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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: lefkos on June 17, 2007, 06:26:48 am

Title: Fredding my own mod
Post by: lefkos on June 17, 2007, 06:26:48 am
hi!
how can i chance fred so that it load my mod (models etc) into fred instead of the vanilla freespace?
Title: Re: Fredding my own mod
Post by: Wanderer on June 17, 2007, 06:56:18 am
Create a shortcut to the FRED exe. Right click on the shortcut and select 'Properties'.
Add -mod <directory> to the command line

For example... I have mediavps directory in the main FreeSpace dir. So i write:
someFRED.exe -glow -spec -mod mediavps to the command line
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 07:25:12 am
Create a shortcut to the FRED exe. Right click on the shortcut and select 'Properties'.
Add -mod <directory> to the command line

For example... I have mediavps directory in the main FreeSpace dir. So i write:
someFRED.exe -glow -spec -mod mediavps to the command line
hmm
i dont understand it cleary i think because when i make a shortcut of FRED i cant add the - mod etc because i only can change the name  :confused:
Title: Re: Fredding my own mod
Post by: Wanderer on June 17, 2007, 07:45:49 am
To create a shortcut.. Right click on the real FRED exe, select 'copy' from the menu. Move the cursor to the desktop and rightclick on an empty spot, select 'copy as shortcut' or something like it (but do not select 'normal' COPY) and then right click on the newly created shortcut...
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 08:45:14 am
To create a shortcut.. Right click on the real FRED exe, select 'copy' from the menu. Move the cursor to the desktop and rightclick on an empty spot, select 'copy as shortcut' or something like it (but do not select 'normal' COPY) and then right click on the newly created shortcut...
thanks :)  woot it works
damn that i didnt knew that  :ick:

btw i really need to thank you you helped me with alot  :D maybe i can do something in return?
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 10:36:57 am
wait it still doesnt work
i did all you said
but im getting errors with tables  :confused:
Title: Re: Fredding my own mod
Post by: Wanderer on June 17, 2007, 11:32:47 am
Post the error(s) here
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 12:03:30 pm
Post the error(s) here
Error: Error parsing 'weapons.tbl'
Error code = 2.

File:C:\projects\freespace2\code\Weapon\Weapons.cpp
Line: 1432

Call stack:
------------------------------------------------------------------
    Fred2.exe 0064ec0e()
    Fred2.exe 0064ec88()
    Fred2.exe 0063a544()
    Fred2.exe 00639528()
    Fred2.exe 00639731()
    USER32.dll 77d13a68()
    USER32.dll 77d1a8f9()
    USER32.dll 77d1450d()
    USER32.dll 77d1887f()
    ntdll.dll 77fa4da6()
    USER32.dll 77d18ab5()
    USER32.dll 77d18b57()
    Fred2.exe 00639c3e()
    Fred2.exe 0064ebdb()
    Fred2.exe 0064edeb()
------------------------------------------------------------------


Error: Error parsing 'ships.tbl'
Error code = 1.

File:C:\projects\freespace2\code\Ship\Ship.cpp
Line: 1709

Call stack:
------------------------------------------------------------------
    Fred2.exe 0064ec0e()
    Fred2.exe 0064ec88()
    Fred2.exe 0063a544()
    Fred2.exe 00639528()
    Fred2.exe 00639731()
    USER32.dll 77d13a68()
    USER32.dll 77d1a8f9()
    USER32.dll 77d1450d()
    USER32.dll 77d1887f()
    ntdll.dll 77fa4da6()
    USER32.dll 77d18ab5()
    USER32.dll 77d18b57()
    Fred2.exe 00639c3e()
    Fred2.exe 0064ebdb()
    Fred2.exe 0064edeb()
------------------------------------------------------------------




Title: Re: Fredding my own mod
Post by: karajorma on June 17, 2007, 12:37:57 pm
FRED2.exe is the Retail FRED executable. Are you using FRED2_Open for your mod? If not then it's never going to work in the way Wanderer described.

