Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: NJSP 3002 on March 13, 2013, 09:50:02 pm

Title: Bug
Post by: NJSP 3002 on March 13, 2013, 09:50:02 pm
Came back into playing freespace 2 launch blueplanet 2 and got this error-

Invalid Species UEF defined in table entry for ship UEF Uhlan. (not the only ship that comes up.)

ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fred2_open_3_6_12_SSE.exe! <no symbol>
fred2_open_3_6_12_SSE.exe! <no symbol>
fred2_open_3_6_12_SSE.exe! <no symbol>
fred2_open_3_6_12_SSE.exe! <no symbol>


just seeing what happen lol.
Title: Re: Bug
Post by: General Battuta on March 13, 2013, 10:12:55 pm
It's not a bug, you've probably just messed up your install. Very easy fix.

Please generate and post an fs2_open.log, instructions right at the top of the support forum.
Title: Re: Bug
Post by: NJSP 3002 on March 14, 2013, 12:20:27 am
sure. Just a heads up I have blueplanet 1+2 ships along with freespace 1+2 ships and silent threat too in one mod folder I'm guessing something went wrong but I'm at bust because its been so long since I Fred.  :wtf:
Title: Re: Bug
Post by: General Battuta on March 14, 2013, 12:22:18 am
This is a debug log for Diaspora. Pick a BP-compatible debug build, run until you hit the problem, find the new log file, and post that.
Title: Re: Bug
Post by: NJSP 3002 on March 14, 2013, 12:26:38 am
apologies that link I sent was from a google link of fs2_open.log I thought was correct but wasn't. this one from the support forum brings a blank screen-http://www.hard-light.net/forums/index.php/topic,56279.msg1180359.html#msg1180359    <----the download link
Title: Re: Bug
Post by: General Battuta on March 14, 2013, 12:34:16 am
What?  :confused:

Please do the following to generate and post a debug log:

Run the debug version of your BP build.

Hit the error.

Go to FreeSpace2/data/.

Open the fs2_open.log file

Copy the contents.

Paste into www.pastebin.com

Hit 'submit'.

Link me to the resulting file.
Title: Re: Bug
Post by: NJSP 3002 on March 14, 2013, 01:15:33 am
sorry but Iam not seeing fs2_open.log file anywhere searched it still nothing.
Title: Re: Bug
Post by: Jeff Vader on March 14, 2013, 01:32:29 am
http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359
Title: Re: Bug
Post by: NJSP 3002 on March 14, 2013, 01:52:45 am
Here ya go.

P.S. I know its suppose to say blueplanet as the mod folder but I change it to the great war due to the fact of all the ships im using.

[attachment deleted by a basterd]
Title: Re: Bug
Post by: Cobra on March 14, 2013, 02:09:20 am
Dude... did you even follow the installation instructions for any of this? This is definitely not how your setup is supposed to look.

I'm sorry for being blunt, but it's no wonder you're having problems.
Title: Re: Bug
Post by: niffiwan on March 14, 2013, 02:13:08 am
That's not going to work.  You can't put VP files from different mods into the same folder and have them work nicely together.

I'm assuming that you want blueplanet2 to work, not fsport.  So...

1) delete this directory, or move it out of your freespace2 folder
Code: [Select]
Found root pack 'C:\Program Files (x86)\Games\Freespace 2\The great war\

2) Move this folder (C:\Program Files (x86)\Games\Freespace 2) to c:\games\freespace2

3) download the complete BluePlanet installer from this thread (http://www.hard-light.net/forums/index.php?topic=70745.0), and run it.  Note: you'll also need to download the mediavps_3612 for this to work, see this thread (http://www.hard-light.net/forums/index.php?topic=70736.0)

Make sure you read the instructions in each thread carefully :)


edit: forgot step 2...
Title: Re: Bug
Post by: The E on March 14, 2013, 02:49:15 am
Quote
sure. Just a heads up I have blueplanet 1+2 ships along with freespace 1+2 ships and silent threat too in one mod folder I'm guessing something went wrong but I'm at bust because its been so long since I Fred.

So, in other words, you ****ed up your install and are now wondering why it isn't working correctly. Please take the time to read the modding documentation on the wiki and educate yourself on how to do what you want in the correct way.

EDIT:

