Author Topic: A Request  (Read 11841 times)

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Offline wardog300k

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Greetings great Cutscene master,i pray before you.

I have a one hopefully not too big request.
I am making a campaign,and i need a custom mainhall,however i barely know how to edit a picture.
I know you're busy,but hopefully you might find some time to help me.

Here's the picture of how i imagined it to be.

Thanks in advance.

[attachment kidnapped by pirates]
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Offline mjn.mixael

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I would be glad to do this for you, but I want you to consider going through the steps to learn the process as well. This job requires some very, very basic image editing and it would benefit you well to learn it. Start with GIMP, a free image editing program. You'll need your background image and the ability to create images with text. You could probably even do this in MS Paint if you didn't want to download and learn GIMP.

Then read through the Mainhall Tutorial I wrote. It will walk you through the basics of cutting up the image into what you need. I would be glad to answer your questions as well.

Now, if you look through all of that and still want me to do it, I'll be glad to make the images for you, but not the table files. I'm going to insist that you learn the process of tabling (setting up) the mainhall in FSO, because if you are going to create a mod, then you are going to want to learn how FSO table files work. Again, the Mainhall Tutorial will help walk you through that, but I'd be glad to answer any questions!
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline wardog300k

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I downloaded GIMP and i did read your tutorial,however it would take some time for me to learn it.
So can you make this one?As for the tables,in the past two months i learned quite a lot,and i should be able to edit it correctly.

Crush the NTF-Conflict Zone
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Offline mjn.mixael

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I'll need you to post the image you want as the background without any text overlays.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline wardog300k

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Here it is

[attachment kidnapped by pirates]
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Offline mjn.mixael

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Here you go. This is everything you will need to create a menu based on your original design.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline wardog300k

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Dunno why but FSO wont even start (which is normal,i doesn't want ANY of my tables),and in retail i get this screen.All buttons are in place,i can hover over them.And game crashes after few seconds.

[attachment kidnapped by pirates]
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Offline mjn.mixael

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What's your mainhall table look like?
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline wardog300k

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;; Main hall 0 (Terran)
;;
;; GR_640
$Main Hall

+Bitmap: 2_Main Menu
+Mask: Main_menu_mask
+Music: Aquitaine

+Num Intercom Sounds: 1 ;; MAX is 10, if you need more, you need to get a programmer
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0
+Intercom sound: 1 ;; SND_MAIN_HALL_INT1
+Intercom pan: 0.0 ;; pan for intercom sound 0

+Num Misc Animations: 0 ;; MAX is 10, if you need more, you need to get a programmer


+Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer
+Door anim: but-exit ;; door anim 1
+Door anim: but-barracks ;; door anim 2
+Door anim: but-begin ;; door anim 3
+Door anim: but-techroom ;; door anim 4
+Door anim: but-options ;; door anim 5
+Door anim: maincampaign ;; door anim 6
+Door coords: 437 370 539 425 ;; door 1, coords and center of anim
+Door coords: 28 8 110 61 ;; door 2, coords and center of anim
+Door coords: 269 187 339 230 ;; door 3, coords and center of anim
+Door coords: 381 335 404 367 ;; door 4, coords and center of anim
+Door coords: 86 349 174 412 ;; door 5, coords and center of anim
+Door coords: 440 134 542 193 ;; door 6, coords and center of anim
+Door sounds: 36 37 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 34 35 ;; door open, door close
+Door sounds: 32 33 ;; door open, door close
+Door sounds: 43 44 ;; screen on, screen off
+Door pan: -0.75 ;; door sound pan
+Door pan: 0.05 ;; door sound pan
+Door pan: 0.07 ;; door sound pan
+Door pan: 0.76 ;; door sound pan
+Door pan: 0.8 ;; door sound pan
+Door pan: 0.09 ;; door sound pan

+Tooltip Y: 469 ;; y coord to draw tooltip text

;; GR_1024
$Main Hall

+Bitmap: Main Menu
+Mask: Main_Menu_mask
+Music: Aquitaine

+Num Intercom Sounds: 1 ;; MAX is 10, if you need more, you need to get a programmer
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0
+Intercom sound: 38 ;; SND_MAIN_HALL_INT1
+Intercom pan: 0.0 ;; pan for intercom sound 0

+Num Misc Animations: 0 ;; MAX is 10, if you need more, you need to get a programmer


+Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer
+Door anim: but-exit ;; door anim 1
+Door anim: but-barracks ;; door anim 2
+Door anim: but-readyroom ;; door anim 3
+Door anim: but-techroom ;; door anim 4
+Door anim: but-options ;; door anim 5
+Door anim: 2_maincampaign ;; door anim 6
+Door coords: 705 594 864 681 ;; door 1, coords and center of anim
+Door coords: 40 20 177 99 ;; door 2, coords and center of anim
+Door coords: 425 295 541 368 ;; door 3, coords and center of anim
+Door coords: 607 525 641 585 ;; door 4, coords and center of anim
+Door coords: 130 562 279 663 ;; door 5, coords and center of anim
+Door coords: 716 214 870 309 ;; door 6, coords and center of anim
+Door sounds: 36 37 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 34 35 ;; door open, door close
+Door sounds: 32 33 ;; door open, door close
+Door sounds: 43 44 ;; screen on, screen off
+Door pan: -0.75 ;; door sound pan
+Door pan: 0.05 ;; door sound pan
+Door pan: 0.07 ;; door sound pan
+Door pan: 0.76 ;; door sound pan
+Door pan: 0.8 ;; door sound pan
+Door pan: 0.09 ;; door sound pan

+Tooltip Y: 755 ;; y coord to draw tooltip text
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Offline mjn.mixael

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Read over this page. Specifically, you don't need a 640 entry. Instead start with something like this. (More notes below)

Quote
$Main Hall

+Bitmap: Main Menu
+Mask: Main_Menu_mask
+Music: Aquitaine
+Zoom To: 1024 768

+Num Intercom Sounds: 1 ;; MAX is 10, if you need more, you need to get a programmer
+Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0
+Intercom sound: 38 ;; SND_MAIN_HALL_INT1
+Intercom pan: 0.0 ;; pan for intercom sound 0

+Num Misc Animations: 0 ;; MAX is 10, if you need more, you need to get a programmer


+Num Door Animations: 5 ;; MAX is 10, if you need more, you need to get a programmer
+Door anim: but-exit ;; door anim 1
+Door anim: but-barracks ;; door anim 2
+Door anim: but-readyroom ;; door anim 3
+Door anim: but-techroom ;; door anim 4
+Door anim: but-options ;; door anim 5
+Door coords: 705 594 864 681 ;; door 1, coords and center of anim
+Door coords: 40 20 177 99 ;; door 2, coords and center of anim
+Door coords: 425 295 541 368 ;; door 3, coords and center of anim
+Door coords: 607 525 641 585 ;; door 4, coords and center of anim
+Door coords: 130 562 279 663 ;; door 5, coords and center of anim
+Door sounds: 36 37 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 23 24 ;; door open, door close
+Door sounds: 34 35 ;; door open, door close
+Door sounds: 32 33 ;; door open, door close
+Door pan: -0.75 ;; door sound pan
+Door pan: 0.05 ;; door sound pan
+Door pan: 0.07 ;; door sound pan
+Door pan: 0.76 ;; door sound pan
+Door pan: 0.8 ;; door sound pan

NOTES:
  • In your 640 entry you had 2_main_menu. This is incorrect usage. In FSO, generally 'filename' is used for the 640x480 resolutions, and '2_filename' is used for 1024x768 resolutions. For new mainhalls that take advantage of the modern updates, that isn't so much of an issue, but it's something you should be aware of. Newer mainhalls really only need one resolution anymore to 'work'. You can create multiple resolutions to help them really flourish if you want.
  • Your doors section had listed 6 doors (or clickable menu areas). Your concept only asked for 5, omitting the Campaigns 'door'. So I removed that entry and each of it's following. (Read the Wiki about the mainhall.tbl so you know what I mean by that.)
  • You need to list the following options for each door. +Door Mask Value, +Door Action, +Door Description. Mask Value is a little weird to understand at first, so I'll tell you what they should be.

    readyroom = 253
    options = 251
    techroom = 252
    barracks = 254
    exit = 255

    The rest of those can be learned about on the Wiki page.
  • I'm sure your +Door Coords: are wrong. You'll see why once you get a working table and FSO loads the assets. These determine where the buttons are placed on the screen.

To use as an example, here is the mainhall.tbl entry for the Demo Menu I used in the Between the Ashes Demo release.

Quote
$Main Hall
+Name: Demo

+Bitmap:      2_MainHall_BTA
+Mask:         2_MainHall_BTA-m   
+Music:         DemoMenu

+Help Overlay: demomain
+Zoom To: 1440 1080

+Num Intercom Sounds:   0

+Num Misc Animations:   1
+Misc anim:      BTA-Light
+Misc anim delay:   -1 0 0
+Misc anim coords:   439 0
+Misc anim mode:   0
+Misc anim pan:      0.0
+Misc anim sounds:   0
+Misc anim trigger:   0

