Author Topic: Getting Claymore Mk. 1 to work - a modding problem  (Read 1049 times)

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Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
Getting Claymore Mk. 1 to work - a modding problem
Hey all!

So I'm new to HLP and stuff. Yayz!  :)

I am trying to solve a modding problem and would like some help. Here's the deal, broken into mini-wheat bite-sized bits!


1. I am using a ships.tbl here. My plan is to wipe the ships slate clean, and make my own catalog of custom ships. Other tables are tbms.

2. I want to add the Claymore Mark 1 as my first ship. This will be the default player ship.

3. I would like to use the updated 2011 INFR1 model dump. You know, shiny HTL and all that good stuff. But i need to use the table from the original release. Both tables and updated models n' maps I got from the wiki.

4. I edited the table to refer to the updated model .pof, which has a different title.

And of course I get an error when I try to run FRED 2 Open 3.7.2 RC5 to test the mod. :P

Code: [Select]
Can't open model file <>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
fred2_open_3_7_2_RC5.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

There's a catch: I know that this can work. I made a practice mod that never went anywhere some time ago, and I know I got the Claymore MK. 1 with HTL model to work just fine (I was using a .tbm back then, BTW).

Can anyone give me a hand, please?

Much thanks!

~PVD Hope

 

Offline Lepanto

  • 210
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Re: Getting Claymore Mk. 1 to work - a modding problem
Welcome to HLP!  :D

Run your mod in the debug build, and post a debug log (as attachment.) The debug log is found under root Freespace 2 folder/data/fs2_open.log.

Also, could you post the Claymore I's entry in your ships.tbl?
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
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Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
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Player-Controlled Capship Modding Tutorial

 

Offline niffiwan

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  • Eluder Class
Re: Getting Claymore Mk. 1 to work - a modding problem
Also, grab 3.7.2 Final rather than using RC5.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AdmiralRalwood

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Re: Getting Claymore Mk. 1 to work - a modding problem
What they said.

(3.7.2 Final, if you need a link.)
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
Re: Getting Claymore Mk. 1 to work - a modding problem
Okey dokey.

To everyone who advised me to switch to the final build, Vielen Dank! I didn't know that it was out. :) I have done so now.

My mod launches successfully in the debug build. No ships are visible in the tech room. Debug text is attached.

Also, here is the Claymore Mk. 1 table data that I'm using. I should mention that I've changed the name to Comet for the mod and removed tech room description text:

Code: [Select]
$Name: Comet
$Short name: Comet
$Species: Terran
+Type: XSTR("Recon/Interceptor", 2969)
+Maneuverability: XSTR("Excellent", 2970)
+Armor: XSTR("Light", 2971)
+Manufacturer: XSTR("", 2972)
+Description: XSTR(" ", 2973)
$end_multi_text
+Tech Description:
XSTR("", 2974)
$end_multi_text
+Length: 19 m
+Gun Mounts: 3
+Missile Banks: 1
$POF file: INF_Claymorex1.pof
$Detail distance: (0, 180, 300, 1100)
$ND: 255 0 0;;red side lights
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.3
$Max Velocity: 0.0, 0.0, 105.0
$Rotation time: 1.8, 1.8, 1.4
$Rear Velocity: 0.0
$Forward accel: 2.5
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Circe" )
$Default PBanks: ( "Prometheus S" "Prometheus S" )
$Allowed SBanks: ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 )
$Shields: 600
$Shield Color: 100 100 255
$Power Output: 2.5
$Max Oclk Speed: 95.0
$Max Weapon Eng: 150.0
$Hitpoints: 290
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Major
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 170.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 100.0
+Aburn Rec Rate: 45.0
$Countermeasures: 40
$Scan time: 2000
$EngineSnd: 126
$Closeup_pos: 0.0, 0.0, -17
$Closeup_zoom: 0.5
$Shield_icon: shieldclay1
$Ship_icon: iconClaymore
$Ship_anim: techClaymore
$Ship_overhead: loadClaymore
$Score: 10
$Trail:
+Offset: 0 2.18 -3.2
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 0 -2.18 -3.2
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: sensors, 10, 0.0
$Subsystem: communications, 10, 0.0
$Subsystem: weapons, 10, 0.0
$Subsystem: navigation, 10, 0.0
$Subsystem: engine, 35, 0.0

This is the only ship in the .tbl file. I have a Start and End tag before and after it, with absolutely no other text. Did I forget something?




