Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Dark Hunter on March 18, 2006, 04:16:19 pm
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Ok I used VP Mage to attempt to build a VP, and I put everything I thought I needed into it (data/all the different folders: effects, models, music, 16b11k, etc.) and Mage said it created the VP file, but the computer doesn't recognize it as a VP, nordoes Freespace apparently, for selecting it as a mod does nothing. Strange thing is: VPVIEW32 can read it just fine. What am I missing?
P.S. There is no campaign file or missions added as of yet, since obviously I haven't had enough time to FRED an entire campaign. I didn't think, however, that this would cause the file to be unusable.
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You don't need every single folder to make a VP.
Also, the root folder has to be data for freespace to recognize it. VPMage should warn you if you try to add a full directory and the root will not be data, tho.
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I was wondering if anyone was ever going to reply to this! whew
Yeah it warned me about that so I put all those folders into a new folder called "data" and it seemed to work. However I think it failed to write the .vp append because the computer reads it as simply "File". As stated before, VPVIEW can read the file like any other VP, but the game fails to recognize it.
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Ahh, that could be it.
Just make sure that the output filename ends with ".vp" before you click "Build VP".
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D'oh! :Slaps head really hard:
I didn't think I needed to. :D
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YAY! Weapons tbl errors! :(
When I try to run this newly created VP, it gives me a bunch of errors in the weps tbl. As near as I can tell, some entries just got misplaced somehow.
Anyway I just want to make sure I got this right:
(this is the Inferno weps table with slight modifications)
First error: GTVA Rapid Laser
Required:@Laser Color
Found:@Laser Glow: 2_laserglow03
In the actual table, the Laser Glow entry is repeated once, like so:
@Laser Glow: 2_laserglow03
@Laser Glow: 2_laserglow03
...and then comes the Laser Color entries. Is this correct? If so, why is there an error?
Second error: SAAA
Required: +Beam Sound
Found: +Miss Factor: 6.0 5.0 4.0 3.0 1
Here's the Beam Info:
$BeamInfo:
+Type: 3
+Life: 3.5
+Warmup: 1000
+Warmdown: 1000
+Radius: 20.0
+PCount: 12
+PRadius: 1.2
+PAngle: 65.0
+PAni: particleexp01
+Miss Factor: 2.4 2.0 1.5 1.25 1.0
+Miss Factor: 6.0 5.0 4.0 3.0 1.5
+BeamSound: 179
+WarmupSound: 182
+WarmdownSound: 189
+Muzzleglow: thrusterglow01
+Shots: 3
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
$Section:
+Width: 2.0
+Texture: beam-red
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.1
+Zadd: 2.0
$Section:
+Width: 6.0
+Texture: beam-red2
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.1
+Zadd: 1.0
...which I don't see a problem with. Any of you?
Error 3:@Firestorm
Required: $Armor Factor
Found: $Shockwave Speed: 30.0
As in error 1 and 2, the Sockwave Speed is repeated once before the required token.
The remaing five errors are all in the @firestorm entry, and all the "Found" entries are located before the "required entry" which this time is $Rearm Rate.
So my question is: do all these entries need to be in a specific order, and that is what is messing up the parser? Or is there some other problem I'm not seeing?
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See fswiki for the weapons.tbl (http://www.hard-light.net/wiki/index.php/Weapons.tbl)
All seem to be simple problems with the parsing order. So yes, specific order is required.
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Deleted redundant lines of code and that got rid of all but two problems in the weps table, but created a hell of a lot more in ships table. I'm going to solve as many of these as I can.....
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Deleted the offensive table file and started from scratch. Put in the Annihilator RBC, Nightmare fighter, bomber, and destroyer. And modified the weps of the Nightmare's to use Shivan weapons....
Guess what it said? It said there were problems with the SOC Orc's $ND tags!!! :mad:
I had not changed this entry AT ALL. I even checked it against the original SOC Orc entry in the Inferno table. It was exactly the same, and inferno did not have any errors!!!
And if I try getting rid of those $ND tags, then a whole host of NEW problems appear! I'm getting seriously ticked off at this freaking table!
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OK latest batch of Dark Hunter's failed tests: put the RBC, the three Nightmare ships, and the Archangel into a .tbm file and deleted Earth in the main ships.tbl. It still somehow found problems with the Orc entry, so I deleted that too. And whole hell of a lot of errors showed up. How does deleting an entry cause errors??!! I mean honestly, you delete the area where the error is. The error is then erased. The computer CANNOT JUST TELL YOU MORE ERRORS THAT IT FORGOT TO BEFORE!!! As near as I can tell, these entries are not connected to each other any more than in the sense that they are on the same table file. So how does getting rid of an entry affect all the rest suddenly? This makes no sense!!
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You might have too many entries in the table. Maximum number of ships is 130 unless you use inferno builds.
EDIT: Or there might be something else there too... Can you upload the table file or send me the table file (Email?) over so that i could take a look at it.
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Can't post the entire thing because it exceeds the maximum allowed characters. But the main table is simply Inferno's ships.tbl minus the Earth entry.
Here's the tbm file with the additional ships:
#Ship Classes
$Name: Nightmare Fighter
$Short name: NFighter1
$Species: Shivan
+Tech Description:
XSTR(
"The Nightmare fighter is more commonly referred to as a 'swarmer'. Small, weak, but well armed and agile, these fighters can overwhelm foes in seconds when used in swarms of 6 or 12. One on one, these fighters are inferior to GTVA fighters, but the Nightmares appear to create and deploy them at a massive rate and seem little bothered by massive casualties incurred. The GTVI has theorised that these fighters may be advanced drones, but this cannot be confrimed until one is captured.", 3142)
$end_multi_text
$POF file: nfighter01.pof
$ND: 50 241 50
$ND: 40 230 40
$ND: 28 217 28
$ND: 48 239 48
$Detail distance: (0, 200, 600, 700)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.2
$Max Velocity: 25.0, 25.0, 95.0
$Rotation time: 3.0, 3.0, 3.0
$Rear Velocity: 25.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 2.0
$Slide decel: 2.0
$Expl inner rad: 15.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 1000.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Default PBanks: ( "Kayser ADV" )
$Default SBanks: ( "Hornet")
$SBank Capacity: ( 100 )
$Shields: 200
$Shield Color: 255 64 255
$Power Output: 1.5
$Max Oclk Speed: 120.0
$Max Weapon Eng: 100.0
$Hitpoints: 75
$Flags: ( "fighter" )
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 195.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 70.0
+Aburn Rec Rate: 25.0
$Countermeasures: 20
$Scan time: 2000
$EngineSnd: 132
$Closeup_pos: 0.0, 0.0, -28
$Closeup_zoom: 0.5
$Shield_icon: shield-f11
$Score: 15
$Trail:
+Offset: 0.255 -3.76 2.7
+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: 0.66 -3.76 2.7
+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: -4.49 4.079 2.64
+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: 5.37 4.1 2.6
+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: engine, 35,0.0
$Subsystem: weapons, 15,0.0
$Subsystem: navigation, 5,0.0
$Name: Nightmare Bomber
$Short name: NBomber1
$Species: Shivan
+Tech Description:
XSTR(
"The Nightmare bomber is the most dangerous type of bomber we have ever encountered. It appears to use a beam weapon on it's front 'prongs', capable of piercing ships hulls and easily penetrating shields.. Although slow and unwieldy, the bombers massive firepower and heavy armour make it a serious threat to even destroyer class ships. The GTVI is continuing to research into the Nightmare beam technology in an attempt to counteract.", 3148)
$end_multi_text
$POF file: nbomber1.pof
$Detail distance: (0, 250, 400, 1200)
$Show damage: YES
$Density: 2
$Damp: 0.15
$Rotdamp: 0.4
$Max Velocity: 20.0, 20.0, 80.0
$Rotation time: 7.0, 7.0, 7.0
$Rear Velocity: 35.0
$Forward accel: 1.0
$Forward decel: 1.5
$Slide accel: 1.0
$Slide decel: 1.0
$Expl inner rad: 75.0
$Expl outer rad: 150.0
$Expl damage: 25.0
$Expl blast: 1500.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Default PBanks: ("Shivan ultra Laser")
$Default SBanks: ("Shivan MegaBomb" "Shivan Cluster")
$SBank Capacity: ( 20, 20 )
$Shields: 1000
$Shield Color: 255 64 255
$Power Output: 5.5
$Max Oclk Speed: 85.0
$Max Weapon Eng: 120.0
$Hitpoints: 350
$Flags: ( "bomber" )
$AI Class: nightmareBomber
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 130.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 70.0
+Aburn Rec Rate: 25.0
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 133
$Closeup_pos: 0.0, 0.0, -65
$Closeup_zoom: 0.55
$Shield_icon: shieldNBomber1
$Score: 14
$Trail:
+Offset: 0 6.7 -28.4
+Start Width: 0.45
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 0 -6.7 -28.4
+Start Width: 0.45
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 8.6 -0.7 -28.4
+Start Width: 0.45
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -8.6 -0.7 -28.4
+Start Width: 0.45
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: turret01, 15, 1.0
$Default PBanks: ( "NBeamFighter" )
$Subsystem: sensors, 10,0.0
$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: weapons, 15,0.0
$Subsystem: navigation, 5,0.0
$Name: Nightmare Destroyer
$Short name: NCorvette
$Species: Shivan
+Tech Description:
XSTR(
"The Nightmare destroyer is the most powerful destroyer class ship ever encountered by the GTVA. It is believed to only have a limited fighter capacity, with close support provided by strike carriers with swarms of escort fighters. This class of ship should only be engaged if it is absolutely necessarry.", 3134)
$end_multi_text
$POF file: ndestroyer.pof
$Detail distance: (0, 4500, 9000, 25000 )
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 3.5
$Max Velocity: 0.0, 0.0, 10.0
$Rotation time: 450.0, 450.0, 450.0
$Rear Velocity: 0.0
$Forward accel: 50.0
$Forward decel: 20.0
$Slide accel: 5.0
$Slide decel: 5.0
$Expl inner rad: 1500.0
$Expl outer rad: 10000.0
$Expl damage: 150.0
$Expl blast: 1000.0
$Expl Propagates: YES
$Shockwave Speed: 1500.0
$Shockwave Count: 8
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 45.0
$Max Weapon Eng: 100.0
$Hitpoints: 500000
$Flags: ( "supercap" "in tech database" "big damage")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 137
$Closeup_pos: 0.0, 0.0, -1860
$Closeup_zoom: 0.5
$Score: 50000
$Subsystem: turret01,1.5,1.5
$Default PBanks: ("HRed")
$Subsystem: turret02,1.5,1.5
$Default PBanks: ("HRed")
$Subsystem: turret03,1.5,1.5
$Default PBanks: ("HRed")
$Subsystem: turret04,1.5,1.5
$Default PBanks: ("HRed")
$Subsystem: turret05,1.5,1.5
$Default PBanks: ("HRed")
$Subsystem: turret06,1.5,1.5
$Default PBanks: ("HRed")
$Subsystem: turret07,1.5,1.5
$Default PBanks: ("HRed")
$Subsystem: turret08,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret09,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret10,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret11,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret12,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret13,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret14,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret15,1.5,1.5
$Default PBanks: ("MRed")
$Subsystem: turret16,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret17,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret18,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret19,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret20,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret21,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret22,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret23,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret24,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret25,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
;;$Subsystem: turret26,0.5,1.5
;; $Default PBanks: ("LRed")
;;missing!!!
$Subsystem: turret27,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret28,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret29,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret30,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret31,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret32,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret33,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret34,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret35,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret36,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret37,0.5,0.25
$Default PBanks: ("SAAA")
$Subsystem: turret38,0.5,0.75
$Default PBanks: ("SAAA")
$Subsystem: turret39,0.5,0.75
$Default PBanks: ("SAAA")
$Subsystem: turret40,0.5,0.75
$Default PBanks: ("SAAA")
$Subsystem: turret41,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret42,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret43,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret44,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret45,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret46,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret47,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret48,0.5,0.25
$Default PBanks: ("Shivan Rapid Laser")
$Subsystem: turret49,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret50,0.5,0.25
$Default PBanks: ("Shivan Ultra Laser")
$Subsystem: turret51,0.5,0.75
$Default PBanks: ("SAAA")
$Subsystem: turret52,0.5,0.75
$Default PBanks: ("SAAA")
$Subsystem: navigation, 15,0.0
$Subsystem: weapons, 25,0.0
$Subsystem: sensors, 15,0.0
$Subsystem: engine, 35,0.0
$Engine Wash: Default800
$Subsystem: communication, 10,0.0
$Subsystem: fighterbay, 20,0.0
$Name: SSG Annihilator
$Short name: Anialator
$Species: Shivan
+Type: XSTR("Fixed gun emplacement", 3170)
+Maneuverability: XSTR("Poor", 3171)
+Armor: XSTR("Heavy", 3172)
+Manufacturer: XSTR("RNI Systems", 3173)
+Description:
XSTR(
"Advanced sentry gun platform.", 3174)
$end_multi_text
+Tech Description:
XSTR("The SSG Annihilator appears to be more than a match for our Mjolnir RBC's. While it appears that the Annihilator has more beams fitted to its hull they are of lower calibure than the Mjolnir. In the event of a blockade of Annihilators they are to be removed as soon as possible.", 3175)
$end_multi_text
+Length: 36 m
+Gun Mounts: 0
+Missile Banks: 0
$POF file: SRBC.pof
$Detail distance: (0, 500, 1200, 3000)
$Show damage: YES
$Density: 1
$Damp: 0.35
$Rotdamp: 0.55
$Max Velocity: 0.0, 0.0, 0.0
$Rotation time: 100000.0, 100000.0, 100000.0
$Rear Velocity: 0.0
$Forward accel: 0.0
$Forward decel: 0.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 50.0
$Expl outer rad: 100.0
$Expl damage: 25.0
$Expl blast: 2000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Default PBanks: ( )
$Default SBanks: ( )
$SBank Capacity: ( )
$Shields: 800
$Shield Color: 100 100 255
$Power Output: 4.0
$Max Oclk Speed: 0.0
$Max Weapon Eng: 100.0
$Hitpoints: 3500
$Flags: ( "cruiser")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 35
$Scan time: 2000
$EngineSnd: 127 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -300
$Closeup_zoom: .3
$Score: 17
$Subsystem: turret01,30,1.0
$Default PBanks: ( "AnnihilatorBeam" )
$Subsystem: turret02,30,1.0
$Default PBanks: ( "AnnihilatorBeam" )
$Subsystem: turret03,30,1.0
$Default PBanks: ( "AnnihilatorBeam" )
$Subsystem: turret04,30,1.0
