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Dawnstar Class by Redragon and APCM Problem Hoping someone can help me? I downloaded this ship and have checked numerous times for all files in correct place, and everything else but upon build completion of this ship the game crashes. In searching the ODF the only thing I can find is where it says: enginetargethardpoints = "hp01" "hp02" ...... lifesupporttargethardpoints = "hp01" "hp02"...... etc.... the criticaltargethardpoints = section just has c next to it, like it was left out. So I put in the hardpoints listed for the other targethardpoints that are in there but I'm guessing the game crashes because these aren't correct? Not sure if the game is really picky that these need to be very specific hardpoints? |
Re: Dawnstar Class by Redragon and APCM Problem Cant be so sure about the problem. A typo perhaps? Anyway, my Dawnstar has these hardpoints added on the odf, see if it works. Quote:
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Re: Dawnstar Class by Redragon and APCM Problem If the above doesn't work, remove the 'critical hit hardpoints' line. See if it crashes then. If it doesn't, you'll know it isn't a hardpoint issue. |
Re: Dawnstar Class by Redragon and APCM Problem That shouldn't be it. Your problem might also be a misspelled file reference - either in the ship .odf, or in one of the weapons. When there's a missing reference, the game gets itself turned around and shuts down. |
Re: Dawnstar Class by Redragon and APCM Problem I added someone's ship to my A2 and when I built the ship, the game would crash. Upon inspecting the ODF, I found that the ODF had a custom weapon that did not come with the ship. After changing the weapons to stock weapons, I had no more problems. It was just as was said earlier by CB. |
Re: Dawnstar Class by Redragon and APCM Problem Here is the odf in his download: #include "battle.odf" //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Dawnstar Class" //tooltips tooltip = "Dawnstar Class" verboseTooltip = "heavy Dreadnought" //Race which can build ship & starting race of ship race = "federation" //Amount of time required to build ship buildTime = 30.0 //Number of officers required to build this ship officerCost = 20 //Number of crew required to build ship & Starting crew crewCost = 1000 // don't use the horrible old % crew loss on damage saneCrewLossMethod = 1 //Dilithium Cost to build dilithiumCost = 800 //Metal Cost to build metalCost = 1300 //Max Shield Strength & Begining Shield Strength <500 maxHealth = 3000 // Hitpoints shieldGeneratorHitPoints = 2500 enginesHitPoints = 2300 weaponsHitPoints = 2500 lifeSupportHitPoints = 2400 sensorsHitPoints = 1400 //Rate at which shield recharges (points per second... we think) shieldRate = 20 //Maximum Value of Special Energy maxSpecialEnergy = 1000 //Rate at which special energy recharges (points per second... we think) specialEnergyRate = 10 //************************************************** ******************** //************************************************** ******************** //SHIP NAMES //Possible Craft Names possibleCraftNames = "USS Payne" "USS Dennis" "USS REDRAGON" "USS APCMmkII" "USS Monkeyhead" "USS PORTSTORM" "USS Dark Avenger" "USS Shortone" //************************************************** ******************** //ART PARAMETERS & WEAPON NAMES // Weapon Name (ex. "gphaser" -> gphaser.odf) weapon1 = "fbphas" weaponHardpoints1 = "hp01" "hp02" // Weapon Name (ex. "gphaser" -> gphaser.odf) weapon2 = "fbphas" weaponHardpoints2 = "hp03" "hp04" // Weapon Name (ex. "gphaser" -> gphaser.odf) weapon3 = "fbphas" weaponHardpoints3 = "hp05" "hp26" // Weapon Name (ex. "gphaser" -> gphaser.odf) weapon4 = "fbphas" weaponHardpoints4 = "hp29" "hp30" // Photon Torpedoes weapon5 = "fbattlephot" weaponHardpoints5 = "hp27" // Photon Torpedoes weapon6 = "fbattlephot" weaponHardpoints6 = "hp28" // Photon Torpedoes weapon7 = "fbattlephot" weaponHardpoints7 = "hp27" "hp28" // Towing Beam weapon8 = "gtracbm" weaponhardpoints8 = "hp12" //Detect Cloak 3 weapon9 = "gdetectf" weaponHardpoints9 = "hp05" //Corbimite Refractor weapon10 = "gcorbom" weaponHardpoints10 = "hp07" "hp09" "hp11" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" hullTargetHardpoints = "hp06" "hp08" "hp10" "hp12" "hp14" "hp16" "hp18" "hp20" "hp22" criticalTargetHardpoints = c //************************************************** ******************** //************************************************** ******************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.0f //The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //************************************************** ******************** //************************************************** ******************** //MESSAGE & SOUND PARAMETERS eventSelect = "Cruiser1Select" eventAcknowledge = "Cruiser1Acknowledge" eventAttack = "Cruiser1Attack" eventStop = "Cruiser1Stop" eventMove = "Cruiser1Move" eventRepair = "Cruiser1Repair" //************************************************** ******************** //change the scale // 94% of a sovereign ScaleSOD = 1.3 I edited the file for my mod to change the build amounts and hitpoints. I also changed the phasers and torpedos to be the same as used by the federation ships in my mod. I changed weapon9 to be "gselfdes" and weapon10 to be another "gtracbm." I have other ships in my game with more than one tractor beam so that shouldn't be it. I changed the ship names as well and have triple checked all the " to make sure they are correct. The targethardpoints section is what seems to be messed up. Lastly I deleted the weapon/sound parameters as well. As you can see Jetfreak the "hp27" "hp28" "hp29" "hp30" is in the weaponstargethardpoints where as you have it in the hulltargethardpoints. You also have a value for criticaltargethardoints. I changed mine to be exactly like yours and once again it crashed the game. As you'll note above there is an extra space between "hp10" and "hp12" in the hulltargethardpoints which I corrected and didn't help. Just can't figure it. Maybe because you can't have more than 10 weapons?? |
Re: Dawnstar Class by Redragon and APCM Problem are you sure that the ship's hardpoints go up to 30? Edit: Also, i don't know about A2, but in A1 a ship's weapons have to be in the order basic weapons first, self destruct weapons second, and special weapons last. It would appear that everything is already arranged in that manner, but if it helps. PS: Try putting the c in quotes... it's not much but that could be your problem. |
Re: Dawnstar Class by Redragon and APCM Problem Your hardpoints in A2 can go any way you want. So can your weapons, really. It's just good practice to keep everything in sequenced order. However, why not simply pick a hardpoint that sounds critical and go with it? Pick one of the engine HPs and go with it. You can always change it later. Critical hitpoints can overlap with other sets. :cool: |
Re: Dawnstar Class by Redragon and APCM Problem @ Kid: I tried "hp21" which is what Jetfreak said his showed and I also tried the same string of hardpoints from the other lines and they didn't work either. Maybe the game crashes with that ship for another reason then not related to the targethardpoints? Maybe something between the SOD and ODF and TGA's? The ODF looks fine to me and I've compared it to other ship ODF's and they're basically the same. I just may have to write this ship off for now? I know there is a dawnstar retexture file to download that another person did, maybe I'll try that just to see if it helps? |
Re: Dawnstar Class by Redragon and APCM Problem One of the .odf commands is likely misspelled or has been programmed wrong (syntax error). A2 doesn't mind missing hardpoints, I don't think, but it throws a serious hissy fit if there's anything wrong with any of the files involved. Try what rifraf said, and replace the c with a hardpoint. |
Re: Dawnstar Class by Redragon and APCM Problem are the odf and sod names the same? the game would most definitely crash if they weren't. |
Re: Dawnstar Class by Redragon and APCM Problem The sod is called fdawnstar and the odf is fdawnstar.odf so they do match. @ CanadianBorg: Other suggested to me to replace the c in the targethardpoints section and I did. I've used several different numbers and still crashes. |
Re: Dawnstar Class by Redragon and APCM Problem rifraf: I just read through the .ODF you posted above, and I found nothing that suggests the cause of the crash readily within the .ODF contents-- it's programmed perfectly, the weapons referenced are all stock, the #include and other commands are syntax-perfect, and there aren't any obvious sorts of questions to ask. Which leads me to ask three other questions: 1) Can you get the model to load in Storm3D? 2) Is every required .ODF listed as being stock in the .ODF present in your game? 3) You're sure you followed the install instructions and didn't leave anything (like a stray emitter sprite or something) else out? Assuming the answer to all of the above is "yes, what do you think I am, an idiot?", believe me, this is a puzzle for me as well. Two things I'd recommend: - try removing those divider lines made up of *s-- there's an oddly placed space in the text you've posted above. - try using a different Dawnstar .ODF (like the version Jet remade from the original-- I'm still partial to the soft blue of the original myself) or scratch-build one yourself, but either comment out or leave out ALL weapons and unnecessary text / comments. I love the Dawnstar. I'd expect to see it in any Trek film fleet or TV show task force that Starfleet put together post-Nemesis. And I'm not sure exactly why she's playing hard-to-get with you, but I'll be very happy to see this issue resolved for you. :cool: |
Re: Dawnstar Class by Redragon and APCM Problem Download the STAUM odf checker. Saves lots of time! Also, make sure the wireframe reference is in there and done right.That can cause a crash sometimes when you build. The system looks for a reference in the gui_global, and if it is misspelled or not there, you can get a CTD. Also, check your techtree entries. |
Re: Dawnstar Class by Redragon and APCM Problem Now we're getting somewhere, the weapons that came with this ship are not used in my mod. MAP changed them out. So I replaced the weapons on this ship with several different types used on other federation ships in game and it still crashed, different phasers and different torpedos. I then commented out // all the weapons on the ship and the game loaded just fine and the ship would fly around. So the game apparently won't let this ship use any existing weapons even though they work on other ships? What would cause that? I guess I'll try the ship with one weapon line at a time and see if it's a certain line. |
