StellarForum
May 22, 2012, 04:18:21 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Stellar Frontier has moved to the new forum and site at stellarfrontier.com!
Please make a new account there in preparation for SF 2.0 and to chat on the boards!
 
   Home   Help Search Groups Login Register  
Pages: 1 [2]
  Send this topic  |  Print  
Author Topic: .dat not working. Instant crash  (Read 2966 times)
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #15 on: April 21, 2009, 04:02:48 AM »

Factories would work alot better if they aren't declared as shields, hahaha.
For example:
  Neutral     Factory     2000  40000 -5    1000     none      none          shield*500               20001
to
  Neutral     Factory     2000  40000 -5    1000     none      none          factory*500               20001

Then add them to the colonies of the neutral, do the same for each race.

As well.

  *SharpClaw        Neutral      500           Falcon         Titan+(100,100)
  *Patton            Rebel        500           A-Wing         Earth+(100,100)
  *Bradley           Rebel        500           X-Wing         Earth+(100,100)
  *Aldrin            Rebel        500           Y-Wing         Earth+(100,100)


Aren't being commented out properly, there still being put in game, which would probably cause a crash, best to take them out. I think though it is because you used spaces before *. Has to be exactly like how the above two are.. So instead of:

ship data {
#ECHO Loading ship data...
*      player      race        population    design          location   
*--------------------------------------------------------------------
  *SharpClaw        Neutral      500           Falcon         Titan+(100,100)
  *Patton            Rebel        500           A-Wing         Earth+(100,100)
  *Bradley           Rebel        500           X-Wing         Earth+(100,100)
  *Aldrin            Rebel        500           Y-Wing         Earth+(100,100)
}

use

ship data {
#ECHO Loading ship data...
*      player      race        population    design          location   
*--------------------------------------------------------------------
*SharpClaw        Neutral      500           Falcon         Titan+(100,100)
*Patton            Rebel        500           A-Wing         Earth+(100,100)
*Bradley           Rebel        500           X-Wing         Earth+(100,100)
*Aldrin            Rebel        500           Y-Wing         Earth+(100,100)
}

Didn't test it, but if you login atm you'll see a sharpclaw borked spawn. You'll need to remove the * to fix this, or remove this altogether, not really needed by the looks of it:p
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #16 on: April 21, 2009, 10:48:52 AM »

Factories were declared as shields because it caused a crash, so I just did that as a half assed way to disable it untill I knew why it caused a crash

All laser weaponry used SmallLaser and LargeLaser because Blaster and Cannon types would not show up in the game.

The ship data was just somthing I put in there temporarly to test the effect of weapon damage, to see how the AI would fight (Not very well at all by the looks of it, they only fire weapons if I launch a missile at them, and then they only try to shoot it down)
The file I have I had already removed the spaces infront of the * to make it a comment.

Killing those manually inserted AI will crash the game on both ends for all people instantly.

SmallBlaster
LargeBlaster
SmallCannon
LargeCannon
ProtonBomb

The bmps above don't seem to show.

SmallLaser
LargeLaser
Concussion
ProtonTorp

These do work, though.
Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #17 on: April 21, 2009, 01:30:58 PM »

Oh right right, you forgot debris too. Add in missile designs:

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
*  --------------------------------------------------------------------------------------------------------
  Debris   Debris         0     0.05  dumb    ship     0     0       0      0        n  (none)            0.10      1     4   sonar  0000    0   1000      2 (08003)


and

module data {
#ECHO Loading module data...
*  class     name        vol  mass  power  damage   sound     sound    function*params       id
*  -----------------------------------------------------------------------------------------------------------
  All         fuel         1  2        30    20      none      none          fuel*100                  08003

in, it will stop the crashes.

As for the images, I'm not sure what you are talking about yet. It seems fine here... Make sure the images are in the 256 folder? Otherwise I'll upload the whole scn file I was editing. I did remove the extra ship spawns as the game doesn't crash here.

This is the large cannon right? (Sorry the colors are a bit gone, saved with Paint.. It's red it seems though.)
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #18 on: April 21, 2009, 02:43:41 PM »

OK, I re indexed the colors on the blaster graphics.

I had forgotten to update the index when I changed there color from the green ones in photoshop.

green red and orange.


I'll try the thing with the debri and see how that works, and fix those factories Cheesy

I'll let you know how it works.
Report to moderator   Logged
Sandtrooper
Vice CinC of TRIBE
Administrator
Expert Member
*****
Posts: 504



WWW Email
« Reply #19 on: April 21, 2009, 02:48:24 PM »

This is the large cannon right? (Sorry the colors are a bit gone, saved with Paint.. It's red it seems though

*MAJOR FACEPALM*

Paint Shop Pro 3 (I'm not F-ing kidding) would be one of the best graphic editing programs for SF right now, because it can save in the format SF wants (8-bit, 256 Colors, Bitmap image).
Report to moderator   Logged



Fleet Admiral Sandtrooper
2nd in Command of TRIBE

TRIBE-SD)    オークエボリューション
(Oak Evolution)
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #20 on: April 21, 2009, 02:56:50 PM »

OK... the game still crashes the moment I blow up a ship Tongue

Oh... NVM, I gave the debri thingy 2 slots rather than one and it works now Tongue

Thank you!

Now to figure out how to get custom sounds to work... I'll tell if you i run into any problems regarding that.
« Last Edit: April 21, 2009, 03:02:33 PM by Weylin » Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #21 on: April 21, 2009, 03:04:54 PM »

Haha, I have CS3, I'm just to lazy to open it Wink Used it for the sun and such Tongue
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #22 on: April 22, 2009, 04:30:25 PM »

can I put like

#INCLUDE whatever.sec
  stuff
  more stuff
  ect

Like have an include, but add a few things below it. I'm gonna test Tongue


EDIT: well, it works, but, people seem to be unable to download the new .wav files???
« Last Edit: April 22, 2009, 05:24:12 PM by Weylin » Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #23 on: April 23, 2009, 06:55:17 AM »

can I put like

#INCLUDE whatever.sec
  stuff
  more stuff
  ect

Like have an include, but add a few things below it. I'm gonna test Tongue


EDIT: well, it works, but, people seem to be unable to download the new .wav files???

YEah that's works too, you'll see in the fixes i gave you I used that for debris.

And yeah i'll check into it, mobious adjusted it but it was a long time ago. Read the tech support I replied.
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Pages: 1 [2]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.12 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!