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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Mobius on September 07, 2010, 02:36:23 pm

Title: Random Help
Post by: Mobius on September 07, 2010, 02:36:23 pm
What the title says. Where should it go in a ship's table entry? It's kind of hard to believe that it's supposed to work via tbms, only. Any help would be greatly appreciated.

Oh, the Wiki isn't clear about this. Well, to be honest, searching "$Radar Image 2D" there led to nothing, so Wiki contributors may wish to update ships.tbl once it's clear where that line should be.
Title: Re: What's the correct table placement of "$Radar Image 2D:"?
Post by: The E on September 07, 2010, 02:39:16 pm
http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Radar_Image_2D:

Comes right after the last Thruster entry. What is unclear about that?
Title: Re: What's the correct table placement of "$Radar Image 2D:"?
Post by: Mobius on September 07, 2010, 02:44:59 pm
I was looking for icon (wrong name) during the Wiki search. Odd and memorable lapsus. :wtf:

Uhm, I have another problem. If I run a debug build, I get a warning about ParticleSmoke01's missing LODs (3/4, to be precise). Any clue on what's causing the issue?
Title: Re: What's the correct table placement of "$Radar Image 2D:"?
Post by: The E on September 07, 2010, 02:51:55 pm
Yes.

You need an entry like this in your -wxp.tbm/Weapon_expl.tbl:
Code: [Select]
$Name: ParticleSmoke01
$LOD: 1

Also bumped to FS Modding, as this is not a Tech Support issue
Title: Re: $Radar Image 2D:", ParticleSmoke01 LODs help
Post by: The E on September 07, 2010, 02:53:38 pm

Oh, the Wiki isn't clear about this. Well, to be honest, searching "$Radar Image 2D" there led to nothing, so Wiki contributors may wish to update ships.tbl once it's clear where that line should be.

Searching for any tbl flag causes this issue. And the ships.tbl entry is VERY clear on the placement.
Title: Re: "$Radar Image 2D:", ParticleSmoke01 LODs help
Post by: Mobius on September 07, 2010, 03:38:13 pm
You need an entry like this in your -wxp.tbm/Weapon_expl.tbl:
Code: [Select]
$Name: ParticleSmoke01
$LOD: 1

So that was the table. I knew missing LODs call for a "$LOD: 1" somewhere, but I couldn't remember where to add that entry.

One more problem: I get warnings about invalid armor type names, even if they're typed correctly in both ships.tbl and armor.tbl. Most armor types are fine, but quite a few of them (which I added recently) lead to these warnings.

(Please note that I get these warnings from debug builds, only, as they don't seem to lead to crashes. Nevertheless, I want these warnings gone.)
Title: Re: "$Radar Image 2D:", ParticleSmoke01 LODs help
Post by: The E on September 07, 2010, 03:39:00 pm
Why are you not posting the warnings? That could help us, you know.
Title: Re: "$Radar Image 2D:", ParticleSmoke01 LODs help
Post by: Mobius on September 07, 2010, 03:43:42 pm
Sorry, here's one:

Code: [Select]
Invalid armor name TB SuperHeavy specified for hull in ship class GTB Zelos
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

And a few others:

Code: [Select]
Invalid armor name TCv Standard specified for hull in ship class GTCv Erinome
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

Code: [Select]
Invalid armor name TI Standard specified for hull in ship class GTI Arcadia
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
Title: Re: Random Help
Post by: The E on September 07, 2010, 03:54:08 pm
Which armor types cause problems? More importantly, what differences are there between the ones that work and the ones that don't? Are there any parsing warnings when the game loads armor.tbl? Please post a full log, as well as your armor.tbl.
Title: Re: Random Help
Post by: Dragon on September 07, 2010, 03:55:48 pm
Double-check the spelling of armor classes first.
It may be caused by a typo in armor table, or it being disabled at all.
Title: Re: Random Help
Post by: Mobius on September 07, 2010, 04:10:04 pm
The spelling's fine. Here are two armor entries: the first one is "warningless". I don't see any tangible differences here...

Code: [Select]
$Name: TF Standard
;; Standard armour for most fighters. No change to damage settings.
$Damage Type: WeakLaser
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: MediumLaser
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: HeavyLaser
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: Penetrating
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: HiVel
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: CapRail
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: CapBeam
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: HeatSeeker
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: Swarming
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: AspectSeeker
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: SubMiss
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: LightBomb
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: HeavyBomb
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
#End

Code: [Select]
#Armor Type
$Name: TB SuperHeavy
;; Very heavy bomber armour, reduces weaker weapons more than standard and heavy bomber armours. It's been specificately created for the GTB Zelos superbomber.
$Damage Type: WeakLaser
    +Calculation: Multiplicative
    +Value: 0.15
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: MediumLaser
    +Calculation: Multiplicative
    +Value: 0.3
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: HeavyLaser
    +Calculation: Multiplicative
    +Value: 0.5
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: Penetrating
    +Calculation: Multiplicative
    +Value: 0.9
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: HiVel
    +Calculation: Multiplicative
    +Value: 0.5
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: CapRail
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: CapBeam
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
$Damage Type: HeatSeeker
    +Calculation: Multiplicative
    +Value: 0.4
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: Swarming
    +Calculation: Multiplicative
    +Value: 0.4
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: AspectSeeker
    +Calculation: Multiplicative
    +Value: 0.4
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: SubMiss
    +Calculation: Multiplicative
    +Value: 0.85
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: LightBomb
    +Calculation: Multiplicative
    +Value: 0.05
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
$Damage Type: HeavyBomb
    +Calculation: Multiplicative
    +Value: 0.1
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: None
#End
Title: Re: Random Help
Post by: FUBAR-BDHR on September 07, 2010, 04:12:40 pm
Where is the requested FS2_Open.log?
Title: Re: Random Help
Post by: General Battuta on September 07, 2010, 04:41:53 pm
And the armor.tbl.
Title: Re: Random Help
Post by: pecenipicek on September 07, 2010, 04:51:37 pm
on a hunch, try removing the space from the name of the armor.tbl entries, or replace the space with an underscore.