Author Topic: a slightly more offitial nukemod release  (Read 6984 times)

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Offline Nuke

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Re: a slightly more offitial nukemod release
i revised the texture. that ship was actually my first attempt at texturing and i do say it was a pretty successfull one. but then the engine moved forward and a new texture was called for. the new version is slightly higher poly and now has gatling guns. converted it from a gtva fighter to a pirate fighter (valkierie II to vulture). im gonna do a minor revision. i like the existing texture, so im not gonna modify it much, but im gonna go ahead and redo the cockpit and put in an interior and generally up the poly count..
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Getter Robo G

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Re: a slightly more offitial nukemod release
Yeah I figured it was yours, but since I am a packrat (and when something peaks my curiousity it just doesn't rest till I get the answer :D)  Glad you refined it, I always felt it had more potential.

And the new textures are 10 times better (especially as a pirate fighter!)

BTW I noticed something , curious... When I tried to run it as a mod the mod space error showed up again. But when I ran as no mod and renamed nukemod to data it worked flawlessly? Since yours is the only 3.6.9 that works without a vp would you mind if I "disected it" meaning take all your data out and try a test for like Robotech and rebuilt your tables with my data (changing only needed parts of entries).

I am getting token errors on correctly made tables. There has to be some sort of difference between tables in 3.6 and 3.6.7-.9

By trying this, if it works then that proves my theory. If it fails then it will be an unknown error and an indication that porting my mod projects to the new build of SCP will be a lot more involved than I hope it will be. This would bring Trek, Gundam, and Starblazers a much needed boost!

"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Nuke

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Re: a slightly more offitial nukemod release
ive never had trouble running it. i think you need to have a data forlder in your mod folder and then your file structure in the data folder. i think thats the issue. if you installed the data structure directly to the nukemod dir, im sure you would have problems. i have no broblems with my mod being disected in order to find bugs. just if its something i did wrong, let me know :D im using modular tables for the most part. the ships.tbl is just a stock one minus a couple ships, to keep my mod under the ship limit. its not nessicary if you have an inferno build though.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Getter Robo G

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Re: a slightly more offitial nukemod release
Thanks.

  I like being hands on and having an example I can follow and tinker with. Sometimes when people try to explain things to me I get lost and then frustrated...  :D
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Nuke

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Re: a slightly more offitial nukemod release
same with me when it comes to scripting. i gotta see stuff that works or il never get anything i want to do done.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Re: a slightly more offitial nukemod release
Nuke, a couple things about your mod are now annoying the hell out of me!


#1. I slightly altered the Scannin' Crates mission to allow the player to fly the new fighters (really fun to fly a Charlatan  :D), but with the 3.6.9 RC 6 build, suddenly I can't play as the new ships, nor can I play the mission itself (crashes with no error).

#2. I keep trying to put your mod in a VP, to make it easier to keep track of, but VPMage goes crazy whenever I attempt this, saying that all files in there are "invalid VP files". Any idea why?

Still loving the mod though. I even have an idea for a campaign featuring your ships, provided I could put them in INFR1.....
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

  

Offline Nuke

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Re: a slightly more offitial nukemod release
what version of freespace are you running. i havent changed scanning crates in awhile. there are a couple things that can be happening. my modular in addition to all the original ships.bl in the media vp, pass the ship limit. to fix this problem, i included a alightly stripped down ships.tbl. if thios file is missing you will have problems. the other problem is that i may have removed the charlatan from that mission, i dont think i have, but i remember i had to pull the ancient weapons because i was having trouble getting the fighterbeams to work, i may have removed the ship from the mission.

as for vp mage im not sure, ive never used it to compile a vp file before. back for like release 2 or 3 i used a vp with kazan's program, i forget what it was called, but it had a very basic interface and was a pita to work with. i leave it out of the vp so that anyone who wants to use the files in a mission/mod/campaign could have easyer access to them.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN