Author Topic: Ejection seat script  (Read 9001 times)

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Offline m!m

  • 211
I can finally release my upgraded ejection seat script now with the ability to configure ejection seats on a per-shipclass basis! It is also possible to define multiple ejection seats per ship class so it is theoretical possible to simulate an evacuation of a capital ship when it is going down.
The script requires a recent FSO build which must be of revision 7736 or higher and it also depends on my Particle trail script.

Download
Again there is a documentation of the configuration structure inside the data/documentation directory.

I have included an ejection seat converted by The_E which is used in the example configuration.
A quick screenshot showing the ejection seat in action:


Please report bugs and other things here so I can go bug hunting killing :p

Have fun!

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
That's awesome.
Anything worth doing is worth analyzing to death -Iranon

 

Offline sigtau

  • 29
  • unfortunate technical art assclown
Duuuuuuuuuuuuuuuuude.
Who uses forum signatures anymore?

 
Wow.  Where do the ejections originate from?

 

Offline m!m

  • 211
You can specify that :nod:

 

Offline LoneKnight

  • 27
  • One does not simply ALT-J into Mordor.
What happens after you eject? Slow painful soundless death?
Burning Heaven

 

Offline m!m

  • 211
You sit there and wait for a recovery operation.
Or die when you run out of oxygen.
Well, the second one is more likely :p

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
Well, I managed to get the ParticleScript mod working by adding blue planet to the mod.ini and clearing out my cache, but I'm a bit lost on how to get the ejection seat mod working. Here's the error I get:

Code: [Select]
LUA ERROR: [string "ejectSeat-sct.tbm - On Game Init"]:1: attempt to call global 'include' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of:
Function type: main
Defined on: 0
Upvalues: 0

Source: mv_dbrs-sct.tbm - On Game Init
Short source: [string "mv_dbrs-sct.tbm - On Game Init"]
Current line: 9
- Function line: 0
------------------------------------------------------------------


------------------------------------------------------------------
LUA Stack:
------------------------------------------------------------------

------------------------------------------------------------------

and here's my debug log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod ParticleScript,ejection,mediavps_3612
  -window
  -output_scripting
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\ParticleScript\' ... 41 files
Searching root 'C:\Games\FreeSpace2\ejection\' ... 8 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 64 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 39 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13600 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software
  Capture device: <not available>
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 4650
  OpenGL Version   : 3.3.11005 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Outputting scripting metadata...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'ejectSeat-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'eject-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Freeing all existing models...
Am I missing something?
Anything worth doing is worth analyzing to death -Iranon

 

Offline m!m

  • 211
That particular error originates from "zmisc-sct.tbm" either not loading or loading in the wrong place. It may be the order in which the files are loaded so try moving the ParticleScript to the front of the secondarylist of the EjectionSeat mod.ini:
Change
Code: (before) [Select]
[multimod]
primarylist  = ParticleScript;
secondarylist = mediavps_3612;
to
Code: (after) [Select]
[multimod]
primarylist  = ;
secondarylist = ParticleScript,mediavps_3612;

That may fix the problem but I'm not entirely sure about that :nervous:

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
Thanks for the prompt reply.

Also, as I mentioned, I had to add blue planet to get particle script working (it needs Raynors and Karunas etc.), so my particle script multimod looked like this:
Code: [Select]
[multimod]
primarylist  = ;
secondarylist = blueplanet2,blueplanet,mediavps_3612;
From trying to get it to work, it seems like mods don't inherit other mods' secondarylist, hence the need to add blueplanet in the middle there. So for the ejection seat script I've tried:
Code: [Select]
[multimod]
primarylist  = ;
secondarylist = ParticleScript,blueplanet2,blueplanet,mediavps_3612;
I also tried the exact mulitmod you posted, plus various other combinations. Ultimately, I'm not sure how to fix the problem, but I did mange to hack my way around it by simply moving zmisc-sct.tbm from the ParticleScript folder to the ejection folder. Haven't actually tested the ejection yet though.

EDIT: wait, nevermind, I've been forgetting to run the launcher again after changing the .ini files, so it's not being fed properly to the .exe
« Last Edit: September 18, 2011, 05:48:40 pm by Alan Bolte »
Anything worth doing is worth analyzing to death -Iranon

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
Well, I got it in to a mission without it throwing up an error, but once the mission loaded I had the normal view of skybox and HUD, and I could fly around and shoot at my wingmen, but there were flickering vertical blue lines stretching over the whole window, and after few seconds Freespace stopped responding and had to be closed manually. Very similar result on two attempts so far.

[attachment deleted by ninja]
« Last Edit: September 18, 2011, 06:16:21 pm by Alan Bolte »
Anything worth doing is worth analyzing to death -Iranon

 

Offline m!m

  • 211
:wtf:
I'm urged to outright say that this is not an issue of the script but before that could you try removing the "$Preview" entry in the first line of data/config/ejectionSeat.cfg? Also currently there is only one example seat definition which is configured for the GTF Perseus so that will be the only ship where you will see ejection seats.

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
My previous two attempts had been in Feint, Parry, Riposte! I removed $Preview and tried Into the Maelstrom. There were no problems, and one of my wingmen ejected safely. I didn't see it happen, but when I heard the death scream I pressed N and it targetted the ejection seat.

When I went back to try Feint, Parry, Riposte! the blue lines+crash issue was gone. However, I tried telling all of my wingmen to charge a pair of Fenris cruisers, and used / and * to watch Alpha 2 fly to his doom. I'm not sure whether it was the guy I was watching who took the fatal hit or one of the other Alphas, but I got this error:
Code: [Select]
Model 22528 ('pilot.pof') must have at least one point from submodel_get_points_internal!
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20110917_r7737.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Plenty of testing still to do, of course.
Anything worth doing is worth analyzing to death -Iranon

 

Offline m!m

  • 211
I just got that error too but I can't do much about it as I have no knowledge of FreeSpace models.

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
I just went back and tried Into the Maelstom with $Preview again. That line is definitely causing crashes.
Anything worth doing is worth analyzing to death -Iranon

 

Offline m!m

  • 211
Just tried it with the same mission and I can play it just fine. I had no problems. :doubt:
I have no idea what could cause this.

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
Well, I don't know a whole lot about .pofs either, but pilot.pof's 'main' subobject has no polygons. I don't know if that's causing the problem, but I don't think it's normal either.
Anything worth doing is worth analyzing to death -Iranon

 

Offline m!m

  • 211
I encountered that error before in the same situation where the main subobject didn't have any polygons but unless anyone can give me a fixed model I won't have the ability to fix that problem.

 
Oh, so the pilot models are target-able?  Do you specify their stats in ships.tbl? 

(heh, with this, you could create a ship that creates other ships when it dies.  BOSSFIGHT!)

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
Yeah Blaster, the ejected pilots are ships, with a tbm.

m!m, I tried replacing the .pof with ss01 from blueplanet and that isn't throwing any errors when stuff dies now. On the other hand, it does nothing to make $Preview work, no idea how to solve that problem.
Anything worth doing is worth analyzing to death -Iranon