Lo Guys, Right ive been playing round witht he whole mod sdk kit and made a little model i wanted to put into game ive made the various def files and have gotten it to the point where i go into options and activate the mod the mod now activates without errors in the log file but i still dont see the ship in the class that it should be in any ideas?
only thing that i can realy thing may be wrong is the file size 250kb i would expect it to be bigger than this.
Moding Problems
Moding Problems
There are only 10 types of people in the world: Those who understand binary, and those who don't
-
Necromancer
- Posts: 54
- Joined: Wed Jun 16, 2004 6:53 pm
RE: Moding Problems
can you post the ship's def for us? that might help a bit.. maybe the errlog too? I've had this problem before but I dont remember exactly what it was that did it..maybe seeing those two files will jog my memory.
Nec
Nec
RE: Moding Problems
Sure think the ship is a Mod of the sample file ive tryed the Sw Demo Mod as well this has the same thing say its active but no ships 99% of the data in the Def file for the setting are false as i havnt done these yet, just wanted to see the model in game first.
Code: Select all
SHIP
name: "Ragnarok"
display_name: "Ragnarok"
class: Battleship
abrv: "Ragna"
model: "bs2.mag"
mass: 240
integrity: 5e4
vlimit: 400
agility: 1.5
roll_rate: 30
scale: 0.9
acs: 50e3
trans_x: 5000
trans_y: 5000
trans_z: 5000
drag: 0
roll_drag: 0.5
pitch_drag: 0.5
yaw_drag: 0.5
chase: (0, -1200, 250)
bridge: (0, 0, 32)
power: {
type: Fusion,
design: "Fusion Reactor",
max_output: 2.5e3,
loc: (0, 0, -92),
size: 64,
hull_factor: 0.2
}
drive: {
type: Plasma,
design: "Plasma Drive",
thrust: 200,
scale: 1.4,
port: ( 107, 21, -265),
port: ( 107, -21, -265),
port: (-107, 21, -265),
port: (-107, -21, -265),
loc: (0, 0, -140),
size: 32,
hull_factor: 0.3
}
thruster: {
design: Thruster,
loc: (0, 0, -100),
size: 32,
hull_factor: 0.3
}
hyperdrive: {
design: Hyperdrive,
speed: 5e9,
dropout: 2e8,
capacity: 1800,
sink_rate: 10,
loc: (0, 0, -190),
size: 16,
hull_factor: 0.3
}
weapon: {
type: "Omega Laser",
design: "Beam Weapon",
name: "Port Cannon",
abrv: "OC-1",
group: "Primaries",
azimuth: -1,
muzzle: (-88, 8, 20),
loc: (-80, 0, 20),
size: 32,
hull_factor: 0.2
}
weapon: {
type: "Omega Laser",
design: "Beam Weapon",
name: "Starboard Cannon",
abrv: "OC-2",
group: "Primaries",
azimuth: 1,
muzzle: ( 88, 8, 20),
loc: ( 80, 0, 20),
size: 32,
hull_factor: 0.2
}
weapon: {
type: "Turbo Laser",
design: "Bolt Weapon",
name: "Port Laser",
abrv: "Prt Las",
group: "Secondaries",
muzzle: (-88, 0, 0),
muzzle: (-88, 0, -10),
muzzle: (-88, -8, 0),
muzzle: (-88, -8, -10),
azimuth: -1,
loc: (-74, 0, -10),
size: 16,
hull_factor: 0.2
}
weapon: {
type: "Turbo Laser",
design: "Bolt Weapon",
name: "Stbd Laser",
abrv: "Sbd Las",
group: "Secondaries",
muzzle: ( 88, 0, 0),
muzzle: ( 88, 0, -10),
muzzle: ( 88, -8, 0),
muzzle: ( 88, -8, -10),
azimuth: 1,
loc: ( 74, 0, -10),
size: 16,
hull_factor: 0.2
}
sensor: {
design: Sensor,
pcs: 25,
active_efficiency: 1e6,
passive_efficiency: 10e3,
loc: (0, 0, 150),
size: 32,
hull_factor: 0.1
}
shield: {
type: 1,
design: "Grav Shield",
pcs: 100
}
power: {
