Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Pahkwa-thanh on April 23, 2012, 03:50:28 pm

Title: laser issue
Post by: Pahkwa-thanh on April 23, 2012, 03:50:28 pm
i had some weird issues lately and i am at a loss... right now i am playing Silent Threat Reborn and the issue i have is with the Prometheus.

as i was playing yesterday, the prometheuswas working fine. when i fired i got the regular green laser glow. very bright green core and green border. the way we all know our Prometheus.

and now i turned it back on, i fire the Prometheus and... the fire effect just looks weird. the laserglow is totally different than it was before. i have just a dark green bolt projectile firing now. the bright green core is missing. and i have no idea what the hell happened.

i tried to extract the weapons.tbl into the mods data/tables folder, hoping that would solve the problem but had no success, then i tried to just create a prometheus-wep file and copy/paste the whole Prometheus values from the weapons.tbl but that didn't work either

i am at a loss for what happened :-(

can anyone help me out?
Title: Re: laser issue
Post by: Scourge of Ages on April 23, 2012, 04:17:42 pm
We're probably going to need some screenshots of the problem, and a debug log.
And by "we" I meant the people who know what they're doing. I just thought I'd get this out of the way.
EDIT-AFTER-THE-FACT: The other people (who are not me) who know what they're doing :)
Title: Re: laser issue
Post by: Pahkwa-thanh on April 23, 2012, 04:32:56 pm
yes, i am sure you know what you are doing and i don't. still, did you need to rub it in my face like that? kinda rude, you know...

anyways here are the screenshots

[attachment deleted by ninja]
Title: Re: laser issue
Post by: Spoon on April 23, 2012, 04:47:02 pm
You misunderstand what Scourge of Ages is saying. He's not being rude
Title: Re: laser issue
Post by: General Battuta on April 23, 2012, 04:48:41 pm
Yeah, you misunderstand Scourge of Ages, he was being modest.

It looks like you've done some modding on ST:R.
Title: Re: laser issue
Post by: Pahkwa-thanh on April 23, 2012, 04:54:24 pm
my sincerest apologies then

and yes i did... although nothing, and i emphasis the absolutely nothing here, regarding the weapons. all i did was make a couple of fighters i downloaded like the Ezechiel whose shield icon you can see playable in the campaign... well that and of course adding the FS 1 weapons to the allowed primary and secondary weapon banks of the fighters.

but that's it. i didn't change anything else... which is why i am so confused :-/
Title: Re: laser issue
Post by: General Battuta on April 23, 2012, 04:55:07 pm
We'll need a debug log.
Title: Re: laser issue
Post by: Pahkwa-thanh on April 23, 2012, 04:58:21 pm
aaand where do i find that?
Title: Re: laser issue
Post by: General Battuta on April 23, 2012, 04:59:19 pm
Read the Support FAQ
Title: Re: laser issue
Post by: Scourge of Ages on April 23, 2012, 08:11:32 pm
Lol, no worries. Sorry for being a little confusing. Was pointing toward other people who would come along and ask the same thing.

Here's how to make a debug log: http://www.hard-light.net/forums/index.php/topic,56279.msg1180359.html#msg1180359
Title: Re: laser issue
Post by: Molaris on April 24, 2012, 11:45:13 am
i started having problems too with the Maxim in particular. I just transfered my freespace folder from my old computer. The Windows on our new Alienware *drools profusely* is a 64bit (I think the other was 32bit). When I was looking at everything, it all appeared fine. When I fired the Maxim however, I got these wierd gray squares for an animation. do I need a reinstall of the main vps and mediavps? here's a screenshot and a debug log.



[attachment deleted by ninja]

[attachment deleted by a ninja]
Title: Re: laser issue
Post by: Pahkwa-thanh on April 24, 2012, 12:36:53 pm
those are some interesting looking capships... Anchorage class superdestroyer? which campaign are you playing on that screenshot? :-)
Title: Re: laser issue
Post by: Molaris on April 24, 2012, 05:52:20 pm
honestly, it's just a bunch of stuff I love thrown into one mod. not doing anything in particular with it yet. just gonna see now if there are bugs I need to work out from the transfer from old PC to new. yeah, that's the Anchorage with a Phobos. for the anchorage, I replaced all the textures with textures from the Amaterasu (in fact, all terran ships have, unless they are dumb and are a 1 texture model). and I rather liked the blue beams from Blue Planet so I took those. honestly, if I did release the mod, it would take me FOREVER to give the proper credits necessary.
Title: Re: laser issue
Post by: Molaris on April 25, 2012, 09:31:22 am
to be honest, I had weapons change on me too. The Terran Adv weapons from the Amaterasu where kinda similar. they fire oval spheres and I loved them. soon as I upgraded to the newest build, they began having trails which I thought took away from the look. I'm use to it now and kinda rather fond of it in a weird way. did you do any upgrading at all and am just now seeing the change?
Title: Re: laser issue
Post by: Dragon on April 28, 2012, 05:36:45 am
You're using a texture called "Maxim.dds". It's a bullet texture, used by Steve-O's bullet models. Now, it happens to take priority over the other "Maxim.dds" found in Mediavps, which is a bitmap for the Maxim. Just rename the "Maxim.dds" to something like "MaximB.dds" and modify the bullet models to use the correct texture.