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 Post subject: Re: Ship Respray OXP
PostPosted: Thu May 14, 2015 10:11 pm 
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Quote:
hen how about a "Show/hide ship keys" menu item? I like the keys.
I'll put that in the next version.

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 Post subject: Re: Ship Respray OXP
PostPosted: Fri May 15, 2015 2:36 am 
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OK, version 1.1.0 now has the option to turn on or off the ship data keys.

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 Post subject: Re: Ship Respray OXP
PostPosted: Sat Aug 22, 2015 11:54 am 
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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.

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Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied


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 Post subject: Re: Ship Respray OXP
PostPosted: Sat Aug 22, 2015 2:22 pm 
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Quote:
Note that under Mac only. I uploaded a quick fix, should work now.

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 Post subject: Re: Ship Respray OXP
PostPosted: Sat Aug 22, 2015 3:47 pm 
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Quote:
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.

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 Post subject: Re: Ship Respray OXP
PostPosted: Wed Apr 06, 2016 11:48 pm 
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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.)


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 Post subject: Re: Ship Respray OXP
PostPosted: Wed Apr 06, 2016 11:56 pm 
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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!

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 Post subject: Re: Ship Respray OXP
PostPosted: Wed Jun 29, 2016 10:13 pm 
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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.

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 Post subject: Re: Ship Respray OXP
PostPosted: Thu Aug 03, 2017 5:19 am 
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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.

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 Post subject: Re: Ship Respray OXP
PostPosted: Fri Aug 04, 2017 11:56 am 
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Quote:
[*] 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!


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 Post subject: Re: Ship Respray OXP
PostPosted: Fri Aug 04, 2017 12:26 pm 
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Quite Grand Sub-Admiral
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Joined: Wed Feb 28, 2007 7:54 am
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Quote:
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.


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 Post subject: Re: Ship Respray OXP
PostPosted: Fri Aug 04, 2017 12:30 pm 
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@another_commander that's great to know as well!


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 Post subject: Re: Ship Respray OXP
PostPosted: Fri Aug 04, 2017 11:33 pm 
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Quote:
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.

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 Post subject: Re: Ship Respray OXP
PostPosted: Thu Aug 24, 2017 8:13 pm 
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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?


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 Post subject: Re: Ship Respray OXP
PostPosted: Thu Aug 24, 2017 8:50 pm 
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Quote:
any alternate paint jobs for Boa Class Cruiser?
The shader-enabled variant is in Griff.Boa_MkII.oxz.

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