type: Auxilliary,
design: "Auxilliary Reactor",
max_output: 500,
loc: (0, -32, -64),
size: 64,
hull_factor: 0.2
}
power: {
type: Battery,
design: Battery,
max_output: 10
}
computer: {
name: "Avionics Package",
abrv: "HUD",
type: 1,
design: Computer,
loc: (20, -32, 80),
size: 16,
hull_factor: 0.5
}
computer: {
name: "Flight Computer",
abrv: "Flight",
type: 2,
design: Computer,
loc: (-20, -32, 80),
size: 16,
hull_factor: 0.2
}
nav: {
loc: (0, 32, 60),
design: Computer,
size: 16,
hull_factor: 0.1
}
navlight: {
scale: 0.8,
period: 2.5,
light: { loc: (-135, 0, -128), type: 2, positive: true },
light: { loc: ( 135, 0, -128), type: 3, positive: false }
}
Code: Select all
+====================================================================+
| STARSHATTER 4.0.3 30 Jan 2005, 4:00:42 PM |
+====================================================================+
| |
| Windows XP 5.1 (Build 2600) Service Pack 1 |
| |
| Registered Owner: Leon, |
| |
| CPUs Detected: 1 CPU Level: 6.8.1 CPU Speed: 1998 |
| x86 Family 6 Model 8 Stepping 1 |
| AuthenticAMD |
| |
| 512 MB RAM 1250 MB Max Swap 1023 MB Avail Swap |
| |
| DirectX 7 installed. |
| DDRAW 5.3.0000001.0904 built by: private/Lab06_dev(DXBLD00) |
| D3DIM 5.1.2600.0 (xpclient.010817-1148) |
| DINPUT 5.1.2600.1106 (xpsp1.020828-1920) |
| DPLAY 5.00.2134.1 |
| DSOUND 5.3.0000001.0904 built by: private/Lab06_dev(DXBLD00) |
| DMUSIC 5.3.0000001.0904 built by: private/Lab06_dev(DXBLD00) |
| |
| |
| RADEON 9600 SERIES (DNA 3.5.4.12) |
| |
+====================================================================+
FILE SYSTEM ENABLED
Initializing Game
Request 800x600x32 mode
Request DirectX 7 Hardware Rendering mode
Request Primary 3D card
Gamma Level = 128
Initializing instance...
Window created.
Instance initialized.
Initializing game...
********************************
* Direct 3D version 7 *
********************************
SoundCardD3D Primary Buffer Format:
bits: 16
chls: 2
rate: 22050
Created video object.
VideoDX7 Fullscreen: Using double buffered video memory surface
VideoDX7: Found attached surface.
DDSCAPS_3DDEVICE
DDSCAPS_BACKBUFFER
DDSCAPS_COMPLEX
DDSCAPS_FLIP
DDSCAPS_LOCALVIDMEM
DDSCAPS_VIDEOMEMORY
Preparing to enumerate Z Buffers...
driver_index = 1
GUID: 84e63de0-46aa-11cf-816f-0000c020156e
VD3D_ZBufferEnum:
VD3D_ZBufferEnum:
VD3D_ZBufferEnum:
VD3D_ZBufferEnum:
Creating Z Buffer (800 x 600)
VideoDX7: Created Z Buffer (depth = 32)
Supported Texture Formats:
1) 15-bit True color RGB 555
2) 16-bit True color RGBA 5551
3) 16-bit True color RGBA 4444
4) 16-bit True color RGB 565
5) 16-bit True color RGB 880
6) 16-bit True color RGB 556
7) 24-bit True color RGB 888
8) 24-bit True color RGB 888
9) 32-bit True color RGBA 8888 <== SOLID <== TRANSPARENT <== TRANSLUCENT <== INDEXED
10) Alpha/Luminance Only
11) 0-bit True color RGB 000
12) 0-bit True color RGB 000
13) 0-bit True color RGB 000
14) 0-bit True color RGB 000
15) 0-bit True color RGB 000
16) 0-bit True color RGB 000
17) 0-bit True color RGB 000
18) 0-bit True color RGB 000
VideoDX7: Checking for gamma support. ddcaps.dwCaps2 = 004afe78
GAMMA SUPPORTED
Created screen object.
Palette loaded.
Established requested video parameters.
