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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Rga_Noris on April 06, 2010, 11:34:33 pm

Title: Missing gunbanks, extra missile bank?
Post by: Rga_Noris on April 06, 2010, 11:34:33 pm
Hi again. For those that recognize the name, I've been lurking for the past few years :) ..and now modding.

I recently tried my hand at making a simple bomber, and I've been mostly successful. I have a new bomber in game with debris, perfect docking points, subsystems, and wonderfully aligned thrusters.

The loadout screen is where it gets less successful. I think its related to the .tbm I've made. Basically, all I did was copy the Artemis and change some things like top speed, available primaries, tech description, etc. My bomber has 2 gunbanks and 2 missile banks.

Here's the hierarchy:

gunbank01
--gunbank01-01
--gunbank01-02

gunbank02
--gunbank02-01
--gunbank02-02

missilebank01
--missilebank01-01
--missilebank01-02

missilebank02
--missilebank02-01
--missilebank02-02

 The issue is this: When selecting weapons, initially I only have one gun bank and three missile banks, just like the Artemis, the third one being filled with either rockeyes or nothing and not enabled/existant in flight. If I exit the mission and restart, all displays correctly EXCEPT that I cannot load the second gunbank with anything. Its there, just whenever I try to drag a weapon to it the gun icon deselects snaps back to the left. If i restart the game and start back up again, we start over with Arty-load out.

Help!

P.S. Running 3.6.12 RC1 w/mediavps.
Title: Re: Missing gunbanks, extra missile bank?
Post by: FUBAR-BDHR on April 06, 2010, 11:38:03 pm
Several things here.  Run the debug build and post a log.  Screen shot of the model in PCS2 would also be helpful (with primary and secondary banks shown).  Also the .tbm would be helpful. 
Title: Re: Missing gunbanks, extra missile bank?
Post by: Rga_Noris on April 06, 2010, 11:49:21 pm
Warning right off the bat with debug build...

Secondary bank capacities have not been completely specified for ship class GTB Ranger... fix this!!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12d_INF_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Code: [Select]
#Ship Classes

$Name:                          GTB Ranger
$Short name: Bomber2T-77
$Species:                       Terran
+Type:                          XSTR("Medium Bomber", -1)
+Maneuverability: XSTR("Poor", 1)
+Armor:                         XSTR("Medium", -1)
+Manufacturer: XSTR("Han-Ronald Corp.", -1)
+Description: XSTR(" ", -1)
$end_multi_text
+Tech Description:
XSTR("The GTB Ranger is what happens when Terran bombers and Vasudan fighter cross paths. A joint effort, the Ranger is capable of carrying some of the most devastating Terran bombs. With a high capacity load out, the Ranger can be deployed as an effective anti-cap ship weapon. In a pinch, the Ranger can also take on a Heavy Fighter role, thanks to a Vasudan reactor powering its dual gunbanks and VS-10a Quad Thrust Engine System. The Ranger is quicker than any other bomber with its load out capabilities.", -1)
$end_multi_text
+Length:          36 m
+Gun Mounts:      2
+Missile Banks:   2

$POF file:                      GTB_Ranger.pof
$Detail distance:       (0, 100, 300, 1300)
$Show damage:           YES
$Density:                       1
$Damp:                          0.35
$Rotdamp:                       0.55
$Max Velocity:          0.0, 0.0, 75.0
$Rotation time:         5.0, 4.5, 5.0
$Rear Velocity:         0.0
$Forward accel:         4.0
$Forward decel:         2.0
$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
$Allowed PBanks:        ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "UD-8 Kayser")( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "UD-8 Kayser")
$Allowed Dogfight PBanks:        ( "Subach HL-D" "Prometheus D" "Circe" "MorningStar D" "Lamprey" )( "Subach HL-D" "Prometheus D" "Circe" "MorningStar D" "Lamprey" )
$Default PBanks:        ( "Subach HL-7" )
$Allowed SBanks:        ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops"  "cyclops#short"  "Hornet#Weak" "EMP Adv." "Infyrno" )
$Allowed Dogfight SBanks:        ( "Rockeye D" "Hornet D" "Tornado" "Piranha" "Infyrno D" )
$Default SBanks:        ( "Hornet" "Cyclops#short" "Cyclops#short" )
$SBank Capacity:        ( 60, 60 )
$Shields:                       700
$Shield Color: 100 100 255
$Power Output:          4.0
$Max Oclk Speed:        65.0
$Max Weapon Eng:        100.0
$Hitpoints:             275
$Flags:                         ( "player_ship" "default_player_ship" "bomber")
$AI Class:                      Captain
$Afterburner:           YES
+Aburn Max Vel: 0.0, 0.0, 115.0
+Aburn For accel:       0.7
+Aburn Fuel:            300.0
+Aburn Burn Rate:       50.0
+Aburn Rec Rate:        25.0
$Countermeasures:       35
$Scan time:                     2000
$EngineSnd:       127                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -45
$Closeup_zoom:          0.5
$Shield_icon:           shieldbt-03
$Ship_icon:                     iconbomber2t-03
$Ship_anim:                     ssbomber2t-03
$Ship_overhead: loadGTB_Ranger
$Score:             10
$Trail:
+Offset: 6.6 -6.25 -5.3
+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: -6.6 -6.25 -5.3
+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:                     communications, 10,     0.0
$Subsystem:                     navigation,                     10,     0.0
$Subsystem:                     weapons,                                20,     0.0
$Subsystem:                     sensors,                                10,     0.0
$Subsystem:                     engine,                 15,     0.0

#END

Aaaaaand screeny is attached.

I should also mention im using the Inferno build.

And thanks much for the quick response!


[attachment deleted by admin]
Title: Re: Missing gunbanks, extra missile bank?
Post by: Droid803 on April 06, 2010, 11:52:22 pm
Change those Default Pbanks and Default Sbanks, for sure.
Title: Re: Missing gunbanks, extra missile bank?
Post by: FUBAR-BDHR on April 06, 2010, 11:59:07 pm
$Default SBanks:        ( "Hornet" "Cyclops#short" "Cyclops#short" )
$SBank Capacity:        ( 60, 60 )

Yea you have 3 banks in the table but only capacity for 2 and only 2 on the model.

And only one primary instead of 2 in the table as well.
Title: Re: Missing gunbanks, extra missile bank?
Post by: Rga_Noris on April 07, 2010, 12:01:42 am
Well, that would explain the odd behavior. Ill give it go tomorrow. THANKS!
Title: Re: Missing gunbanks, extra missile bank?
Post by: FUBAR-BDHR on April 07, 2010, 12:03:59 am
BTW if you have the secondaries shown like that you could always remove the weapons from the ship, place a firing point where each missile is, and use show secondaries so they actually deplete when fired. 
Title: Re: Missing gunbanks, extra missile bank?
Post by: Rga_Noris on April 07, 2010, 12:47:59 am
Ah who am I kidding? Im not getting any sleep.

Anyways, that seemed to fix the issue with the secondaries, but the primaries still show two banks, one being completely empty and unable to arm with any gun.

Here's the changes I made to tbm:

$Default PBanks:        ( "Subach HL-7" "Subach HL-7" )
$Default SBanks:        ( "Cyclops#short" "Cyclops#short" )

Any ideas from here?
Title: Re: Missing gunbanks, extra missile bank?
Post by: FUBAR-BDHR on April 07, 2010, 12:50:00 am
OK now that you've fixed the error create a new pilot file and try again.  Highly possible that corrupted your pilot file
Title: Re: Missing gunbanks, extra missile bank?
Post by: Rga_Noris on April 07, 2010, 12:57:06 am
I really like garlic mashed potatoes. I mean its sick the amount I like them.

FUBAR-BDHR, you are coming very close to that level of like :)

It works great! Now to create a semi-decent skin.
Title: Re: Missing gunbanks, extra missile bank?
Post by: FUBAR-BDHR on April 07, 2010, 02:11:16 am
That's just because I have patients when drinking and haven't gone full Sith yet. 
Title: Re: Missing gunbanks, extra missile bank?
Post by: Colonol Dekker on April 07, 2010, 03:15:03 am
Patience.
 
:p
 
 
Always good to have a new modeller on the scene. :nod: now join TAP (click my blue badge)
;)
Title: Re: Missing gunbanks, extra missile bank?
Post by: Goober5000 on May 15, 2010, 02:10:26 am
Hey look, it's the guy who signed up to be the SCP QA guy, then vanished. :p
Title: Re: Missing gunbanks, extra missile bank?
Post by: Rga_Noris on May 15, 2010, 11:02:06 am
If by vanish you mean compile the list with everyones info, specs, and availability, accept test request with builds attatched and distribute them to testers only to have testers hardly ever respond, then yes, that is exactly what I did. Not to mention that the coders stopped using the list considering the testers were flaky. I would also like to point out I wasn't the first nor the last person to attempt that job.
Title: Re: Missing gunbanks, extra missile bank?
Post by: Goober5000 on May 15, 2010, 03:57:27 pm
That's not what I mean by vanish. :p  I concede your difficulties; most of the SCP members know firsthand the difficulties involved in finding and keeping testers.  But you kind of dropped off the face of the earth without letting us know, despite stating (http://www.hard-light.net/forums/index.php?topic=27779.msg571749#msg571749) that you were still active and able to conduct testing sessions.

Anyway, the Test Builds (http://www.hard-light.net/forums/index.php?board=97.0) forum, the Antipodes branch, and the general increase in end-user participation seem to have all come together to form a decent ad-hoc testing capability.  Welcome back. :nod: