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Author Topic: .dat not working. Instant crash  (Read 2966 times)
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« on: April 20, 2009, 02:56:53 AM »

Can anyone take a glance through this and tell me what I'm doing wrong here?

Alot of it is incomplete at the moment, but I plan to change some of it around once I figure out whats holding it up.

Some data is removed because of the character limit.



game data {
*  name   value
*  ------------------
   year                         3015
   players                      50
   robots                       32
   AI_level                     high
   laser_defense                off
   max_acc                      50
   light_speed                  250
   ship_g                       50
   planet_g                     0
   debris_count                 4
   extra_colonies               12
   offensive_factor             150
   loyalty_cycle                1800
   powerup_action               level+30%
   balance                      off
   max_balance_gap        3
   starbase_damage              20
   starbase_popdamage           85
   AI_vanish_wait              60
   AI_maxaway_distance        3000
   AI_blowup_timer        300
   laser_equip_mode             0
   players   50
   robots    32
   name      "Star Wars"
   desc      "The mod formerly developed by Anaxis, now rebuilt for 1.3.4.1"
}


ship bitmaps {
*  class   race        name         file            nF   Sz   seqT   tc alpha
*  -----------------------------------------------------------------------
  ship       Empire      TIE-F        wsw-tiefig       36  32   spin   0  100
  ship       Empire      TIE-I        wsw-tieint       36  32   spin   0  100
  ship       Empire      TIE-B        wsw-tiebom       36  32   spin   0  100
  ship       Empire      Destroyer    wsw-destroyer    36  64   spin   0  100
  ship       Rebel       A-Wing       wsw-awing        36  32   spin   0  100       
  ship       Rebel       X-Wing       wsw-xwing        36  32   spin   0  100
  ship       Rebel       Y-Wing       wsw-ywing        36  32   spin   0  100
  ship       Rebel       Cruiser      wsw-cruiser      36  64   spin   0  100
  ship       Neutral     Skyhopper    wsw-hopper       36  40   spin   0  100
  ship       Neutral     Outrider     wsw-outrider     36  40   spin   0  100
  ship       Neutral     Falcon       wsw-falcon       36  40   spin   0  100
  ship       Neutral     Tradepost    wsw-post         36  80   spin   0  100
}

missile bitmaps {
*  class   race        name         file            nF   Sz   seqT   tc alpha
*  -----------------------------------------------------------------------
  missile    All         Concussion   wsw-concussion  8    8    spin   0  100
  missile    All         ProtonTorp   wsw-protont     36   8    spin   0  100
  missile    All         ProtonBomb   wsw-protonb     1    8    time   0  100
  missile    Empire      SmallLaser   wsw-laser1      36   5    spin   0  100
  missile    Empire      LargeLaser   wsw-laser2      36   5    spin   0  100
  missile    Rebel       SmallBlaster wsw-blaster1    36   5    spin   0  100
  missile    Rebel       LargeBlaster wsw-blaster2    36   5    spin   0  100
  missile    Neutral     SmallGun     wsw-blaster1    36   5    spin   0  100
  missile    Neutral     SmallGun     wsw-blaster2    36   5    spin   0  100
}

explosion bitmaps {
*  class   race        name         file            nF   Sz   seqT   tc alpha
*  -----------------------------------------------------------------------
  explosion   all    Small        sf-exp16-n   22   16   terminal  100    100
  explosion   all    Medium       sf-exp32-n   22   32   terminal  100    100
  explosion   all    Large        sf-exp64-n   30   64   terminal  100    100
  explosion   all    Huge         sf-exp128-n  30  128   terminal  100    100
  explosion   all    DebrisTrans  sf-exp-db     5   16   terminal    0    100
}

trail bitmaps {
*  class   race        name         file      nF   Sz   seqT   tc alpha
*  -----------------------------------------------------------------------
  trail       all    mtraily       sf-m-tra1  19   12   terminal  100    100
  trail       all    mtrailb       sf-m-tra2  19   14   terminal  100    100
}