DEPLOYING MODS
--------------
1. Mods/Ships/Ragnarok.dat
Loading Ranks and Medals
Remapping: 'KEY_CONTROL_MODEL' => =0(0) (0) (0)
Remapping: 'KEY_JOY_SELECT' => =1(1) (0) (0)
Remapping: 'KEY_JOY_RUDDER' => =1(1) (0) (0)
Remapping: 'KEY_JOY_THROTTLE' => =1(1) (0) (0)
Remapping: 'KEY_JOY_SENSE' => =1(1) (0) (0)
Remapping: 'KEY_JOY_DEAD_ZONE' => =500(500) (0) (0)
Remapping: 'KEY_MOUSE_SELECT' => =1(1) (0) (0)
Remapping: 'KEY_MOUSE_SENSE' => =10(10) (0) (0)
Remapping: 'KEY_MOUSE_ACTIVE' => =192(192) (0) (0)
Mapping: 'KEY_AXIS_YAW' => =416(416) (0) (0)
Mapping: 'KEY_AXIS_PITCH' => =417(417) (0) (0)
Mapping: 'KEY_AXIS_ROLL' => =421(421) (0) (0)
Mapping: 'KEY_AXIS_THROTTLE' => =422(422) (0) (0)
Mapping: 'KEY_AXIS_YAW_INVERT' => =0(0) (0) (0)
Mapping: 'KEY_AXIS_PITCH_INVERT' => =0(0) (0) (0)
Mapping: 'KEY_AXIS_ROLL_INVERT' => =0(0) (0) (0)
Mapping: 'KEY_AXIS_THROTTLE_INVERT' => =0(0) (0) (0)
Mapping: 'KEY_MOUSE_INVERT' => =0(0) (0) (0)
Loaded key.cfg
Starshatter::InitGame() create joystick
Joystick: initialized DI7 pdi = 0015e434
Joystick: preparing to enumerate devices
EnumJoystick 1: 'Cyborg 3D Rumble Force'
guid: {412cce90-67b4-11d9-800244455354}
Loading System Designs 'sys.def'
Loading Weapon Designs 'wep.def'
+====================================================================+
| RUN |
+====================================================================+
Loading ship design catalog: Ships/catalog.def
Loading Galaxy: Galaxy.def
Loading StarSystem: Jarnell/Jarnell.def
Loading StarSystem: Borova/Borova.def
Loading StarSystem: Athenar/Athenar.def
Loading StarSystem: Paragon/Paragon.def
Loading StarSystem: Thralis/Thralis.def
Loading StarSystem: Janus/Janus.def
Loading StarSystem: Solus/Solus.def
Loading StarSystem: Silessia/Silessia.def
Loading StarSystem: Haiche/Haiche.def
Loading StarSystem: Renser/Renser.def
Loading StarSystem: Loris/Loris.def
Loading StarSystem: Ostara/Ostara.def
Loading StarSystem: Kolchev/Kolchev.def
Loading StarSystem: Korius/Korius.def
Loading StarSystem: Tarsus/Tarsus.def
Loading StarSystem: Nephrys/Nephrys.def
Loading StarSystem: Radix/Radix.def
Loading StarSystem: Isham/Isham.def
Loading StarSystem: Garrison/Garrison.def
Loading StarSystem: Trocanther/Trocanther.def
Loading StarSystem: Marak/Marak.def
Loading StarSystem: Black/Black.def
Order of Battle Loaded (Dantari Separatists).
Order of Battle Loaded (Marakan Hegemony).
Order of Battle Loaded (Terellian Alliance).
Order of Battle Loaded (Haiche Protectorate).
Order of Battle Loaded (Brotherhood of Iron).
Order of Battle Loaded (Silessian Confederacy).
Order of Battle Loaded (Independent System of Solus).
Order of Battle Loaded (Zolon Empire).
Loading Form Set 'MenuDlg'
Loading Form Set 'CmpSelectDlg'
Loading Form Set 'MsnSelectDlg'
Loading Form Set 'ModDlg'
Loading Form Set 'ModInfoDlg'
Loading Form Set 'MsnEditDlg'
Loading Form Set 'MsnElemDlg'
Loading Form Set 'MsnEventDlg'
Loading Form Set 'MsnEditNavDlg'
Loading Form Set 'NetClientDlg'
Loading Form Set 'NetAddrDlg'
Loading Form Set 'NetPassDlg'
Loading Form Set 'NetLobbyDlg'
Loading Form Set 'NetServerDlg'
Loading Form Set 'NetUnitDlg'
Loading Form Set 'AudDlg'
Loading Form Set 'VidDlg'
Loading Form Set 'OptDlg'
Loading Form Set 'CtlDlg'
Loading Form Set 'KeyDlg'
Loading Form Set 'JoyDlg'
Loading Form Set 'FirstTimeDlg'
Loading Form Set 'PlayerDlg'
Loading Form Set 'AwardDlg'
Loading Form Set 'ConfirmDlg'
Loading Form Set 'ExitDlg'
MusicDirector::SetMode() old: NONE new: MENU
Opened Ogg Bitstream 'Music/Menu/MainTitle.ogg'
Bitstream is 2 channel, 44100Hz
Decoded length: 9175273 samples
Encoded by: Xiph.Org libVorbis I 20020717
UNDEPLOYING MODS
DEPLOYING MODS
--------------
1. Mods/Ships/Ragnarok.dat
Campaign::Close() - destroying all campaigns
Campaign: Selected 'Single Missions'
Campaign: Selected 'Custom Missions'
Campaign: Selected 'Custom Missions'
Campaign::GetMission(1) loading mission...
