Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Raptor on April 06, 2006, 06:54:00 am
-
I just tried to run my (very incomplete) Original BSG mod (was in the mood for blasting Cylon Raiders, plus get some ingame shots to display on another forum), but NONE of my current selection of SCP releases worked! Nearly all CTD when loading the (very basic) test mission. One reached the 'Commit' point, but when I clicked 'Commit'...... total system freeze. Had to unplug PC to unlock it :hopping: And THAT ation caused the circuit brakers in the house to trip, so had to reset them (hence foul mood). Luckily no-one else knows... :nervous:
Frankly, I'm getting fed up with this. Every exe complains about (it seems) every single line in my tbl files, all the recent bugs about MPturrets (has that been resolved BTW?), and now this? :mad:
Don't get me wrong, I whole-heartedly support what you guys are trying to do, but it gets annoying when everyone elses runs (it seems) perfectly, while mine is constantly complaining. I know, that last is most likely my fault, but I don't know HOW it's my fault, since some of the complaints are about lines in the tbl file that were there in the originals! :wtf:
Like I said, please don't take this rant personally, I'm just ticked off right now...
-
1) I'd be very surprised if you can get the BSG mod to run. The models were designed for retail and use what would now be regarded as a ridiculously high number of textures.
2) What happens when you run your tables through a debug build of FRED?
-
Do you think he's referring to my models Kara? I don't think he is. I would say post us some screenshots but... well... I can read and all that.
-
Maybe post your table ?
-
1) I'd be very surprised if you can get the BSG mod to run. The models were designed for retail and use what would now be regarded as a ridiculously high number of textures.
2) What happens when you run your tables through a debug build of FRED?
I'm using the new HTL models I (mostly) created. All fighters have 1 texture, and the basestar uses 5: 1 for the small MP turrets, 2 for the big MP turrets, and the last two for the hull and single-part turrets.
The Base Star core model was your's IPAndrew, with Maudib's texture. It used to work, and I did post screenies back then...
And I... don't have a debug FRED :nervous: Have a debug FS2 though... (version 06/03/2006)
okay, this .rar file contains the errorlog.txt, a .txt containing the debug spew, and my current BSG-Mod ship.tbl
http://www.fileh.com/Raptor/DeBugStuff.rar
I hope that some of that makes sense to people, cause it's all alien greek to me :confused: Oh, and I think the Errorlog has the same data twice...
-
Try replacing all lines of
$type="inital"
with $type=initial
I know I was having a lot of trouble with that earlier... recent builds as of March want this. (notice the spelling)
Not a table expert (yet) so dunno if there's anything else...
I jokingly suggest you give us all the models and textures to play with :p :drevil:
-
Get debug FRED. If you're running a CVS version you probably got it in the same file you got the version you're using now anyway.
You should always run any table change through a debug build of FRED. It will uncover bugs in your tables and may possibly point out errors in the code that will result in perfectly good tables still causing crashes.
If you tell everyone that something crashes FS2 it tells a coder very little. If you give them the text of an assertion then you have a much better chance of getting the problem solved because you've basically stated where in the code the problem occured.
Do you think he's referring to my models Kara? I don't think he is. I would say post us some screenshots but... well... I can read and all that.
I was under the impression that his BSG mod was based on yours more closely than turned out to be the case :) Not that I'm knocking your mod in any way. In retail having 20 textures on a model wasn't a problem so there was no real reason not to do it.
-
Infact you should use
$animation: triggered
$type: initial
instead of your current animation entries.
-
.. And also switch to using OpenGL instead of D3D.
-
We should definitely have the new launcher default to OpenGL when it comes out.
-
We should definitely have the new launcher default to OpenGL when it comes out.
Don't worry, it will. :D
Windows is the only supported operating system, of three, that supports anything other than OpenGL so it's easier and cleaner code wise to just have it default to OpenGL.
-
.. And also switch to using OpenGL instead of D3D.
And the differance is...? :confused: (has not a clue)
And the initial thing, that was a straight cup-paste of the original code. Mind explaining why there's that line about an animation in there (plainly please), while I do those changes...
-
.. And also switch to using OpenGL instead of D3D.
