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Author Topic: Why isn't this working?  (Read 812 times)
Weylin
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« on: May 30, 2011, 07:20:41 PM »

OK, I keep getting errors every time I redirect the #INCLUDES to the following files.
Only the changed part of the file is the shown here, everything else has been left alone.
The highest default weapon is [nr]026, so I made the next starting at [nr]027.



ws_data_modules.sec
Code:
[race] LtBlaster 30    50 -200      150     torpedo        none   tube*60*4000*800*[nr]027        [nr]4027
[race] LtCannon  38    50 -300      150    torpedo2        none   tube*35*5000*800*[nr]028        [nr]4028
[race] LtTorpedo 45    50 -400      150    torpedo6        none   tube*15*6000*800*[nr]029        [nr]4029

ws_design_missiles.sec
Code:
[race]   LtBlaster      180     0.60   dumb    7        0       0      0       100       0       n    (none)            1.75  sf-[nr]-dm    Missile  explode3  [nr]027 [nr]  1000      1    ([nr]8001)
[race]   LtCannon       300     0.48   dumb    7        0       0      0       100       0       n    (none)            1.75  sf-[nr]-md    Plasma   explode3  [nr]028 [nr]  1000      1    ([nr]8001)
[race]   LtTorpedo      400     0.35   dumb    7        0       0      0       100       0       n    (none)            1.75  sf-[nr]-pl    Plasma   explode3  [nr]029 [nr]  1000      1    ([nr]8001)
« Last Edit: May 30, 2011, 08:52:20 PM by Weylin » Report to moderator   Logged
Sandtrooper
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« Reply #1 on: May 30, 2011, 08:57:54 PM »

Have you checked Frontier.log to see what the game is yelling at you for? (use "Stellar Frontier -log" in the start menu)
The design numbers seem to check out as they all match.
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Fleet Admiral Sandtrooper
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Weylin
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Get ambushed, die, repeat...


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« Reply #2 on: May 30, 2011, 10:43:13 PM »

Yes, it's screaming about 50 dozen errors.
I did a text comparison and what you see is indeed the only change.
As soon as I switch it back to sf_data_x it stops bitching at me.
Could there be a problem with the place I put the modules? I put them right under the top 3 weapons.

Such a simple addition and it's already being a pain in the ass ._.
« Last Edit: May 30, 2011, 10:49:21 PM by Weylin » Report to moderator   Logged
Weylin
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« Reply #3 on: May 31, 2011, 01:25:15 AM »

god damn it

somehow I failed to notice that the files were actually named "ws_data_modules - Copy"
ARGH!

Well that explains all my problems.
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« Reply #4 on: May 31, 2011, 01:36:42 AM »

god damn it

somehow I failed to notice that the files were actually named "ws_data_modules - Copy"
ARGH!

Well that explains all my problems.

Yeah the game is pretty uptight about filenames, spaces can piss the game off as if you just murdered Sol's damage radius.
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Fleet Admiral Sandtrooper
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Weylin
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Posts: 336

Get ambushed, die, repeat...


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« Reply #5 on: May 31, 2011, 01:58:40 AM »

Now that I see what caused it, it's understandable. I had it referencing a file name that didn't even exist.

I finally got a system worked out for making these 3D ships.
- 36 framed linear tweened rotational animation in blender rendered as PNG. First keyframe is 10deg, last is 360deg. Background color set to one not on the ship. Anti aliasing OFF
- 36 PNG files are generated in a tmp folder. I use Game Maker 8's or GIF Movie Gears strip generating tool to merge them together.
- Using Paint.net, I slightly increase the brightness to make all zero'd black areas a lighter shade that wont turn transparent, and then finally recolor the background to black.
- After adjustments, the file is saved as an 8-bit BMP

End result:   Grin
« Last Edit: May 31, 2011, 02:04:27 AM by Weylin » Report to moderator   Logged
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