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-   -   Federation Compilation Mod Error Reporting Thread (http://forums.filefront.com/st-a2-problems-errors-help/399391-federation-compilation-mod-error-reporting-thread.html)

Defiance1701 June 4th, 2009 03:47 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Free Battle or Instant Action or whatever you wanna call it where you play against the COM outside the Single Player. Please help if you know what is wrong with the files i would appreciate it

Majestic-MSFC June 4th, 2009 05:37 PM

Re: Federation Compilation Mod Error Reporting Thread
 
What techtree are you using? I know the original install you couldn't use freetech and only standard tech was available. I haven't played the updated versions so I don't know if it was fixed as to be I feel a complication of another race is needed to level it out hopefully something that SB34 may make in time.

Defiance1701 June 4th, 2009 06:05 PM

Re: Federation Compilation Mod Error Reporting Thread
 
I basically copied the contents of the Techtree Addons and pasted them inside the origianl techtree files like the setup readup file instructed. I also did the same on the weapon addons to the original addons and so on so for. I also copied the contents in the setup event.dat file into armada's event.dat file and then i deleted all the addons since they were installed into the originals. I started up Armada and found that I was able to build station now as I wasnt able to before due to the fact that i just copied and pasted instead of editing. But i couldnt see the images of the stations that i could build so I redid the event.dat file again and then restarted and that when i got the crash right after the new load up screen appeared. All files are where they need to be where did it go wrong. And i know the event.dat file in the Main file folder is the same before i redid it so it cant be that so what is it I would like any advice given to solve this delima.

StarBlade June 4th, 2009 06:08 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Majest (Post 4907294)
don't know if it was fixed

I do-- and it was. There should be 'addon' files for every techtree available in a version 1.1 A2 install.

Defiance: did you make the 'sprites' additions as well? Is it possible that there's a folder someplace that hasn't been copied over? This sounds like a missing .ODF file someplace, or possibly a problem with the GUI files.

:cool:

Defiance1701 June 4th, 2009 06:15 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Yeah I remember doing the exact procedure on the sprites folder also the only thing I didnt edit was the "gui_lfed.spr" which i just copied and pasted into the sprites folder. I also copied and pasted the folowing folders and files into the Armada 2 file directory.

AI \ AIPs \
Bitmaps \ AdmiralsLog \ ShipImages \
Misc \
ODF \ Ships \
ODF \ Stations \
ODF \ special_weapons \
ODF \ Other \
ODF \ Weapons \ Phasers \
ODF \ Weapons \ Photons \
ODF \ Weapons \ Pulse \
SOD \
Sounds \ Effects \
Textures \ RGB \

So it couldnt be a ODF file mismatch or error. I dont know what to do i may just uninstall it and try again.

Defiance1701 June 4th, 2009 06:23 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Wait a minute you dont think I was supposed to just copy the ODF files from the zip file into the Armada Directory do you. Wait,.. was I supposed to edit the ODF's too. If so the Setup file does not specifically state that. It just says copy and paste the files into your armada2 directory. If this is the case then the author has a deffinite typo in their instruction manual

StarBlade June 5th, 2009 01:59 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Defiance1701 (Post 4907319)
was I supposed to edit the ODF's too.

Nope.

:cool:

SFC3 June 5th, 2009 02:29 PM

Re: Federation Compilation Mod Error Reporting Thread
 
This guy confused me....

Jetfreak June 6th, 2009 11:27 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Speaking of new SB34 based projects, we're open to any new ideas.

But I believe the team is going to take some time off for the time being.

Warborg June 7th, 2009 08:23 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Jetfreak (Post 4908624)
Speaking of new SB34 based projects, we're open to any new ideas.

But I believe the team is going to take some time off for the time being.

A well deserved break after this huge single race mod

Defiance1701 June 8th, 2009 05:02 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Well I tried to install again. The 2nd time I made sure that I copied all the techtree, sprite, addons to the originals and pasted them to the end of the file and then started it up and the game still crashed. So I tried again for the 3rd time and did the same routine but this time i pasted the addons to the end of each federation file before a new race file started

Started up the game and it still crashed. Im at my limit guys and i still do not know could be causing the problem.
And I made sure that I deleted all former files of A2 off the hard drive before I started a new installation Plus I uninstalled A2: Fleet Operations before proceeding the 2nd installment

Knight-2000 June 9th, 2009 03:07 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Jetfreak (Post 4908624)
Speaking of new SB34 based projects, we're open to any new ideas.