planet bitmaps {
*  class   race        name         file      nF   Sz   seqT   tc gamma
*  -----------------------------------------------------------------------
  Planet    all     Mercury         sfm-mercury   1   80   stationary   6   100
  Planet    all     Venus           sfm-venus     1  128   stationary   8   100
  Planet    all     Earth           sfm-earth     1  128   stationary   0   100
  Moon      all     Luna            sfm-luna      1   56   stationary   5   100
  Planet    all     Mars            sfm-mars      1   96   stationary   5   100
  Planet    all     Jupiter         sfm-jupiter   1  256   stationary  10   100
  Asteroid  all     Ceres           sfm-ceres     1   48   stationary   0   100
  Moon      all     Callisto        sfm-callisto  1   80   stationary   8   100
  Moon      all     Europa          sfm-europa    1   56   stationary   8   100
  Moon      all     Ganymede        sfm-ganymede  1   80   stationary   4   100
  Moon      all     Io              sfm-io        1   64   stationary   8   100
  Planet    all     Saturn          sfm-saturn    1  240   stationary   0   100
  Moon      all     Titan           sfm-titan     1   80   stationary   3   100
  Moon      all     Rhea            sfm-rhea      1   56   stationary   5   100
  Planet    all     Uranus          sfm-uranus    1  208   stationary   5   100
  Moon      all     Oberon          sfm-oberon    1   64   stationary   2   100
  Moon      all     Titania         sfm-titania   1   64   stationary   2   100
  Moon      all     Umbriel         sfm-umbriel   1   48   stationary   2   100
  Moon      all     Ariel           sfm-ariel     1   48   stationary   2   100
  Moon      all     Miranda         sfm-miranda   1   32   stationary   2   100
  Planet    all     Neptune         sfm-neptune   1  208   stationary   8   100
  Moon      all     Triton          sfm-triton    1   80   stationary   12  100
  Planet    all     Pluto           sfm-pluto     1   56   stationary   0   100
  Moon      all     Charon          sfm-charon    1   28   stationary   0   100
  Moon      all     Hydra           sfm-hydra    72   16         time   0   100
  Moon      all     Nix             sfm-nix      72    8         time   0   100
  Sun       all     Sun             sf-y-nsun     1  384   stationary   0   100
  Asteroid  all     Aster1          sf-Aster1    72   56         time   0   100
  Asteroid  all     Aster2          sf-aster2    72   48         time   0   100
  Asteroid  all     Aster3          sf-aster3    72   50         time   0   100
  Asteroid  all     Aster4          sf-aster4    72   50         time   0   100
}

colony bitmaps {
*  class   race        name         file      nF   Sz   seqT   tc gamma
*  -----------------------------------------------------------------------
  colony     all         Minor        sf-t-mnr  7    24   atime  0  100
  colony     all         Major        sf-t-mjr  8    32   atime  0  100
}

transition bitmaps {
*  class   race        name         file      nF   Sz   seqT   tc gamma
*  -----------------------------------------------------------------------
  Warp       all         Into       wsw-warpin  20   100  transitional  50   100
  Warp       all         Outof      wsw-warpout 20   100  transitional  50   100
}

miscellaneous bitmaps {
*  class   race        name         file             nF   Sz   seqT   tc gamma
*  -----------------------------------------------------------------------
  MainWindow     all    Debris          sf-deb         6    5  stationary    0   100
  MainWindow     all    Background      sf-ui          1 1024  stationary    0   100
  MainWindow     all    Background2     sf-back        1 1024  stationary    0   100
  MainWindow     all    LeftPanel       sf-lpanel      1  128  stationary    0   100
  VideoWindow    all    Video           sf-vid         1  200  stationary    0   100
  Halftone       all    Halftone        sf-halftone    8  128  stationary    0   100
  MapWindow      all    Map             sf-map         1  400  stationary    0   100
  ChatWindow     all    Chat            sf-chat        1  200  stationary    0   100
  ChatWindow     all    Scroll          sf-scroll      3   16  stationary    0   100
  MainWindow     all    Shield          sf-shld32      6   40  stationary   64   100
  MainWindow     all    Shield          sf-shld36      6   44  stationary   64   100
  MainWindow     all    Shield          sf-shld40      6   48  stationary   64   100
  MainWindow     all    Shield          sf-shld48      6   56  stationary   64   100
  MainWindow     all    Shield          sf-shld56      6   64  stationary   64   100
  MainWindow     all    Shield          sf-shld64      6   72  stationary   64   100
  MainWindow     all    Shield          sf-shld80      6   88  stationary   64   100
}

debris bitmaps {
*  class   race        name         file      nF   Sz   seqT   tc gamma
*  -----------------------------------------------------------------------
  debris   Empire   ShipDebris  sf-t-db1 20   16  time   0   100
  debris   Empire   ShipDebris  sf-t-db2 20   16  time   0   100
  debris   Empire   ShipDebris  sf-t-db3 20   16  time   0   100
  debris   Empire   ShipDebris  sf-t-db4 20   16  time   0   100
  debris   Rebel    ShipDebris  sf-t-db1 20   16  time   0   100
  debris   Rebel    ShipDebris  sf-t-db2 20   16  time   0   100
  debris   Rebel    ShipDebris  sf-t-db3 20   16  time   0   100
  debris   Rebel    ShipDebris  sf-t-db4 20   16  time   0   100
  debris   Neutral  ShipDebris  sf-t-db1 20   16  time   0   100
  debris   Neutral  ShipDebris  sf-t-db2 20   16  time   0   100
  debris   Neutral  ShipDebris  sf-t-db3 20   16  time   0   100
  debris   Neutral  ShipDebris  sf-t-db4 20   16  time   0   100
}

sound events {
* name                        sound index/name
* --------------------------------------------
  push_button1                button1
  push_button2                button2
  push_button3                button3
  klaxon                      klaxon
  ping                        radar
  orbit                       colonize
  fail_to_conquer             colonize
  supplement_colony           colonize
  conquer_colony              colonize
  colonize                    colonize
  successful_docking          tractor
  player_promoted             colonize
  acquire_target              colonize2
  distress_call               colonize
  pickup_colony               colonize
  disengaging_from_dock       colonize
  revolution                  colonize
  defection                   colonize
  planet_surrenders           colonize
  upgrade                     colonize
  free_colony_spawned         colonize
  captured_by_enemy           colonize
  capture_enemy               colonize
  player_logon                welcome
  player_logoff               goodbye
}

race data {
*  name      id      home    dt    debstart  aipop  temp  atmP  grav  bonus col%  condition
*  -----------------------------------------------------------------------------------------
   Empire     0     Titan    20    0           10    300  1.00  1.0   5000  80    "hold (Mercury,Venus,Earth,Luna,Mars,Callisto,Io,Ganymede,Europa,Titan,Rhea,Phobos,Deimos) planets for 5 minutes"
   Rebel      1     Earth    20    1*          10    300  1.00  1.0   5000  80    "hold (Mercury,Venus,Earth,Luna,Mars,Callisto,Io,Ganymede,Europa,Titan,Rhea,Phobos,Deimos) planets for 5 minutes"
   Neutral    2      Mars    20    2*          10    300  1.00  1.0   5000  80    "hold (Mercury,Venus,Earth,Luna,Mars,Callisto,Io,Ganymede,Europa,Titan,Rhea,Phobos,Deimos) planets for 5 minutes"
}

colony designs {
*                               expl     expl                           number
*                max       bmp   bmp    sound                             of
* Class     name spd     index index    index      id  race    Vol slots modules
* ----------------------------------------------------------------------------------------------------------
  Empire Outpost .01 Minor     3 sexplode 0001 0    25000     7 (01003,02002,04001*0*1*35)
  Empire Minor   .01 Minor     3 sexplode 0002 0    25000     7 (01003,02002,04001*0*1*35)
  Empire Major   .01 Major     3 sexplode 0003 0    25000     7 (01003,02002,04001*0*1*35)
  Rebel Outpost .01 Minor     3 sexplode 1001 1    25000     7 (11003,12002,14001*0*1*35)
  Rebel Minor   .01 Minor     3 sexplode 1002 1   25000     7 (11003,12002,14001*0*1*35)
  Rebel Major   .01 Major     3 sexplode 1003 1    25000     7 (11003,12002,14001*0*1*35)
  Neutral Outpost .01 Minor     3 sexplode 2001 2    25000     7 (21003,22002,24001*0*1*35)
  Neutral Minor   .01 Minor     3 sexplode 2002 2   25000     7 (21003,22002,24001*0*1*35)
  Neutral Major   .01 Major     3 sexplode 2003 2   25000     7 (21003,22002,24001*0*1*35)
}

ship designs {
*                                                          expl expl                           num
*                              rank     max   bmp           bmp sound    ship     race      module
*  class    name          ro needed   speed   index       index index    id       id    vol  slots  modules
*  --------------------------------------------------------------------------------------------------------
  Empire      TIE-F         0  0        .70     TIE-F       3     sexplode 0000     0  5000  12 (01000,02000,04001*4*6*0,04001*32*6*0)
  Rebel       A-Wing        0  0        .80     A-Wing      3     sexplode 1000     1  5000  12 (11000,12000,14001*4*6*0,14001*32*6*0)
  Neutral     Skyhopper     0  0        .65     Skyhopper   3     sexplode 2000     2  5000  12 (21000,22000,24001*4*6*0,24001*32*6*0)
}

missile designs {
*  class name        warhead speedf type  trigger  seekv seekr push  vrtx cam trail speedm bmp expb   exps     idW  idR Vol Mod
*  --------------------------------------------------------------------------------------------------------
  Empire    LgtLaser  100     1.00   dumb  impact   0     0     100   0    n  (none) 3.00   *   Small  explode  0001 0   1000    1 (08001)
  Rebel     LBlaster  100     1.00   dumb  impact   0     0     100   0    n  (none) 3.00   *   Small  explode  1001 1   1000    1 (18001)
  Neutral   LCannon   100     1.00   dumb  impact   0     0     100   0    n  (none) 3.00   *   Small  explode  2001 2   1000    1 (28001)
}

module data {
*  class     name        vol  mass  power  damage   sound     sound    function*params       id
*  -----------------------------------------------------------------------------------------------------------
  Empire       TIE-Fhull   100  50     500    450      none      none          power*50                  01000
  Empire       TIE-Ihull   200  50     500    650      none      none          power*50                  01001
  Empire       TIE-Bhull   300  50     500    850      none      none          power*50                  01002
  Empire       CapHull    2000  12000  500    12000    none      none          power*50                  01003
  Empire       IonEngine    50 -5      100    5        thrust2   none          eng*360                   02000
  Empire       CapEngine  2000 -50     200    5        thrust2   none          eng*1200                  02001
  Empire    LgtLaser     10  50    -200    100      torpedo   none          tube*15*6000*800*0001     04001
  Empire    HvyLaser    500  5000  -200    100      torpedo   none          tube*15*6000*800*0002     04002
  Empire       RANGE1        1  2        2     20      none      none          fuel*25                   08001
  Rebel       AWhull       100  50     500    950      none      none          power*50                  11000
  Rebel       XWhull       200  50     500   1600      none      none          power*50                  11001
  Rebel       YWhull       300  50     500   2400      none      none          power*50                  11002
  Rebel       CapHull     2000  12000  500   12000     none      none          power*50                  11003
  Rebel       IonEngine     50 -5      100    5        thrust2   none          eng*360                   12000
  Rebel       CapEngine   2000 -50     200    5        thrust2   none          eng*1200                  12001
  Rebel    LBlaster     10  50    -200    100      torpedo   none          tube*15*6000*800*1001     14001
  Rebel         HBlaster    500  5000  -200    100      torpedo   none          tube*15*6000*800*1002     14002
  Rebel       RANGE1         1  2        2     20      none      none          fuel*25                   18001
  Neutral     SHHull       100  50     500    550      none      none          power*50                  21000
  Neutral     ORHull       200  500    500   2650      none      none          power*50                  21001
  Neutral     MFHull       300  1000   500   2900      none      none          power*50                  21002
  Neutral     CapHull     2000  12000  500   12000     none      none          power*50                  21003
  Neutral     SLEngine      50 -5      100    5        thrust2   none          eng*360                   22000
  Neutral     CapEngine   2000 -50     200    5        thrust2   none          eng*1200                  22001
  Neutral    LCannon     10  50    -200    100      torpedo   none          tube*15*6000*800*2001     24001
  Neutral   HCannon    500  5000  -200    100      torpedo   none          tube*15*6000*800*2002     24002
  Neutral     RANGE1         1  2        2     20      none      none          fuel*25                   28001
}
« Last Edit: April 20, 2009, 03:00:13 AM by Weylin » Report to moderator   Logged
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« Reply #1 on: April 20, 2009, 06:15:08 AM »

I'll take a look at it soon as 1.3.5 is released.

Some things to note by first glance:

A. You didn't define everything, aka robots, races, planets even (the dat of the planets, not the bmps.).. You need to define everything like in a server.scn for example for it to even run. A mod will not work without 'everything' it requires. Cannot test for example without any planets when robots rely on the home planets for at least 'one' planet to spawn too. Some things like ranks are just simply required, modded or not, etc. Your missing alot more then that though. Instant crash is ususally caused by this. You can also look at the log file using 'frontier.exe -log' to get a log

B.
Neutral   HCannon    500  5000  -200    100      torpedo   none          tube*15*6000*800*2002     24002
Rebel         HBlaster    500  5000  -200    100      torpedo   none          tube*15*6000*800*1002     14002
Empire    HvyLaser    500  5000  -200    100      torpedo   none          tube*15*6000*800*0002     04002
'2002/1002/0002' are not defined in the weapon listing, might cause a crash.


-- Is this mod from Anaxis and you are fixing it up? If so can you provide all teh files?

I'd most likely split up the files, makes it easier to determine where the error is instead of a big giant file. Get's hard to look at. Those are just bugs I've seen so far however, I'm sure theres a bit more minor issues.

Remember to end all files with a extra line after the } (on all files) else it doesn't like to read the last line resulting in a crash.

Also using tabs instead of spaces is not good as well at the moment. you must have at least one space before hand, using tabs is FINE, but there needs to be a space at least before the next thing it needs to 'grab'.

for example "WEAPONNAME SPACE SPACE TAB SPACE SPACE WEAPONDAMAGE" or "WEAPONNAME SPACE SPACE SPACE WEAPNODAMAGE" would do fine, but "WEAPONNAME TAB WEAPONDAMAGE" would cause an issue.

Overall the modding of files is garbage and we'll be solving this sometime in the future, bit more friendly, perhaps even a GUI editor.
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« Reply #2 on: April 20, 2009, 07:12:55 AM »

A. I had to intentionally leave out parts as I coudn't put the whole file on a single post

B. I fixed what you had pointed out, I added those missing weapons in the design part to match what was in the modules.

Is it because it goes 0001, 0002 rather than 0000, 0001 that it crashes?
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« Reply #3 on: April 20, 2009, 07:26:15 AM »

A. I had to intentionally leave out parts as I coudn't put the whole file on a single post

B. I fixed what you had pointed out, I added those missing weapons in the design part to match what was in the modules.

Is it because it goes 0001, 0002 rather than 0000, 0001 that it crashes?

Ahhh okay, It could be, I'm not sure if it starts at 0001, but I would think 0000 is fine.

I added everything (Like dummy files/robots/etc) and instead of a crash, I get a error now (Like a dat/scn file error, but no actual error, yay SF for not outputting things.) Overall it needs a overhaul and a good error checking system Sad

Can you provide the file through attaching it perhaps? I will take a look at it when I get a chance too.
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« Reply #4 on: April 20, 2009, 07:56:38 AM »

your col designs, where is the modules for 02002, 12002, and 22002?
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« Reply #5 on: April 20, 2009, 11:14:49 AM »

woops... well, I fixed that little bit, and it still crashes XD

I wish SF could tell me WHERE it got held up.

Somthing like "Error on line 63, position 40 for [race] [name] . '02002' No such module exists"


most recent .dat file available below
« Last Edit: April 20, 2009, 11:17:09 AM by Weylin » Report to moderator   Logged
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« Reply #6 on: April 20, 2009, 12:39:11 PM »

I'm not sure why, but use

sound data {
#INCLUDE sf_data_sounds.sec
}

sound events {
#INCLUDE sf_event_sounds.sec
}

instead of what you have, it seems to load then. Modules need a bit of fixing value wise..

As well you can find out where it issues out via echos if you want  like..

sound data {
#ECHO loading sound data...
#INCLUDE sf_data_sounds.sec
}

sound events {
#ECHO loading sound events....
#INCLUDE sf_event_sounds.sec
}

Can do this with every thing. I found out it halted at the colony designs, but this was due to the sounds for some reason. Normally using echos will work with solving things, though, or at least give you a good pointer.