And the differance is...? :confused: (has not a clue)
The difference is that D3D has more bugs and lots of memory leaks. Oh, and it crashes a lot too. :)
OpenGL is the only thing being maintained at this point.
-
And the initial thing, that was a straight cup-paste of the original code. Mind explaining why there's that line about an animation in there (plainly please), while I do those changes...
Animation like that are used for various subobject animations. In that case the animation (triggered, initial type anmation) is used to set turret barrel elevations and turret facings before the mission begins... And as for the difference between the copy-pasted and working entries, the table entry that controls the animations has been changed a couple of times (first '=' -> ':' and then "inital" -> initial)..
-
Well, I switched to using this OpenGL, and I altered the initial turret thing.
Still get a shed-load of errors on start up (It complains about 'Error: Required token =[#End],[$Subsystem] or [$name], found [something else]'
Funny thing just found: running in window to copy message, and NOW the ships show up in the tech room! :wtf: (might of been because I had the img2dds flag on, just tuned it off)
And nope, didn't reach mission. Again crashed when I clicked 'commit'
-
I took a quick look earlier in this thread and didn't see it... but what are your system specs? Video card and video driver version at the very least.
-
Still get a shed-load of errors on start up (It complains about 'Error: Required token =[#End],[$Subsystem] or [$name], found [something else].
Would you be able to post an example of what [Someting Else] might be?
-
I took a quick look earlier in this thread and didn't see it... but what are your system specs? Video card and video driver version at the very least.
Sure:
AMD64 3700+ 2.19GHz
1GB of RAM
NVIDIA GeForce 6200SE with 512MB RAM (version 7.7.7.9)
WinXP
Why do I have this sinking feeling that you're going to say that it's the video card is at fault... :nervous:
Would you be able to post an example of what [Someting Else] might be?
Well it complaims about the 'Initial angle' stuff (all three lines) for all the warships MP turrets, and then starts showing nearly EVERY line for the FS fighter I put in as something to shoot (as well as the Cylons and Shivans) Here:
$Name: Reaper
$Short name: MercFighter
$Species: Colonial
$end_multi_text
+Tech Description:
XSTR("The old Reaper fighter is a comman craft in the arsenals of pirates and mercenary groups. It is outclassed by our Scorpion fighter in regards to speed and maneuverability, but has a tougher hull and carries a number of missiles.",2944)
$end_multi_text
$POF file: fighter.pof
$Detail distance: (0,80,300,900)
$Show damage: YES
$Density: 1
$Damp: 0.3
$Rotdamp: 0.27
$Max Velocity: 0.0,0.0,60.0
$Rotation time: 4.8,4.8,4.8
$Rear Velocity: 0.0
$Forward accel: 1.0
$Forward decel: 0.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 400.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "12mm Laser" "20mm Laser" )
$Default PBanks: ( "12mm Laser" )
$Allowed SBanks: ( "<None>" "Standard" )
$Default SBanks: ( "<None>" )
$SBank Capacity: (8)
$Shields: 0
$Shield Color: 100 100 255
$Power Output: 0.0
$Max Oclk Speed: 100.0
$Max Weapon Eng: 100.0
$Hitpoints: 240
$Flags: ( "fighter" )
$AI Class: Flight Officer
$Afterburner: NO
$Countermeasures: 0
$Scan time: 1000
$EngineSnd: 128
$Closeup_pos: 0.0,0.0,-22
$Closeup_zoom: 0.5
$Shield_icon: shield-f05
$Ship_icon: iconfighter05
$Ship_anim: ssfighter05
$Ship_overhead: loadfighter05
$Score: 4
$Trail:
+Offset:-7.75 -3.3 -1.25
+Start Width:0.25
+End Width:0.05
+Start Alpha:1.0
+End Alpha:0.0
+Max Life:1.0
+Spew Time:60
+Bitmap:Contrail01
$Trail:
+Offset:7.75 -3.3 -1.25
+Start Width:0.25
+End Width:0.05
+Start Alpha:1.0
+End Alpha:0.0
+Max Life:1.0
+Spew Time:60
+Bitmap:Contrail01
$Subsystem: communication,10,0
$Subsystem: navigation,10,0
$Subsystem: weapons,20,0
$Subsystem: sensors,10,0
$Subsystem: engines,35,0
It complains about everything in red. The fighter itself (and indeed the tbl entry) is just a simple copy of the Valkrye fighter, with a few numbers changed. It dosn't complain about the copy-pasted Shivans, or the BSG craft ones though :wtf: Cleary there's something screwy with this entry, but what?
