Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Dark Hunter on August 18, 2006, 11:41:31 pm
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I've heard it said that no one knows where to find the weapons data for the Nightmare ships. Well, I was digging around in a bunch of VP files I have, and I found the weapons hidden in the table data for Into the Depths of Hell, Chapter 4 VP!
I copied them into my own mod and tested them on the Nightmare Destroyer.... they work perfectly, and I've never seen anything like that BViolet beam....
*Dark Hunter wishes to know where in the Internet Noise found the data*
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Post 'em up, why don't you!
Along with instructions of exactly where to put the damn things in the weapons tbl, as i've never had much luck sticking stuff in there... :nervous:
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Bviolet? Ah yeah, now I remember... There was a time when Reciprocity files were up for DL. I must have grabbed them at that time. Had no idea they have been used since.
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I would post them up if I could, but I don't have a file hoster site......
I've put together a .tbm file with all of them in it: beams, turrets, fighter lasers, swarm missiles, bombs.
But at the moment it has developed a minor table error, so I'll have to be fixing that before sending it to anyone...
EDIT: Wow, that was easy! Ok, then the table is ready, I believe. Mefustae, I'll send it to you via e-mail, mayhap you could get it hosted somewhere (like hades-combine?). Once, again, I'd do it myself, but to submit something to hades-combine must already be hosted elsewhere...
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use badongo.com, they're great.
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Just been looking in it - it does indeed have about 80% of the nightmare table data
It is missing the AI data (no major loss) but it is missing data for the NSlash (Used TerSlash as template), Nightmare Laser weapon (which I've used Nightmare Fighter Laser for, with increased damage), nBomb and nCluster (which I've used the terran equivilents for)
The destoryer model throws a wobbley in the debug builds, but seems OK in regular :)
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So... Can i use this with ItDoH 4 or what ? I haven't played past ItDoH 1 yet.
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Just been looking in it - it does indeed have about 80% of the nightmare table data
It is missing the AI data (no major loss) but it is missing data for the NSlash (Used TerSlash as template), Nightmare Laser weapon (which I've used Nightmare Fighter Laser for, with increased damage), nBomb and nCluster (which I've used the terran equivilents for)
The destoryer model throws a wobbley in the debug builds, but seems OK in regular :)
It had a Vslash, is that something different? I also noticed a Nightmare Bomb, is "nBomb" different as well?
I'm a little disappointed that not all the data was in there, but hey, this is great for those (like me) who have the Nightmares but not their weapons!
I'll check out badongo.com, maybe get them hosted there. If I do, I'll submit them to Hades Combine as well.
EDIT: Aw <swear word>! Denial of service to anyone under 18! Just barely too young! Well, badongo's out the window in that case....
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Try rapidshare or just email to someone to let them post them :D
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EDIT: Aw <swear word>! Denial of service to anyone under 18! Just barely too young! Well, badongo's out the window in that case....
what ? come on ! just lie !
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:wags finger at neoterran:
Silly it might seem to you, but some people try to keep up a moral code. I am one of those people, and I know I draw the line in bizarre places.
Try rapidshare or just email to someone to let them post them :D
I already gave it to Mefustae, don't know if he's received it, or if he did, what he did with it.
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There we go.
[attachment deleted by admin]
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well, you can also give it to me, i'll up it to badongo, they have a nifty windows program that allows you to right click files in explorer and up them.
solidification [at] gmail [dot] com
i'm always late :sigh:
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The destoryer model throws a wobbley in the debug builds, but seems OK in regular :)
9 times out of 10 that means that the problem has simply been passed on to somewhere else in the code where it will sit and lurk before causing crashes when you least expect it.
Fix whatever the problem is.
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btw, what is the point of this table. How am i to use this ?
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The destoryer model throws a wobbley in the debug builds, but seems OK in regular :)
9 times out of 10 that means that the problem has simply been passed on to somewhere else in the code where it will sit and lurk before causing crashes when you least expect it.
Fix whatever the problem is.
If I knew how/had the tools I wouldn't hesitate Kara :( I wouldn't know where to start, which is why I mentioned it
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Telling us what happens when you run the debug build is a very good start. If it gives you an error message (especially if it's an assert) post it up.
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Strange, I've never had any problems with the Nightmares....
btw, what is the point of this table. How am i to use this ?
The point is that you have some very cool new weapons to use, preferably in conjunction with the Nightmares... but they'd work with other ships too. You need to know how to edit tables to do it. It's a really simple operation, requires only Notepad.
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Oh, i see, it's geared towards campaign/mission builders then. I don't even know what Nightmares are (I haven't played far enough in some mods I guess)
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The Nightmares haven't been used yet.... at least I don't think so. Noise is using them in ITDOH 5, and I'm using them in my campaign... I think Reciprocity was to introduce them, but it never made it to release.
Some intrepid modeller needs to make some more Nightmare ships. I love these things, like to see more designs than the fighter, bomber, corvette/carrier, and destroyer....
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Aye, I like them too - I'm using them in the campaign I'm working on...
OK, here are the debug errors I've found so far
Warning: Could not load in the HUD shield ani: shieldNfight1
File:c:\fs2_open\code\hud\hudshield.cpp
Line: 855
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-P420060731.exe 008243b9()
fs2_open_d-P420060731.exe 006fb180()
fs2_open_d-P420060731.exe 006e6eff()
fs2_open_d-P420060731.exe 006e7031()
fs2_open_d-P420060731.exe 006e71be()
fs2_open_d-P420060731.exe 006f4a34()
fs2_open_d-P420060731.exe 008a54bd()
fs2_open_d-P420060731.exe 006f337c()
fs2_open_d-P420060731.exe 008a5adc()
fs2_open_d-P420060731.exe 006f6a65()
fs2_open_d-P420060731.exe 006f6ce9()
fs2_open_d-P420060731.exe 00b94117()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Subsystem "communications" in model "ncarrier.pof" is represented as "communication" in ships.tbl. Although FS2_OPEN 3.6 and later will catch and correct this error, earlier versions (as well as retail FS2) will not. You are advised to fix this if you plan to support earlier versions of FreeSpace.
File:c:\fs2_open\code\model\modelread.cpp
Line: 1720
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-P420060731.exe 00886c88()
fs2_open_d-P420060731.exe 008895e8()
fs2_open_d-P420060731.exe 008246d0()
fs2_open_d-P420060731.exe 006fb180()
fs2_open_d-P420060731.exe 006e6eff()
fs2_open_d-P420060731.exe 006e7031()
fs2_open_d-P420060731.exe 006e71be()
fs2_open_d-P420060731.exe 006f4a34()
fs2_open_d-P420060731.exe 008a54bd()
fs2_open_d-P420060731.exe 006f337c()
fs2_open_d-P420060731.exe 008a5adc()
fs2_open_d-P420060731.exe 006f6a65()
fs2_open_d-P420060731.exe 006f6ce9()
fs2_open_d-P420060731.exe 00b94117()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
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Assertion Failed!
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Assert: sip->subsystems[j].model_num == sip->modelnum
File: c:\fs2_open\code\ship\ship.cpp
Line: 14393
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-P420060731.exe 006fb180()
fs2_open_d-P420060731.exe 006e6eff()
fs2_open_d-P420060731.exe 006e7031()
fs2_open_d-P420060731.exe 006e71be()
fs2_open_d-P420060731.exe 006f4a34()
fs2_open_d-P420060731.exe 008a54bd()
fs2_open_d-P420060731.exe 006f337c()
fs2_open_d-P420060731.exe 008a5adc()
fs2_open_d-P420060731.exe 006f6a65()
fs2_open_d-P420060731.exe 006f6ce9()
fs2_open_d-P420060731.exe 00b94117()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
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OK Cancel
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Warning: Invalid subobj_num or model_num in subsystem 'fighterbay01' on ship type 'Nightmare Carrier'.
Not linking into ship!
(This warning means that a subsystem was present in shivan-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\ship\Ship.cpp
Line: 5505
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fred2_open_3_6_9_debug.exe 0051ee47()
fred2_open_3_6_9_debug.exe 005275ec()
fred2_open_3_6_9_debug.exe 004ea99f()
fred2_open_3_6_9_debug.exe 004ea877()
fred2_open_3_6_9_debug.exe 004eda76()
fred2_open_3_6_9_debug.exe 004f0044()
fred2_open_3_6_9_debug.exe 004f1d07()
fred2_open_3_6_9_debug.exe 004f1cc1()
fred2_open_3_6_9_debug.exe 004f2b38()
fred2_open_3_6_9_debug.exe 00432ce4()
fred2_open_3_6_9_debug.exe 004321c8()
fred2_open_3_6_9_debug.exe 009aa706()
fred2_open_3_6_9_debug.exe 009b09a5()
fred2_open_3_6_9_debug.exe 009bc995()
fred2_open_3_6_9_debug.exe 009c8d79()
------------------------------------------------------------------
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Warning!
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Warning: Invalid subobj_num or model_num in subsystem 'fighterbay02' on ship type 'Nightmare Carrier'.
Not linking into ship!