And I do agree, the error checking is horrid in SF, always has been, needs to be changed sometime. For any generic non crashing error, it will appear in the frontier.log file or the server.log file if logging is on (-log for client, and for server set to -all)
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« Reply #7 on: April 20, 2009, 02:25:10 PM »

I did as you said, adding those two #INCLUDES and that seemed to fix it.

I fixed that mistake on the modules too, where mass was -5 when it was supposed to be the power usage Tongue



Problems I'm having right now are.
1. Only the green lasers, wsw-laser1 are working, Rebel and Neutral weapons dont seem to appear.
Any idea what causes this? The file names are matched throughout as far as I see.
2. AI arn't showing up, and I don't even know how to get them to... somthing to do with the "tc" value? I got them all 0000, 1000, 2000 so that they use the only available ship. No docks yet.
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« Reply #8 on: April 20, 2009, 02:58:42 PM »

I did as you said, adding those two #INCLUDES and that seemed to fix it.

I fixed that mistake on the modules too, where mass was -5 when it was supposed to be the power usage Tongue



Problems I'm having right now are.
1. Only the green lasers, wsw-laser1 are working, Rebel and Neutral weapons dont seem to appear.
Any idea what causes this? The file names are matched throughout as far as I see.
2. AI arn't showing up, and I don't even know how to get them to... somthing to do with the "tc" value? I got them all 0000, 1000, 2000 so that they use the only available ship. No docks yet.

Ill have to check out 1. when I have time after again but for 2. :

Factories are required for building ships. All colonies should have one, as should SB type ships. SB ships also require at least two tractors.

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« Reply #9 on: April 20, 2009, 03:11:28 PM »

Oh and instead of:

 Empire Outpost .01 Minor     3 sexplode 0001 0    25000     7 (01003,02002,04001*0*1*35)
  Empire Minor   .01 Minor     3 sexplode 0002 0    25000     7 (01003,02002,04001*0*1*35)

Use

 Empire Outpost .01 Minor     3 sexplode 0001 Empire    25000     7 (01003,02002,04001*0*1*35)
  Empire Minor   .01 Minor     3 sexplode 0002 Empire    25000     7 (01003,02002,04001*0*1*35)

By the looks of the colony file, it uses [race] there, which is the full name.

As for guns got the pics for them? I'll  check it out then too I suppose :p
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« Reply #10 on: April 20, 2009, 04:52:45 PM »

oh yea, i thought I was mistaken in having put [race] instead of [nr] on that colony data so I made it a number... oops xD

Thank you for pointing out that factory issue, I never would have thought of that, I thought they just spawned in the same manner I do.



And here's the weapon graphics, I made some differnt ones than the one Anaxis made because I thought the lasers looked too blocky.

For the turret type weapons ill use a circular graphic like the normal plasma torps because they look ugly when being shot from wide arc ships because they point the direction of the ship, not the direction of movement...


EDIT: adding a factory makes the server crash a few moments after it starts. Not an instant crash, but about 4 seconds after starting it.
« Last Edit: April 20, 2009, 05:09:24 PM by Weylin » Report to moderator   Logged
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« Reply #11 on: April 21, 2009, 01:40:44 AM »

oh yea, i thought I was mistaken in having put [race] instead of [nr] on that colony data so I made it a number... oops xD

Thank you for pointing out that factory issue, I never would have thought of that, I thought they just spawned in the same manner I do.



And here's the weapon graphics, I made some differnt ones than the one Anaxis made because I thought the lasers looked too blocky.

For the turret type weapons ill use a circular graphic like the normal plasma torps because they look ugly when being shot from wide arc ships because they point the direction of the ship, not the direction of movement...


EDIT: adding a factory makes the server crash a few moments after it starts. Not an instant crash, but about 4 seconds after starting it.


Could be the bots trying to spawn giving it a crash. I'll check this out soon! Thanks for the weapons, is alot easier this way and I don't need to modify mine just in case theres an issue with the actual bmp Tongue
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« Reply #12 on: April 21, 2009, 02:54:35 AM »

ok thanks for the help Tongue

Is saving bitmaps to just indexed color ok, or does it need to be specificly 256? I converted those files in photoshop to indexed color to avoid those wierd discoloration bugs, yet in some situations I still notice them such as when projectiles are overlapping.

