Author Topic: I am having a problem with -mod option  (Read 2032 times)

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Offline redmenace

  • 211
I am having a problem with -mod option
I tried adding Bobboau's TBP glow point files and tables and have not been able to get them to work. I completly replaced the tables and got this error:
Error: Could not load in 2_MainScreen-M!
File:C:\fs2_open\fs2_open\code\MenuUI\MainHallMenu.cpp
Line: 882

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Offline Kazan

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I am having a problem with -mod option
did you just plop fs2 open's executeable and the one fs2open vp into a folder of it's own without copying the base fs2 vps?
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Offline DTP

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Re: I am having a problem with -mod option
Quote
Originally posted by redmenace
I tried adding Bobboau's TBP glow point files and tables and have not been able to get them to work. I completly replaced the tables and got this error:
Error: Could not load in 2_MainScreen-M!
File:C:\fs2_open\fs2_open\code\MenuUI\MainHallMenu.cpp
Line: 882

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Kazan´s proberly right.

You should run fs2_open from the same directory as fs2.exe.

regarding the -mod option,

That one is optional, the -mod X option simply means that
you can have a seperate directory that holds the mod data only.

while using -mod X, fs2_open will still use the the default data When a replacement data is not found in the mod dir.

sry for being late, but i have been like, dam does NDA´s :D.
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline redmenace

  • 211
I am having a problem with -mod option
Ok. I have done all that.  I read the readme. Other mods such as a special mod for the glow points work fine. and the BWO demo also works fine. I also tried taking the info from the \freespace2\TBP and placed it in the Data directory. Then ran 3.5 version of the SCP. However one other problem I experienced was one that I cannot get the debug version to work well when using the TBP. It cannot commit in some versions and others cannot get to the briefing and other times cannot load the mission period. It is probably a problem with my computer. But please tell me what you think.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

  

Offline DTP

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    • http://www.c4-group.dk
I am having a problem with -mod option
Quote
Originally posted by redmenace
Ok. I have done all that.  I read the readme. Other mods such as a special mod for the glow points work fine. and the BWO demo also works fine. I also tried taking the info from the \freespace2\TBP and placed it in the Data directory. Then ran 3.5 version of the SCP. However one other problem I experienced was one that I cannot get the debug version to work well when using the TBP. It cannot commit in some versions and others cannot get to the briefing and other times cannot load the mission period. It is probably a problem with my computer. But please tell me what you think.


The debug versions, is not a god tool to test Total Conversions on.

The TBP project for instance uses several different "background" images, which are oversized if you look at how the standard Volition ones is sized.

Debug means also mean that you check for nearly all limits, while release versions may not have these checks (checks cost CPU time). And some instances are not allowed in the debug versions, while they are ok in the release versions. Because back at release time in 2001, Volition thought of only their TBL files, in short, only their data, so they knew the limitations and what not to check for.

Most checks are aimed at the artist’s (modelers, Textures), which might “forget” the limits.

There are properly in the range 10.000 places in the code that are enclosed by special Debug definitions, to look them all up and make them work with all the things we want to, will/would be a huge task.

And most of us are dedicating our free time, to coding, something into the release versions or hunt bugs. While standard stuff "like oversized pictures" that already works in the release, but might not in the Debug versions, is not considered “Worthy” :) of our time.

Often when you alter a limit or something inside a DEBUG define, you have to go hunt all the other things that are dependant on the settings, in that debug define.

Often you can generate a bug, that is not immediate apparent, but will show in time, and since then people might have committed 50 more changes to the code.

Sometimes it easy, you just have to disable a check, but also sometimes this check is there to prevent something like “the blue screen of death”, which gives you absolutely no clue to what went wrong. Unexpected error means something the programmer did not take into consideration.

C/C++ is very memory efficient, it needs to know how much space to allocate for all of the functions. This is both its strength and weakness. These boundaries are set at Compile-time. At run time these can be crossed, but will cause an error, if they are. Most checks are there to check that these boundaries are not crossed. When they do, you just get an unexpected error of some sort.

So if such a bug is generated, we have open email to see who committed what, open each email, and open each attachment, in order to understand if this specific commit has something to do with the bug.

For instance, When i was tracing the Shield/beam bug(caps ship beam fire would Zap fighters shield strength), I had to put in about 5 messages in order to trace back where to the bug originated, and read trough 30-40 emails attachments in order to see who altered what.

The Code was fine, only not complete, and it was not immediately apparent that this could cause the bug, since the code was not committed /coded by the bug-hunter "me".

So when you report about errors, bugs, relate to the release versions, not the debug versions.

When debug version are released you should only test light stuff, like models, and changes that are released to see if a new enhancement like Glow-maps is working. Debug versions should not be used to test Total conversions.

This is not aimed at only you, but to everybody who has a bug to report.

Think, "Could it be, that this bug was caused by me"

In this case yes, since you where using a debug version.

Phew, long post here.
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline redmenace

  • 211
I am having a problem with -mod option
Yes thank you very much for the explanation to my one problem about the Debug versions. I haven't gotten a straight answer about the debug version till today. Thank you very much for your time DTP. Also I had a feeling it wasn't a problem However I am still trying to hunt down what I am doing wrong about the bobbouas glow maps with the -mod  option because the contents work in the data folder with 3.5(release version) but not in its own folder.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline DTP

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    • http://www.c4-group.dk
I am having a problem with -mod option
Quote
Originally posted by redmenace
Yes thank you very much for the explanation to my one problem about the Debug versions. I haven't gotten a straight answer about the debug version till today. Thank you very much for your time DTP. Also I had a feeling it wasn't a problem However I am still trying to hunt down what I am doing wrong about the bobbouas glow maps with the -mod  option because the contents work in the data folder with 3.5(release version) but not in its own folder.


i´m not all that up-to-date on how his glow maps works. what folder are you putting it in extactly, Full path please

and how to you activate the mod system while wanting to use this folder.


example fs2_open.exe -mod mymod

willl look in /../freespace2/mymod/
/../freespace2/mymod/data/
/../freespace2/mymod/data/maps/

and so on.
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline redmenace

  • 211
I am having a problem with -mod option
Well I placed the bitmaps in the FREESPACE2\TBPSCP\MAPS DIRECTORY, PCX files in the FREESPACE2\TBPSCP\MAPS, the POFs in the FREESPACE2\TBPSCP\Model, and the TBL files in the FREESPACE2\TBPSCP\TABLE (or TABLES if forget) directories. This was on top of Release 1.1 of TBP. I call this in a dos Prompt window C:\games\freespace2\fs2_open_3_5.exe -mod SCPTPB
In the FS2 root directory everything works fine with the Bobbouas glow maps and TBP R1.1.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline DTP

  • ImPortant Coder
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    • http://www.c4-group.dk
I am having a problem with -mod option
Quote
Originally posted by redmenace
Well I placed the bitmaps in the FREESPACE2\TBPSCP\MAPS DIRECTORY, PCX files in the FREESPACE2\TBPSCP\MAPS, the POFs in the FREESPACE2\TBPSCP\Model, and the TBL files in the FREESPACE2\TBPSCP\TABLE (or TABLES if forget) directories. This was on top of Release 1.1 of TBP. I call this in a dos Prompt window C:\games\freespace2\fs2_open_3_5.exe -mod SCPTPB
In the FS2 root directory everything works fine with the Bobbouas glow maps and TBP R1.1.


FREESPACE2\TBPSCP\MAPS
and look at
C:\games\freespace2\fs2_open_3_5.exe -mod SCPTPB
it should be
C:\games\freespace2\fs2_open_3_5.exe -mod TBPSCP

&

Not FREESPACE2\TBPSCP\MAPS

but FREESPACE2\TBPSCP\DATA\MAPS

try that.
« Last Edit: March 07, 2003, 05:12:16 pm by 508 »
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.