(This warning means that a subsystem was present in shivan-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\ship\Ship.cpp
Line: 5505
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fred2_open_3_6_9_debug.exe 0051ee47()
fred2_open_3_6_9_debug.exe 005275ec()
fred2_open_3_6_9_debug.exe 004ea99f()
fred2_open_3_6_9_debug.exe 004ea877()
fred2_open_3_6_9_debug.exe 004eda76()
fred2_open_3_6_9_debug.exe 004f0044()
fred2_open_3_6_9_debug.exe 004f1d07()
fred2_open_3_6_9_debug.exe 004f1cc1()
fred2_open_3_6_9_debug.exe 004f2b38()
fred2_open_3_6_9_debug.exe 00432ce4()
fred2_open_3_6_9_debug.exe 004321c8()
fred2_open_3_6_9_debug.exe 009aa706()
fred2_open_3_6_9_debug.exe 009b09a5()
fred2_open_3_6_9_debug.exe 009bc995()
fred2_open_3_6_9_debug.exe 009c8d79()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Yes to break into Debugger, No to continue.
and Cancel to Quit
---------------------------
Yes No Cancel
---------------------------
Assert: mp->nverts > 1
File: C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\Model\ModelRead.cpp
Line: 3397
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fred2_open_3_6_9_debug.exe 0059d737()
fred2_open_3_6_9_debug.exe 0059d4a5()
fred2_open_3_6_9_debug.exe 005270a9()
fred2_open_3_6_9_debug.exe 0045597f()
fred2_open_3_6_9_debug.exe 004566d7()
fred2_open_3_6_9_debug.exe 00455808()
fred2_open_3_6_9_debug.exe 0043eab7()
fred2_open_3_6_9_debug.exe 0098e561()
fred2_open_3_6_9_debug.exe 0098da44()
fred2_open_3_6_9_debug.exe 0098b5e9()
fred2_open_3_6_9_debug.exe 0098ba85()
USER32.dll 77d48734()
USER32.dll 77d48816()
USER32.dll 77d4c63f()
USER32.dll 77d4c665()
------------------------------------------------------------------
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That's the Carrier, not the Destroyer. The first two look like really simple fixes, don't know about assertations though...
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Right. Some of these are somewhat self explainatory.
1) Your HUD.tbl (if you have one, if not it in another table or tbm) is specifing that the nightmare fighter has a shield animation called shieldNfight1 but the game can't find it. Not certain of the solution but I'm sure someone who knows more about tabling can explain.
2) figure out what ncarrier.pof is used by (Nightmare Carrier most likely). Scroll down from the start of it's table entry and change communication to communications. End of problem :)
3) Not sure about this one. I've seen it earlier this week though.
4) Does the nightmare carrier actually have fighterbays so that it can launch fighters? If not they should be added. If so then the table entry doesn't match them exactly. Grab modelview from my FAQ and check the names of the subsystems against what you have in the tables.
5) As above
6) No idea
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Hasnt HUD.tbl been buried for a long time now? That is isnt all that currently handled via ships.tbl?
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No, it hasn't. You still need to put shield animations into the hud.tbl for them to take effect. The line of code is extremely simple:
$Shield: <name of shield file>
That's seriously all hud.tbl needs. But it can only handle 40 entries total (I think 29 are used by the main game's fighters/bombers).
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I believe Wanderer is actually correct and Hud.tbl is obsolete but the tables for the nightmares are pretty old so it's easy to imagine that they'd have a hud.tbl with them.
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1) Your HUD.tbl (if you have one, if not it in another table or tbm) is specifing that the nightmare fighter has a shield animation called shieldNfight1 but the game can't find it. Not certain of the solution but I'm sure someone who knows more about tabling can explain.
Wrong. :p Hud.tbl isn't used anywhere anymore. All that happened is the game couldn't find the animation.
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Wrong. :p Hud.tbl isn't used anywhere anymore. All that happened is the game couldn't find the animation.
I was under the impression that it wasn't required but would be used if found. If you're playing with no mods how does FS2_Open figure out which shield ani to use then?
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Just with $Shield icon: (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Shield_icon:)?
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The Nightmares haven't been used yet.... at least I don't think so. Noise is using them in ITDOH 5, and I'm using them in my campaign... I think Reciprocity was to introduce them, but it never made it to release.
Some intrepid modeller needs to make some more Nightmare ships. I love these things, like to see more designs than the fighter, bomber, corvette/carrier, and destroyer....
No they don't.
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Just with $Shield icon: (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Shield_icon:)?
Ah. In that case it's his ships.tbl that he needs to look at and HUD.tbl (if present) can be deleted. :)