Author Topic: HOw do you put together a mod?  (Read 9693 times)

0 Members and 1 Guest are viewing this topic.

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: HOw do you put together a mod?
Somewhere the is a bug.. (not that surprising)

First suggestion for a modder would be 'run debug' and then sort out the problems the debug build reports to you.

Also make sure your ships.tbl has the following lines in the end.
Code: [Select]
#End

$Player Ship Precedence: (
   "GTF Donar"
)
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: HOw do you put together a mod?
ok
Sig nuked! New one coming soon!

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: HOw do you put together a mod?
I forgot to mention, set it up and then run it FIRST before making any changes!

That way you know you got it right cause nothing will actually be changed but you know it's correct cause it runs as if normal SCP FS2...

Once you actually start adding in ships or (whatever), you do things ONE AT A TIME and run it every time. That's how you find and eliminate errors. I remember I had added 20 ships once back in the day and forgot to error check religiously and had to strip them all out again. Try it with 300! (this was before when you could play with the limit [DTP3.1] but risk getting all wonky!)

It's tedious, boring and takes forever, but its the only way to do it IF you are not 100% sure what you are putting in is error free already (be it a model, a table, etc...)
"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... :)

 
Re: HOw do you put together a mod?
why cant i just take like, say, mediavps, copy it, and just use modular tables and such?
Sig nuked! New one coming soon!

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: HOw do you put together a mod?
What? Sure you can use an existing, working mod as a reference on how things are done, but I don't really get what you're suggesting... :nervous:
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: HOw do you put together a mod?
like just use all the files and stuff, but add, in the folders, the models and stuff. so theres already fully working ships and weapons tables.
Sig nuked! New one coming soon!

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: HOw do you put together a mod?
Because it's generally better to keep the mods separate from each other. They are easier to manage and keep in order that way.

Other reason is that you essentially achieve exactly the same results with multimod command line. If you put the stuff in ../Freespace2/mediavps/data/<subdirs> and use -mediavps command line, it's the same as putting the new stuff in ../Freespace2/ModName/data/<subdirs> and using -mod ModName,mediavps command line option.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: HOw do you put together a mod?
why cant i just take like, say, mediavps, copy it, and just use modular tables and such?

You CAN, Keep in mind media VP's and modular tables are two different things. I merely was showing you the basic ground up process for a noob to give you a better understanding of how things work. I understand your needs are not as far reaching as some other people, but I thought you (or others) would still benefit from that info.

I believe what you need to know is covered by the FS2 WIKI... (FYI when I look for things though I STILL ASK for clarification cause it often references terms or processes I don't understand instead of posting EXAMPLES like I prefer..."

Not very productive when the source you go to for answers leaves you asking MORE questions. :D
"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... :)

 
Re: HOw do you put together a mod?!?! (for petes sake people, its not that hard)
agreed, no matter how many times i read the wiki, it still tries to kill me. cant someone post an in depth (with pics) guide that tells me (and other n00bs) exactly what to do, includin how to make table, and that junk. and what do you do with, say, the holler bomber. it comes in a vp, and i dunno how to use it. and if you could just tell me what to do with the ships im actually USING (myrmidon, GTF Donar, elysium, GTT corsair, blade cruiser, GTB Peregine, GTWc Gryphon, EAF Leathe, Barracuda pirate ship, GTB Atlas, Mining ship.) that would be great.
oh wait- please?
Sig nuked! New one coming soon!

  
Re: HOw do you put together a mod?
Alright, each ship comes with, at a minimum, a model (.pof), some textures (.pcx/.dds), and a table (.tbl). The models should go into a mod's data/models folder, the textures to the data/maps folder, and the table should be copied into a new text file called <name of mod>-shp.tbm and that file should go to data/tables. The .tbm file should contain table data for all ships in the mod.

If custom weapons are included, any weapons.tbl data should go to a similar file called <name of mod>-wep.tbm and placed in the data/tables folder.

When loading this mod, all new ships should then be useable by FRED and, therefore, new missions.
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 
Re: HOw do you put together a mod?
but i dont know how to write tables, and, as i've said previously, the wiki doesn't help and existing tables dont do anything for me either.
Sig nuked! New one coming soon!

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: HOw do you put together a mod?
Some of the FSwiki's table related pages. At the end of the second of these pages you can see a full example of ships.tbl consisting of only single ship.
http://www.hard-light.net/wiki/index.php/Tables
http://www.hard-light.net/wiki/index.php/Ships.tbl

So you can see from that example and also from the ships.tbl in the root_fs2.vp how the tables are setup. Then... just stick to standard editors like notepad, notepad++, araneae, crimson edit text editors and do not use wordpad or word for editing the files. Also make sure the you have the 'hide known file extensions' turned of in the windows at least for the directory where the files actually are. Just to avoid the annoying habit of windows to add '.txt' after file extensions.

What you probably should do...
(i) Place all the textures and models file you intend to use into proper directories (in the mod directory).
(ii) Use VPView (or similar program) to extract the ships.tbl to the data\tables directory
(iii) Open the ships.tbl with editor and remove all the entries you do not intend to use. Mainly.. if you dont intend to use them there is no reason to keep the files there. Also with as many ships as you described you are likely to have more than 130 ships in total.
(iv) Copy the ship table entries and place them into the ships.tbl into the section which begins with #Ship Classes and ends to #End
(v) Make sure the 'default player ship' is actually one defined in the ships.tbl and also that the list at the end of table contains only ship classes that are (a) included to the table, (b) player flyable.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: HOw do you put together a mod?
okee-dokee, ill try it. i think this is what i need, if not, im gonna sue the SCP team for my pain and suffering.  :drevil:
Sig nuked! New one coming soon!

 
Re: HOw do you put together a mod?
nevermind
« Last Edit: October 10, 2007, 02:32:17 pm by Titan »
Sig nuked! New one coming soon!

 
Re: HOw do you put together a mod?
ok, now im having problems: first with the Donar (dragon V) whenever i open fred, and try and add it, fred closes.
and with the corsair (btw oddgrim, you have to add the colons, i spent 15 minutes figurin out what needed on and what didn't) when i open fred, and try and add one, i get
Code: [Select]

the instruction at "0x005f8d0b" referenced memory at "0x73656964". the memory could not be "read".

click on ok to terminate the program
click on cancel to debug the program

[endcode]
HATE THAT.

anyways, i have both the corsiar shine dds and corsiar dds in maps, the models in model, and the table, well, in HERE. (the Donar is more important, i can go without the corsair, but not the donar.
[code]
#Default Player Ship
$Name: TMF Dragon III
#End
#Engine Wash Info

;; NOTE: The default MUST be the first entry in the list of engine wash info

$Name: Default
$Angle: 10.0
$Radius Mult: 1.2
$Length: 400
$Intensity: 1.0

$Name: Default100
$Angle: 12.0
$Radius Mult: 1.2
$Length: 100
$Intensity: 1.0

$Name: Default150
$Angle: 10.0
$Radius Mult: 1.2
$Length: 150
$Intensity: 1.0

$Name: Default200
$Angle: 10.0
$Radius Mult: 1.2
$Length: 200
$Intensity: 1.0

$Name: Default300
$Angle: 8.0
$Radius Mult: 1.2
$Length: 300
$Intensity: 1.0

$Name: Default500
$Angle: 7.0
$Radius Mult: 1.2
$Length: 500
$Intensity: 1.0

$Name: Default700
$Angle: 7.0
$Radius Mult: 1.2
$Length: 700
$Intensity: 1.0

$Name: Default800
$Angle: 6.0
$Radius Mult: 1.2
$Length: 800
$Intensity: 1.0

$Name: Default900
$Angle: 6.0
$Radius Mult: 1.2
$Length: 900
$Intensity: 1.0

$Name: Default1000
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1000
$Intensity: 1.0

$Name: Default1100
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1100
$Intensity: 1.0

$Name: Default1500
$Angle: 5.0
$Radius Mult: 1.2
$Length: 1500
$Intensity: 1.0




#End

#Ship Classes

;=====>> TERRANS <<=======
$Name: GTF Dragon III
$Short name: TFight
$Species: Terran
+Type: XSTR("Space Superiority", 2939)
+Maneuverability: XSTR("Excellent", 2940)
+Armor: XSTR("Light", 2941)
+Manufacturer: XSTR("Triton / Mekhu", 2942)
+Description: XSTR( " ", 2943)
$end_multi_text
+Tech Description:
XSTR("The old Dragon IIIs began showing their age long ago, and were slowly siphoned away in favor of the newer Dragon IV. However, many found their way onto the black market, and are favorite among pirate clans, mercenaries, and other undesirables.", 2944)
$end_multi_text
+Length: 16 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file: fighter01.pof
$Detail distance: (0, 80, 300, 900)
; $ND: 42 42 244
$Show damage: YES
$Density: 1
$Damp: 0.1
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 70.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 3.0, 2.6, 5.0
$Rear Velocity: 0.0
$Forward accel: 2.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 )
$Shields: 380
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 94.0
$Max Weapon Eng: 80.0
$Hitpoints: 180
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
    +Aburn Max Vel: 0.0, 0.0, 150.0
    +Aburn For accel: 0.7
    +Aburn Fuel: 300.0
    +Aburn Burn Rate: 50.0
    +Aburn Rec Rate: 25.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -22
$Closeup_zoom: 0.5
$Shield_icon: shield-f01
$Ship_icon: iconfighter01
$Ship_anim: ssfighter01
$Ship_overhead: loadfighter01
$Score: 8
$Trail:
    +Offset: -7.75 -2.8 0.75
    +Start Width: 0.25
    +End Width: 0.05
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.0
    +Spew Time: 60
    +Bitmap: Contrail01
$Trail:
    +Offset: 7.75 -2.8 0.75
    +Start Width: 0.25
    +End Width: 0.05
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.0
    +Spew Time: 60
    +Bitmap: Contrail01
$Subsystem: communication, 10, 0
$Subsystem: navigation, 10, 0
$Subsystem: weapons, 20, 0
$Subsystem: sensors, 10, 0
$Subsystem: engines, 35, 0



$Name: GTF Dragon IV
$Short name: TFight2t-05
$Species: Terran
+Type: XSTR("Advanced Space Superiority", 2987)
+Maneuverability: XSTR("Average", 2988)
+Armor: XSTR("Average", 2989)
+Manufacturer: XSTR("RNI Systems", 2990)
+Description: XSTR(" ", 2991)
$end_multi_text
+Tech Description:
XSTR("RNI Systems' GTF Myrmidon replaces the Ulysses as the Alliance's primary space superiority fighter. The Myrmidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides space for three secondary weapon systems, a first for Terran-Vasudan fighters. This versatility enables Myrmidon squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deneb system, the 53rd Hammerheads of the GTD Aquitaine have demonstrated the effectiveness of the Myrmidon against NTF forces.", 2992)
$end_multi_text
+Length: 16 m
+Gun Mounts: 6
+Missile Banks: 2
$POF file: fighter2t-05.pof
$Detail distance: (0, 180, 300, 1100)
$ND: 253 253 168
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 75.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 4.0, 3.7, 5
$Rear Velocity: 0.0
$Forward accel: 2.4
$Forward decel: 2.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )
$Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D" "Circe" )
$Default PBanks: ( "Prometheus R" "Subach HL-7" )
$Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" )
$Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "Rockeye" "Tornado" "Tempest" )
$SBank Capacity: ( 20, 20, 40 )
$Shields: 390
$Shield Color: 100 100 255
$Power Output: 2.4
$Max Oclk Speed: 95.0
$Max Weapon Eng: 150.0
$Hitpoints: 290
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
    +Aburn Max Vel: 0.0, 0.0, 135.0
    +Aburn For accel: 0.8
    +Aburn Fuel: 320.0
    +Aburn Burn Rate: 60.0
    +Aburn Rec Rate: 25.0
$Countermeasures: 36
$Scan time: 2000
$EngineSnd: 126 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shieldft-05
$Ship_icon: iconfighter2t-05
$Ship_anim: ssfighter2t-05
$Ship_overhead: loadfighter2t-05
$Score: 10
$Trail:
    +Offset: 0 -4.29 -.75
    +Start Width: 0.25
    +End Width: 0.05
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.0
    +Spew Time: 120
    +Bitmap: Contrail01
$Trail:
    +Offset: 8.11 -.81 -.47
    +Start Width: 0.25
    +End Width: 0.05
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.0
    +Spew Time: 120
    +Bitmap: Contrail01
$Trail:
    +Offset: -8.11 -.81 -.47
    +Start Width: 0.25
    +End Width: 0.05
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.0
    +Spew Time: 120
    +Bitmap: Contrail01
$Subsystem: sensors, 10,0.0
$Subsystem: communications, 10,0.0
$Subsystem: weapons, 10,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: engine, 35,0.0