$Default PBanks: ( "AnnihilatorBeam" )
$Subsystem: Weapons, 30, 8.0
$Name: GTVBS Archangel
$Short name: TBattle
$Species: Terran
+Tech Description:
XSTR("Work on the Archangel began on Earth, 10 Years after the isolation begun. Fearful of a new Shivan invasion the Earth Coulcil ordered a construction of a new warship. Work progressed slowly as with each new discovery gleaned from the analysis of the Lucifer debris, the design specifications were altered. When contact with Sol was reastablished and Earth re-joined the Alliance, the ship was still in early stages of construction. Designs were again re-drawn, but this time, the best minds in known space were brought together to implement the combined technologies and a new hull was laid shortly after. As a result, the Archangel is a technological marvel. Spanning at 4589 meters it's smaller then the Colossuss but it's armor is twice as strong and it's firepower incredible. For this the Archangle sacrificed it's fighterbay capacity. It can carry only 2 fighter squadrons, but it really doesn't need more as it's A/F defences are second to none. Classified as a battleship it is currently the only one of its class, with its sister ship, the Apocalypse, nearing completion.", -1)
$end_multi_text
$POF file: ArchangelB.pof
$Detail distance: (0, 4000, 12000, 22000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 1.5
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 200.0, 200.0, 200.0
$Rear Velocity: 0.0
$Forward accel: 20.0
$Forward decel: 10.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 500.0
$Expl outer rad: 7400.0
$Expl damage: 800.0
$Expl blast: 8500.0
$Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 600.0
$Shockwave Count: 2
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 30.0
$Max Weapon Eng: 100.0
$Hitpoints: 1200000
$Flags: ( "supercap" "big damage" )
$AI Class: Major
$Afterburner: NO
$Countermeasures: 0
$Scan time: 6000
$EngineSnd: 106
$Closeup_pos: 0.0, 0.0, -4500
$Closeup_zoom: 0.5
$Score: 10000
;Huge dual rotation turrets
$Subsystem: Turret01a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: Turret02a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: Turret03a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: Turret04a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: Turret05a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: Turret06a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: Turret07a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: Turret08a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Subsystem: TurretM01a, 4.0, 3.0
$Default SBanks: ( "TNM-01 Supernova" "TNM-01 Supernova" )
$Subsystem: TurretB1,0.833,1.0
$Default PBanks: ( "BFGreen" )
$Subsystem: TurretB2,0.833,1.0
$Default PBanks: ( "BFGreen" )
$Subsystem: TurretB3,0.833,1.0
$Default PBanks: ( "BFGreen" )
$Subsystem: TurretB4,0.833,1.0
$Default PBanks: ( "BFGreen" )
;---------------------
$Subsystem: turret09,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret10,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "Gattling Turret" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret14,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret15,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret16,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret17,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret18,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret19,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret20,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret21,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret22,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret23,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret24,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret25,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret26,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret27,0.833,1.0
$Default PBanks: ( "Gattling Turret" )
$Subsystem: turret28,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret29,0.833,1.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret30,0.833,1.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret31,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret32,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret33,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret34,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret35,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret36,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret37,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret38,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret39,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret40,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret41,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret42,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret43,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret44,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret45,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret46,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret47,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret48,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret49,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret50,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret51,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret52,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret53,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret54,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret55,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret56,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret57,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret58,0.833,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret59,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret60,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret61,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret62,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret63,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret64,0.833,1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret65,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret66,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret67,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret68,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret69,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: turret70,0.833,1.0
$Default PBanks: ( "Terran Anti-Bomber Turret" )
$Subsystem: navigation, 3, 0.0
$Subsystem: communication, 3, 0.0
$Subsystem: weapons, 5, 0.0
$Subsystem: sensors, 5, 0.0
$Subsystem: fighterbay1, 0, 0.0
$Subsystem: fighterbay2, 0, 0.0
$Subsystem: engine01, 7, 0.0
$Engine Wash: Default2000
$Subsystem: engine02, 7, 0.0
$Engine Wash: Default1000
$Subsystem: engine03, 7, 0.0
$Engine Wash: Default1000
#End
And there you have it.
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Are the main tables from Inferno or from the Inferno SCP patch as the later one has some fixes included..
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The main table is from the INF_MAIN vp. You think it would work a bit better if I used the one from SCP patch?
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Tried using the table from the SCP Patch. Deleted Earth entry, and guess what? It found no errors with the main table! :D :D :D :D
But it did find one error with the tbm listed above: The Nightmare Fighter entry. it said Required Token:$AI Class
Found:$detail distance
Found:$Damp
Found:$Rotdamp
... and several others that I forgot. This perplexes me because the order of stuff in that entry is exactly the same as any other fighter. So tell me how to fix this and if it works then my campaign will FINALLY be ready for working on.
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Sounds like a known bug with older builds.
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My build isn't THAT old..... its 3.6.7 anyway. Could never get the newer builds to work right.
It's Goober's last "Stable" build....hang on I'll look up the date...
:looks up date:
the 9/23/05 build.
Is that too old? And is there a way to fix this bug that does not involve getting a newer build?
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I think people have forgotten about this thread.......
But I downloaded the FRED2 CVS most recent build....... which didn't work because I don't have OpenAL. So that's a bust.
Here is the table entry for the Nightmare fighter. Remember, the error is that the AI Class is misplaced and that entries Detail Distance through Rotdamp are in the way.
#Ship Classes
$Name: Nightmare Fighter
$Short name: NFighter1
$Species: Shivan
+Tech Description:
XSTR(
"The Nightmare fighter is more commonly referred to as a 'swarmer'. Small, weak, but well armed and agile, these fighters can overwhelm foes in seconds when used in swarms of 6 or 12. One on one, these fighters are inferior to GTVA fighters, but the Nightmares appear to create and deploy them at a massive rate and seem little bothered by massive casualties incurred. The GTVI has theorised that these fighters may be advanced drones, but this cannot be confrimed until one is captured.", 3142)
$end_multi_text
$POF file: nfighter01.pof
$ND: 50 241 50
$ND: 40 230 40
$ND: 28 217 28
$ND: 48 239 48
$Detail distance: (0, 200, 600, 700)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.2
$Max Velocity: 25.0, 25.0, 95.0
$Rotation time: 3.0, 3.0, 3.0
$Rear Velocity: 25.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 2.0
$Slide decel: 2.0
$Expl inner rad: 15.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 1000.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Default PBanks: ( "Kayser ADV" )
$Default SBanks: ( "Hornet")
$SBank Capacity: ( 100 )
$Shields: 200
$Shield Color: 255 64 255
$Power Output: 1.5
$Max Oclk Speed: 120.0
$Max Weapon Eng: 100.0
$Hitpoints: 75
$Flags: ( "fighter" )
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 195.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 70.0
+Aburn Rec Rate: 25.0
$Countermeasures: 20
$Scan time: 2000
$EngineSnd: 132
$Closeup_pos: 0.0, 0.0, -28
$Closeup_zoom: 0.5
$Shield_icon: shield-f11
$Score: 15
$Trail:
+Offset: 0.255 -3.76 2.7
+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: 0.66 -3.76 2.7
+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: -4.49 4.079 2.64
+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: 5.37 4.1 2.6
+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: engine, 35,0.0
$Subsystem: weapons, 15,0.0
$Subsystem: navigation, 5,0.0
This entry matches the entry for the Nightmare bomber, except of course that that's a different ship. So I don't see a problem...
