Author Topic: whats the best way to make my own mod?  (Read 6114 times)

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Offline lefkos

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Re: whats the best way to make my own mod?
great..
its going from bad to worse
look :
Error: ships.tbl(line 83:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [].

File:D:\C++\Freespace\fs2_open\code\Parse\PARSELO.CPP
Line: 630
[This filename points to the location of a file on the computer that built this executable]

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

 :sigh: and all i want is to make a mod :(
Music is an expression of our inner creativity.

 
Re: whats the best way to make my own mod?
Start over again with the normal ships.tbl. Keep trying. What happened, apparently, is that you left out something in your table. Probably the name of a subsystem of whatever ship is being described on Line 83. Since I don't know exactly what you did, I can't help you. Like I said, learning FreeSpace has more to do with trial and error than asking around every time you have a problem... you'll usually find the solution before someone gives you an intelligent reply.

 

Offline lefkos

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Re: whats the best way to make my own mod?
Start over again with the normal ships.tbl. Keep trying. What happened, apparently, is that you left out something in your table. Probably the name of a subsystem of whatever ship is being described on Line 83. Since I don't know exactly what you did, I can't help you. Like I said, learning FreeSpace has more to do with trial and error than asking around every time you have a problem... you'll usually find the solution before someone gives you an intelligent reply.
i understand
but the weird thing is in freespaceMOD/Data/tables i dont have a ship.tbl anymore i just made a new one with nodepad
isnt the error that its tbm.txt? (becuase i dont know how to convert it to TBM)
Music is an expression of our inner creativity.

  
Re: whats the best way to make my own mod?
Just rename it. Tbm.tbm. Name it lefkos.tbm, or whatever, if you like. Same for tables- just change a text file to .tbl.

 

Offline lefkos

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Re: whats the best way to make my own mod?
Just rename it. Tbm.tbm. Name it lefkos.tbm, or whatever, if you like. Same for tables- just change a text file to .tbl.
i cant i know this sounds really strange but its everytime ends with .txt :S
Music is an expression of our inner creativity.

 
Re: whats the best way to make my own mod?
Using Windows XP? You have to go into the control panel, go into "Folders" I think (don't know what it's called in Dutch), and change some option so it shows the file extension. By default, XP doesn't show the file extension and doesn't let you edit it.

If you've already done that, I can't help you.

 
Re: whats the best way to make my own mod?
Using Windows XP? You have to go into the control panel, go into "Folders" I think (don't know what it's called in Dutch), and change some option so it shows the file extension. By default, XP doesn't show the file extension and doesn't let you edit it.

If you've already done that, I can't help you.

in dutch:
Ga naar het configuratiescherm
Ga naar mapopties
ga naar weergave
haal het vinkje weg bij "extenties voor bekende bestandstypen verbergen"

Je kunt nu de extensie .txt veranderen in .tbm, windows zal wel een waarschuwing geven dat dat misschien geen goed idee is omdat het bestand dan onleesbaar kan raken, maar wij weten wel beter ;)

(You can now change the extension txt into .tbm, windows will give a warning about that that might not be a wise thing to do 'cuz the file can get corrupted, but we know better)

 

Offline Wanderer

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Re: whats the best way to make my own mod?
Err... NOT for example 'lefkos.tbm' but (for ships) lefkos-shp.tbm

And lefkos.. if you still have problems just upload the table file somewhere (or preferably copy-paste (using code tags) the relevant lines here) and let us see the issue. For example if you hit error on line 83 of the ships.tbl post lines 80 - 85 here.

Also references to table files:
http://www.hard-light.net/wiki/index.php/Tables
http://www.hard-light.net/wiki/index.php/Category:Tables

And other useful references (for modder):
http://www.hard-light.net/wiki/index.php/FS2_Data_Structure
+ of course the whole modding and fredding sections of FSwiki
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline lefkos

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Re: whats the best way to make my own mod?
Using Windows XP? You have to go into the control panel, go into "Folders" I think (don't know what it's called in Dutch), and change some option so it shows the file extension. By default, XP doesn't show the file extension and doesn't let you edit it.

If you've already done that, I can't help you.

in dutch:
Ga naar het configuratiescherm
Ga naar mapopties
ga naar weergave
haal het vinkje weg bij "extenties voor bekende bestandstypen verbergen"

Je kunt nu de extensie .txt veranderen in .tbm, windows zal wel een waarschuwing geven dat dat misschien geen goed idee is omdat het bestand dan onleesbaar kan raken, maar wij weten wel beter ;)

(You can now change the extension txt into .tbm, windows will give a warning about that that might not be a wise thing to do 'cuz the file can get corrupted, but we know better)

haha dankje! dat werkt nu :)



btw foks i just deleted my own mod folder and created a new one before im gonna do anything stupid is  it a good idea to copy all the  normal files like maps hud tables models etc to my mod folder and than edit it ? or should i do it in a diffrent way?
Music is an expression of our inner creativity.

 
Re: whats the best way to make my own mod?
Well, you should certainly never alter the original VP's. So, anything you're editing should be a copy of the original, yes, in case you make a mistake.
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Wanderer

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Re: whats the best way to make my own mod?
Hmm.. What normal files?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline lefkos

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Re: whats the best way to make my own mod?
Hmm.. What normal files?
freespace retail you know? freespace/data
that stuff
Music is an expression of our inner creativity.

 

Offline Wanderer

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Re: whats the best way to make my own mod?
Only if you modify them. Game uses the stuff from all the defined mod folders as well as from the main folder. Mod.ini files are useful when defining 'multiple mods'. Like making your own mod which would use mediavps effects in addition (or rather instead of) to retail ones.

http://homepage.ntlworld.com/karajorma/FAQ/installingmods.html
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Getter Robo G

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Re: whats the best way to make my own mod?
Hey Lefkos, do you have any specific ideas about what you want to use to make your mod? Those folders have a lot of info and you might not want to clutter up your mod folder with things you will want to end up deleting anyway (if you plan to release it anyways).

I found it useful to make a shipyard or WIP folder away from FS2. Once I get things right I transfer it to the "real" mod.


Anyway since tables were mentioned I got a question myself.
I'm trying to get my head back into modding after my break and now that I got 3.6.9 working I need to know how not to break it.

I looked on the wiki but couldn't find any info on how much content I can throw into ships.tbm's.
IF I got 3 different species than FS2 ones do I have to delete all the entries of the original ships.tbl?
Will they count against the total mod number of ships? Or can I equal the amount of allowed ships cause it's a new file type (thus it's double the old count)?

In case you couldn't figure it out I've been working on 2 Total Conversions (Trek and Robotech) but have had great difficulties beyond 3.6 modding...

"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 Wanderer

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Re: whats the best way to make my own mod?
You can throw as much stuff as you like into the tbms.. As long as the total sum of stuff in all the tbms and the tbl is below the limits. But you can edit the files as much as you like.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Getter Robo G

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  • Elite Super Robot Pilot
Re: whats the best way to make my own mod?
Ah ok so to add like 120 NEW ships (spread out over 3 forces) I have to basicly gut the original .tbl to none right?

"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 Wanderer

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Re: whats the best way to make my own mod?
Well you should almost write the new table with your new ships
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline lefkos

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Re: whats the best way to make my own mod?
is it also possible to just copy and paste they original (or MediaVP stuff) ship/weapon table and just delete the ships you dont use?
Music is an expression of our inner creativity.

 

Offline Getter Robo G

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  • Elite Super Robot Pilot
Re: whats the best way to make my own mod?
Well here's the thing I'm still getting my feet wet with 3.6.9 (been modding 2.6 for last 4 years).
Don't have anyone officially on my teams (ie RT is the closest thing to a "team" I have) and none of them can tackle this. Most of my help comes from outside the FS2 community <gasp!>, but I muddle through best I can.

One second...

*[Takashi, lower your hand, I'm still deciding your probationary intro task] *

Ok, no problem...

I just wanted to see if there was any info I needed I hadn't found on the WIKI as I use Nuke's Mod as my base for the 3.6.9 porting.

I can't port the WIP mods as is, cause then I get hundreds of "token" errors (although natively they run just fine in 3.6)

I tried simple ship replacement once but not to the point of the entire mod, just Nuke's pirate ships and I probably upset some balance which caused an error (too many in that section versus the other two) as for the RDF forces I had 30 veritechs alone before capital ships and escorts.

After a HD crash I decided to start over after a break (it's been quite awhile since I did any serious altering to  the mods). I'll probably finish them myself in 3.6, but any future team members would have to use 3.6 also as it's incompatible with 3.6.9

I want to ideally dump 3.6 forever and get this new bugger down well enough to feel comfortable with it.

So that's why it's taken so long just going with baby steps: There's so much Nuke added (I bet) that isn't a native part to 3.6.9 I find the new tables VERY confusing. Wiki is nice but seriously hurts my head.

 :D

[attachment deleted by admin]
« Last Edit: June 09, 2007, 07:06:27 am by Getter Robo G »
"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 Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: whats the best way to make my own mod?
...I can't port the WIP mods as is, cause then I get hundreds of "token" errors (although natively they run just fine in 3.6)...
That's a problem I too had for quite a while... 'till I accidentially stumbled across a rather unrelated thread where someone said something about the "$ND:"-fields being deprecated - I started over, deleted all "$ND:"-s and voila, my mod worked again :) (after that dumb error nailing me down for 2 or 3 years :sigh: ) .

So, you might try if this helps for you, too. Basically it should - at least it's the only post-3-6-"error" that I encountered...


Oh, yes...  @the SCP-staff:
Concerning feature-requests you always complained that you didn't want to break backwards compatibility... and then you come up with something like this !!? Very Smart, really... :sigh: (the "S" is intended, right...)
It'd at least have helped if someone of you would have posted a sticky called "deprecated features" or something like that, and listed the "$ND:"-fields there...
To prevent misunderstandings: I really appreciate all the work you've done so far :yes: , but that one point caused me so much headache that I can't exactly ignore it and pretend everything's fine... :(
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)