Author Topic: New Campaign/Mod - FSAR  (Read 22155 times)

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Offline Art Kelson

  • 26
  • Ontop a Mountain
Re: New Campaign/Mod - FSAR
Quote
Excellent!

There are a few mistakes, though...Aurigea and Lacertea should be Aurigae and Lacertae, respectively

You like them...nice... :D
I fixed thoose Typos, though in Europe they are named Lacertea and Aurigea.

New Version is uploaded. Changelog 0.0.7:

Code: [Select]
- Made new .Ani Placeholders (13)
- New Starmaps as Goodies. Corrected Positions of Star Systems as suppost to be (+/-1000 ly)
- Grammar and Typos fixed, but not the language Barriers
- Ship Description enhanced: Year of Build, Designation, altered Versions of Vessel
- first Mission overhauled: fixed Grammas and Typos, corrected "stick with your Wing Commander" Side Mission
- Altered the FSAR Story a bit:

1. No Date for first encounter with Shivans set, only Position
2. Jump Nodes corrected to create a more suitable Mission Path
3. Only two kinds of Spacetravel possible. Third Option included in normal Subspacetravel
4. First Encounter with Vasudans, Position and Date corrected
5. The Lightbringer is no longer a Clone

Some Things still missing:

- Ani Files (creates a much to big Download)...but the Placeholders have been imroved
- Weapon Designation Changes...it doesn´t work... :blah:
- Voice Acting (no Microphone)
- Retail Campaign playable

I will try to do the following to fix this Issues:

- use .eff Format for Animations and limit them to the absolute necessary, maybe not even animated at all. Sometimes Pictures show more Information, then Animations do.
- make completely new (altered retail) Weapons and define them in Fred.
- Search for free Soundfiles and embed them into the Missions...at least a little bit Sound... :nod:
- completely exclude the retail Campaign

Download for new Version in the first Post of this Thread.

I´m goin to make use of that Fred Thing now... :D

Bosch does Drugs...

 

Offline Art Kelson

  • 26
  • Ontop a Mountain
Re: New Campaign/Mod - FSAR
I´m afraid to ask. But is someone willing to help me with some of the Missions ?

It´s nothing complex or complicatet. I just need some Mission " Templates", that I want to use as Template for Missions that occur in one and the same Place...for Example Sol. I could send you a copple of preworked Maps and Mission Plots. If you want to do some real Missions...just go on.

Interested ? If so, send me a PM...and i´ll send you the Material i have so far. Newbies are also accepted, as i´m also kind of a Newbie, that learns something new every Day...;)
Bosch does Drugs...

 

Offline Art Kelson

  • 26
  • Ontop a Mountain
Re: New Campaign/Mod - FSAR
Hello folks,

this campaign can be officially considered to be on duty again. I've managed to install FS2 with the latest 3.6.12 Inferno built without to much problems. I've had a look at the files to see a difference and it's obvious that 3.6.12 made a giant step forward when comparing to 3.6.8-3.6.10. The ships look simply awesome...well they did before, but now they look double awesome... :D

However, when starting up the mod with 3.6.12 built, it notified me of 14 errors. Can anyone tell me if there is a chance to get an error log to see what exactly the errors are, so I can fix them?

Fortunately I found the changelog to version FSAR 0.0.7 in this thread, so my first try will concentrate on fixing thoose errors and put the old 0.0.6 version in your data library back to version 0.0.7.

Bosch does Drugs...

 

Offline The E

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Re: New Campaign/Mod - FSAR
Sure. If you have followed the instructions, you should have debug builds for both FSO and FRED, their filenames being "fs2_open_3_6_12d_INF.exe" or variations thereof. The important part being the "d".

If you run them, the engine will create a file named fs2_open.log in <FreeSpace Directory>/data. Run your mod, click through the error messages until you get to the pilot select screen, then post the fs2_open.log file here. We'll be able to point out what is going wrong, and how to fix it.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Art Kelson

  • 26
  • Ontop a Mountain
Re: New Campaign/Mod - FSAR
Sure. If you have followed the instructions, you should have debug builds for both FSO and FRED, their filenames being "fs2_open_3_6_12d_INF.exe" or variations thereof. The important part being the "d".

If you run them, the engine will create a file named fs2_open.log in <FreeSpace Directory>/data. Run your mod, click through the error messages until you get to the pilot select screen, then post the fs2_open.log file here. We'll be able to point out what is going wrong, and how to fix it.

Thanks a bunch friend. The debug builds...yeah sure, I could have figured that out by myself.

So here's the error log...seems there's something wrong with the ship.tbl:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod FSAR,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Found root pack 'd:\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'd:\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'd:\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'd:\tangoA_fs2.vp' with a checksum of 0x918ff2cc
Found root pack 'd:\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'd:\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'C:\Games\FreeSpace2\FSAR\' ... 138 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 7 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 10 files
Searching root pack 'd:\tango1_fs2.vp' ... 32 files
Searching root pack 'd:\tango2_fs2.vp' ... 15 files
Searching root pack 'd:\tango3_fs2.vp' ... 10 files
Searching root pack 'd:\tangoA_fs2.vp' ... 0 files
Searching root pack 'd:\tangoB_fs2.vp' ... 0 files
Searching root pack 'd:\warble_fs2.vp' ... 52 files
Found 19 roots and 6681 files.
Setting language to German
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
WARNING: "Cargo size of weapon FSGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
Int3(): From c:\temp\fs2_final_export\code\globalincs\windebug.cpp at line 1277
« Last Edit: April 27, 2011, 07:47:45 am by Art Kelson »
Bosch does Drugs...

 

Offline The E

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Re: New Campaign/Mod - FSAR
Code: [Select]
  -mod FSAR,mediavps
This will cause problems if you do not have the 3.6.10 MediaVPs installed. Given that almost noone has these days, I would recommend altering your mods' mod.ini to use the 3.6.12 Mediavps, which are in a folder named mediavps_3612.

Code: [Select]
Initializing OpenGL graphics device at 1600x900 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

You should run the game with 32 bits of colour depth. It's just better that way (Also, there are a few issues with using 16 bit colour).

Code: [Select]
WARNING: "Cargo size of weapon FSGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
Here we go with the first warning. Look for your mods' weapons.tbl, and find the FSGreen weapon. It needs a $Cargo Size entry, apparently.

Also, it would be easier if you clicked through the warnings instead of quitting, because dealing with issues one by one is rather inefficient.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Art Kelson

  • 26
  • Ontop a Mountain
Re: New Campaign/Mod - FSAR
Oups, must have missed the rest of the log file. However, here's the complete error log:

Btw. it told me that it can't find the ships.tbl and when having a look at the media vps files it seem there was no file of such name. Did anyone renamed the ships.tbl and other .tbl files to something new?

I already changed the mod.ini to mediavps_3612 and the colour to 32 bit...without positive result.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod FSAR,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'C:\Games\FreeSpace2\FSAR\' ... 138 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 7 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 12 roots and 6562 files.
Setting language to German
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
WARNING: "Cargo size of weapon FSGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
WARNING: "Cargo size of weapon LRGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
WARNING: "Weapon name FSGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051
WARNING: "Weapon name LRGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-9"  in ship: TF.Archangel-Class's primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terrna Turret"  in ship: TI.Atlantis-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "SVa"  in ship: VLCa.Antlion-Class's default primary banks." at parselo.cpp:2259
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 173
TrackIR Init Failed - 1
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Wed Apr 27 16:54:23 2011
Bosch does Drugs...

 

Offline swamper123

  • 27
  • Just call me Swamper
Re: New Campaign/Mod - FSAR
Do you can upload the file again , it appear to have been expired
Let's play Blue Planet

 

Offline General Battuta

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  • i wonder when my postcount will exceed my iq
Re: New Campaign/Mod - FSAR
I believe there are some serious problems associated with German language modes.

 

Offline The E

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Re: New Campaign/Mod - FSAR
Oups, must have missed the rest of the log file. However, here's the complete error log:

Btw. it told me that it can't find the ships.tbl and when having a look at the media vps files it seem there was no file of such name. Did anyone renamed the ships.tbl and other .tbl files to something new?

Well.... Ummm.

You do have quite a bit of catching up to do. Look up modular tables on the wiki, that's the preferred way of modding FSO nowadays. Editing the retail ships.tbl, or having your own copy of it, is something that you should only do if you really know what you are doing.

Quote
I already changed the mod.ini to mediavps_3612 and the colour to 32 bit...without positive result.

Did you unload and then reload the mod in the Launcher? Because it won't read the updated settings until you do.

Code: [Select]
WARNING: "Cargo size of weapon LRGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
Same as before.

Code: [Select]
WARNING: "Weapon name FSGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051
WARNING: "Weapon name LRGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051

Weapons are found more than once in the tbl. You can't have several entries with the same name.

Code: [Select]
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-9"  in ship: TF.Archangel-Class's primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terrna Turret"  in ship: TI.Atlantis-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "SVa"  in ship: VLCa.Antlion-Class's default primary banks." at parselo.cpp:2259

These all mean that the weapons mentioned are not listed in weapons.tbl.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

  

Offline Art Kelson

  • 26
  • Ontop a Mountain
Re: New Campaign/Mod - FSAR
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Do you can upload the file again , it appear to have been expired

You'll get the 0.0.6 version from here

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I believe there are some serious problems associated with German language modes.

You told me exactly the same thing when I initially started the campaign, can't remember? I ensure you, thoose issues have been adressed. There is no problem either you're using German or English version with this mod. It worked perfectly with booth localization with the latest 0.0.6 version.

@The E

Unloading and reloading fixed the mediavps_3612 not fully working. I can now see all the new models and what not inside my mod. Thanks.

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You do have quite a bit of catching up to do. Look up modular tables on the wiki, that's the preferred way of modding FSO nowadays. Editing the retail ships.tbl, or having your own copy of it, is something that you should only do if you really know what you are doing.

Modular tables were the prefered way of modding when I initially started the mod. And yes, I think I know what I'm doing.

Thoose errors related to the ships.tbl and weapons.tbl were probably in there when using the 3.6.9 FSO. The problem theese days was, nothing notified me of the problems.

As far as I can tell anything that I made is still inside and working, including the mission. I'll see from that point what I can do to fix the errors myself and will return once I got a grasp and/or stucked again. Thanks for the help...will return.



Bosch does Drugs...