Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: 0rph3u5 on December 31, 2017, 05:27:54 pm
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I've been putting teasers at the end of the credits for my campaign since 2007 (beat you to it, Marvel :P ) - even though little often comes of it.
To continue this ... habitual nonsense, I've edited the Sobek back into FS-Port via modular tables and ... it's the retail Sobek.
FRED's ships editor gives me the following TBL info:
-- mv_root-shp.tbm -------------------------------
$Name: GVCv Sobek
+nocreate
$Detail distance: ( 0, 1348, 2698, 5404 )
-- radar-shp.tbm -------------------------------
$Name: GVCv Sobek
+nocreate
$Radar Image 2D: radar-corvette
-- mv_effects-shp.tbm -------------------------------
$Name: GVCv Sobek
+nocreate
$Shockwave Speed: 220.0
$Armor Type: HeavyArmor
$Thruster02 Length factor: 0.5
$Subsystem: turret01, 0.833, 1.0
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Subsystem: turret02, 0.833, 1.0
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Subsystem: turret03, 0.833, 1.0
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Subsystem: turret05, 0.833, 1.0
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
-- mv_assets-shp.tbm -------------------------------
$Name: GVCv Sobek
+nocreate
$POF file: Sobek.pof
$Subsystem: turret01, 0.833, 1.0
$Turret Reset Delay: 15000
$Flags: ( "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 80, 270, 0
$Subsystem: turret02, 0.833, 1.0
$Turret Reset Delay: 15000
$Flags: ( "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 80, 90, 0
$Subsystem: turret03, 0.833, 1.0
$Turret Reset Delay: 15000
$Flags: ( "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 80, 0, 0
$Subsystem: turret05, 0.833, 1.0
$Turret Reset Delay: 15000
$Flags: ( "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 80, 0, 0
-- mogw-shp.tbm -------------------------------
$Name: GVCv Sobek
$Short name: VCorvette
$Species: Vasudan
+Tech Description:
XSTR("Design of the corvette class GVCv Sobek began in the dark days after the destruction of Vasuda Prime by the Shivans in the Great War. The Vasudan navy wanted a vessel that could single-handedly counter powerful Shivan cruisers and provide critical
support to Vasudan destroyers in battles against Shivan capital ships. The Sobek class fills those requirements admirably. Bristling with almost two dozen turrets, these corvettes are a terror to all vessels of cruiser size and below, while presenting a
dire threat even to ships far larger than themselves.", 3133)
$end_multi_text
$POF file: corvette2v-01.pof
$Detail distance: (0, 1200, 2400, 5500)
$ND: 244 243 243
$ND: 212 212 212
$ND: 229 229 226
$ND: 207 206 204
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 1.0
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 100.0, 100.0, 70.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 450.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 60.0
$Max Weapon Eng: 100.0
$Hitpoints: 80000
$Flags: ( "big damage" "corvette" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 131 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -725
$Closeup_zoom: 0.5
$Score: 400
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Vasudan Huge Turret" )
$Subsystem: turret02,0.833,1.0
$Default PBanks: ( "Vasudan Huge Turret" )
$Subsystem: turret03,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret04,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "Vasudan Huge Turret" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret07,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret08,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret09,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret10,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret14,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret15,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret16,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret17,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret18,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret19,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret20,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret21,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: turret22,0.833,1.0
$Default PBanks: ( "Vasudan Turret" )
$Subsystem: engine, 15,0.0
$Engine Wash: Default300
$Subsystem: communications, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: weapons, 5,0.0
#End
So, I guess it is the order that it phrasing through the tables that's the issue here. I remember there was a way to fix something like this but I can't recall what it is.
Anyone got any words of wisdom?
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Change mogw-shp.tbm to something alphabetically later in the alphabet than mv_root-shp.tbm and it should work.
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Moved it to its own "zutscene-shp.tbm", no change
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Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
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Here you go
[attachment stolen by Russian hackers]
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from mogw-shp.tbm
$POF file: corvette2v-01.pof
You're aware that's the retail pof, right? TBMs in your active mod folder will have priority over those in secondary mod folders(like MediaVPs in this case).
Have you tried just changing that to Sobek.pof?
The other solution would be to just slap the mediaVPs -shp.tbm(or a copy of the Sobek entry to save like 20 kilobytes) in your mod folder and name it AAA-MVP-shp.tbm or something like that. This would get you pretty much the exact same ships from MediaVPs in regards to their turret changes and whatnot but if you're only using it for a post-credits teaser I'd imagine you don't really care.
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Modular table from MVPs is probably overwriting your changes or collides with them. It was always tricky to make edits like that due to hierarchy of modular tables.
I had similar issue with shivan beam cannons from Exile, and Inferno encountered problems with retail ships. The best way to solve your issues would be new table entry for Sobek with hash. For example, GVCv Sobek#FSPort or something like that. Anything to tell engine that this is different ship with it's own table entry.
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from mogw-shp.tbm
$POF file: corvette2v-01.pof
You're aware that's the retail pof, right?
I know that ... the tbm entry is C&P'ed from the retail table after all.
The problem is that I want to save me the work of having to come back and patch it every time the MediaVPs advance.
Modular table from MVPs is probably overwriting your changes or collides with them. It was always tricky to make edits like that due to hierarchy of modular tables.
I know that but I was pretty sure there was a simple fix to hierarchy of the modular tables - but maybe that is more of a feature request...
I will finish de-bugging of the campaigns and the other 2017-versions of the MoGW-credits first now, and than I am going to revisit this.
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Well, a really stupid way to do that would be to ship your mod in 2 folders and set up the mod.ini to load MediaVPs last(you do this by putting them first on the list AFAIK).
So your mod.ini would look like
[multimod]
Secondarylist= MediaVPs_current edition, Mogw/sobekfolder;
It would work but you'd have to have a folder other than data in your main mod folder. And it would break if users renamed your mod folder. But you could just warn them about this and tell them to change the .ini if they rename it.
AFAIK the hiearchy is the inverse loading order. Whatever gets loaded last will overwrite what got loaded previously. So since usually everything in the main mod folder is loaded last it will over-write MediaVPs.
The only way to change that would be to effectively change your active mod by putting mediaVPs in the primarylist. This would result result in breakage most likely especially if you're also syncing up with FSport.
So the loading order should be secondarylist inverse, then main mod VPs, then main mod loose files. Maybe someone smarter can suggest a better solution than my 2 folder hacky way but that's the only clean way to change loading order for only that 1 -shp.tbm.
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ah, no, the problem here has to do with the MediaVPs tables being in a VP file while this table is not. Here's the order FSO is currently loading the tbms in:
TBM => Starting parse of 'mv_root-shp.tbm' ...
TBM => Starting parse of 'radar-shp.tbm' ...
TBM => Starting parse of 'mv_effects-shp.tbm' ...
TBM => Starting parse of 'mv_assets-shp.tbm' ...
TBM => Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM => Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM => Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM => Starting parse of 'zutscenes-shp.tbm' ...
TBM => Starting parse of 'mogwMVP-shp.tbm' ...
TBM => Starting parse of 'mogw-shp.tbm' ...
TBM => Starting parse of 'HTLHades-shp.tbm' ...
TBM => Starting parse of 'fs1_trails-shp.tbm' ...
TBM => Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM => Starting parse of 'fs1_radar-shp.tbm' ...
TBM => Starting parse of 'fs1_loadout-shp.tbm' ...
TBM => Starting parse of 'fs1_icons-shp.tbm' ...
TBM => Starting parse of 'fs1_models-shp.tbm' ...
Basically, changing the filename of the tbm works 'normally", but only so long as all TBMs are located in roughly the same "priority level" (both in the same VP file, or both sitting loose in the data/tables folder). At some point, I've been meaning to make it so that the load order is more consistent (always based on the TBM's filename rather than partially based on the order VP files have been loaded in), but I kinda forgot about it...