However this still means that something is wrong. Retail FRED should not have crashed in this way regardless of what you're doing.

So 1st we need to know if this is a retail mod and second what you have in your Freespace2 and Freespace2\Data folders (and subfolders of Data for that matter).

You may also want to take a good long look at my FAQ's section on installing mods for FS2_Open as Wanderer's advice is all based on you having done that.
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 01:07:44 pm
FRED2.exe is the Retail FRED executable. Are you using FRED2_Open for your mod? If not then it's never going to work in the way Wanderer described.

However this still means that something is wrong. Retail FRED should not have crashed in this way regardless of what you're doing.

So 1st we need to know if this is a retail mod and second what you have in your Freespace2 and Freespace2\Data folders (and subfolders of Data for that matter).

You may also want to take a good long look at my FAQ's section on installing mods for FS2_Open as Wanderer's advice is all based on you having done that.
my mod is a  (i think) total conversion cuz it has another story (kinda) and almost all the units are not in vanilla freespace + i use some mediavp stuf if im right
and in the data folder theres the cache models effects etc

i hope this helps a little because i really got ideas for missions
Title: Re: Fredding my own mod
Post by: karajorma on June 17, 2007, 02:16:52 pm
Okay the first mistake you've made is installing a mod (in this case your own) to Freespace2\Data.

You should never need do this with FS2_Open. Make a new folder in your Freespace2 directory and name it after your mod. Make a data folder inside it. Copy everything except FREDdocs and Players into your new data folder.

Change your FRED shortcut to say -mod YourMod'sName, mediavps

Then read my FAQ's installing mods section for detail on how to make a mod.ini so that FS2 can run it and the mediavps at the same time.
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 02:29:56 pm
Okay the first mistake you've made is installing a mod (in this case your own) to Freespace2\Data.

You should never need do this with FS2_Open. Make a new folder in your Freespace2 directory and name it after your mod. Make a data folder inside it. Copy everything except FREDdocs and Players into your new data folder.

Change your FRED shortcut to say -mod YourMod'sName, mediavps

Then read my FAQ's installing mods section for detail on how to make a mod.ini so that FS2 can run it and the mediavps at the same time.
huh :S
i didnt say that is in the  data folder its in data/Mijn mod there are al the files/tables/pof (in maps)  that i want to use
Title: Re: Fredding my own mod
Post by: Snail on June 17, 2007, 03:32:04 pm
i didnt say that is in the  data folder its in data/Mijn mod there are al the files/tables/pof (in maps)  that i want to use

First, It shouldn't be data\anything. It should be something like this: C:\Games\FreeSpace2\ModName\

Second, did you say that you put your files in your data\maps folder?
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 03:55:20 pm
i didnt say that is in the  data folder its in data/Mijn mod there are al the files/tables/pof (in maps)  that i want to use

First, It shouldn't be data\anything. It should be something like this: C:\Games\FreeSpace2\ModName\

Second, did you say that you put your files in your data\maps folder?
sorry i meaned the  \Terran Republic\data   :ick:
and second i mean
tables folder maps folder models folder sound folder etc
Title: Re: Fredding my own mod
Post by: Snail on June 17, 2007, 03:59:42 pm
So what are the errors now?

Still the old ones?
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 04:09:26 pm
So what are the errors now?

Still the old ones?
yes
wait maybe its the shortcut:
this is how the shortcut looks like
C:\Games\FreeSpace2\Fred2.exe -mod Terran Republic, mediavps
and again i get the table errors
Title: Re: Fredding my own mod
Post by: Snail on June 17, 2007, 04:14:09 pm
Fred2.exe is the retail executable.

Can we please have a look at your C:\Games\FreeSpace2\ folder?
Title: Re: Fredding my own mod
Post by: lefkos on June 17, 2007, 04:59:06 pm
Fred2.exe is the retail executable.

Can we please have a look at your C:\Games\FreeSpace2\ folder?
no problem with that but how can i 'reveal' it to u guys ?
printscreen and paint?  :ick:

edit : please anwser :( my whole mod is onhold now i only got one mission
and  have so much insperation
Title: Re: Fredding my own mod
Post by: lefkos on June 19, 2007, 08:46:00 am
Fred2.exe is the retail executable.

Can we please have a look at your C:\Games\FreeSpace2\ folder?
no problem with that but how can i 'reveal' it to u guys ?
printscreen and paint?  :ick:

edit : please anwser :( my whole mod is onhold now i only got one mission
and  have so much insperation
whats a good upload site?
Title: Re: Fredding my own mod
Post by: Wobble73 on June 19, 2007, 08:57:48 am
It seems you are using the FRED2.exe when you should be using the FRED2_Open.exe!
Title: Re: Fredding my own mod
Post by: karajorma on June 19, 2007, 10:44:56 am
Yeah but FRED2.exe should have worked. Which means he has files in the wrong place too and needs to deal with both errors.
Title: Re: Fredding my own mod
Post by: lefkos on June 19, 2007, 12:56:33 pm
whoa?! it worked!!! :O
i used fred open
only the models look like capsules but works :D
yea some models are invisible and some not
and with some i only see te cockpit
Title: Re: Fredding my own mod
Post by: karajorma on June 19, 2007, 03:48:08 pm
Change the shortcut to include -jpgtga
Title: Re: Fredding my own mod
Post by: lefkos on June 20, 2007, 11:45:14 am
hmm
that didnt worked
i still dont see some ships
Title: Re: Fredding my own mod
Post by: karajorma on June 20, 2007, 11:52:58 am
Do they appear in FS2_Open
Title: Re: Fredding my own mod
Post by: lefkos on June 20, 2007, 04:01:21 pm
yes
they are fine ingame
Title: Re: Fredding my own mod
Post by: karajorma on June 20, 2007, 04:17:23 pm
Post your FS2_Open Command Line and the one you're using for FRED.
Title: Re: Fredding my own mod
Post by: lefkos on June 20, 2007, 04:29:53 pm
Post your FS2_Open Command Line and the one you're using for FRED.
C:\Games\FreeSpace2\fs2_open_r_Kara_20060429.exe
C:\Games\FreeSpace2\fred2_open_3_6_9.exe  -jpgtga   -mod Mijn mod

like this ?

Title: Re: Fredding my own mod
Post by: karajorma on June 20, 2007, 04:43:30 pm
(http://homepage.ntlworld.com/karajorma/Misc-Pics/BtRL/Tech%20Help/Launcher-Features.jpg)

You'll find the command line in the greyed out box.


That said why in hell are you using such an old build of FS2_Open!
Title: Re: Fredding my own mod
Post by: lefkos on June 21, 2007, 12:31:09 am
(http://homepage.ntlworld.com/karajorma/Misc-Pics/BtRL/Tech%20Help/Launcher-Features.jpg)

You'll find the command line in the greyed out box.


That said why in hell are you using such an old build of FS2_Open!
OOOH.
do you mean this ? C:\Games\FreeSpace2\fs2_open_r_Kara_20060429.exe -mod Mijn mod,mediavps -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -missile_lighting -snd_preload
damn im totally confused  :ick:
Title: Re: Fredding my own mod
Post by: karajorma on June 21, 2007, 02:06:00 am
Well for a start you should be running FS2_Open 3.6.9 instead of that old build.

Second I've noticed that you're running the mediavps in FS2_open but not in FRED. I suspect that's the cause of your problems.
Title: Re: Fredding my own mod
Post by: lefkos on June 21, 2007, 09:13:22 am
Well for a start you should be running FS2_Open 3.6.9 instead of that old build.