Load Mission: 'custom001.def'
ERROR: Unnamed element in 'custom001.def'
Mission Loaded.
Loading ShipDesign 'TargetDrone'
Ship Design Radius = 88.946320
Load Mission: 'custom001.def'
ERROR: Unnamed element in 'custom001.def'
Mission Loaded.
MusicDirector::SetMode() old: MENU new: CREDITS
Opened Ogg Bitstream 'Music/Credits/Credits-1.ogg'
Bitstream is 2 channel, 44100Hz
Decoded length: 5637184 samples
Encoded by: Xiph.Org libVorbis I 20020717
Exit Confirmed.
MusicDirector::SetMode() old: CREDITS new: NONE
>>> Starshatter::SetGameMode(7) (EXIT_MODE)
Shutting Down (Returning to Windows)...
Stardate: 1107100848.0
Bitmap Cache Footprint: 29692 KB
*** Game::Exit()
+====================================================================+
Begin Shutdown...
MusicDirector::SetMode() old: NONE new: SHUTDOWN
Campaign::Close() - destroying all campaigns
Mission::~Mission() id = 1 name = 'New Custom Mission'
Destroying Galaxy Galaxy
Destroying Star System Jarnell
Destroying Star System Borova
Destroying Star System Athenar
Destroying Star System Paragon
Destroying Star System Thralis
Destroying Star System Janus
Destroying Star System Solus
Destroying Star System Silessia
Destroying Star System Haiche
Destroying Star System Renser
Destroying Star System Loris
Destroying Star System Ostara
Destroying Star System Kolchev
Destroying Star System Korius
Destroying Star System Tarsus
Destroying Star System Nephrys
Destroying Star System Radix
Destroying Star System Isham
Destroying Star System Garrison
Destroying Star System Trocanther
Destroying Star System Marak
Destroying Star System Black
UNDEPLOYING MODS
VideoDX7: shutdown
SoundCardD3D: shutdown
Performance Data:
-----------------
Time: 28552 msec
Frames: 0
Polys Rendered: 0
Verts Rendered: 0
Buffers Used: 0
Render Calls: 0
Clocks: 0
Pixels: 0
Performance Statistics:
-----------------------
Frames/Second: 0.000000
Polys/Frame: -1.#IND00
Polys/Second: 0.000000
Verts/Second: 0.000000
Polys/Call: -1.#IND00
+====================================================================+
END OF LINE.
There are only 10 types of people in the world: Those who understand binary, and those who don't
-
Necromancer
- Posts: 54
- Joined: Wed Jun 16, 2004 6:53 pm
RE: Moding Problems
honestly, i think it has to do with your dat file, stick -filesys behind the executable shortcut in windows and try running ss without the dat file using the mods>ships directory structure... I think that's how I fixed mine... Dat'ing stuff is really funky ...
RE: Moding Problems
havnt had any joy with this method yet oh well ill give it another shot [:)] another wonderful Quirk of Ss oh well its all part of the fun
- on another note ss still thinks theres a Dat file in the mod/ships dir even tho ive removed everything in there
Ok i got rid of the mod listing problem by taking the entry out of mod.cfg and now the ship workin ingame with the shortcut extension
- on another note ss still thinks theres a Dat file in the mod/ships dir even tho ive removed everything in there
Ok i got rid of the mod listing problem by taking the entry out of mod.cfg and now the ship workin ingame with the shortcut extension
There are only 10 types of people in the world: Those who understand binary, and those who don't
RE: Moding Problems
Yes making .dat files seems to be very tricky.
The few I have tried to make didn't wotk, even though mod.exe built them.
The problem was that when I eneabled them they never worked.
Any ideas of how to compress to .dat and get it done properly at every shot?
=S=
The few I have tried to make didn't wotk, even though mod.exe built them.
The problem was that when I eneabled them they never worked.
Any ideas of how to compress to .dat and get it done properly at every shot?
=S=
RE: Moding Problems
i dont know, i got it to enable ok etc but nothing else happned. may have a look tonight have a feeling it may have been due to the mod cfg file *not sure tho*
There are only 10 types of people in the world: Those who understand binary, and those who don't
RE: Moding Problems
If you find the solution, please post here! There must be an "Universal Way" of making .DAT files that work and have no bugs.
In fact, Milo could post some words to help us out with this, like a detailed procedure list on how to .dat - and we'll leave you alone![:D]
=S=
In fact, Milo could post some words to help us out with this, like a detailed procedure list on how to .dat - and we'll leave you alone![:D]
=S=
RE: Moding Problems
for about 10 mins then well ask another question [:)] all hail milo etc etc [&o]
There are only 10 types of people in the world: Those who understand binary, and those who don't

