Author Topic: Weapons Mess. Solved.  (Read 2608 times)

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Hi,
I was working on a cannon as secondary weapon, but something strange happened with it when i tried to load the game with the new one : It seems to prevent some other weapons to loadup correctly "unable to find Weapon_type_list' on other existing weapons that works correctly if i remove the new weapon.
It's quite strange.
Anyway here is the tbm's code :
Code: [Select]
#Secondary Weapons

; 50mm cannon Hellbringer
;
$Name: @Hellbringer
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: laser1
@Laser Glow: laser1_2_glow
@Laser Color: 255, 255, 00
@Laser Color2: 255, 255, 00
@Laser Length: 0.5
@Laser Head Radius: 1.2
@Laser Tail Radius: 1.2
$Mass: 0.08
$Velocity: 3500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.4 ;; in seconds
$Damage: 70
$Armor Factor: 0.9
$Shield Factor: 0.1
$Subsystem Factor: 0.7
$Lifetime: 1.0 ;; How long this thing lives
$Energy Consumed: 10.5 ;; Energy used when fired
$Cargo Size: 0.8 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 1000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "player allowed" "cycle" "stream" "shudder"  "small only" ) ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.2 ;; Width of trail nearest missile
+End Width: 0.1 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 20.2 ;; how many seconds before trail disappears
+Bitmap: Contrail01 ;; Bitmap used to draw trail
$Icon:                                 iconmissile01
$Anim:                                 LoadMissile01
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius: 1.0

#End

Any clue?  :wtf:
« Last Edit: February 22, 2011, 04:57:48 pm by Reprobator »
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Droid803

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Why is it a secondary.
It looks like it should be a primary to me.
"stream" is useless
"shudder" and "cycle" don't work for secondaries.
(´・ω・`)
=============================================================

 
I know, well to be honest , i wanted a cannon with very few rounds but quite effective, (it's not used with and against fs2 ships so  the damages rate are not to be  taken in account here) that the player can call back to life by pressing manually it's secondary weapon button.

If you have ever tried il2 1946 you would understand what i mean (one button for machine gun , one for cannon),  it's a cannon you use when you are sure enough you'll hit your target (and you can use your primary weapon for that if you choose one with the same velocity.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
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    • Steam
I was more noting that it looks you grabbed a primary, and copy-pasted into the secondary section.
I'm not quite sure it works that way.

You should get rid of "stream" "shudder" "cycle" and energy consumption, definitely.
You MAY have to defined a model even if it is just something like blip.pof (give it a glowpoint for your laser head)

That, or you've hit the weapon limit.
(´・ω・`)
=============================================================

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
It almost does, but not quite.
Run it throught debug and fix all table errors it gives you (I've once sucessfully ported secondary into primary with a few modifications, but never the other way around).

 
In fact i had no complain about this weapon with a debug build.
I've get rid of those flag : problem stand still, but yeah i may have hit the weapon tbl limit as i have some of them used in my mod, and still using the default fs2 roots weapon.tbl i'm trying to run a "empty weapon.tbl"  but i don't know how it should looks like with the minium information required.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Just make it a ballistic primary and calibrate cargo size for the bank so that it only carries a few rounds of ammunition...
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Well i would give up with this weapon in that case, having to chose to shoot with this one or the main 'machine gun' or having them lincked without instant manual control was not what i was trying to do.

Anyway it doesn't seems to be the origin of the problem :
Just converted it as a primary weapon to try  : the problem stand still.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Secondary weapons need to have a model file.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Wait, so do you have like separate TBMS for each weapon?
Just shove them all into on TBL if you have a "blanked" weapons.tbl to begin with >.>
(´・ω・`)
=============================================================

 
Ok, but right now i've replace this weapons by another primary weapons, just copy/pasted an already working one with name changed : Problem remain, i guess the main problem is that  i hit the weapon limit.

And yes, untill now, all my weapons are tbm.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
If you are using an inferno build (as you should), it will be really hard to hit the weapon limit...

Other things to check: are the weapons allowed in the campaignfile/mission teamloadout, and/or allowed on the ship?
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Yes they are, anyway the message occur while the game is loading up the introduction/main hall.
I'm using a inferno build, the last one exactly.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
post a debug log
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
here it is :

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: 3.6.13
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -mod ep_physics reworked,mediavps
  -debug_window
  -window
Building file index...
Found root pack 'E:\jeux\Freespace2\ep_physics reworked\ma-sdrvfix.vp' with a checksum of 0xeb53ee0a
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'E:\jeux\Freespace2\mediavps\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'E:\jeux\Freespace2\mediavps\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'E:\jeux\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\jeux\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\jeux\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\jeux\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\jeux\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\jeux\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\jeux\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\jeux\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\jeux\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\jeux\Freespace2\ep_physics reworked\' ... 4079 files
Searching root pack 'E:\jeux\Freespace2\ep_physics reworked\ma-sdrvfix.vp' ... 8 files
Searching root 'E:\jeux\Freespace2\mediavps\' ... 70 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Advanced.vp' ... 1283 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Assets.vp' ... 1527 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Effects.vp' ... 1876 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'E:\jeux\Freespace2\mediavps\MV_Root.vp' ... 94 files
Searching root 'E:\jeux\Freespace2\' ... 8 files
Searching root pack 'E:\jeux\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'E:\jeux\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\jeux\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\jeux\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\jeux\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\jeux\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\jeux\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\jeux\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\jeux\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 20 roots and 17613 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 2
  Playback device: Haut-parleurs (Périphérique High Definition Audio)
  Capture device: Microphone (Périphérique High D
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 3840x1024 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    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 4800 Series       
  OpenGL Version   : 3.3.10524 Compatibility Profile Context

  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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... 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....
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'deto-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
Someone passed an extension to bm_load for file '2_PreLoad.tga'
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.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 150 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'tyranikbrood-wep.tbm' ...
TBM  =>  Starting parse of 'tultraturret-wep.tbm' ...
TBM  =>  Starting parse of 'tultrabturret-wep.tbm' ...
TBM  =>  Starting parse of 'tturret-wep.tbm' ...
TBM  =>  Starting parse of 'thflak-wep.tbm' ...
TBM  =>  Starting parse of 'theavyturret-wep.tbm' ...
TBM  =>  Starting parse of 'thbfb-wep.tbm' ...
TBM  =>  Starting parse of 'tflak2-wep.tbm' ...
TBM  =>  Starting parse of 'tflak-wep.tbm' ...
TBM  =>  Starting parse of 'Tfistai-wep.tbm' ...
TBM  =>  Starting parse of 'Tfist-wep.tbm' ...
TBM  =>  Starting parse of 'tagdevice-wep.tbm' ...
TBM  =>  Starting parse of 'supturr-wep.tbm' ...
TBM  =>  Starting parse of 'supression-wep.tbm' ...
TBM  =>  Starting parse of 'reprobation-wep.tbm' ...
TBM  =>  Starting parse of 'punissor-wep.tbm' ...
TBM  =>  Starting parse of 'missilesuppression-wep.tbm' ...
TBM  =>  Starting parse of 'lwill-wep.tbm' ...
TBM  =>  Starting parse of 'lgift-wep.tbm' ...
TBM  =>  Starting parse of 'Hellbringer-wep.tbm' ...
TBM  =>  Starting parse of 'heavyswarmtorpedoes-wep.tbm' ...
TBM  =>  Starting parse of 'heavyswarmmissiles-wep.tbm' ...
TBM  =>  Starting parse of 'crawlergun-wep.tbm' ...
TBM  =>  Starting parse of 'Correction-wep.tbm' ...
TBM  =>  Starting parse of 'bultraturret-wep.tbm' ...
TBM  =>  Starting parse of 'bhturret-wep.tbm' ...
TBM  =>  Starting parse of 'bhflak-wep.tbm' ...
TBM  =>  Starting parse of 'bheavyturret-wep.tbm' ...
TBM  =>  Starting parse of 'bfcanon-wep.tbm' ...
TBM  =>  Starting parse of 'apursuba-wep.tbm' ...
TBM  =>  Starting parse of 'apursub-wep.tbm' ...
TBM  =>  Starting parse of 'apur-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Gunboat-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Ts_shuttle-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "Tfury"  in ship: TS Shuttle's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TS Shuttle's secondary dogfight banks." at parselo.cpp:2259
BMPMAN: Found EFF (thrustjets.eff) with 3 frames at 25 fps.
TBM  =>  Starting parse of 'TSh_shield-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: Tss Heavyfaith's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: Tss Heavyfaith's secondary dogfight banks." at parselo.cpp:2
259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: Tss Heavyfaith's default secondary banks." at parselo.cpp:22
59
WARNING: "Tss Heavyfaith has no secondary weapons, this cannot be!" at ship.cpp:2095
TBM  =>  Starting parse of 'Tf_lightbringermk4-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringer MK4's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringer MK4's secondary dogfight banks." at parselo.
cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringer MK4's default secondary banks." at parselo.c
pp:2259
WARNING: "TF LightBringer MK4 has no secondary weapons, this cannot be!" at ship.cpp:2095
TBM  =>  Starting parse of 'Tf_lightbringermk3-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerMk3's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerMk3's secondary dogfight banks." at parselo.c
pp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerMk3's default secondary banks." at parselo.cp
p:2259
WARNING: "TF LightBringerMk3 has no secondary weapons, this cannot be!" at ship.cpp:2095
TBM  =>  Starting parse of 'Tf_lightbringermk2-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerMk2's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerMk2's secondary dogfight banks." at parselo.c
pp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerMk2's default secondary banks." at parselo.cp
p:2259
WARNING: "TF LightBringerMk2 has no secondary weapons, this cannot be!" at ship.cpp:2095
TBM  =>  Starting parse of 'TF_lightbringerdock-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerDock's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerDock's secondary dogfight banks." at parselo.
cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringerDock's default secondary banks." at parselo.c
pp:2259
WARNING: "TF LightBringerDock has no secondary weapons, this cannot be!" at ship.cpp:2095
TBM  =>  Starting parse of 'Tf_lightbringer-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringer's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringer's secondary dogfight banks." at parselo.cpp:
2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TF LightBringer's default secondary banks." at parselo.cpp:2
259
WARNING: "TF LightBringer has no secondary weapons, this cannot be!" at ship.cpp:2095
TBM  =>  Starting parse of 'Tfrr_Mover-shp.tbm' ...
TBM  =>  Starting parse of 'Tcr_vcrusher-shp.tbm' ...
TBM  =>  Starting parse of 'Tcarr_Yamatowip-shp.tbm' ...
TBM  =>  Starting parse of 'Tcarr_Yamato-shp.tbm' ...
TBM  =>  Starting parse of 'Tcarr_Ssentry-shp.tbm' ...
TBM  =>  Starting parse of 'Tcarr_nightwatcher-shp.tbm' ...
TBM  =>  Starting parse of 'Tb_glidingfortress-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "Tfury"  in ship: TB GlidingFortress's secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: TB GlidingFortress's secondary dogfight banks." at parselo.c
pp:2259
TBM  =>  Starting parse of 'BhGb_Bloodhawk-shp.tbm' ...
TBM  =>  Starting parse of 'Bhf_niteraven-shp.tbm' ...
TBM  =>  Starting parse of 'BHCv_tyranikenlarger-shp.tbm' ...
TBM  =>  Starting parse of 'Bhcarr_Starripper-shp.tbm' ...
TBM  =>  Starting parse of 'Bhcarr_prometheus-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: BHFCarr Prometheus's default primary banks." at parselo.cpp:
2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "TFury"  in ship: BHFCarr Prometheus's default primary banks." at parselo.cpp:
2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "tfury"  in ship: BHFCarr Prometheus's default primary banks." at parselo.cpp:
2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "tfury"  in ship: BHFCarr Prometheus's default primary banks." at parselo.cpp:
2259
TBM  =>  Starting parse of 'Bhcarr_liberatii-shp.tbm' ...
TBM  =>  Starting parse of 'astro-shp.tbm' ...
ANI head1 with size 164x132 (48.4% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'indicator-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 16449

If i remove the file "Hellbringer-wep.tbm" wich now only contain a copy paste of the subach in it, i have no more error, whatever i seem to write inside the file , it prevent to read some other weapons.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
There's probably some .tbm limit you hit...
merge all those seperate weapons into one .tbm
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Ok, i'll try this now.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
That's it !
Ok now i'm going to do that cleaner, sorry for the disturbance and thanks you very much.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
np, good that its resolved
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

  

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Gosh, that's a lot of TBMs. I remember that happening to me too.
I think somebody should find a reason behind this and either add limits to some list in FSWiki, or modify the code to remove them (if it's possible).