Author Topic: Species Support  (Read 3483 times)

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Offline diamondgeezer

Pretty sure I already posted this thread once, but it seems to have disappeared. Anyway, I want to add a fouth species, the main aspect of which is flyby sounds. Currently flyby sounds are assigned to each of the three species in the sounds table. I've been told that four species are now supported, so I tried adding entries to the sound table but it just resulted in the game freezing as the mission was about to start (ie. when I hit the commit button after the briefing).

Any chance we could avoid this kind on nonsense by assigning flyby sounds in the the ships table, defaulting to the sounds table if none is specified?

 
you need a species tbl.

do a search on "new species added" or something. it was done by Kazan.

and you could check the wiki for info, there should be something in there too. if not, please make something.

and i thought there was an ship specific flyby sound thingy available too. once again, try searching. i recall Icefire making some usefull comments on that too.
just another newbie without any modding, FREDding or real programming experience

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Offline Taristin

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I put up a link in that other thread you made... lemme find it


EDIT
Here http://www.hard-light.net/forums/index.php/topic,18186.0.html
« Last Edit: January 24, 2004, 10:28:43 pm by 273 »
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Offline diamondgeezer

Well I'll be damned. I missed that thread entirely when it was at the top of the page. That was dead handy, cheers Raa

 

Offline diamondgeezer

Aargh, this is doing my head right in.

Okay. I have the species_defs table with my fourth species set up (no smart ****ing comments from you, Woolie).

I have the sounds table set up with flyby sounds for the fourth species.

I have a fighter of the new species with the appropriate name in the species field.


I finally got the game to load without an error, but now when I click the commit button it just CTDs. I have not got a ****ing clue what I'm doing wrong.

 
IIRC you need to define everything in the sounds table, also the stuff your not using.

i could be very wrong, off course. most likely, i am wrong.

edit:

post 2500 for me.
« Last Edit: January 25, 2004, 12:12:33 pm by 936 »
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Solatar

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Whereabouts do we define things such as initial team and color in FRED?

 

Offline diamondgeezer

I just wish all this stuff could be defined in the ships table without all this ****ing about with the species code which few people if any understand

 

Offline Solatar

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That would be great.

 

Offline diamondgeezer

Seriously dudes, I need help with this.

 
DG, i understand, but the last tabling i did ended up in nothingness pretty quick. i can't do anything but point you to Kazan, and pointing you to the wiki "new page" system once your done.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline mikhael

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Quote
Originally posted by diamondgeezer
I just wish all this stuff could be defined in the ships table without all this ****ing about with the species code which few people if any understand


This is why I keep pushing for ship specific tables, rather than the current setup. Its just silly.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Goober5000

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I'll take a look at the species code to see if I can make it more user-friendly.  In the meantime, you'll have to ask Kazan.

 

Offline diamondgeezer

That's the first thing I tried. He told me to ask Bobboau...

Seriously Goob, if you can get some of this stuff out of the code and in to the tables it would make life a whole lot easier. Hell, I'll make a point of testing your experiments for you :nod:

 

Offline Goober5000

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:wtf: Kazan was the one who wrote the species code...

Yeah, I'll try to fix it.  I can't guarantee it'll be anytime soon, though - you'll probably have to wait a few weeks. :sigh:

 

Offline diamondgeezer

*pulls up comfy chair*

*waits*

 

Offline phreak

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*gives DG a JD while he waits*

actaully Woo got the species code working for the next chapter of inferno, so the EA and ancients have unique glows

edit: heres an example

in species_defs.tbl
Code: [Select]

#SPECIES DEFS

$NumSpecies: 5

;------------------------
; Terran
;------------------------
$Species_Name: Terran
+Debris_Texture: debris01a
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster01
+Pri_Afterburn: thruster01a
+Sec_Normal: thruster02-01
+Sec_Afterburn: thruster02-02a
+Ter_Normal: thruster03-01
+Ter_Afterburn: thruster03-02a
$ThrustGlows:
+Normal: thrusterglow01
+Afterburn: thrusterglow02a

//followed by vas, shivan, etc.
#END



in sounds.tbl
Code: [Select]

#Flyby Sounds Start

$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)

$Vasudan: 0 V_Flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)
$Vasudan: 1 V_Flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)

$Shivan: 0 S_flyby1.wav, 0, 0.85, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)
$Shivan: 1 S_flyby2.wav, 0, 0.85, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)

$Ancient: 0 AFly.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)
$Ancient: 1 AFly2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)

$EA: 0 flyby.wav, 0, 0.85, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)
$EA: 1 flyby.wav, 0, 0.85, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)
#Flyby Sounds End
« Last Edit: January 27, 2004, 11:55:30 am by 31 »
Offically approved by Ebola Virus Man :wtf:
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Offline diamondgeezer

I'm pretty sure I have all that stuff done correctly. I've also got my new fighter with the appropriate value in the 'spaeices' field of its table entry. Also, FS2 demanded I fiddle with the icon table so I added a fourth entry to each category of icons. Now it just CTDs when I hit the commit button.

I'm going to go and have another look at everything. Standby


[EDIT] OK. I can make it work if I have my fourth species fighter set to freindly (which is default) - I'm testing this in a standard one-on-one set up BTW. But if I set him to hostile I get some truly funky errors. Example:

Error: Can't open file <ÿÿÿÿÿÿÿÿ>
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 1427

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
« Last Edit: January 27, 2004, 12:59:07 pm by 170 »

 

Offline phreak

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i wont know whats wrong unless i have the tables.  im figuring this is for Reci so thats a no-no.
Offically approved by Ebola Virus Man :wtf:
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Offline diamondgeezer

I'll talk to Aldo, I imagine we can send you the tables if you think you can help...