[attachment deleted by nobody]

 

Offline Black Wolf

  • Twisted Infinities
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Re: Getting Claymore Mk. 1 to work - a modding problem
Ships.tbl doesn't work like a -shp.tbm structurally, since the tbm is designed, essentially, to slot an entry into an already existing tbl file. You need things other than Start and End tags to make a tbl work.

If you look on the ships.tbl wiki page you can see the structure that you should have for a single-ship .tbl file, in that case, the Ulysses. By copying the example, and changing the relevant data, you get this:

Code: [Select]

#Default Player Ship

$Name:                       Comet

#End


#Engine Wash Info

$Name:                       Default
$Angle:                      10.0
$Radius Mult:                1.2
$Length:                     400
$Intensity:                  1.0

#End


#Ship Classes
$Name: Comet
$Short name: Comet
$Species: Terran
+Type: XSTR("Recon/Interceptor", 2969)
+Maneuverability: XSTR("Excellent", 2970)
+Armor: XSTR("Light", 2971)
+Manufacturer: XSTR("", 2972)
+Description: XSTR(" ", 2973)
$end_multi_text
+Tech Description:
XSTR("", 2974)
$end_multi_text
+Length: 19 m
+Gun Mounts: 3
+Missile Banks: 1
$POF file: INF_Claymorex1.pof
$Detail distance: (0, 180, 300, 1100)
$ND: 255 0 0;;red side lights
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.3
$Max Velocity: 0.0, 0.0, 105.0
$Rotation time: 1.8, 1.8, 1.4
$Rear Velocity: 0.0
$Forward accel: 2.5
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Circe" )
$Default PBanks: ( "Prometheus S" "Prometheus S" )
$Allowed SBanks: ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 )
$Shields: 600
$Shield Color: 100 100 255
$Power Output: 2.5
$Max Oclk Speed: 95.0
$Max Weapon Eng: 150.0
$Hitpoints: 290
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Major
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 170.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 100.0
+Aburn Rec Rate: 45.0
$Countermeasures: 40
$Scan time: 2000
$EngineSnd: 126
$Closeup_pos: 0.0, 0.0, -17
$Closeup_zoom: 0.5
$Shield_icon: shieldclay1
$Ship_icon: iconClaymore
$Ship_anim: techClaymore
$Ship_overhead: loadClaymore
$Score: 10
$Trail:
+Offset: 0 2.18 -3.2
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 0 -2.18 -3.2
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: sensors, 10, 0.0
$Subsystem: communications, 10, 0.0
$Subsystem: weapons, 10, 0.0
$Subsystem: navigation, 10, 0.0
$Subsystem: engine, 35, 0.0

#End

$Player Ship Precedence: (
      "Comet")


Give that a go as your ships.tbl and see if it helps.
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Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
Re: Getting Claymore Mk. 1 to work - a modding problem
ZOMG! It shows up perfectly in FRED now! And the mod launches great, with Comet visible in the tech room! Thanks a bunch!  ;)

Now, I do want to understand things a bit better here: So, a .tbl entry needs some extra start and end tags, plus a few extra fields, to make it work properly? And I will need to carefully edit every ship.tbm-type entry I add?

Nevermind, after actually reviewing the article (sorry, being n00b here) I understand what I need to do. Thanks so much!

BTW, I am currently working on a mod and campaign, as I said, so I will probably show up back here again soon. And again. And maybe again... until it's done. :P

« Last Edit: August 26, 2015, 09:04:32 pm by PVD_Hope »