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OpenAL is required for all current CVS builds and also for all future builds so might try installing it. Check first post in this thread (http://www.hard-light.net/forums/index.php/topic,34852.0.html). Also tbms were not really fully functional when 3.6.7 was released so if your errors are tbm related try making a single tbl file or get a more recent build.
Also try running your mod without any of the added ships to see if the basic tables are ok.
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Got OpenAL whic seems to be making the newer builds work... although there are still some strange errors in "Into the Depths of Hell" that havne't been resolved...
...but I'm not here to talk about those. It seems that it is not the older build bug that is messing up my tables, because I'm running the newest CVS build and they still have the same errors. I thought maybe it had too many entries in the table, so I deleted one ship I wasn't going to use anyway. Didn't fix a thing.
So we know two new things:
1) it is not the older build bug
2) it has nothing to do with the number of entries.
I'm going to try putting the .tbm file into the main .tbl. Just one question for clarification: With Inferno tables, how many ships are allowed?
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Putting them all in the same table doesn't work either. Same problem, same place.
BTW, I counted the number of ships, and there are 129 entries. So it shouldn't be a problem with too many ships.
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Ok then.. Inferno limit is 250. http://www.hard-light.net/forums/index.php/topic,38991.0.html and that includes all the ships from the main ships.tbl and from all the -shp.tbms
Hmm.. $Detail distance: is supposed to be before $ND: fields
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Are the main tables from Inferno or from the Inferno SCP patch as the later one has some fixes included..
You should have used mine from start (the weapons.tbl included in the update), it doesn't have the Earth.pof entry....
--------------------------------------------------------------------------
Your TBM seems very much like the one I already have for Solar Wars (without the Archangel). You have the same problem as mine, I don't have the Nightmare weapons entry in the TBL (primary/secondary/beam) and they're specified in the Ships.tbl. Replacing Nightmare weapons by Shivan ones, surely result in an unbalanced Solar Wars....
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I switched the weps on the Nightmare entries to avoid problems........ are you saying that could actually have created them?
And while I'm at it: To use Inferno ship/weapon limits on tables.... do you have to be running an Inferno-optimized build, or just using a vp very similar to Inferno's?
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I changed the location of $Detail Distance, replaced a couple of tables in my data folder with those on the Patch.... AND IT IS WORKING WITH NO ERRORS!!!!!!!!!! :D :D :D :D :D :D :D
Thank you all for your help, it has been very informative!
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I switched the weps on the Nightmare entries to avoid problems........ are you saying that could actually have created them?
Well, yes aren't those nightmare bomber, from Babylon, I can't confirm, I have even an idea on that series, however weren't the bad guys the so called B5 Nightmare. That would mean the weapons must by in the TBP tables, until I am wrong (I can't say if I am...).
Anyways, you checked the "head" of the Vinaashak and the Nightmare Destroyer, I think someone cheated here, well not, but they seems to be from the same species with different texturing.
And while I'm at it: To use Inferno ship/weapon limits on tables.... do you have to be running an Inferno-optimized build, or just using a vp very similar to Inferno's?
For using INF R1 table you can use any build, it doesn't matter....
But if your adding ships to the TBL, remember If you pass the 130 ships entries in the Ships.TBL you need to use an Inferno Build, any works, it doesn't need to be optimized. I get a limit of 100 ships by Mission with an standard build, I believe it was 130, but FRED2 just make the rest of the ships dissapear.
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Didn't know the Nightmares had a connection to any series, I just thought it'd be cool to introduce a new thing in my campaign.
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I didn't know too when I play Solar Wars, however if you play Solar Wars, you should have noticed that those figthers were worst than the FS1 vasudan's Anubis, and also the species overall, that was because the ships barely were armed due to missing entries for their weapons.
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It is mentioned in their tech data that they're lightly armed and work best in large swarms. But if they're too terrible I'll just tweak their table entry a bit. Unless that's illegal due to copyrights on new models?
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Didn't know the Nightmares had a connection to any series, I just thought it'd be cool to introduce a new thing in my campaign.
They're not. They'd 100% Aldo's creation AFAIK. The bad guys from B5 were the Shadows not the Nightmares.