Author Topic: RELEASE: Broken Arcade Style Mod/Mission! Unplayable! XD  (Read 2679 times)

0 Members and 1 Guest are viewing this topic.

Offline Killer Whale

  • 29
  • Oh no, not again.
RELEASE: Broken Arcade Style Mod/Mission! Unplayable! XD
It all seems so simple, but it doesn't end that way. This project has long gone past the point where I feel the effort would be worth the result, but I just wanna' know what I've done.
I'm trying to mod in a few more raider types to build an arcade style mission which where you fight a tonne of fighters until you die and get scored on how well you've done. I figure I can change texture hues with GIMP to colour code them. Give or take a few more HP, switch textures and switch AIs with FRED. But to change the speed of a fighter, and to ensure difficulty doesn't matter I'll need to table. Here's what I've done.
I created a folder in my Diaspora directory called CylonsRevenge, in it is a plain text file called "mod.ini"
Code: [Select]
[launcher]
modname = Cylons Revenge;
infotext = Some kid thinks he's awesome at flying a Viper, show him who's boss.;
[multimod]
primarylist  = ;
secondarylist = Diaspora;
In the CylonsRevenge folder is another folder called "data", and inside that are two folders called "missions" and "tables". The missions folder contains a virtually empty FRED mission (as in, not empty, but there's very little in it). The tables folder contains 3 text files called "ai.tbl", "Ai_profiles.tbl" and "ships.tbl".
ai.tbl contains a bunch of ai classes I thought would help to give different raider powers, and then I chucked the stock classes in for compatability: http://pastebin.com/Jys20Ea0
ai_profiles.tbl has everything set to insane (I think): http://pastebin.com/tHTWkxbs
ships.tbl contains two copy past entries of the stock raider appended to the end, but with their movement speeds a little different, no "player_ship" nor "in tech database" flags, and different name and short names: http://pastebin.com/ZtfxamQi
As far as I can work out, changing the ships table is all I need to add a new ship. But whatever I'm doing isn't working, for when I activate CylonsRevenge from the mod tab of the Diaspora launcher and access the F3 lab, all I see is the stock ships. No extra entry for Red and White Raiders.
Log with mod active: http://pastebin.com/MKqrApZU
Log with Diaspora active: http://pastebin.com/ZEf3idii
A line in the log tables caught my attention: "Ships.tbl is : INVALID!!!!, Weapons.tbl is : INVALID!!!!", but the infuriating bit is that the line is common to both the mod log file, and diaspora's log file.
So, what do I need to do to add two more Raider variants to the game?

Edit:

Fixed!!
New problem now, see a few posts below

There's a single too many values in one of the ai classes (white), fixed it. Found the likely source of my error: http://www.hard-light.net/forums/index.php?topic=82329.0, downloaded new launcher, but now crashing due to an error telling me "ships.tbl(line 9983): Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$end_multi_text ]." But line 9983 isn't anything about tech entries, rather it ensures that the first of new raiders don't have lightning arcs on their debris... Oh wait, Notepad doesn't find lines the same way as Pastebin, apparently "$end_multi_text" is meant to be on the same line as the tech entry. And, oh it works now.
'kay guys, um, I suppose this message was kind of pointless now, but maybe I might just finish that mission now that I know I'm not an idiot.
« Last Edit: October 02, 2012, 11:41:22 pm by Killer Whale »

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Okay, what have I done?
I don't think you've done anything wrong. Notice this in your log file?

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 2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 0.7
  -ogl_spec 15
  -spec_static 1.0
  -spec_point 0.7
  -spec_tube 1.0
  -ambient_factor 90
  -soft_particles
  -post_process
  -bloom_intensity 20
  -fxaa
  -cache_bitmaps
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Diaspora

Look at that last line, for some reason your mod hasn't appeared and it's trying to run an non-existent mod called Diaspora. There is a bug in the launcher at the moment and I think this is a case of it. Rename the mod to RaidersRevenge and it will probably work.

The bug will be fixed in 1.0.3
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: Okay, what have I done?
Awesome, thanks. Right, now I can actually make this thing, unless there's a likely situation where I end up not knowing what I'm doing.

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: Okay, what have I done?
I don't think you've done anything wrong. Notice this in your log file?

Code: [Select]
  -mod Diaspora
Look at that last line, for some reason your mod hasn't appeared and it's trying to run an non-existent mod called Diaspora. ...

:wtf:  :confused:

Code: [Select]
[launcher]
modname = Cylons Revenge;
infotext = Some kid thinks he's awesome at flying a Viper, show him who's boss.;
[multimod]
primarylist  = ;
secondarylist = Diaspora;
Log with mod active: http://pastebin.com/MKqrApZU
Log with Diaspora active: http://pastebin.com/ZEf3idii




Code: [Select]
secondarylist = Diaspora;

EDIT: He did say he put that mod.ini text in there.  Diaspora shouldn't be secondary, as, to Diaspora, it's files are considered "retail", and thus, always loaded as a prerequisite thru the .vp files in the Diaspora root directory, am I right?
« Last Edit: October 01, 2012, 03:27:30 pm by jr2 »

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Okay, what have I done?
While that is true, it still doesn't get around the fact that it's not loading his mod. Looks like you caught a minor issue I missed but that alone wouldn't explain this issue.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: Okay, what have I done?
Currently mod is in an unplayable state as I attempt to add a beam cannon (and the bunch of sounds and effects that come along with it), the GTGs Prominence (by Shivan Hunter and Droid), and a modified missile. The mission itself is mostly finished (Still waiting on a lot, but the "majority" is done). However, I get a fatal error when I click on weapons in the briefing:
Code: [Select]
Assert: Polygon_models[num]->id == model_num
File: modelread.cpp
Line: 2944
Index collision between model Col_Viper_Mk7.pof and requested model 0. Please backtrace and investigate.


ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 239 bytes
ntdll.dll! RtlInitializeExceptionChain + 194 bytes
and when I start I've got no guns (though my enemies do).

What I'd like is to know: What does this error mean? What does it mean by an "index collision". What index? I didn't make any index, nor would I expect I'd need to.
If you need to look at the file structure, here's a .rar of the mod folder: http://www.4shared.com/rar/K7i5Pnb7/RaidersRevenge.html (I've never used this site before, so I think this is all you need). Log file: http://pastebin.com/1u87nmVm

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: Okay, what have I done?
NO!!!! I can't have so many ships in a mission? But they're not there all at once!
I think I found the reason, and wow, what a weird error. The FRED mission, I must admit, contains 241 ships, and there's 3 99 respawn wings, so I can see why it mightn't like it. But that the error's result was crashing the game when I clicked on weapon loadout and not giving me any weapons, that was weird. If I ~k everything the mission play smoothly; not a single "other" error, so you'd think the game could handle it, but no, give me no loadout because that's what happens when there's 241 ships in a mission. And what did it have to do with Col_Ciper_mk7.pof and an index collision?

Anyway, here's the untested, broken, unpacked, but otherwise mostly finished mod file. Uncompress it with winrar, 7-zip or something, place the RaidersRevenge folder in your Diaspora directory, activate the mod by navigating to the Mods tab in the Diaspora launcher, launch the game, create a new pilot, select the Raiders Revenge campaign, start playing. You won't be able to shoot anything, you won't be able to ~k the stealth guys (though IIRC, if you ~k the first guy the boss jumps in prematurely, for testing purposes and to catch out cheaters), and for god's sake don't think about changing your loadout.

http://www.4shared.com/rar/_kQe-z2_/RaidersRevenge_2.html

*sigh* First mission everyone! I also ripped out everything interesting to see if it would work without all the squillions of dudes, so a playable version, but one with only the boss, is available from the tech menu > single player missions.
« Last Edit: October 02, 2012, 11:42:21 pm by Killer Whale »

 

Offline AndrewofDoom

  • In A.D. 2366 war was beginning
  • 29
  • Permanent yuri goggles.
    • Skype
    • Steam
    • Twitter
Re: RELEASE: Broken Arcade Style Mod/Mission! Unplayable! XD
Yeah, currently the maximum ships that can be in a mission in total is 400. I'm having a similar predicament for an also arcade-style mod I'm making as well for FSO and I'm having to start thinking of ways to work around that.
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline JCQ

  • 25
  • life is hard
    • FREESPACE GAMPLAY VIDS
Re: RELEASE: Broken Arcade Style Mod/Mission! Unplayable! XD
im getting invalid link can you please upload to mediafire or sendspace

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: RELEASE: Broken Arcade Style Mod/Mission! Unplayable! XD
Mediafire: http://www.mediafire.com/?sr94pcx8a8lbbw4
But there isn't 400 ships (anymore, now that you made me set the respawns down to 10) :-(.
"#Objects      ;! 241 total" Plus 15 ships with respawn 10, so 376 now. Why does it work without all the other dudes but with the boss, but not work with a bunch more of what's already there?
« Last Edit: October 04, 2012, 10:10:27 pm by Killer Whale »

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: RELEASE: Broken Arcade Style Mod/Mission! Unplayable! XD
I suspect you're breaking Ship_Exited[] rather than Ship[]. It stores all the ships that were once in the mission but are now dead or departed.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]