Author Topic: "FSR" Mod Development Problems  (Read 3727 times)

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Offline NFSRacer

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"FSR" Mod Development Problems
I seem to be having a bit of a problem.  I developed a test VP file for a mod (currently nick-named "FSR", or "FreeSpace: Reunited") that a personal friend of mine and I are working on, but (even following several other mods' VP set-ups, installation, and start-up processes) FS2 Open won't run my VP file!  The test mod is marked in such a way that when it works, an extra ship and mission should show up in the Tech Room.  Can someone tell me what I did wrong?

Also, if you'd like to know what we have in mind for this mod, please let me know.  We could also use a little help in the developmental areas of the mod.


"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero

 

Offline Getter Robo G

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Re: "FSR" Mod Development Problems
They can't tell you unless you upload your vp (in case it's wrong).
Also you should make a MOD folder in your main directory and point the launcher to it. You vp and the ini file should be in there (and optional BMP mod pic).

Look at how otehr mods in your directory are properly set up... Copy the relevant files and alter them.

If you are only adding a single tech room ship a VP is overkill and unnecessary.

USE mod folders until you have accomplished your mod goal and only then make a VP out of the entire thing because you have to test the Vp to make sure it will work for people.

"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 NFSRacer

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Re: "FSR" Mod Development Problems
If you are only adding a single tech room ship a VP is overkill and unnecessary.

Thanks!  I think you just showed me my minor error.  And also, I know what you mean with the ship, but the VP file includes more then just a single ship.
"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero

 

Offline NFSRacer

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Re: "FSR" Mod Development Problems
I tried to see if fixing it that way would work, and it didn't...But I thought of something that might be the problem.  Prior to making a test VP, I made a small VP pack the contained the effects files for my mod.  When I made the test VP, I placed the effects VP pack into the test VP in place of the effects files themselves (mostly to conserve hard drive space) and tried to overwrite my last VP.  VPMAGE made the VP, but with a notable error; it mentioned something about a file that didn't seem to cooperate with the VP writing process.  Could that be the problem?
« Last Edit: November 04, 2008, 06:24:52 pm by NFSRacer »
"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero

 
Re: "FSR" Mod Development Problems
What do you mean when you say FS2 wont run your VP file? Does it crash, or do the things you're expecting to see simply not show up?

If it's the latter, I'm not sure about the mission, but as for the ship itself make sure that it's it has the "show in techroom" flag or whatever the precise wording is.

Or you could always try another program. Personally I never did understand VPMage. I used VPCS2 (Construction Suite 2). Seemed to do the trick for me.

 

Offline Water

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Re: "FSR" Mod Development Problems
In a VP, all folders have to be in the data folder. eg; data/models

At the Freespace mainhall screen press F3 to check if your models are found.

 

Offline Backslash

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Re: "FSR" Mod Development Problems
I tried to see if fixing it that way would work, and it didn't...But I thought of something that might be the problem.  Prior to making a test VP, I made a small VP pack the contained the effects files for my mod.  When I made the test VP, I placed the effects VP pack into the test VP in place of the effects files themselves (mostly to conserve hard drive space) and tried to overwrite my last VP.  VPMAGE made the VP, but with a notable error; it mentioned something about a file that didn't seem to cooperate with the VP writing process.  Could that be the problem?
Very likely.  If I'm understanding you right, you put a VP within a VP.  At best, the game can't read the inner vp... at worst, the VPMage choked on it and the whole vp is damaged.

But Getter Robo G is right... first make sure everything works when all your data is in a mod directory, i.e. FreeSpace2\FSR\data\ (etc).  Only when that is done and you are ready to distribute it need you bother with making a VP.

 

Offline NFSRacer

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Re: "FSR" Mod Development Problems
Very likely.  If I'm understanding you right, you put a VP within a VP.  At best, the game can't read the inner vp... at worst, the VPMage choked on it and the whole vp is damaged.

But Getter Robo G is right... first make sure everything works when all your data is in a mod directory, i.e. FreeSpace2\FSR\data\ (etc).  Only when that is done and you are ready to distribute it need you bother with making a VP.

Thought so.  I'll try the old fashined way and get back to you on that, but I have one last question.  Prior to inserting a VP in a VP, I had made another VP file that didn't have as many of the files that I have now (hence the overwriting).  Odd thing though, I got the same result when I tried running the VP without the other files for my mod; missing models and missions!  When I made a new, updated VP file and moved the old one, I found two more weird details: the VP file was abnomally large, AND it was made as a "read as" file.  Dose anyone know why that happened?

As for doing preliminary tests to see if the data runs outside the VP, I did a number of those test and the data came up just perfictly. 

In a VP, all folders have to be in the data folder. eg; data/models

Yea, I set up the files just like that in the coresponding folders, but I didn't hit F3.  Doesn't that go to the tech room?
« Last Edit: November 05, 2008, 03:37:49 pm by NFSRacer »
"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero

 

Offline Getter Robo G

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Re: "FSR" Mod Development Problems
Yes it does, what he means by that is instead of just "continuing the campaign" or even choosing it first from the selector, see if your ships show up. On a standard mod they do.

If you don't see them at all, it's a fast way to tell soemthing is very wrong.

I'm not good at explaining things, I do everything old skool, cause I have no skills.  :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... :)

 

Offline Droid803

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Re: "FSR" Mod Development Problems
I don't know why noone pointed this out, but...if you're not done the mod, don't bother putting it in a VP. It just makes things harder to edit, and very messy.
So, unless you're absolutely done, don't bother. VPs don't even save space.
Really. Don't do it.
« Last Edit: November 05, 2008, 06:06:17 pm by Droid803 »
(´・ω・`)
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Offline Getter Robo G

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Re: "FSR" Mod Development Problems
I DID point it out exclusively...
Re-read post #2 and also Backslash mentioned it...

 :wtf:
"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 Droid803

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Re: "FSR" Mod Development Problems
Well, you just said it was overkill...
I meant that no matter how big it is, don't pack it till its done...
Or am I failing to read something?


Scratch that I was.
(´・ω・`)
=============================================================

 

Offline NFSRacer

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Re: "FSR" Mod Development Problems
Say, does anyone know how to make PCX effect files or ANI effect files?
"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero

 

Offline Snail

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Re: "FSR" Mod Development Problems
Say, does anyone know how to make PCX effect files or ANI effect files?
There are hundreds of programs capable of making PCX files, and there's ANIBLD32 for .ani files.


Note that PCX files have to be in indexed mode to work in-game.

 

Offline Getter Robo G

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  • Elite Super Robot Pilot
Re: "FSR" Mod Development Problems
I make effects the noob way. 8 bit PCX files (converted images with irfranview).

I used anibuild to make some ani fiels but the color is all wrong (end of experimentation)...

"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 Droid803

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Re: "FSR" Mod Development Problems
Well, if I run it through Photoshop things come out fine, as long as I index it before export.
(´・ω・`)
=============================================================

 

Offline NFSRacer

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Re: "FSR" Mod Development Problems
I posted something on the FreeSpace Wiki about this mod and I was wondering what you all think about it?
"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero