mod_info.def?

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Akuma
Posts: 31
Joined: Thu Jan 06, 2005 1:22 pm
Location: Finland

mod_info.def?

Post by Akuma »

I noticed that the Starshatter did not load my mod which worked perfectly well in -filesys mode. Now, when I try to load it in normal mode, it just doesn't load it.

Here is the content of the mod_info.def file, also included in the Mods root I have a 128x128 pcx called logo.pcx..:

name: "Freespace 3"
version: 100
distribute: true
logo: "logo.pcx"
desc: "This is Akuma's Freespace 3 campaign MOD for Starshatter."
copyright: "Copyright (c) 2005 Akuma"

I note that there has been debate about this before, but found no solutions..

<quote from diabolico @ ssc>

... .DAT file appears on the mod options list but when I eneable it no credits screen appears and the mod won't stay enabled. Any sugestions? Thanks in advance,

</quote from diabolico @ ssc>

<quote from turgotz @ ssc>

when i make a dat of them the same thing happens as you discribed Diabolico. i'm having a look at the def files to see if i can track down whats wrong. it wierd though, if i enable the dat i made it disables all the other dat mods i have. to bad the error log just says it cannot be deployed.

</quote from turgotz @ ssc>

...What exact steps do I need to take to make the game load this .dat of mine properly? [&:]
Starshatter: The Gathering Storm - Freespace MOD project
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DamoclesX
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Location: Canada

RE: mod_info.def?

Post by DamoclesX »

um

your best bet is to not mess with dats until you have a release or you really dont want other people getting at your files(and they still can its a simple index)

I have found them to be blindingly annoying to get to work right
Jason Blaz
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Akuma
Posts: 31
Joined: Thu Jan 06, 2005 1:22 pm
Location: Finland

RE: mod_info.def?

Post by Akuma »

The most critical thing about my .dat yearning is the fact that I can't do modded multiplayer without a working release; therefore I'd really like to know how this procedure is completed - no matter how annoying it might be. [:)]
Starshatter: The Gathering Storm - Freespace MOD project
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Pheonix Starflare
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Location: Boston, MA, USA

RE: mod_info.def?

Post by Pheonix Starflare »

I think Damo's saying that you need something to make into a .dat first, then you should start worrying about it.
Now, if you've been keeping a FS mod from us, shame on you [:D]
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
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DamoclesX
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RE: mod_info.def?

Post by DamoclesX »

well your ont the right track

its all directory structure mainly i"ll see what I can dig up but I Cant remember off the top of my head
Jason Blaz
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Akuma
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Location: Finland

RE: mod_info.def?

Post by Akuma »

Thanks in advance, Damo. [:)]
Starshatter: The Gathering Storm - Freespace MOD project
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Akuma
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ship loading problem

Post by Akuma »

Allright, I got past the mod_info.def problem.

The next problem is that when I launch the full game (omitting -filesys), it finds the mod, enables it allright, finds the missions in the mod.. but when I try to load the mission, for some reason, it does not locate the ships. Game doesn't crash, however.

The Ships folder is paraller in tree to the Missions folder, so it should locate them. This is the error message I get in the errlog. The mod works perfectly in -filesys mode.

WARNING - DataLoader could not load buffer 'Mods/Ships/GTF_Ulysses/GTF_Ulysses.def'
ERROR: unknown ship design 'GTF_Ulysses' in mission 'tsm-103c.def'
ERROR: invalid ship design for element 'Training Lance' in 'tsm-103c.def'

Heelp! [&o]
Starshatter: The Gathering Storm - Freespace MOD project
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Akuma
Posts: 31
Joined: Thu Jan 06, 2005 1:22 pm
Location: Finland

RE: ship loading problem

Post by Akuma »

..has been solved by Melkor. Thank you! [&o]
Starshatter: The Gathering Storm - Freespace MOD project
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