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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: ShadowWolf_IH on July 31, 2012, 09:57:25 am

Title: can't see subsystem
Post by: ShadowWolf_IH on July 31, 2012, 09:57:25 am
 :banghead:  I added a reactor subsystem to a meson bomb, nothing I haven't done before mind you, adding subsystems.  I can see the reactor in fred, but not in game.  Why?
Title: Re: can't see subsystem
Post by: MatthTheGeek on July 31, 2012, 10:03:04 am
You're not giving us much to help you here. What about your table entry and, say, a debug log ?
Title: Re: can't see subsystem
Post by: ShadowWolf_IH on July 31, 2012, 10:04:47 am
$Name:                  TC-Meson Bomb-A
$Short name:            TC-MBA
$Species:               Terran
+Tech Description:
XSTR("The TC-Meson Bomb is used solely as a container for Meson Bomb deployments. Each is custom built specifically

to hold a Meson Bomb. The container is permanently sealed once the bomb is safely housed within it.", 3068)
$end_multi_text
$POF file:               MesonA.pof
$Detail distance:         (0, 2500, 4000, 10000)
$Show damage:            YES
$Density:               1
$Damp:                  0.2
$Rotdamp:               0.2
$Max Velocity:            0.0, 0.0, 0.0
$Rotation time:            20.0, 20.0, 20.0
$Rear Velocity:            0.0
$Forward accel:            0.0
$Forward decel:            0.0
$Slide accel:            0.0
$Slide decel:            0.0
$Expl inner rad:         9500.0
$Expl outer rad:         10000.0
$Expl damage:            5000.0
$Expl blast:            300.0
$Expl Propagates:         no              ;; If set to Yes, then when the ship dies, the explosion

propagates through it.
$Shockwave Speed:         300.0              ;; speed shockwave expands at, 0 means no shockwave
$Default PBanks:         ()
$Default SBanks:         ()
$SBank Capacity:         ()
$Shields:               0
$Power Output:            2.0
$Max Oclk Speed:         0.0
$Max Weapon Eng:         0.0
$Hitpoints:               400
$Flags:                  ( "transport" )
$AI Class:               none
$Afterburner:            NO
$Countermeasures:         0
$Scan time:               2000
$EngineSnd:               -1                    ;; Engine sound of ship
$Closeup_pos:            0.0, 0.0, -317
$Closeup_zoom:            .8
$Score:                  4
$Subsystem:                        reactor,      25, 0
Title: Re: can't see subsystem
Post by: BritishShivans on July 31, 2012, 10:12:34 am
The wording for the reactor subsystem seems off to me. Are you sure you tabled the subsystem part right?
Title: Re: can't see subsystem
Post by: MatthTheGeek on July 31, 2012, 10:15:22 am
I'm more suspicious about whether his pof has special point for that subsystem and/or if it's the same name in both the pof and the table. That's the kind of stuff a debug log tells you. Which is why I'm still waiting for that.

Also, when posting table entries, [ code ] tags are much appreciated.
Title: Re: can't see subsystem
Post by: ShadowWolf_IH on July 31, 2012, 10:16:32 am
copied and pasted it from the escape pod engine entry, then changed "engine" to "reactor".  Did it 3 times, used pcs2 and tried an old copy of Aurora.  Nothing.  The susbsystem shows up in fred, but not in game.  It is the same name in special points...i copied and pasted it to edit the table.
  And yes, it is pathed.
Title: Re: can't see subsystem
Post by: ShadowWolf_IH on July 31, 2012, 10:29:31 am
everytime i paste the debug log, it won't let me post...sorry for the double post guys
Title: Re: can't see subsystem
Post by: The E on July 31, 2012, 10:30:12 am
Attach it to the post, or upload it to pastebin.com and post the link here.
Title: Re: can't see subsystem
Post by: MatthTheGeek on July 31, 2012, 10:30:29 am
Pastebin is your friend (http://pastebin.com/)

EDIT : ninja'd
Title: Re: can't see subsystem
Post by: ShadowWolf_IH on July 31, 2012, 10:44:15 am
ok i am only finding one thing modified with today's date, and it a fred 2 log.  other than that, my logs for 3.6.14 are dated may 4.  you want those?
Title: Re: can't see subsystem
Post by: MatthTheGeek on July 31, 2012, 10:47:21 am
...why can't you make a recent one ?

Help us help you. (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359)
Title: Re: can't see subsystem
Post by: ShadowWolf_IH on July 31, 2012, 10:55:18 am
thanks for the link.

found this in the log
Code: [Select]

Loading model 'MesonA.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship MesonA.pof
Submodel

[attachment deleted by a ninja]
Title: Re: can't see subsystem
Post by: MatthTheGeek on July 31, 2012, 11:01:13 am
Code: [Select]
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5-mod TestNebula
  -spec_point 8.6
  ...
  -mod TestNebula
Sounds like you already have a command line mishap here, although that's obviously not the cause of your problem.

Code: [Select]
Found root pack 'C:\games\Freespace2\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\games\Freespace2\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\games\Freespace2\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\games\Freespace2\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\games\Freespace2\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\games\Freespace2\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\games\Freespace2\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\games\Freespace2\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\games\Freespace2\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\games\Freespace2\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\games\Freespace2\MV_Root.vp' with a checksum of 0x6ffd5c78
WHAT

What what what what

Didn't anyone teach you about mod folders ? What are your MVPs doing in the root folder. Fix this monstrosity, now.

http://www.hard-light.net/forums/index.php?topic=70736.0

You won't find anyone willing to debug your problem if you don't have anything remotely looking like a clean FSO install.
Title: Re: can't see subsystem
Post by: The E on July 31, 2012, 11:04:52 am
Code: [Select]
  -spec_static 3.5-mod TestNebula
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -img2dds
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod TestNebula

You have a -mod commandline switch in your custom flags. Please remove it.

Code: [Select]
Found root pack 'C:\games\Freespace2\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\games\Freespace2\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\games\Freespace2\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\games\Freespace2\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\games\Freespace2\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\games\Freespace2\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\games\Freespace2\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\games\Freespace2\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\games\Freespace2\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\games\Freespace2\MV_Root.vp' with a checksum of 0x6ffd5c78

You have disregarded the mediavps install instructions. Bad move.

Code: [Select]
Searching root pack 'C:\games\Freespace2\3610_Patch.vp' ... 86 files
You have this file. You should not.

Code: [Select]
  OpenGL Renderer  : AMD M880G with ATI Mobility Radeon HD 4200 
  OpenGL Version   : 2.1.8796

You have outdated video drivers.

Code: [Select]
Model ThunderBoltNEW.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
This model should be opened in PCS2, and you should tell PCS2 to generate MOI data for it.

Code: [Select]
WARNING: "Inverted bounding box on submodel 'Detail0' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel '' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel '' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel '' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel '' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel '' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel '' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel 'cockpit' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225
WARNING: "Inverted bounding box on submodel 'GatGun' of model 'ThunderBoltNEW.pof'!  Swapping values to compensate." at modelread.cpp:1225

These models should be opened in PCS2, their BSP caches should be purged, and then they should be resaved.