PDA

View Full Version : Mod problems


charliecooper
November 1st, 2007, 10:52 AM
I saw a very good Imperial Star Destroyer mod (isd 2.0) and I decided to do a Rebel Cruiser mod.

It crashes on loading. Using the -verbose switch doesn't provide me with any information. http://forum.shrapnelgames.com/images/smilies/confused.gif

I used an other mod as the base for this one. That mod works fine, but mine doesn't. http://forum.shrapnelgames.com/images/smilies/mad.gif

I will attach the mod. If someone can look at it, maybe you will see something that I can't. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Thanks. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

charliecooper
November 27th, 2007, 06:35 AM
I tried changing some of the graphics and information within my Rebel cruiser mod, but I continue to be unable to load it.

Phlagm
November 27th, 2007, 05:12 PM
These kinds of problems can be so hard to track. It really sucks, but sometimes what you have to do is start from scratch and manually add things in one piece at a time. And play between pieces. (also putting "always" on quest flags helps until you're sure about them)

Never add two things at once.

clomaka
November 27th, 2007, 08:07 PM
Yeah, i think buggy quests tend to break it without giving you any output. Also go through all your ships' weapons and make sure they get loaded, too. It's been a while, so i don't remember what gives usefull feedback on crashing and what doesn't.

charliecooper
December 1st, 2007, 04:38 AM
All I'm trying to do is add a new ship.

I will try to take on this problem one step at a time. I will start with changing the graphics, then proceed further.

charliecooper
December 1st, 2007, 07:06 PM
I have been able to resolve the issues I was having.
I forgot to keep a letter lower-case and there was an errant 's' which pluralized a word.

As always, there are other issues that pop-up.
The game doesn't seem to like my graphics much. My lights don't fade in and out, my ship does. lol

I'm going to continue.

Phlagm
December 1st, 2007, 08:02 PM
That's a problem with the alpha layer. It should be white where your ship is, but totally black under the lights area. If you don't have an alpha layer at all, you'll get black rectangles around all your ships (which may only be noticeable when they cross paths or when bullets impact the outside edge).

And if you have anything other than pure black under the lights section, it'll blot out your ship when they fade in.

charliecooper
December 5th, 2007, 08:16 PM
That did it.

Everything is looking good now.

clomaka
December 6th, 2007, 02:59 PM
hee - sounds like a new ship idea to me, where the pulsing lights layer *is* the ship, and the ship layer has just enough for hit detection. I was considering doing some jellyfish-based ships like that.

http://forum.shrapnelgames.com/images/smilies/wink.gif

charliecooper
December 6th, 2007, 08:59 PM
Or at least jelly fish monsters for an encounter against the ship.
Make it immune to beam weapons and can only take damage when it is fully faded in. http://forum.shrapnelgames.com/images/smilies/evil.gif

Phlagm
December 6th, 2007, 11:31 PM
Yeah. I actually have a "ship" like that, but I haven't worked it into the real game just yet. Maybe I'll do that on the next patch. The real issue is that when it explodes, you need to have made a whole bunch of jellyfish goo particles to rain out of it to make up for the fact that it's totally going to just disappear when it explodes, and you also have to FRAG define it, or it'll freak out when it tries to find valid cuts.

Phlagm
December 6th, 2007, 11:33 PM
and beam "immunity" can only be handled in the following manner: YOu need an ultrafast regen shield with not many hitpoints (like my jellyfish shield for example) that way big hits will knock down the shields and get through, but beams will get absorbed in the fast regen. Unfortunately, so will machinegun fire.