Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Cobra on October 27, 2005, 02:16:05 pm
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got this while trying to play Omni's Star Trek mod:
Error: weapons.tbl(line 826:
Error: Required token = [#End] or [$Name:], found [$Homing: ]
in weapon: Defiant Pulse.
File:\fs2_open\code\parse\parselo.cpp
Line: 570
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 826:
Error: Required token = [#End] or [$Name:], found [$LaunchSnd: ]
in weapon: Defiant Pulse.
File:\fs2_open\code\parse\parselo.cpp
Line: 570
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 827:
Error: Required token = [#End] or [$Name:], found [$ImpactSnd: ]
in weapon: Defiant Pulse.
File:\fs2_open\code\parse\parselo.cpp
Line: 570
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 828:
Error: Required token = [#End] or [$Name:], found [$Flags: ]
in weapon: Defiant Pulse.
File:\fs2_open\code\parse\parselo.cpp
Line: 570
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 830:
Error: Required token = [#End] or [$Name:], found [$Icon: ]
in weapon: Defiant Pulse.
File:\fs2_open\code\parse\parselo.cpp
Line: 570
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Omni think's it's because i'm using 3.6.7 builds, and not an older build.
anyone have any suggestions?
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try 3.6.5
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That has also sounds of table errors in it. Can you compare the troublesome entry to other similar entries. It might have double homing entry or something like that. I could take a look at it if i knew where to get the weapons.tbl you are using...
I think the SCP team made the table parsing much more strict that what it used to be so now this kind of errors pop up.
EDIT: I may have managed to stumble upon the right weapons.tbl on my own (If you have $FOF: before $Homing entry). Try moving the fof entry to the last row of the weapon entry, right after the impact explosion (or whatever) entry...
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well, it fixed the FOF errors in the Defiant pulse and Bird-of-Prey Pulse, but now... damn this photon torpedo.
getting some more table bugs, but i think i can fix this.
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Thanks for the inadvertant heads up! I haven't moved the Trek test build files to 3.6.7 yet and still do testing in 3.6.5
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ok, i've just fixed all the errors in the weapons AND ships tables (there were entries like ""Photon Torpedo" and such).
but now, 3.6.7 just locks up on startup.
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Try the debug build?
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aha... beam trouble.
Warning: Type D beam weapon, 'AAA Phasers', has less than one "+Shots" specified! It must be set to at least 1!!
File:c:\fs2_open\code\weapon\weapons.cpp
Line: 2411
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051025.exe 0053ebd8()
fs2_open_d-20051025.exe 0053fa89()
fs2_open_d-20051025.exe 004051cc()
fs2_open_d-20051025.exe 0040efc8()
fs2_open_d-20051025.exe 0040f15c()
fs2_open_d-20051025.exe 00740177()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
does anyone know what this should be set to?
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I'm guessing at least 1?
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ah, but i want to keep this as Trekish as possible. that's why i asked. ;)
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well, doesn't the trek whatevers fire one shot? No shots would be a weapon that doesn't fire......
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i know, i know.
now i'm getting actual bugs (looking for weapons that aren't in a ship entry) and an error saying i'm over the 130 ships limit. :wtf:
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Yeah, there's a 130 ships limit. If you must go over it, try an Inferno build, but you're going to sacrafice the ability to play online in doing so.
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What you actually enforce that now? (I got something like 280 for Trek mod)... :D
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Dude, there's ALWAYS been a 130 ships limit. Multiplayer breaks when it's removed. And it's almost always been enforced in standard builds AFAIK.
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all I ever heard was that the limit for ships was upped. that's it.