Oh, and the D version complains about 'Default IFF' for the Terrans, then crashs.
-
If i'm not wrong fs starts to parse the table and encounters 'unknown' or rather badly placed entry $end_multi_text (the first one).. try either removing it or add something like +Description: XSTR( " ", -1) just before it - after the $species: line.
Can you also show a sample of a multipart turret entry?
And do you have proper species_defs.tbl file?
-
NVIDIA GeForce 6200SE with 512MB RAM (version 7.7.7.9)
Why do I have this sinking feeling that you're going to say that it's the video card is at fault... :nervous:
Vid card should be fine, but why are you using drivers that are so old? Try upgrading to something more recent and see if that makes any difference.
-
If i'm not wrong fs starts to parse the table and encounters 'unknown' or rather badly placed entry $end_multi_text (the first one).. try either removing it or add something like +Description: XSTR( " ", -1) just before it - after the $species: line.
Can you also show a sample of a multipart turret entry?
And do you have proper species_defs.tbl file?
Okay, I'll remove that line. MPturret ship.tbl entry and species_def.tbl (in the form of a .txt file) below:
$Subsystem: turret07,3.0,1.5
$Default PBanks: ( "2Xmp 45mm Laser" )
$animation triggered
$type: initial
+relative_angle: 90,0,0
http://www.fileh.com/Raptor/Species_defs.txt
Vid card should be fine, but why are you using drivers that are so old? Try upgrading to something more recent and see if that makes any difference.
For the simple reason that I didn't know there WHERE more recent drivers... :nervous: It's not something I would think about...
-
Add : to the animation trigger line. In other words, replace $animation triggered with $animation: triggered
And as your current species_defs.tbl doesn't enable Cylon or Colonial 'species' you perhaps ought to change all the $Species: to normal Terran, Vasudan and Shivan and grab for example this species_defs.tbl (http://koti.mbnet.fi/vekkup/FS2/Species_defs.tbl) (easy solution)
EDIT: And if you want to.. change +Sec_Normal:, +Sec_Afterburn:, +Ter_Normal:, +Ter_Afterburn:, +Normal:, and +Afterburn: entries of the 'selected' species to the same as in the respective cylon and colonial entries in your original species_defs.tbl
-
For the simple reason that I didn't know there WHERE more recent drivers... :nervous: It's not something I would think about...
Grab these and see if it makes a difference: http://www.nvidia.com/object/winxp_2k_84.21.html
-
Thanks for your help people, it now only complains about asteriods.tbl, but runs fine (apart from model reated troubles, but that's nothing new)
BTW, which of the new weapon .tbl entries work? I noted quite a few say 'Implermented before 3.6.5', and I just tried the +weapon min Range: and $Arm Delay: ones, and Fs didn't work.
-
Even those should work... Did you add those to their proper places? And if you did, does the debug build complain about those entries?
-
Opps, my bad. Just tried them again and works fine. Must have put one in wrong or something... :nervous:
Though SwarmWait: on a primary with Swarm: 2 dosn't... :nervous: :shaking:
BTW, who was it that was overhaulling the turret code? Have a few ideas about that if their interested...
-
+SwarmWait: works for sure.. I use it all the time ;)
Just check the spelling, position and also note that it uses seconds... (just fixed the wiki entry :nervous:)
Try these:
$Swarm: 2
+SwarmWait: 0.100
Also note that 0value is ignored as are all the values that might cause the total swarming time (swarmwait x swarm count) to be longer than the firewait time.
-
+SwarmWait: works for sure.. I use it all the time ;)
Just check the spelling, position and also note that it uses seconds... (just fixed the wiki entry :nervous:)
Try these:
$Swarm: 2
+SwarmWait: 0.100
Also note that 0value is ignored as are all the values that might cause the total swarming time (swarmwait x swarm count) to be longer than the firewait time.
Ah, that explains that. Thanks