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[Release] gsagostinho's Texture Pack: Adder

Posted: Mon Jul 31, 2017 2:56 pm
by gsagostinho
gsagostinho's Texture Pack: Adder
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Version: 1.1
Required Oolite Version: 1.80
Author: Gilberto Agostinho (gsagostinho)
Credits: based on Griff's Adder.
License: CC-BY-NC-SA 3.0

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Hi all,

I am happy to release a bundle which adds 6 new paint jobs for the Adder for both the player and the NPCs. This work is based on Griff's Adder.

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Paint Jobs
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Link
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Download it via the extension manager in the game.

Version history
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29/11/2017 - Version 1.1:
- correcting the player's cargo size (thanks phkb!).

31/07/2017 - Version 1.0:
- initial release.

Re: [Release] gsagostinho's Texture Pack: Adder

Posted: Wed Nov 29, 2017 2:14 pm
by gsagostinho
New version available in the manager:

29/11/2017 - Version 1.1:
- correcting the player's cargo size (thanks phkb!).

Re: [Release] gsagostinho's Texture Pack: Adder

Posted: Mon Feb 25, 2019 3:40 pm
by Damocles Edge
Just noticed a slight problem with this texture pack.
I'm currently playing the game from scratch and thought I would start with an adder rather than a cobbie mk3.
I had already bought a cargo bay extension for the adder and after docking decided to buy 5t of computers so to be ready for my next play session, I also had some spare cash so I thought I'd upgrade my default pulse laser to the ergon pulse (in laser combat reimagined oxp). I still had in excess of 100 credits after a full cargo load and fuel so I thought why not change the paint job for 1 in this pack.
Picked the pain scheme paid the 100 credits saved the game and thought that was that.
When I next played using the save I found that the cargo bay extension had disappeared (along with 3t of computers), after building my funds up again (and trading my laser back in for a default pulse) I found that I could not buy a cargo bay extension :?
I was in a TL7 system and had the funds but no option to buy CBE, then it dawned on me - could it be something to do with the texture pack?
So I bought a respray to the default texture pack and sure enough the option to by CBE (Cargo Bay Extension) returned).
HTH

Re: [Release] gsagostinho's Texture Pack: Adder

Posted: Mon Feb 25, 2019 3:59 pm
by gsagostinho
I just took a look at the definition for my textures in my custom shipyard.plist for this OXP and they are identical to the default Adder's. I also noticed that neither the default Adder (and thus not my texture pack either) allow for cargo bay extensions. This is also the information I see at http://wiki.alioth.net/index.php/Adder_(Oolite) where is says Cargo bay extension: N/A. Are you sure you are not using another OXP that changes your default Adder?

Re: [Release] gsagostinho's Texture Pack: Adder

Posted: Mon Feb 25, 2019 5:56 pm
by Cody
gsagostinho wrote: Mon Feb 25, 2019 3:59 pm
Are you sure you are not using another OXP that changes your default Adder?
<nods> The default player Adder has max_cargo = 2, whereas the NPC Adder has max_cargo = 5 - always seemed a trifle unfair.

Re: [Release] gsagostinho's Texture Pack: Adder

Posted: Mon Feb 25, 2019 7:29 pm
by Damocles Edge
Please accept my apologies gsaostinho, you're absolutely right on all counts.

I was incorrectly assuming that the adder innately had the ability to extend cargo - I'm guessing that this is granted to me by Start Choices oxp :oops:
Which for some reason does not like you to use any other paint job than the default original (Griff Adder in my case).

Apologies again - and thank you for correcting my flawed thinking / knowledge :roll:

Re: [Release] gsagostinho's Texture Pack: Adder

Posted: Mon Feb 25, 2019 7:40 pm
by gsagostinho
No worries at all!

Re: [Release] gsagostinho's Texture Pack: Adder

Posted: Mon Feb 25, 2019 11:26 pm
by phkb
I've posted a simple fix to the Start Choices thread, but to make life easy for everyone, here's the OXP that remedies the situation: AdderStartChoicesFix.oxz
Add this OXP to your installation and everything should line up again.

[Edit to add] spara has included the fix detailed in this OXP in the Start Choices OXP, so you shouldn't need to use this anymore. I'll leave the link active, though, in case anyone wants to look at what I did to implement a fix.