Moding Problems

This is the place for all questions related to modding Starshatter.
Post Reply
LeonH
Posts: 76
Joined: Fri Jan 21, 2005 10:30 pm
Contact:

Moding Problems

Post by LeonH »

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.
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

Post by Necromancer »

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
LeonH
Posts: 76
Joined: Fri Jan 21, 2005 10:30 pm
Contact:

RE: Moding Problems

Post by LeonH »

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

Post by Necromancer »

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 ...
LeonH
Posts: 76
Joined: Fri Jan 21, 2005 10:30 pm
Contact:

RE: Moding Problems

Post by LeonH »

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
There are only 10 types of people in the world: Those who understand binary, and those who don't
User avatar
Diabolico
Posts: 515
Joined: Wed Oct 06, 2004 7:20 pm
Location: France
Contact:

RE: Moding Problems

Post by Diabolico »

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=
LeonH
Posts: 76
Joined: Fri Jan 21, 2005 10:30 pm
Contact:

RE: Moding Problems

Post by LeonH »

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
User avatar
Diabolico
Posts: 515
Joined: Wed Oct 06, 2004 7:20 pm
Location: France
Contact:

RE: Moding Problems

Post by Diabolico »

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=
LeonH
Posts: 76
Joined: Fri Jan 21, 2005 10:30 pm
Contact:

RE: Moding Problems

Post by LeonH »

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
Post Reply

Return to “Starshatter Modding Forum”