$Name: GTF Dragon V

$Short name: fighterR-3t

$Species: Terran

+Type: XSTR("Advanced Space Superiority", 2987)

+Maneuverability: XSTR("Average", 2988)

+Armor: XSTR("Average", 2989)

+Manufacturer: XSTR("Santiago-Fetter", 2990)

+Description: XSTR(" ", 2991)

$end_multi_text

+Tech Description:

XSTR("The new Dragon V class of superiority fighter is the newest ship in a line that started back in the Galactic Civil War, the Dragon I. Like its predeccesors, the line continues to be the pinnacle of TMF fighter development. With its high ranks for speed and manueverability,armor and loadout, it represents the fighter elite.", 2992)

$end_multi_text

+Length: 16 m

+Gun Mounts: 8

+Missile Banks: 3

$POF file: fighterR-3t.pof

$Detail distance: (0, 180, 300, 1100)

$Show damage: YES

$Density: 1

$Damp: 0.2

$Rotdamp: 0.32

$Max Velocity: 0.0, 0.0, 80.0

$Rotation time: 3.0, 3.0, 6

$Rear Velocity: 0.0

$Forward accel: 2.0

$Forward decel: 3.25

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 35.0

$Expl outer rad: 75.0

$Expl damage: 25.0

$Expl blast: 1000.0

$Expl Propagates: NO

$Shockwave Speed: 0.0

$Allowed PBanks: ( "Subach HL-7" "Subach HL-9" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )

$Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D" "Circe" )

$Default PBanks: ( "Prometheus R" "Subach HL-7" )

$Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" )

$Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" )

$Default SBanks: ( "Rockeye" "Tornado" "Tempest" )

$SBank Capacity: ( 20, 20, 40 )

$Shields: 400

$Shield Color: 100 100 255

$Power Output: 2.25

$Max Oclk Speed: 120.0

$Max Weapon Eng: 170.0

$Hitpoints: 285

$Flags: ( "player_ship" "fighter" "in tech database")

$AI Class: Captain

$Afterburner: YES

    +Aburn Max Vel: 20.0, 20.0, 135.0

    +Aburn For accel: 0.8

    +Aburn Fuel: 350.0

    +Aburn Burn Rate: 60.0

    +Aburn Rec Rate: 35.0

$Countermeasures: 36

$Scan time: 2000

$EngineSnd: 126

$Closeup_pos: 0.0, 0.0, -30

$Closeup_zoom: 0.5

$Shield_icon: shieldft-05

$Ship_icon: iconfighter2t-05

$Ship_anim: ssfighter2t-05

$Ship_overhead: loadfighter2t-05

$Score: 10

$Trail:

    +Offset: 12.75 -3.25 -2

    +Start Width: 0.25

    +End Width: 0.05

    +Start Alpha: 1.0

    +End Alpha: 0.0

    +Max Life: 1.0

    +Spew Time: 120

    +Bitmap: Contrail01

$Trail:

    +Offset: -12.75 -3.25 -2

    +Start Width: 0.25

    +End Width: 0.05

    +Start Alpha: 1.0

    +End Alpha: 0.0

    +Max Life: 1.0

    +Spew Time: 120

    +Bitmap: Contrail01

$Trail:

    +Offset: 3.25 5.8 -6.5

    +Start Width: 0.25

    +End Width: 0.05

    +Start Alpha: 1.0

    +End Alpha: 0.0

    +Max Life: 1.0

    +Spew Time: 120

    +Bitmap: Contrail01

$Trail:

    +Offset: -3.25 5.8 -6.5

    +Start Width: 0.25

    +End Width: 0.05

    +Start Alpha: 1.0

    +End Alpha: 0.0

    +Max Life: 1.0

    +Spew Time: 120

    +Bitmap: Contrail01

$Subsystem: sensors, 10, 0.0

$Subsystem: communications, 10, 0.0

$Subsystem: weapons, 10, 0.0

$Subsystem: navigation, 10, 0.0

$Subsystem: engine01, 15, 0.0

$Subsystem: engine02, 15, 0.0

$Subsystem: engine03, 10, 0.0



$Name: GTT Corsair

$Short name: TTran

$Species: Terran

+Tech Description:

XSTR(The GTT Corsair is a heavy assualt troop transport, it's based on the obsolete GTT Elysium transport design chassis.