Since this is definitely not an issue with the BP data, but rather an attempt at creating a new mod, I am moving this to the modding board.
Title: Re: Bug
Post by: NJSP 3002 on March 14, 2013, 08:04:49 am
Ok I understand what I need to do here just a heads up, I want Fsport and BluePlanet together as one mod. So that being said thanks for your help you all. :)
Title: Re: Bug
Post by: The E on March 14, 2013, 08:13:56 am
Then you need to learn the basics of vp handling and table editing. The BP tables are designed in such a way that they require lots of data from the BP mods and the mediavps, they are not designed to work together with anything else (And the same goes for the FSPort tables). You CAN'T just put the vps in there and expect them to work, that's like someone saying "Well, I like Bacon, I like Chocolate ice cream, watermelons, hamburgers and gummi bears. I bet that if I throw it all in a blender, the result will be delicious!". You NEED to learn how FSO modding works, how data needs to be organized, if you want it to work without creating issues left and right.
Title: Re: Bug
Post by: Fury on March 14, 2013, 10:04:26 am
"Well, I like Bacon, I like Chocolate ice cream, watermelons, hamburgers and gummi bears. I bet that if I throw it all in a blender, the result will be delicious!".
If I had blender, I would try this.
Title: Re: Bug
Post by: blowfish on March 14, 2013, 11:08:01 am
You're not going to be able to put fsport and Blue Planet together and have them both be playable.  There are far too many incompatibilities in the ship/weapon lists.  If you want to play them, play them separately.  If you are doing something separate and want ships (or something else) from both in your mod, pick the files you want out of the VPs and put them in a separate mod.
Title: Re: Bug
Post by: NJSP 3002 on March 18, 2013, 10:04:58 am
so if I wanted just the fsport ships into BluePlanet 2 I would drag over the maps, tables and models? 
Title: Re: Bug
Post by: The E on March 18, 2013, 10:09:39 am
And then you have to fix all the errors that appear, and finally edit all missions so that the ships you want are included in the loadouts.
Title: Re: Bug
Post by: NJSP 3002 on March 18, 2013, 10:14:58 am
is there a walkthrough that's available to show how I can do this lol?
Title: Re: Bug
Post by: blowfish on March 18, 2013, 01:18:54 pm
Why on earth would you want the fsport ships in Blue Planet?
Title: Re: Bug
Post by: Fury on March 18, 2013, 01:20:51 pm
(http://mondaybynoon.com/wp-content/uploads/xVyoSl.jpg)
Title: Re: Bug
Post by: NJSP 3002 on March 18, 2013, 01:29:14 pm
whatever then just remove this topic lol
Title: Re: Bug
Post by: MatthTheGeek on March 18, 2013, 01:32:27 pm
Why on earth would you want the fsport ships in Blue Planet?
Why not ? After all, Gefs use all sorts of GW-era stuff.


In all seriousness, before you can even try to go ahead with such a project, you'll need to learn and understand a wide array of modding basis. I direct you there (http://www.hard-light.net/forums/index.php?topic=70249.0).
Title: Re: Bug
Post by: Herra Tohtori on March 18, 2013, 01:46:39 pm
We don't usually remove topics unless there's a really good reason to do so. I don't see good enough reason so far.

Regarding your request...

TL;DR: Too much effort for very little gain, no one's going to do it for you. To do it yourself, you need to learn to mod FS2_Open.



What you're asking is not a trivial matter and making a walk-through specifically for that is basically the same thing as actually making the mod. Essentially, if someone made a "walk-through" for that, they would first need to do all the work and then you could follow a step-by-step guide. I'm not going to stop anyone from offering their help in making that kind of mod chimaera for you, but facts of life suggest that the probability of such a thing occurring is quite slim.



There is a lot of information available on modding, both on the forums and on Hard Light Wiki. But instead of trying to plunge headfirst into trying to make two very different mods work together without errors or other problems, I would suggest trying to learn some of the basic modding skills first:

-FS2_Open data structure (including the mod directory system)
-VP file data extraction
-table files and editing them

A nice little project could be trying to add one single ship from FSPort to be selectable in a single Blue Planet mission. To do this would would need to:

-extract the ship's data and table files from FSPort VP files
-extract any weapon files that you want the ship to use in Blue Planet
-make modular tables that add the ship and its weapons to the data used by Blue Planet
-add the ship to a Blue Planet mission loadout of your choice
-enable this new mod ALONG with Blue Planet, and try and see if the ship can be used in the mission you chose.
-fix all the errors.

-optional step 1: Despair as you realize you would essentially have to do this for ALL THE SHIPS AND WEAPONS. And all the Blue Planet missions you want the ships/weapons appear in, of course.
-optional step 2: Abandon all hope... and realize you now have a rudimentary skill set to approach FSO Modding with a new perspective.
Title: Re: Bug
Post by: Droid803 on March 18, 2013, 02:24:58 pm
so if I wanted just the fsport ships into BluePlanet 2 I would drag over the maps, tables and models? 

No.
Drag over maps and models.
Copy paste specific table entries, edit them to reference existing entries properly.

That is the quickest and easiest way.
Title: Re: Bug
Post by: Jeff Vader on March 18, 2013, 02:37:25 pm
is there a walkthrough that's available to show how I can do this lol?
http://www.hard-light.net/wiki/index.php/Portal:Modding lol
Title: Re: Bug
Post by: X3N0-Life-Form on March 19, 2013, 05:01:20 am
Mod crossovers are actually a very interesting modding exercise. As it's been said, there is no easy way to do this, but learning how to do so teaches you a bunch of useful modding skills. And once you know how to do one crossover, you can do it again whenever you want, with whatever mods you want.
And if you encounter any bumps on your way, the forum and its modders will be glad to help. ;)