Author Topic: custom ship done...new set of problems arise  (Read 4294 times)

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Offline --Steve-O--

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custom ship done...new set of problems arise
well i've finished more or less my first model (still has some PCS work to do), i got it ingame no problems with that, here is the catch though.

when ever its alone every thing is dandy, when a ship jumps in to attack it the game crashes, when it jumps in and begins attacking a ship, the fight will last maybe a minute and then, you guessed it the game crashes.

i have no clue where to begin to rectify this problem let alone what is causing it.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 
Re: custom ship done...new set of problems arise
Shields I believe. I recall lowering the amount of polygons on a shield and adjusting it and then the freezing stops. Try it.
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Offline --Steve-O--

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Re: custom ship done...new set of problems arise
it doesn't have sheilds.
i tinkered some more, beams make it screw up, turn them off, and the game will run a little longer
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline --Steve-O--

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Re: custom ship done...new set of problems arise
can any body point out any common first time problems that would arise that would cause this problem with new models?
MV32 told me at least one of my turrets has a null vector? what is this?
i've got everything for this model packed up in a winRAR file if anybody is willing to take a look at it.
other than that i guess i'll get to rebuilding it, retextureing it...whatever...
 
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 
Re: custom ship done...new set of problems arise
Do you have docking path setup? (not just docking point but the path too?)
That screwed up my earlier ships to crash too.
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Offline Water

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Re: custom ship done...new set of problems arise
can any body point out any common first time problems that would arise that would cause this problem with new models?
MV32 told me at least one of my turrets has a null vector? what is this?
i've got everything for this model packed up in a winRAR file if anybody is willing to take a look at it.
other than that i guess i'll get to rebuilding it, retextureing it...whatever...
 

Post it - we will take a look. No use redoing the whole thing if it is just minor errors.

 

Offline --Steve-O--

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Re: custom ship done...new set of problems arise
no dock points or paths yet, even though i have a fighter bay subsystem... I didn't think not having paths would matter to much just for play test purposes. I'll go through and add those first before i post it for "proof reading" if you will. I've got to revise the winRAR anyways, i made some revisions, i.e. cut down my custom map sizes and number a bit, read in a post this would be wise. i was running 3 1024 plus 1 1024 glow, so i cut one out, and reduced the rest to 512 in hopes that maybe it was the maps that was eating my memory. still same deal. runs in game for about a minute and crashes, disallowing beams in the mission seam to extend that time a little bit, the most redundant crash though seamed to be when a ship blew up, it would crash. i don't know.
thankfully I've still got the model in its pre-triangulation form so if push comes to shove i can rework that one, and swap out the hull sections in the pre-PCS cob. i have a plan E! it just an annoying step backwards.
another thing just popped into my head.
some parts of the model have no collision detection, i can fly right through them. sometimes if i save the POF in MV32 it will solidify it, and sometimes it doesn't. just thought i should mention that as it might have some bearing on the matter. I've got a couple more things I'm going to try. if it doesn't work then I'll post it.
hey it's a learning experience right? 
thanks all for the help, couldn't have made it this far without your replies. they do help allot and save my head from excess keyboard collisions
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline karajorma

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Re: custom ship done...new set of problems arise
What happens when you run in debug mode? Don't tell me you haven't cause that should be your first step in tracing the cause of a crash :D
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Offline --Steve-O--

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Re: custom ship done...new set of problems arise
tried that...debug throws a fit. i cant remember exactly what over. when i can get back on that computer i'll post what it says if i cant pick anything out.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline --Steve-O--

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Re: custom ship done...new set of problems arise
DEBUG SAYS THIS:

Warning: Use of 'ballistic primaries' flag for ship 'GTF ulysses (and every other player fighter it seems)' -this flag is no longer needed.
File:J:\src\cvs\ds2_open_3_9_6. final\code\ship\cpp
line:3662
[this filename points to the location of a file on the computer that built this executalbe]

Call stack:
------------------------------------------------------------------------------------
parse_shiptbl()   ship_init() game_init() game_main() winmain().....so an and so fourth


so thats my debug mayhem
it goes the fighters...tries to load and quits
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Water

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Re: custom ship done...new set of problems arise
some parts of the model have no collision detection, i can fly right through them. sometimes if i save the POF in MV32 it will solidify it, and sometimes it doesn't. just thought i should mention that as it might have some bearing on the matter.

Sounds like modeling problems for that part. Some of the normals on the mesh are pointing the wrong way. Usually caused by some bad geometry so the program can't figure out which part of the mesh is inside and which part is outside.

 

Offline TrashMan

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Re: custom ship done...new set of problems arise
That ballistic primary debug spew is redicolous.

Whenever I run a debug FSO I get the same things...along with complaints about primary capacity...but everything works fine.
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Offline Wanderer

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Re: custom ship done...new set of problems arise
Steve-O & Trashman.. Have you ever bothered to read what the warning says? Remove the 'ballistic primaries' flags to get rid off that particular warning. Ammo capacity is a similar thing IIRC, just read the darn text.
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Offline --Steve-O--

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Re: custom ship done...new set of problems arise
i tried everything i can think of to fix this short of a rebuild so how do i go about posting it?
RAR weighs in at 2,449KB with POF, TBM, and Maps

i just want to know where I went wrong with this bugger and how to fix or avoid it later on.
for now im gonna start reworking it, clean up the polies and UV mapping a bit, keep hacking at it you know?

so to any who want to undertake this many thanks!

"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Water

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Re: custom ship done...new set of problems arise
i tried everything i can think of to fix this short of a rebuild so how do i go about posting it?
RAR weighs in at 2,449KB with POF, TBM, and Maps

i just want to know where I went wrong with this bugger and how to fix or avoid it later on.
for now im gonna start reworking it, clean up the polies and UV mapping a bit, keep hacking at it you know?

so to any who want to undertake this many thanks!

Start with posting just the mesh and maps. obj, 3ds or cob format. For the maps jpg will be fine. They don't need to be too high quality as it's more for error checking not visual quality. If this is the ship that had shine problems include that map too. If you have to, the maps can be resized down. 3 meg isn't a lot now days even on 56k.

There are a few free file hosting sites. Some of them delete the file if it hasn't been downloaded for a few weeks. Which is kinda ideal for testing.

 

Offline --Steve-O--

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Re: custom ship done...new set of problems arise
back at it. had an idea the other night. MV32 says something about turret 10 and so on having a null vector. I'm going to start systematically pulling turrets to see if that rectifies the issue. try to narrow it down to either faulty turrets which i can rebuild easily, or an issue with the model itself. I'm open to ideas as to where to look for problems though and how to fix them, i don't want to post and have somebody else take the scalpel to this project unless i absolutely have to.
i'll keep you folks posted
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Vasudan Admiral

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Re: custom ship done...new set of problems arise
Null vector is where the turret in question has a normal (a direction) of 0,0,0 - meaning none at all. FS won't have any way of knowing which direction it's supposed to fire in. change it to 0,0,1 for a turret that faces stright up for example.
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Offline TrashMan

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Re: custom ship done...new set of problems arise
Steve-O & Trashman.. Have you ever bothered to read what the warning says? Remove the 'ballistic primaries' flags to get rid off that particular warning. Ammo capacity is a similar thing IIRC, just read the darn text.

Yeah...and when I remove it the game doens't allow the use of ballistic primaries...especially since it has no number indicating ammo capacity. :doubt:
Nobody dies as a virgin - the life ****s us all!

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Offline --Steve-O--

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  • I might be the last man on earth to use TS3.2
Re: custom ship done...new set of problems arise
shaved off all but the 5 beam turrets (they seem to speed up the crash) and play tested it, same deal, so its a problem with the model i cant pin down.
here's a DL link. if it doesn't work let me know.

http://www.sharebigfile.com/file/161009/HyperionPOF-zip.html
 
the zip has all the files needed pof, textures, tbm and glow.
thanks for taking a look.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Vasudan Admiral

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Re: custom ship done...new set of problems arise
Modelview > edit pof > turrets > turret 11 > add a firepoint and normal.
As I said before - it's the fact that FS has no idea where that turret is facing that's the problem. ;)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities