Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: RED DIAMOND on June 26, 2005, 01:51:58 am

Title: Modular Tables
Post by: RED DIAMOND on June 26, 2005, 01:51:58 am
:mad: Why are my ships using modular tables showing up in fred as correct yet in the game as the default Ulysses??
Title: Modular Tables
Post by: Nuke on June 26, 2005, 04:09:21 am
did you put in the section tags?
Title: Modular Tables
Post by: Grug on June 26, 2005, 05:54:17 am
Hmmm, funny. Often its the opposite for me. Modulated Weapons tables not loading in Fred but fine ingame...
Title: Modular Tables
Post by: Solatar on June 26, 2005, 11:19:39 am
Modulated weapons tables seem to load behind everything else regardless of their section. They get put behind everything, so they're "technically" below cap-ship weapons, so you can't load them on fighters.

At least I think this is what's going on, since the ships modular table puts everything last.
Title: Modular Tables
Post by: RED DIAMOND on June 26, 2005, 11:21:39 am
Yes, I just can't seem to track down my issue here. Never fear there is always more than one way to skin a cat:D
Title: Modular Tables
Post by: WMCoolmon on July 23, 2005, 07:40:40 pm
Bumping this. Are there any bugs still remaining with ships/weapons modular tables in recent builds?
Title: Modular Tables
Post by: phreak on July 25, 2005, 10:39:55 am
still reports of modular stuff not showing up in FRED
Title: Re: Modular Tables
Post by: diceman111 on June 17, 2006, 05:04:10 pm
:mad: Why are my ships using modular tables showing up in fred as correct yet in the game as the default Ulysses??

I am getting the same error where there a fix for this..

My Modular Table:

Code: [Select]
#Ship Classes


$Name: SOC Galatea
$Short name: TGal
$Species: Terran
+Tech Description:
XSTR("All data is classified level Omega by Special Operations Command.", -1)
$end_multi_text
$POF file: Galatea2.pof
$Detail distance: (0, 11500, 311000, 441000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 1.5
$Max Velocity: 0.0, 0.0, 15.0
$Rotation time: 150.0, 150.0, 150.0
$Rear Velocity: 0.0
$Forward accel: 20.0
$Forward decel: 10.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 100.0
$Expl outer rad: 2400.0
$Expl damage: 400.0
$Expl blast: 6500.0
$Expl Propagates: YES
$Shockwave Speed: 600.0
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 8.0
$Max Weapon Eng: 100.0
$Hitpoints: 850000
$Flags: ( "capital" "big damage" "in tech database" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd:       136
$Closeup_pos: 0.0, 0.0, -3020
$Closeup_zoom: 0.5
$Score:             1750
$Subsystem: Turret01, 1.875, 3.0
$Default PBanks: ( "Long Range Flak" "Long Range Flak")
$Subsystem: Turret02, 1.875, 3.0
$Default PBanks: ( "Long Range Flak" "Long Range Flak" )
$Subsystem: Turret03, 1.875, 3.0
$Default PBanks: ( "Long Range Flak" "Long Range Flak" )
$Subsystem: Turret04, 1.875, 3.0
$Default PBanks: ( "Long Range Flak" "Long Range Flak" )
$Subsystem: Turret05, 1.875, 3.0
$Default PBanks: ( "Long Range Flak" "Long Range Flak" "Long Range Flak" )
$Subsystem: Turret06, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" "Long Range Flak" "Long Range Flak" )
$Subsystem: Turret07, 0.625, 2.0
$Default PBanks: ( "BFGreen" )
$Subsystem: Turret08, 0.625, 2.0
$Default PBanks: ( "AAAf" )
$Subsystem: Turret09, 0.625, 2.0
$Default PBanks: ( "AAAf" )
$Subsystem: Turret10, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret11, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret12, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret13, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret14, 0.625, 2.0
$Default SBanks: ( "Cyclops" )
$Subsystem: Turret15, 0.625, 2.0
$Default SBanks: ( "Cyclops" )
$Subsystem: Turret16, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret17, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret18, 0.625, 2.0
$Default PBanks: ( "AAAf" )
$Subsystem: Turret19, 0.625, 2.0
$Default PBanks: ( "AAAf" )
$Subsystem: Turret20, 0.625, 2.0
$Default PBanks: ( "TerSlash" )
$Subsystem: Turret21, 0.625, 2.0
$Default PBanks: ( "BFGreen" )
$Subsystem: Turret22, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret23, 0.625, 2.0
$Default PBanks: ( "TerSlash" )
$Subsystem: Turret24, 0.625, 2.0
$Default PBanks: ( "BFGreen" )
$Subsystem: Turret25, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret26, 0.625, 2.0
$Default PBanks: ( "AAAf" )
$Subsystem: Turret27, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret28, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret29, 0.625, 2.0
$Default PBanks: ( "AAAf" )
$Subsystem: Turret30, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret31, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret32, 0.625, 2.0
$Default PBanks: ( "AAAf" )
$Subsystem: Turret33, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret34, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret35, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Turret36, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret37, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret38, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret39, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret40, 0.625, 2.0
$Default SBanks: ( "Fighterkiller" )
$Subsystem: Turret41, 0.625, 2.0
$Default PBanks: ( "TerSlash" )
$Subsystem: Turret42, 0.625, 2.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: Radar01,       2, 0.0
$Subsystem: navigation, 5, 0.0
$Subsystem: communication, 5, 0.0
$Subsystem: weapons, 15, 0.0
$Subsystem: sensors, 5, 0.0
$Subsystem: engines, 35, 0.0
$Engine Wash: Default900
$Subsystem: fighterbay 1, 0, 0.0
$Subsystem: fighterbay 2, 0, 0.0

#End
Title: Re: Modular Tables
Post by: WMCoolmon on June 18, 2006, 03:00:20 am
Have you tried running a debug build to see if it gives you a warning message?
Title: Re: Modular Tables
Post by: diceman111 on June 18, 2006, 06:12:39 am
Have you tried running a debug build to see if it gives you a warning message?

Ok used the debug build (dont know why I didndt do that before) and it says:

Code: [Select]
Warning: Mission4.fs2(line 700:
Warning: Unable to find [GTCivL Splendid (armed)] in ship class list.

File:D:\C++\Freespace\fs2_open\code\Parse\PARSELO.CPP
Line: 628
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    string_lookup()    find_and_stuff()    parse_object()    parse_objects()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------

my flags for the .exe files are

Code: [Select]
C:\Games\FreeSpace2\fs2_open_r_20060425_Kara.exe -mod ,mediavps, Egen -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -missile_lighting -snd_preload

(Oh and where it says Egen in mods is the folder where I am putting all of my new models and so (Egen means Own in Swedish), in that folder I have a mod.ini file where it says:

Code: [Select]
[launcher]
image255x112 = ;
infotext     = ;
website      = http://www.hard-light.net/;
forum        = http://www.hard-light.net/forums;

[multimod]
primarylist  = ,mediavps;
secondrylist = ;


/Dice
Title: Re: Modular Tables
Post by: diceman111 on June 18, 2006, 03:31:49 pm
Anybody know how to fix this????
Title: Re: Modular Tables
Post by: Wanderer on June 18, 2006, 03:55:01 pm
Well it seems like mission requires a ship that has not been defined in shp table files (tbl or shp.tbm). Namely GTCivL Splendid.
Title: Re: Modular Tables
Post by: diceman111 on June 18, 2006, 05:04:51 pm
Hmm yes well sorry got a modular table for that onw to but its the same for every one none works have tried a few other models aswell, they all work in FRED but in the game.

Modular table for Splendid liner:

Code: [Select]
#Ship Classes
$Name: GTCivL Splendid (armed)
$Short name: TCivL1
$Species: Terran
+Tech Description:
XSTR("A large and comfotable liner.", 3051)
$end_multi_text
$POF file: MedLinerA.pof
$Detail distance: (0, 3500, 9000, 22000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 1.5
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 150.0, 150.0, 150.0
$Rear Velocity: 0.0
$Forward accel: 20.0
$Forward decel: 10.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 100.0
$Expl outer rad: 2400.0
$Expl damage: 400.0
$Expl blast: 6500.0
$Expl Propagates: YES
$Shockwave Speed: 600.0
$Shockwave Count: 4
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 45.0
$Max Weapon Eng: 100.0
$Hitpoints: 30000
$Flags: ( "capital" "in tech database" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 138
$Closeup_pos: 0.0, 0.0, -800
$Closeup_zoom: 0.3
$Score: 1000

$Subsystem:                     turret01, 1.875, 3.0
$Default PBanks:        ( "Terran Turret" )
$Subsystem:                     turret02, 1.875, 3.0
$Default PBanks:        ( "Terran Turret" )
$Subsystem:                     turret03, 1.875, 3.0
$Default PBanks:        ( "Terran Turret" )
$Subsystem:                     turret04, 1.875, 3.0
$Default PBanks:        ( "Terran Turret" )
$Subsystem:                     turret05, 1.875, 3.0
$Default PBanks:        ( "Terran Turret" )
$Subsystem: navigation, 5, 0.0
$Subsystem: communication, 5, 0.0
$Subsystem: hangarbay, 10, 0.0
$Subsystem: engine01, 35, 0.0
$Engine Wash: Default300
$Subsystem: engine02, 35, 0.0
$Engine Wash: Default200
$Subsystem: engine03, 35, 0.0
$Engine Wash: Default200

#End
Title: Re: Modular Tables
Post by: Wanderer on June 18, 2006, 11:46:33 pm
How many models do you have in total in use? As game handles normally only 128 (?) shipmodels. So you actually may have to remove some of the original entries to make room for the new models.
Title: Re: Modular Tables
Post by: diceman111 on June 19, 2006, 12:34:46 pm
How many models do you have in total in use? As game handles normally only 128 (?) shipmodels. So you actually may have to remove some of the original entries to make room for the new models.

I had 129 or something but it didnt matter since I still get the same problem when I removed all the shivan ships.