations have the same "shipClassName", you're good to go!

Re: Ship Respray OXP

Posted: Wed Jun 29, 2016 10:13 pm
by phkb
Version 1.2.2 of this OXP has just been released. In this version:
  • Updated check for "Allow Big GUI".
  • Fixed error when leaving the ship respray selection screen without making a selection.
  • Added a "job completed" message.
  • Changed "==" comparisons to "===" for performance improvements.
  • Fixed max_cargo size of oolite-cobra3-alternate-player, which is based on oolite_template_cobra3-alternate, which has a larger than standard max_cargo setting.
  • Fixed various settings for the additional player versions of the Cobra Mk1 and Python ships so they match the standard versions of those ships.
  • Added a shipdata override for some OXP ships to correct some bugs.
Download via the manager or from links in the first post.

Re: Ship Respray OXP

Posted: Thu Aug 03, 2017 5:19 am
by phkb
There's been a few updates since my last post above, but just for the latest one:
  • Added the ability to stop the ship model spinning, to make it easier to view a paint job.
  • Removed the shipyard.plist entry for the Python Blackdog.
  • Changed background overlay image.
Download via the manager or from links in the first post.

Re: Ship Respray OXP

Posted: Fri Aug 04, 2017 11:56 am
by gsagostinho
phkb wrote: Thu Aug 03, 2017 5:19 am
[*] Added the ability to stop the ship model spinning, to make it easier to view a paint job.
Thanks, this one will be very handy when making consistent screenshots of paint jobs!

Re: Ship Respray OXP

Posted: Fri Aug 04, 2017 12:26 pm
by another_commander
Thanks, this one will be very handy when making consistent screenshots of paint jobs!
For that, there is also the debug console macro :test <ship role> which will show a mission screen with the rotating model of the ship requested. Example: :test [anaconda] will show the Anaconda model, :test trader will pick a ship of role trader and show that.

Re: Ship Respray OXP

Posted: Fri Aug 04, 2017 12:30 pm
by gsagostinho
@another_commander that's great to know as well!

Re: Ship Respray OXP

Posted: Fri Aug 04, 2017 11:33 pm
by phkb
another_commander wrote:
there is also the debug console macro :test <ship role> which will show a mission screen with the rotating model of the ship requested.
What..!? :shock: :shock: :shock:

Oh, well. I don't have to keep hacking Station Dock Control to achieve consistently positioned ships.
Thanks for the pointers! Life just got a lot easier.

Re: Ship Respray OXP

Posted: Thu Aug 24, 2017 8:13 pm
by Damocles Edge
Hi
something i noticed quite some time back (and kept forgetting to report - sorry) is that if I respray my ship it will always replace the lasers which I have installed with the default lasers which are installed when buying the ship.
I subsequently now only respray when first buying a new ship before any kit is bought, although it would be nice to have a change of ship colour now and again if a future update can amend the disappearing lasers. :shock:

Thanks and apologies again for not reporting it sooner (I have a memory like a sieve) :roll:

I know it was asked earlier by someone else but does anyone know of any alternate paint jobs for Boa Class Cruiser?

Re: Ship Respray OXP

Posted: Thu Aug 24, 2017 8:50 pm
by Norby
Damocles Edge wrote: Thu Aug 24, 2017 8:13 pm
any alternate paint jobs for Boa Class Cruiser?
The shader-enabled variant is in Griff.Boa_MkII.oxz.