Let me know if you find anything that would be causing these problems

Heres a recent version, has more stuff added to it:
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« Reply #13 on: April 21, 2009, 03:39:04 AM »

ok thanks for the help Tongue

Is saving bitmaps to just indexed color ok, or does it need to be specificly 256? I converted those files in photoshop to indexed color to avoid those wierd discoloration bugs, yet in some situations I still notice them such as when projectiles are overlapping.

Let me know if you find anything that would be causing these problems

Heres a recent version, has more stuff added to it:

Okay sounds good, checking in a few minutes... And index colors are fine, prevents distorting and works fine Smiley\

P.S. last one errors out but its a simple fix:

   race validation...passed
   player validation...passed
   ship design validation...failed
ERROR> volume capacity exceeded (5060 > 5000) in Neutral Falcon
   missile design validation...passed
   colony design validation...passed
   module list validation...passed
   planet list validation...passed
... GameState validation failed


In the log file Tongue gonna raise it to 5100 for now for testing.
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« Reply #14 on: April 21, 2009, 03:50:43 AM »

You forgot to change the BMP for the missile design to the actual missile.

missile designs {
#ECHO Loading missile designs...
*  class name        warhead speedf type  trigger  seekv seekr push  vrtx cam trail speedm bmp expb   exps     idW  idR Vol Mod
*  --------------------------------------------------------------------------------------------------------
  Empire    LgtLaser  125     1.00   dumb  impact   0     0     100   0    y  (none) 3.00  SmallLaser   Small  explode  0000 0   1000    1 (08001)
  Empire    HvyLaser  175     1.00   dumb  impact   0     0     100   0    y  (none) 3.00  LargeLaser   Small  explode  0001 0   1000    1 (08001)
  Empire  Concussion  400     0.60   smart target   50    500   100   0    y  (none) 0.80  Concussion   Small  explode  0002 0   1000    3 (08002,02101,07001)
  Empire  ProtonTorp 1200     0.40   smart target   50    500   100   0    y  (none) 0.60  ProtonTorp   Medium explode  0003 0   1000    3 (08002,02101,07001)
  Empire  ProtonBomb 2600     0.30   bomb  planet   0     64    100   0    n  (none) 3.00  ProtonBomb   Large  sexplode 0004 0   1000    1 (08001)
  Rebel     LBlaster  100     1.00   dumb  impact   0     0     100   0    y  (none) 3.00  SmallBlaster   Small  explode  1000 1   1000    1 (18001)
  Rebel     HBlaster  150     1.00   dumb  impact   0     0     100   0    y  (none) 3.00  LargeBlaster   Small  explode  1001 1   1000    1 (18001)
  Rebel   Concussion  400     0.60   smart target   50    500   100   0    y  (none) 0.80  Concussion   Small  explode  1002 1   1000    3 (18002,12101,17001)
  Rebel   ProtonTorp 1200     0.40   smart target   50    500   100   0    y  (none) 0.60  ProtonTorp   Medium explode  1003 1   1000    3 (18002,12101,17001)
  Rebel   ProtonBomb 2600     0.30   bomb  planet   0     64    100   0    n  (none) 3.00  ProtonBomb   Large  sexplode 1004 0   1000    1 (08001)
  Neutral   LCannon    75     1.00   dumb  impact   0     0     100   0    y  (none) 3.00  SmallCannon   Small  explode  2000 2   1000    1 (28001)
  Neutral   HCannon   125     1.00   dumb  impact   0     0     100   0    y  (none) 3.00  HeavyCannon   Small  explode  2001 2   1000    1 (28001)
  Neutral Concussion  400     0.60   smart target   50    500   100   0    y  (none) 0.80  Concussion   Small  explode  2002 2   1000    3 (28002,22101,27001)
  Neutral ProtonTorp 1200     0.40   smart target   50    500   100   0    y  (none) 0.60  ProtonTorp   Small explode  2003 2   1000    3 (28002,22101,27001)
  Neutral ProtonBomb 2600     0.30   bomb  planet   0     64    100   0    n  (none) 3.00  ProtonBomb   Large sexplode 2004 0   1000    1 (08001)
}

See BMP where 'smalllaser' etc is. they were all smalllaser and largelaser, needs to be changed to the bmp, which I did above.

Checking the AI ship issue now.
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