But I believe the team is going to take some time off for the time being.

My vote is still for an all new and improved concord class... i know SFK likes that design too (as he provided me with the original one that I use)

StarBlade June 9th, 2009 03:48 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Defiance1701 (Post 4911013)
I made sure that I copied all the techtree, sprite, addons to the originals and pasted them to the end of the file and then started it up and the game still crashed.

This is beyond bizarre. You've installed the mod three times, each time onto a clean copy of Armada II (each time it WAS a freshly installed copy patched to version 1.1 right?) and this is still happening. I don't understand how that's possible.

Is anyone else out there getting a similar problem? Please let us know.

:cool:

Bgriggs June 9th, 2009 04:25 PM

Re: Federation Compilation Mod Error Reporting Thread
 
I am in fact having the same problem. I installed the mod correctly as far as i can tell, when i go to play instant action with me as the feds the game crashes. i have the original and v1.1a installed please help.

Defiance1701 June 9th, 2009 05:18 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Well least its not just me having the problem. It would appear that this version of the mod is unstable meaning that not all files are in working order despite following the directions of the installation process. Why not just remake this mod as a auto installer instead of manual just to see if that works. I had to revert back to the ghost compound mod until I heard any more news on from the SF34 team. Hope to try out this mod soon it looks good from the screenshots.

Warborg June 10th, 2009 07:32 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Defiance1701 (Post 4912113)
It would appear that this version of the mod is unstable meaning that not all files are in working order despite following the directions .

I'm sorry to butt in... but comments like this really bother me.

The files ARE in working order. How is it that I downloaded and installed the game in under an hour and the game ran? I played it for almost an hour.

If was unstable or not in working order then NO ONE would be able to run it. While everyone is considered important and those with experience want to help those with problems. You are a just a small percentage of those that downloaded this mod that can't get it running.


Problems can happen to the best of us. The other day I decided to put the Star Wars mod into an already very heavy Modded game which is a very big challenge since they overwrote everything to be feds and borg. Sure enough the game crashed when I tired to run it. Finally after an hour of troubleshooting I remember I passed over installing the weapons. Once I put them in the game ran fine but i wanted blame the gui interface

StarBlade June 10th, 2009 01:22 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Defiance1701 and Bgriggs,

I just wanted to say how much I appreciate the patience you both have shown since it took me this long to get back to you. I re-installed a copy of A2 v1.1 and added the .ZIP file to the game following the instructions. Sure enough, I got a crash when I tried to load an Instant Action game. Believe it or not, I was very happy with this outcome. It meant I was able to find something I'd done wrong, and fix it.

The loading bar along the bottom of the screen crossed about three-quarters of the usual distance before it crashed, leading me to believe that the problem wasn't in the .ODF, but that I'd missed something. And sure enough, I had forgotten to copy the GUI files into the appropriate place. Once I copied the two "gui_lfed" files into the appropriate places, it was fine.

Try doing the following and let me know if it works:

Copy the following lines over their equivalent in "fed.odf" in the odf\other folder:

interfaceConfiguration = "gui_lfed.cfg"
interfaceSprites = "gui_lfed.spr"

Keep in mind, this was with an absolutely clean copy of A2 v1.1. Part of the problem might stem from the fact that you're adding stuff onto an existing build, which is difficult to do. I can understand it being frustrating, especially if you've worked really hard on your previous build. If you've added other races or you've made changes to A2, we can't be certain that the mod will work. However, after running a second confirmation copy (I did this once before just before release, and used a copy I downloaded from the site to install it), following the enclosed instructions, this version of the mod is both fully functional and completely self-enclosed.

Hopefully this was helpful. Again, sorry for the delay in responding-- I wanted to be absolutely sure everything worked.

:cool:

James1995chapman June 13th, 2009 05:10 AM

Re: Federation Compilation Mod Error Reporting Thread
 
this mod stops me from going on the federation single player mission
what should i do

StarBlade June 13th, 2009 07:35 AM

Re: Federation Compilation Mod Error Reporting Thread
 
This mod's probably going to stop you from playing ANY campaign missions. It's normal for full race and total conversion mods to do that, I'm afraid. There may be a work-around for this, but I haven't found it. We tried to get the mod to work with the campaign, but apparently we haven't succeeded. Sorry.

:cool:

thunderfoot006 June 13th, 2009 08:51 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by James1995chapman (Post 4916637)
this mod stops me from going on the federation single player mission
what should i do

You can try editing the mission specific techtree files to add in all the ships, stations, and special weapons from the SB34 Comp Mod. This is in addition to adding all of them to the fulltech.tt and tech1.tt. The game engine will not build or use something in Single Player until you tell it specifically for the mission the item exists and it can be used. The mission-specific techtree files limit the technology available to both the player and the AI. To get the AI to build and use the SB34 Comp Mod ships will require you to edit the mission-specific build lists as well.

Adding in all of this will take awhile, but it should not be complicated since it is cut and paste work in Notepad.

StarBlade June 13th, 2009 03:06 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Knight-2000 (Post 4903985)
I hope a brand spanking new Concorde class... I know SFK likes that one :)

She's an old favourite of mine. I'm thinking I may have to see if I can beg for a little help and then do a re-texture of her all by myself. Now that I know how....

:cool:

shadowtrek101 June 24th, 2009 05:54 AM

Re: Federation Compilation Mod Error Reporting Thread
 
HI, new here, yet not new to STA2.

Been trying to get this mod to wrk all night have you. i like so many have followed everying to the letter, went and got the A2 upgrade project and i have both 1.1 and project 1.2.5 *for fleet ops*

i go to the instant action and set up a fed game, just me and one other to test the mod. i get right to the end of the load bar, and i get a nice ctd with error reporting options. i admit i installed the A2UP after the installation of the mods files and document edits. so i ran thro them again to see if anything changed. nothing did from what i saw. So i am very confused a rather bit frustrated and looking for an answer. i looked up and down this thread and couldnt find much what seems to be a common issue. so is it the fact that i have the project 1.2.5 for fleet ops? is it the fact that i even HAVE fleet ops connected to my build? or is it something i goofed up on? as far as the file editing goes. i put things at the end, and in some cases added the before the *@end emmiters* we'll say. thinking that was the end and that the edits DIDNT go after the suposed end of the file. did i goof here? a solution would be awsome as i cant wait to unleash federation hell upon them helpless lill borg cubes XD.

oh and um...not to beat a dead horse but yall working on an .exe by anychance?


thanks again shadow

shadowtrek101 June 25th, 2009 10:07 PM

Re: Federation Compilation Mod Error Reporting Thread
 
oki if anyone is still out there. i figured out the installation part. now i have intense lag and jitter during battle phases. whats making my fps drop like a stone in a lake? other wise the game is wow... huge.. eheh like it aside from the lag..

Warborg June 26th, 2009 08:09 AM

Re: Federation Compilation Mod Error Reporting Thread
 
The lag could be caused by many things. There are alot of ships in this mod, high poly counts, there are alot of new weapons and to be honest modders nowdays are out doing what the original game was designed to do. Meaning the game was built off of 2001-2002 knowledge and these mods are being created off of today's knowledge and graphics.

I believe I saw somewhere that this Mod was not tested with the fop's 1.2.5 patch... so mixing the 2 is like going into deep waters without a lifeguard. It may run but it could also be the cause of the lag.

Freyr June 26th, 2009 10:16 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by shadowtrek101 (Post 4931340)
oki if anyone is still out there. i figured out the installation part. now i have intense lag and jitter during battle phases. whats making my fps drop like a stone in a lake? other wise the game is wow... huge.. eheh like it aside from the lag..

How old is your PC? A2U wasn't exactly a low spec mod in its own right, and combined with the federation comp pack it may cause problems on older machines.

shadowtrek101 June 26th, 2009 01:12 PM

Re: Federation Compilation Mod Error Reporting Thread
 
@ warbborg, Yes i did find that the 1.2.5 fops patch system did not wrk with this mod. so i ended up striping everything and repatching for 1.1 only. added the nesseary programs * A2physics project, A2 upgrade project,* and got it to wrk. so you are right there.

My thought is that the FPS could come from the A2UP? as *and this is to fryer* my PC isnt that old. its in the duel core family has a 512 Gforce 8700m GT *yes mobile im on a laptop* so i cant even begin to wonder why id get this lag during battle runs. if i had to guess id say my computer is not even about almost mabey a year old. i havnt had it for a year yet that im certain of.

is that anything else youd lke me to answer? i realy appreciate the help :).

Freyr June 26th, 2009 01:35 PM

Re: Federation Compilation Mod Error Reporting Thread
 
When I was doing the Development for the Upgrade Projects latest release it was tested on my PC (which is a quad core Phenom with a Nvidia 8800 for graphics) and by a few testers with less powerful PC's and nobody reported performance problems. (which isin't the same as there not BEING any performance problems on less powerful machines!)

Seeing as your on a laptop, the processor is actually significantly slower than you'd think. A brand new laptop with a core 2 duo that my cousin brings round for LAN games gets outperformed to a stupid degree by my ~5 year old AMD64 based PC which my brother now has to a point where its performance is a standing joke.

Now, I think there is a good chance that your in a situation where you can probably get away with running the latest Upgrade Project release for high quality graphics OR the federation compilation pack because of the high quality models used. I might be wrong, but I suspect this is the problem.

You can check it by playing as one of the other races (ie, klingon vs klingon) as this will tell you if you can do one without the other if it works without grinding to a halt.

If it is this them i'm going to have to wait for the kid to pitch in, because I didn't have that much to do with the development of the compilation mod and I suspect he's more familiar with the more resource intensive ships than me.

Shuttlebay 2 July 3rd, 2009 04:45 AM

Re: Federation Compilation Mod Error Reporting Thread
 
I don't really have a problem with the mod, but I like to request something. I want to add some ships/stations individually. I can manage that on my own except for 1 thing. I don't have a TGA picture viewer, so I don't know which TGA's belong to which models.
Can anyone make a Word(pad) file in which it is specified which textures belong to which model? (much like in GCM?)
Thanks in advance

Warborg July 3rd, 2009 05:20 AM

Re: Federation Compilation Mod Error Reporting Thread
 
This area has always been my weak spot in Modding. I use paint pro shop 7 to open TGA files but it doesn't say to what model(sod) it is assigned. I would think it would come from the sod program. I've been in a habit of copying all sod and all TGA files from Armada game versions to avoid missing textures.

StarBlade July 3rd, 2009 07:49 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Stargazor: even I don't have that sort of thing. I'd suggest using a program Major Payne introduced me to a while back called XVI. It's a hex editor, and it allows you to see the hexadecimal code that goes into the making of a .SOD file. I've always had fairly good luck getting results by searching for the word "default", then sorting out what the file name of the .TGA associated with it would be, based on that. Unfortunately, doing that for each ship and station (especially when some use the same .TGAs in different spots) could take a very long time....

Was there a specific station you had in mind?

:cool:

Shuttlebay 2 July 6th, 2009 09:28 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by the Starfleet Kid (Post 4938154)
Stargazor: even I don't have that sort of thing. I'd suggest using a program Major Payne introduced me to a while back called XVI. It's a hex editor, and it allows you to see the hexadecimal code that goes into the making of a .SOD file. I've always had fairly good luck getting results by searching for the word "default", then sorting out what the file name of the .TGA associated with it would be, based on that. Unfortunately, doing that for each ship and station (especially when some use the same .TGAs in different spots) could take a very long time....

Was there a specific station you had in mind?

:cool:

I usually just watch on the admirals log picture (if present) what the textures look like and then try to find the matching texture. But my picture viewer has expired, and I am looking ever since for a (free!) replacement.
However to answer your question: I have my eye on 2 ships and 3 stations:
FedconstA
Fedfreighter
Fedturret4
Fedyard3
Fedyard7
Only the names of the textures suffice. I am hesitant to copy the entire Textures folder to my A2, as it is unneccessary and it may conflict with my current or future modifications. But if that is the only alternative, so be it.
Thnx :)

StarBlade July 8th, 2009 08:15 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by Stargazor_001 (Post 4941043)
II have my eye on 2 ships and 3 stations:
Only the names of the textures suffice.

Here's what I have in the original planning folders. Hope these are correct.

FedconstA: MAPfconst1-4
Fedfreighter: transport
Fedturret4: fftrt and fftrtbump
Fedyard3: fyard01
Fedyard7: MAPnsd01-3

:cool:

Shuttlebay 2 July 9th, 2009 03:13 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Thanks, I'll give them a go ;)

DarkEnergy July 14th, 2009 12:04 AM

Re: Federation Compilation Mod Error Reporting Thread
 
@Stargazor: Ever thought of Irfranview as a picture viewer? its freeware.

Shuttlebay 2 July 14th, 2009 03:11 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by DarkEnergy (Post 4947728)
@Stargazor: Ever thought of Irfranview as a picture viewer? its freeware.

As a matter of fact, I installed Irfanview just 5 days ago :p
My only problem with that one is that it shows Fed textures very dark. Never had that problem with Nero picture viewer (lost my copy...)

Bgriggs September 6th, 2009 12:28 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Hi I'm back again I just downloaded the 1.1a version of this mod. I followed the instructions to the letter. When I go to start an instant action game and play as the Federation, it loads all the way but when I try to build something be it a habitat station or a shipyard the game crashes please help.

Bgriggs September 6th, 2009 12:33 PM

Re: Federation Compilation Mod Error Reporting Thread
 
BTW even if I wait a while it eventually crashes on its own without any real action other than just clicking and selecting the starbase

StarBlade September 7th, 2009 01:02 PM

Re: Federation Compilation Mod Error Reporting Thread
 
It could be the sounds from the mod. Or possibly a missing .ODF somewhere. Either way, I'd double-check the install.

Also, you've installed this on what version of A2? 1.1 or 1.2.5?

:cool:

Bgriggs September 8th, 2009 08:42 AM

Re: Federation Compilation Mod Error Reporting Thread
 
1.1 I believe, is 1.2.5 an official or unofficial patch?

Terra_Inc September 8th, 2009 09:29 AM

Re: Federation Compilation Mod Error Reporting Thread
 
Unofficial, released by the FleetOps team.

StarBlade September 8th, 2009 05:55 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Bgriggs, the only other thing I can think of which could be at fault are the weapons sprites. I would double-check the .ODF entries (we thought we kept everything canon but something might've slipped in) and where it says 'sprite = "____" ', I'd check your weapon.spr file to make sure it's actually there. I don't really know what else to suggest.

:cool:

ISS Enterprise-D November 8th, 2009 02:40 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Here's a bug I see no one else has had happen to them; The wireframe pics don't show up for just about all the ships. The only ship that has the working wireframe is the Ambassador Class. On like two or three ships that have a smidgen of a wireframe pic in their bottom right corner. I've installed this mod numerous times on several copies of A2 because of occasional glitches (one that seems to be on and off that I can select hero ships to build, but they never show up, yet in the Admiral's Log, they register as being built). I think I've had the 1.2.5 patch on just about all of these numerous reinstalls. This "no wireframe pic bug" has happened in every install that I've done. I don't believe the 1.2.5 is at fault, although I'm currently doing a new install of just the 1.1 patch and the Upgrade Project just to be safe.

Aside from that, this mod rocks!!!!

StarBlade November 8th, 2009 06:42 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Quote:

Originally Posted by ISS Enterprise-D (Post 5063558)
The wireframe pics don't show up for just about all the ships. The only ship that has the working wireframe is the Ambassador Class.

....really? I have no idea why that would be happening. When the wireframes don't show up, do they come up as a white box or a black box? Let me know because if we can fix this, I'd like to help.

Welcome to the forums. :)

:cool:

starfox1701 November 8th, 2009 10:58 PM

Re: Federation Compilation Mod Error Reporting Thread
 
Sounds like the intery was coded in the Wrong dimentions


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