+Num Door Animations:   6
+Door anim:      BTA-Exit
+Door anim:      BTA-Pilots
+Door anim:      BTA-Briefing
+Door anim:      BTA-Tech
+Door anim:      BTA-Options
+Door anim:      BTA-Campaign
+Door coords:      1240 599 1312 634
+Door coords:      952  599 1034 634
+Door coords:      541  599 623  634
+Door coords:      826  599 888  634
+Door coords:      1097 599 1179 634
+Door coords:      679  599 761  634
+Door sounds:      democlick Empty
+Door sounds:      democlick Empty
+Door sounds:      democlick Empty
+Door sounds:      democlick Empty
+Door sounds:      democlick Empty
+Door sounds:      democlick Empty
+Door pan:      0.80
+Door pan:      0.20
+Door pan:      -0.80
+Door pan:      -0.20
+Door pan:      0.50
+Door pan:      -0.50
+Door mask value:      255
+Door mask value:      254
+Door mask value:      253
+Door mask value:      252
+Door mask value:      251
+Door mask value:      250
+Door action:          Exit
+Door action:          Barracks
+Door action:          Readyroom
+Door action:          Techroom
+Door action:          Options
+Door action:          Campaigns
+Door description:     XSTR("Exit - Quit Between the Ashes",-1)
+Door description:     XSTR("Barracks - Manage your FSO pilots",-1)
+Door description:     XSTR("Ready Room - Start or continue a campaign",-1)
+Door description:     XSTR("Tech Room - View specifications of BtA ships and weaponry",-1)
+Door description:     XSTR("Options - Change your FSO options",-1)
+Door description:     XSTR("Campaign Room - View all available campaigns",-1)
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
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Offline wardog300k

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2_main_menu is resized main menu.

And with all these changes,i made it.........................crash instantly.
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Offline mjn.mixael

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Ate you using a debug build? You need to post more info than just 'it crashed', or I can't help you!
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Yarn

  • 210
If your main hall has only one resolution, you need to begin your main hall table with this line:
Code: [Select]
$Num Resolutions: 1If you don't, then you'll likely encounter crashes or other undesired behavior since the game is expecting your main hall to have two resolutions.
"Your fighter is running out of oil.  Please check under the hood and add more if necessary"
--strings.tbl, entry 177

"Freespace is very tired.  It is shutting down to get some rest."
--strings.tbl, entry 178

 

Offline wardog300k

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If your main hall has only one resolution, you need to begin your main hall table with this line:
Code: [Select]
$Num Resolutions: 1If you don't, then you'll likely encounter crashes or other undesired behavior since the game is expecting your main hall to have two resolutions.

Nothing changed.
Ate you using a debug build? You need to post more info than just 'it crashed', or I can't help you!

I tried everything,retail,FSO,FSO debug always the same result.
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Offline mjn.mixael

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Run a debug build until it crashes. Then go to Freespace2\data and find the FS2Open.log file. Post the file.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline wardog300k

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==========================================================================
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: 3.7.2.10997
Passed cmdline options:
  -missile_lighting
  -noenv
  -noglow
  -nospec
  -nonormal
  -noheight
  -nolightshafts
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -old_collision
Building file index...
Found root pack 'D:\Program Files\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Program Files\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Program Files\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Program Files\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Program Files\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Program Files\GOG.com\Freespace 2\' ... 1534 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Program Files\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 11 roots and 8529 files.
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio Input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 640x480 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, stencil: 1, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel 945G
  OpenGL Version   : 1.4.0 - Build 7.14.10.4926

  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".
  Unable to find extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Unable to find extension "GL_NV_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Unable to find extension "NV_point_sprite".
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Unable to find extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (2)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... 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: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
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 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 targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI energy2 with size 54x60 (6.3% wasted)
ANI leftarc with size 64x157 (38.7% wasted)
ANI rightarc1 with size 64x156 (39.1% wasted)
ANI toparc3 with size 25x18 (43.8% wasted)
ANI lock1 with size 35x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI radar1 with size 130x106 (17.2% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
mainhall.tbl(line 36): Error: Missing required token: [+Door anim:]. Found [+Door coords:               705 594 864 681         ] instead.

ERROR: mainhall.tbl(line 36):
Error: Missing required token: [+Door anim:]. Found [+Door coords:               705 594 864 681         ] instead.

File: parselo.cpp
Line: 333
Int3(): From c:\code\fs2_open_3_7_2_rc4\code\globalincs\windebug.cpp at line 1254
Crush the NTF-Conflict Zone
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Offline mjn.mixael

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You probably forgot to change +Num Door Animations: from 6 to 5.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline wardog300k

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Crush the NTF-Conflict Zone
One last war, one last hope, one last survival-Final Destination On Delay
Set free from the GTVA-Liberation Wars On Delay

 

Offline jr2

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You did change it, or you did forget to change it?

 

Offline wardog300k

  • 28
  • I'm a FREDder
Crush the NTF-Conflict Zone
One last war, one last hope, one last survival-Final Destination On Delay
Set free from the GTVA-Liberation Wars On Delay