In the 9 year history of ADE-GP, I have added new GP textures and updated a few others. This should have been, and for the most-part was, non-eventful. But, we have just discovered that due to a miscommunication between Jon and I sometime in the past, ADE updates include a Textures folder that when installed overwrote certain textures in your ADE Textures folder with an obsolete version. Jon has now fixed the ADE-side of the issue by removing the Textures folder from future ADE updates.
Fortunately for most ADE users, the issue is of no consequence.
I have confirmed the GP textures of concern use the name pattern "gp_Signs_color.bmp".
If you have not used - and don't plan to use - "gp_Signs_color.bmp" in your airports, you don't need to do anything. On the other hand, if you wish to ensure the problem can't occur and/or that you have access to the latest versions of "gp_Signs_color.bmp", prior to starting ADE, you should copy the 4 textures of that name pattern from Textures_Dpy_Base into Textures_Dpy and from either Textures_Mipped_Base or Textures_NonMipped_Base (that's the same choice you made when you first installed ADE-GP) into ADE's Textures folder. You'll only have to do this once.
EDIT: Please check the date-stamp on the textures in the "_Base" folders. If earlier that Jan 1, 2017, I suggest you download the latest release of ADE-GP from http://stuff4fs.com and copy the textures from the "_Base" folders in that release. Do not otherwise update ADE-GP unless your are running ADE1.78 or later. If you intend to make use of any of those textures, you could also "save yourself a trip later" by copying the four related items in Textures_Def_Base.txt into Textures_Def.txt.
Users who choose to update as suggested should recognize that, if they recompile airports that already use "gp_Signs_color.bmp", they may (depending on when the airport was last-compiled and ADE update history in the interim) have to re-edit the associated GPs to reposition the polys to match the updated texture - a relatively quick and simple task. But, if those airports currently display in Flightsim as intended, they should continue to do so unless recompiled.
Sorry you had to suffer this, folks. Accidents happen!
Fortunately for most ADE users, the issue is of no consequence.
I have confirmed the GP textures of concern use the name pattern "gp_Signs_color.bmp".
If you have not used - and don't plan to use - "gp_Signs_color.bmp" in your airports, you don't need to do anything. On the other hand, if you wish to ensure the problem can't occur and/or that you have access to the latest versions of "gp_Signs_color.bmp", prior to starting ADE, you should copy the 4 textures of that name pattern from Textures_Dpy_Base into Textures_Dpy and from either Textures_Mipped_Base or Textures_NonMipped_Base (that's the same choice you made when you first installed ADE-GP) into ADE's Textures folder. You'll only have to do this once.
EDIT: Please check the date-stamp on the textures in the "_Base" folders. If earlier that Jan 1, 2017, I suggest you download the latest release of ADE-GP from http://stuff4fs.com and copy the textures from the "_Base" folders in that release. Do not otherwise update ADE-GP unless your are running ADE1.78 or later. If you intend to make use of any of those textures, you could also "save yourself a trip later" by copying the four related items in Textures_Def_Base.txt into Textures_Def.txt.
Users who choose to update as suggested should recognize that, if they recompile airports that already use "gp_Signs_color.bmp", they may (depending on when the airport was last-compiled and ADE update history in the interim) have to re-edit the associated GPs to reposition the polys to match the updated texture - a relatively quick and simple task. But, if those airports currently display in Flightsim as intended, they should continue to do so unless recompiled.
Sorry you had to suffer this, folks. Accidents happen!
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