Re: Dawnstar Class by Redragon and APCM Problem That's what I'd recommend next-- one weapon at a time, step by step. It's not as quick as STAUM but it's often the only way to make sure. :cool: |
Re: Dawnstar Class by Redragon and APCM Problem Weapons 1-4 work fine, the phasers. Weapon 8 the tractor beam doesn't crash the game but there is no tractor beam icon in the gui to use when I select the ship. Changing line 9 to self destruct is fine except again no self destruct icon. Changing line 10 to tractor beam same as above, game loads but no tractor icon to use in gui. Strange. The game crashes on weapons 5 and 6, the torpedos. I've used different torpedo types but they all crash. Weapon 7 the other torpedo line lets me use the ship ingame it's just that it never fires any torpedos. So weapon 7 must not tie it to any weapon and weapons 5 and 6 conflict with something. I wonder if all the hardpoints after the first 4 phasers are incorrect? Maybe the SOD file was corrupted on download and messed something up? Maybe the hardpoints got messed up? Something else I noticed is that one phaser shoots out of the top of the bridge dome, 2 shoot out of the correct phaser strips and the last one shoots out of the light under the bridge dome which shines on the ship registry name. Wonder if that's how it was hardpointed? What's a good hardpoint viewer? I'm not sure if milkshape or 3dsmax is used for those? |
Re: Dawnstar Class by Redragon and APCM Problem Looking at that, you need a capital 'H' for the weaponHardpoints8 line. Don't know if that will fix your problem, but it may help :) |
Re: Dawnstar Class by Redragon and APCM Problem I actually caught that lower case h as well and made it capital but no go. I also thought maybe the capital S on the ScaleSOD line might be it so I changed that to begin with a lower case s since that's how I've ever only seen it but that wasn't it either. Unless I downloaded a different Dawnstar mod than everyone else, and there's only one on the A2 site, I don't see how mine could not work and everyone elses would? Funny thing is I used this Dawnstar ship years ago on this very same computer and it worked fine. I don't know if it was included in another mod I used to use or what but strange. |
Re: Dawnstar Class by Redragon and APCM Problem have you added any other mods/ships to the same game as this one? |
Re: Dawnstar Class by Redragon and APCM Problem It's heavily modded. It's the Borg Incursion VR mod with running lights mod, weapon retexture mod, physics mod, nano fx, some of the midnight universe stuff and I've added about 2-3 ships extra to each of the 5 races. All in all it's very stable it's just this ship that is giving me problems. |
Re: Dawnstar Class by Redragon and APCM Problem it's possible that during the installation of your mod/s some of the lines of code in the sprites got changed....not for the ship but for some of your weapons... |
Re: Dawnstar Class by Redragon and APCM Problem OMG, I'm not sure I even want to show my name around here for a while. I feel like an idiot who's wasted everyone's time and I'm sorry for that. It was a single character misspelling that was the problem. The torpedo file that is used in my game is "fphotl3" and it took me three days to find that I had put a number 1 in place of the letter l after phot. I checked and rechecked so many times I was blind to it. So the ship works with all weapons now and the tractor beam and self destruct work as well. I'm sorry for all the wild goose chases and want to thank everyone for the time they spent looking at this. |
Re: Dawnstar Class by Redragon and APCM Problem Hey there. I have a couple of ideas & a couple of questions about your problem, but first may I offer a simple solution that no one else has to send you a copy of my Dawnstar. I assure you it works was playing with it earlier. Anyway first question...when you commented out the weapon lines did you remember to re-number the succeeding weapon lines (eg weapon 7 would become weapon 6) so that they would function? Second have you checked the torpedo odf file to see if there's some sort of error there? Anyway hope this helps if not as I've said I have a few ideas. :cool: Nevermind. Got up to help family with something & didn't bother to refresh. Gratz on fixing your little problem, don't be to hard on yourself though. Happens to the best of us especially when 1 missing quotation mark causes a crash to desktop aka CTD. Good Hunting! |
Re: Dawnstar Class by Redragon and APCM Problem @ Nova: I must have re-edited my post as you posted and then saved it again after your post went online. I got it to work as you can read above. Thanks for the offer though. It was just a terrible blunder on my part. |
Re: Dawnstar Class by Redragon and APCM Problem Quote:
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Re: Dawnstar Class by Redragon and APCM Problem Hey at least you found it. I'm pretty sure everyone will agree with me when i say that problems with odfs and sprites can be hard to locate. |
Re: Dawnstar Class by Redragon and APCM Problem Its always the least obvious things ain't it? ;) Glad you've solved the problem though. :) |
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