Redesigned with mutch heavyer armor , extra turrets and thrusters. And with it's optimized powergrid the GTT Corsair gields twice as mutch power output as the Elysium., 3060)

$end_multi_text



$POF file: GTT_Corsair.pof

$Detail distance: (0, 2000, 4000, 10000)

$Show damage: YES

$Density: 1

$Damp: 0.2

$Rotdamp: 0.6

$Max Velocity: 0.0, 0.0, 45.0

$Rotation time: 4.0, 7.0, 6.0

$Rear Velocity: 0.0

$Forward accel: 6.0

$Forward decel: 1.0

$Slide accel: 0.0

$Slide decel: 0.0

$Expl inner rad: 50.0

$Expl outer rad: 200.0

$Expl damage: 200.0

$Expl blast: 500.0

$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.

$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave

$Default PBanks: ()

$Default SBanks: ()

$SBank Capacity: ()

$Shields: 0

$Power Output: 16.0

$Max Oclk Speed: 55.0

$Max Weapon Eng: 0.0

$Hitpoints: 8500

$Flags: ( "transport" "in tech database")

$AI Class: Captain

$Afterburner: NO

$Countermeasures: 0

$Scan time: 2500

$EngineSnd: 128 ;; Engine sound of ship

$Closeup_pos: 0.0, 6.0, -90

$Closeup_zoom: 0.5

$Score: 20



$Subsystem: turret01, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )

$Subsystem: turret02, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )

$Subsystem: turret03, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )

$Subsystem: turret04, 15, 1.0

    $Default PBanks: ( "Subach HL-7" )



$Subsystem: engine, 25, 0

$Subsystem: navigation, 15, 0

$Subsystem: communication, 5, 0

$Subsystem: sensors, 10, 0

$Subsystem: weapons, 10, 0


#End

$Player Ship Precedence: (
"GTF Dragon III"
"GTF Dragon IV"
"GTF Dragon V")

[endcode]
[/code]
Sig nuked! New one coming soon!

 
Re: HOw do you put together a mod?
dangit, same thing for the BHBC Blade class! hmmm...... maybe ill try the peregine next.......

(you know, both reference engine washes that aren't in there, maybe thats why?)
Sig nuked! New one coming soon!

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: HOw do you put together a mod?
Run debug fred and see what is the actual problem
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: HOw do you put together a mod?
ok. and btw; the peregine is workin.
Sig nuked! New one coming soon!

 
Re: HOw do you put together a mod?
Assert: Polygon_models[num]
File: J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 3615
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fred2_open_3_6_9_debug.exe 005c97d7()
    fred2_open_3_6_9_debug.exe 0043b6ac()
    fred2_open_3_6_9_debug.exe 0043b8c3()
    fred2_open_3_6_9_debug.exe 0043f26f()
    fred2_open_3_6_9_debug.exe 009bac11()
    fred2_open_3_6_9_debug.exe 009ba0f4()
    fred2_open_3_6_9_debug.exe 009b7c49()
    fred2_open_3_6_9_debug.exe 009b8135()
    USER32.dll 7e418734()
    USER32.dll 7e418816()
    USER32.dll 7e41c63f()
    USER32.dll 7e41c665()
    OPENGL32.dll 5ed2699b()
    USER32.dll 7e418734()
    USER32.dll 7e418816()
------------------------------------------------------------------
i dont understand what the problem is- this is from the blade, also, i get a similar problem saying it cant open the textures, it does one for evey texture.
Sig nuked! New one coming soon!

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: HOw do you put together a mod?
I hate stupid errors like that. :mad:

It doesn't look like a table problem to me actually.

Drop the Blade and use the Orc if you need to. I've heard that the Blade is very buggy... I've been thinking of asking Trashman about it.