Second I've noticed that you're running the mediavps in FS2_open but not in FRED. I suspect that's the cause of your problems.
offtopic: were can i find that newer build? :)
and it is fixed :)
thank you so much!!
Title: Re: Fredding my own mod
Post by: Wobble73 on June 21, 2007, 09:16:33 am
Here it is! (http://fs2source.warpcore.org/exes/3.6.9.rar)
Title: Re: Fredding my own mod
Post by: lefkos on June 21, 2007, 10:03:30 am
Here it is! (http://fs2source.warpcore.org/exes/3.6.9.rar)
thank you! :D
Title: Re: Fredding my own mod
Post by: lefkos on June 27, 2007, 05:51:38 am
btw!
offtopic : my debriefing is doing weird its in stages but still i get all the debriefings in one at the end of my mission  :confused:
Title: Re: Fredding my own mod
Post by: Wobble73 on June 27, 2007, 06:02:23 am
IIRC there is about ten briefing screens (Before the mission begins) but only one de-briefing screen (At the end of the mission.
Title: Re: Fredding my own mod
Post by: karajorma on June 27, 2007, 06:15:10 am
offtopic : my debriefing is doing weird its in stages but still i get all the debriefings in one at the end of my mission  :confused:

What triggers are you using for each stage?

If it's still

-true

then it's hardly surprising.
Title: Re: Fredding my own mod
Post by: lefkos on June 27, 2007, 07:23:05 am
offtopic : my debriefing is doing weird its in stages but still i get all the debriefings in one at the end of my mission  :confused:

What triggers are you using for each stage?

If it's still

-true

then it's hardly surprising.
there's no -true init but wait here are the formulas that i use :
stage 1 : and  is goal true, is destroyed delay (mission succes)
stage 2 : and is goal true , or  is destroyed 2x. (mission succes) (with the 2x i mean that is used multiple times)
stage 3 : is event true delay. (mission failed)
stage 4 :  has departed delay. (mission failed)
stage 5 :  and has departed delay, not  is goal true delay (this is for leaving the mission without completed the objectives)
do you mean like this?
Title: Re: Fredding my own mod
Post by: karajorma on June 28, 2007, 02:41:53 pm
Well it's hard to tell without you showing me which goals and which ships are destroyed but for instance Stage 1 and Stage 2 are probably going to play together if the same goal and ships are involved.
Title: Re: Fredding my own mod
Post by: lefkos on June 30, 2007, 04:35:19 am
 :mad: DAMNIT!
i think its a total chaos in my debriefing even when i left the mission when its failed than it suddenly says your have not the autherasation blablabla thingy damn :( i dont understand it anymore!
Title: Re: Fredding my own mod
Post by: karajorma on June 30, 2007, 06:53:06 am
Debriefings aren't that hard to understand. The game looks at the every single stage. And it plays ALL of them that evaluate to true. A lot of beginners make the mistake of thinking that it only plays the first true one it finds or they don't quite understand which ones are going to evaluate to true but it's quite simple once you have the hang of it.

Suppose you have a mission where you have 2 enemy ships and you win if you kill either and get a bonus if you kill both. Many people would do this.

Code: [Select]
Stage 1 :

when
-is-destroyed-delay
-Big Bad Enemy Ship
-0

You Win!


Stage 2 :

when
-is-destroyed-delay
-Not So Big Not So Bad Enemy Ship
-0

You Win! (a bit)

Stage 3 :

when
-is-destroyed-delay
-Big Bad Enemy Ship
-Not So Big Not So Bad Enemy Ship
-0

You killed both ships. You double Win!


However this is not the correct way to do things. If you kill both ships you'll get all three messages. If you changes the messages to

Code: [Select]
Stage 1 :

You killed the Baddzors!

Stage 2 :

You killed the somewhat Badzors!

Stage 3 :

You cool!


Then it works. The skill lies not just in making the trigger but also in realising how often that trigger will play. In the above case the mistake was not realising that all 3 could play at the same time.

From the sounds of it you've added an AWOL debrief stage (Good! I hate it when people forget those!) but not realised that there are other occasions it will play cause the trigger isn't correct. 
Title: Re: Fredding my own mod
Post by: lefkos on July 01, 2007, 10:32:46 am
aah yes i understand it a bit :D
hmm.. lets give it a try then :)
The only reason why the AWOL thingy is ingame is because i readed your FAQ els i was forgotten that one to  :nervous: