Author Topic: United Terran Republic [DRAFT RELEASE V0.15]  (Read 4895 times)

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Offline starbug

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Ah Crap!! i aint paying a subscription, will find somewhere else for my screenshots. :)
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Aesaar

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
I will never understand why people still use photobucket.  Just use imgur.

 
Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Simple - Photobucket advertises more than Imgur.

 
Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
I tried loading the Donnager in FRED and got this error message:

Can't open model file <URDonnager01.pof>
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_4_RC1_SSE2.exe! SCP_DumpStack + 213 bytes
fred2_open_3_7_4_RC1_SSE2.exe! Error + 230 bytes
fred2_open_3_7_4_RC1_SSE2.exe! read_model_file + 112 bytes
fred2_open_3_7_4_RC1_SSE2.exe! model_load + 425 bytes
fred2_open_3_7_4_RC1_SSE2.exe! ship_create + 324 bytes
fred2_open_3_7_4_RC1_SSE2.exe! create_ship + 59 bytes
fred2_open_3_7_4_RC1_SSE2.exe! create_object + 368 bytes
fred2_open_3_7_4_RC1_SSE2.exe! create_object_on_grid + 93 bytes
fred2_open_3_7_4_RC1_SSE2.exe! CFREDView::OnLButtonDown + 166 bytes
fred2_open_3_7_4_RC1_SSE2.exe! CWnd::OnWndMsg + 1319 bytes
fred2_open_3_7_4_RC1_SSE2.exe! CWnd::WindowProc + 34 bytes
fred2_open_3_7_4_RC1_SSE2.exe! AfxCallWndProc + 176 bytes
fred2_open_3_7_4_RC1_SSE2.exe! AfxWndProc + 52 bytes
USER32.dll! AddClipboardFormatListener + 4715 bytes
USER32.dll! DispatchMessageW + 2227 bytes
USER32.dll! CallWindowProcW + 151 bytes
OPENGL32.dll! glDebugEntry + 3683 bytes
USER32.dll! AddClipboardFormatListener + 4715 bytes
USER32.dll! DispatchMessageW + 2227 bytes
USER32.dll! DispatchMessageW + 578 bytes
USER32.dll! DispatchMessageA + 16 bytes
fred2_open_3_7_4_RC1_SSE2.exe! AfxInternalPumpMessage + 62 bytes
fred2_open_3_7_4_RC1_SSE2.exe! CWinThread::Run + 87 bytes
fred2_open_3_7_4_RC1_SSE2.exe! AfxWinMain + 102 bytes
fred2_open_3_7_4_RC1_SSE2.exe! __scrt_common_main_seh + 253 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlGetAppContainerNamedObjectPath + 253 bytes
ntdll.dll! RtlGetAppContainerNamedObjectPath + 205 bytes

I haven't the foggiest idea what this means or how to fix it. Help please? And yes, I'm using the most recently uploaded version. I even redownloaded it to be sure the pof hadn't been corrupted or something.

 

Offline niffiwan

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Can't open model file <URDonnager01.pof>

That's an error in the table file, Republic-shp.tbm. You can either rename data/models/URDonnager.pof to data/models/URDonnager01.pof.
Or you can edit Republic-shp.tbm & change the name in the file to URDonnager.pof.

starbug should probably also fix one & update the download ;)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline starbug

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Oops, will get that updated when I get home from work
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline starbug

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Updated ship table for Donnager, in first post :)
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 
Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Can't open model file <URDonnager01.pof>

That's an error in the table file, Republic-shp.tbm. You can either rename data/models/URDonnager.pof to data/models/URDonnager01.pof.
Or you can edit Republic-shp.tbm & change the name in the file to URDonnager.pof.

starbug should probably also fix one & update the download ;)

Yep, that worked. And now I feel silly for not making that connection.

Thanks for your help!

Also, starbug mate, thumbs up on the ship designs. They look cool.

 
Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
I have discovered more problems.

While I can load the Donnager in FRED now, any mission I try to play that has it spawned in at the start crashes, and if it jumps in later the rotators don't spin and the game crashes if I get too close to it.

The game also crashes when I get close to the Heracles.

Unfortunately, it's not showing me an error message, and I don't know where to look for something like an error log.

The other's seem to work fine so far, besides the Excurser's missing turret models.

 

Offline starbug

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Hmmm.. that is really weird. I have had none of these issues when testing them. i have done multiple close ups on each ship to for screenshots and combat. Which version of FSOpen are you using?

To get the error log i think and someone please correct me on this, you need to use the debug.exe ie fs2_open_3_7_4-DEBUG in the launcher and that runs the game and does an error log. again i might be wrong on that.

Can any of the more veteran modders give any insight on this, as i have no idea what it could be causing it.
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline niffiwan

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
From the FRED2 log above, CapnQwerty might be using version 3.7.4 RC1, in which case updating to 3.7.4 final may fix the issues.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
From the FRED2 log above, CapnQwerty might be using version 3.7.4 RC1, in which case updating to 3.7.4 final may fix the issues.

Upgrading to 3.7.4 final fixed the Heracles, and I can fly close to the Donnager without the game crashing, but it still has to jump in after the game starts since it continues to crash if it's already spawned when the mission begins. It's rotators still don't spin either, and none of its weapons will fire or even point at anything.

 

Offline Darius

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Looking at the modpack briefly:

The turrets need $special=subsystem under the subsystem properties to be recognised ingame as turrets.
The CrewHub subsystems aren't spinning because there's no velocity specified in the -shp table.
Not sure why it crashes ingame but it's missing Moment of Inertia which won't make the engine happy.

I kitbashed a couple of the Donnager subobjects into a pre-existing ship model and I noticed some strange engine behaviour as well. No crashes, but the ship would disappear if I looked directly at it. Can't remember how I fixed that particular error. The ship also spun wildly when shot, which I managed to fix by generating the MoI in PCS2 (copy pasting the MoI of a similar sized ship didn't work).

Address the above and see if that helps.

 
Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
I kitbashed a couple of the Donnager subobjects into a pre-existing ship model and I noticed some strange engine behaviour as well. No crashes, but the ship would disappear if I looked directly at it. Can't remember how I fixed that particular error. The ship also spun wildly when shot, which I managed to fix by generating the MoI in PCS2 (copy pasting the MoI of a similar sized ship didn't work).

Haven't had those particular problems, but I'll keep it in mind if they pop up.

The turrets need $special=subsystem under the subsystem properties to be recognised ingame as turrets.
The CrewHub subsystems aren't spinning because there's no velocity specified in the -shp table.
Not sure why it crashes ingame but it's missing Moment of Inertia which won't make the engine happy.

Well, I added $special=subsystem under the $subsystem: (name) line for each turret and got this when I tried opening FRED:
Hidden Text: Show
Republic-shp.tbm(line 985):
Error: Required token = [#End], [$Subsystem:], or [$Name], found [$special=subsystem]

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_4_SSE2.exe! SCP_DumpStack + 213 bytes
fred2_open_3_7_4_SSE2.exe! Error + 230 bytes
fred2_open_3_7_4_SSE2.exe! error_display + 202 bytes
fred2_open_3_7_4_SSE2.exe! required_string_one_of + 429 bytes
fred2_open_3_7_4_SSE2.exe! parse_ship_values + 20167 bytes
fred2_open_3_7_4_SSE2.exe! parse_ship + 728 bytes
fred2_open_3_7_4_SSE2.exe! parse_shiptbl + 442 bytes
fred2_open_3_7_4_SSE2.exe! parse_modular_table + 157 bytes
fred2_open_3_7_4_SSE2.exe! ship_init + 969 bytes
fred2_open_3_7_4_SSE2.exe! fred_init + 678 bytes
USER32.dll! DispatchMessageW + 1860 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::WindowProc + 34 bytes
fred2_open_3_7_4_SSE2.exe! AfxCallWndProc + 176 bytes
fred2_open_3_7_4_SSE2.exe! AfxWndProc + 52 bytes
USER32.dll! AddClipboardFormatListener + 4715 bytes
USER32.dll! DispatchMessageW + 2227 bytes
USER32.dll! DispatchMessageW + 1290 bytes
USER32.dll! GetMessageW + 192 bytes
ntdll.dll! KiUserCallbackDispatcher + 77 bytes
USER32.dll! CreateWindowExW + 398 bytes
USER32.dll! CreateWindowExA + 56 bytes
fred2_open_3_7_4_SSE2.exe! IsolationAwareCreateWindowExA + 88 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::CreateEx + 183 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::Create + 68 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::CreateView + 86 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::OnCreateClient + 26 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::OnCreateHelper + 37 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::OnCreate + 18 bytes
fred2_open_3_7_4_SSE2.exe! CMainFrame::OnCreate + 30 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::OnWndMsg + 828 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::WindowProc + 34 bytes
fred2_open_3_7_4_SSE2.exe! AfxCallWndProc + 176 bytes
fred2_open_3_7_4_SSE2.exe! AfxWndProc + 52 bytes
USER32.dll! AddClipboardFormatListener + 4715 bytes
USER32.dll! DispatchMessageW + 2227 bytes
USER32.dll! DispatchMessageW + 1290 bytes
USER32.dll! GetMessageW + 192 bytes
ntdll.dll! KiUserCallbackDispatcher + 77 bytes
USER32.dll! CreateWindowExW + 398 bytes
USER32.dll! CreateWindowExA + 56 bytes
fred2_open_3_7_4_SSE2.exe! IsolationAwareCreateWindowExA + 88 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::CreateEx + 183 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::Create + 124 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::LoadFrame + 188 bytes
fred2_open_3_7_4_SSE2.exe! CDocTemplate::CreateNewFrame + 93 bytes
fred2_open_3_7_4_SSE2.exe! CSingleDocTemplate::OpenDocumentFile + 127 bytes
fred2_open_3_7_4_SSE2.exe! CSingleDocTemplate::OpenDocumentFile + 19 bytes
fred2_open_3_7_4_SSE2.exe! CDocManager::OnFileNew + 126 bytes
fred2_open_3_7_4_SSE2.exe! CFREDApp::InitInstance + 1414 bytes
fred2_open_3_7_4_SSE2.exe! AfxWinMain + 70 bytes
fred2_open_3_7_4_SSE2.exe! __scrt_common_main_seh + 253 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlGetAppContainerNamedObjectPath + 253 bytes
ntdll.dll! RtlGetAppContainerNamedObjectPath + 205 bytes
Presumably, that's not where I'm supposed to put it.

With the rotation, I'd guess the subsystem entries need a line that looks something like $velocity: x, but I don't know how to format it.

Also, I'm confused about why the Donnager would need any of this when none of the other 5 do. What does or doesn't it have that makes it different?

 

Offline starbug

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
I don't get the donnager issue, The rotation of the crew hubs i setup in PCS, Here is a another copy of the pof file try this one, although its the same, i have used it alot today to test, it hasnt crashed on me. so give this a try and let me know if you still have issues

https://www.mediafire.com/?olry47kg4dfbpuf
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 
Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
I don't get the donnager issue, The rotation of the crew hubs i setup in PCS, Here is a another copy of the pof file try this one, although its the same, i have used it alot today to test, it hasnt crashed on me. so give this a try and let me know if you still have issues

https://www.mediafire.com/?olry47kg4dfbpuf

That worked. The sections spin, the guns work, and the game doesn't crash.

For some reason.

...hell, whatever, I'm not complaining (much). Thanks for the help you two.

 

Offline starbug

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
I have no idea why it happened,  but glad its working for you now :)
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline AdmiralRalwood

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
The turrets need $special=subsystem under the subsystem properties to be recognised ingame as turrets.
The CrewHub subsystems aren't spinning because there's no velocity specified in the -shp table.
Not sure why it crashes ingame but it's missing Moment of Inertia which won't make the engine happy.

Well, I added $special=subsystem under the $subsystem: (name) line for each turret and got this when I tried opening FRED:
Hidden Text: Show
Republic-shp.tbm(line 985):
Error: Required token = [#End], [$Subsystem:], or [$Name], found [$special=subsystem]

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_4_SSE2.exe! SCP_DumpStack + 213 bytes
fred2_open_3_7_4_SSE2.exe! Error + 230 bytes
fred2_open_3_7_4_SSE2.exe! error_display + 202 bytes
fred2_open_3_7_4_SSE2.exe! required_string_one_of + 429 bytes
fred2_open_3_7_4_SSE2.exe! parse_ship_values + 20167 bytes
fred2_open_3_7_4_SSE2.exe! parse_ship + 728 bytes
fred2_open_3_7_4_SSE2.exe! parse_shiptbl + 442 bytes
fred2_open_3_7_4_SSE2.exe! parse_modular_table + 157 bytes
fred2_open_3_7_4_SSE2.exe! ship_init + 969 bytes
fred2_open_3_7_4_SSE2.exe! fred_init + 678 bytes
USER32.dll! DispatchMessageW + 1860 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::WindowProc + 34 bytes
fred2_open_3_7_4_SSE2.exe! AfxCallWndProc + 176 bytes
fred2_open_3_7_4_SSE2.exe! AfxWndProc + 52 bytes
USER32.dll! AddClipboardFormatListener + 4715 bytes
USER32.dll! DispatchMessageW + 2227 bytes
USER32.dll! DispatchMessageW + 1290 bytes
USER32.dll! GetMessageW + 192 bytes
ntdll.dll! KiUserCallbackDispatcher + 77 bytes
USER32.dll! CreateWindowExW + 398 bytes
USER32.dll! CreateWindowExA + 56 bytes
fred2_open_3_7_4_SSE2.exe! IsolationAwareCreateWindowExA + 88 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::CreateEx + 183 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::Create + 68 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::CreateView + 86 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::OnCreateClient + 26 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::OnCreateHelper + 37 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::OnCreate + 18 bytes
fred2_open_3_7_4_SSE2.exe! CMainFrame::OnCreate + 30 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::OnWndMsg + 828 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::WindowProc + 34 bytes
fred2_open_3_7_4_SSE2.exe! AfxCallWndProc + 176 bytes
fred2_open_3_7_4_SSE2.exe! AfxWndProc + 52 bytes
USER32.dll! AddClipboardFormatListener + 4715 bytes
USER32.dll! DispatchMessageW + 2227 bytes
USER32.dll! DispatchMessageW + 1290 bytes
USER32.dll! GetMessageW + 192 bytes
ntdll.dll! KiUserCallbackDispatcher + 77 bytes
USER32.dll! CreateWindowExW + 398 bytes
USER32.dll! CreateWindowExA + 56 bytes
fred2_open_3_7_4_SSE2.exe! IsolationAwareCreateWindowExA + 88 bytes
fred2_open_3_7_4_SSE2.exe! CWnd::CreateEx + 183 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::Create + 124 bytes
fred2_open_3_7_4_SSE2.exe! CFrameWnd::LoadFrame + 188 bytes
fred2_open_3_7_4_SSE2.exe! CDocTemplate::CreateNewFrame + 93 bytes
fred2_open_3_7_4_SSE2.exe! CSingleDocTemplate::OpenDocumentFile + 127 bytes
fred2_open_3_7_4_SSE2.exe! CSingleDocTemplate::OpenDocumentFile + 19 bytes
fred2_open_3_7_4_SSE2.exe! CDocManager::OnFileNew + 126 bytes
fred2_open_3_7_4_SSE2.exe! CFREDApp::InitInstance + 1414 bytes
fred2_open_3_7_4_SSE2.exe! AfxWinMain + 70 bytes
fred2_open_3_7_4_SSE2.exe! __scrt_common_main_seh + 253 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlGetAppContainerNamedObjectPath + 253 bytes
ntdll.dll! RtlGetAppContainerNamedObjectPath + 205 bytes
Presumably, that's not where I'm supposed to put it.
You presume correctly. It needs to go in the subobject properties in the POF file itself.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Bryan See

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Hello. I've been using this as part of my fleetpack part of at least one project I'm working on, and I've encountered errors.

Most of the fleetpack, save for the Excursor corvette, have null moments of inertia.

The Donnager science cruiser, the Tempest frigate and the Heracles frigate have mismatched subsystems, including those included in all models that are not listed in ships.tbl, something that causes the game to crash, as well as some not linking into ship, such as invalid subobj_num or model_num in subsystem 'radar02' on the Heracles frigate.

The Olympia and Minnow destroyers, as well as the Tempest frigate, have a single slot in all dock points, short of exactly 2 slots per dock point.

As for the overall improvements, I would like to see PBR maps.
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Campaigns:
FreeSpace: Reunited - Shattered Stars

Ships:
GTS Hygeia, GTT Argo, SC Raguel

 

Offline starbug

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Re: United Terran Republic [RELEASE V0.1a] Fixed missing Textures
Thank you for the feedback Bryan. How would go about fixing these errors? Ie the null moments of inertia, what is that?
Also PBR maps??
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-