Bug Reports - Help wanted

Talk about anything related to old versions of Armada.
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posted on October 1st, 2011, 6:14 am
Dominus_Noctis wrote:Yup; I'm afraid I have zero knowledge there - I'm not sure how the Norway is animated, but have you considered a "simpler" animation like the Assault Mode for the vessel (it's tertiary ability): I believe it uses an overlaySOD to create the glowing sparkly effect on it, which could be an excellent way to simulate armor.


I don't use the Norway so I don't know what this effect looks like. I might have to go and play FO and take a look. :)
posted on October 2nd, 2011, 1:59 am
Dominus_Noctis wrote:The ToggleWeapon and NebGeneration Weapon are commonly used for self targeting purposes, as no other weapon can provide this functionality - the other classlabels you mentioned are hardcoded in their behavior to have those very specific effects.
For more on needTarget issues: Weapon - The Hitchhiker's Guide to Fleet Operations

The NebGeneration weapon does not create nebulae - it self targets. It is a good idea instead of contradicting from the get go, to test the functionality of something  ^-^. You can simply make the NebGeneration weapon use ordName = "name of the ordnance you want to target it".


I'll try your idea with the NebGeneration, but I believe you are mistaken on what to use because here is a file called: gnebulaGeneration.odf and its class lable is nebGeneration and the Species 8472 vessel that uses it actually creates a Nebula, other files that I have found that allow the creation of nebulas also have the lass label: nebGeneration/

Code: Select all
//Name of the ODF file for the ordinance for this weapon
ordName = "nebulaGeneration"

// Mark this as a special weapon.
special = 1

//Display name for this weapon
wpnName = "8472 Nebula Generation"

//tooltips
tooltip = "8472_ADVANCED_1"
verboseTooltip = "8472_ADVANCED_1_V"

//Location of the button in the speed panel
buttonSlot = 1

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 5

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 1

//Time Delay between shots
shotDelay = 5.0

// Range within which the weapon will fire.
range = 400.0f

//Sound which is played when the weapon fires
// @TODO get real sound
fireSound = "nebulaGeneration.wav"

//Programming Stuff DO NOT CHANGE
classLabel = "NebGeneration"

//    HIT_EVERYONE = 0,
//   HIT_ALLIES = 1,
//   HIT_ENEMIES = 2
hitCondition = 0

//Don't automatically switch to attack mode
switchToAttack = 0

// set wave effect
waveEffect = 1

// set wave name
// @TODO get real art.
waveName = "Wshldwav"

//nebulaID = "FluidicNebula"
nebulaID = "GeneratedNebula"

//growTime = 40
//stableTime = 5
//shrinkTime = 20
//maxSize = 2

specialEnergyCost = 1000

hotkeyLabel = "HOTKEY_F9"


and here is its ordace file, it to says it creates a nebula. That isn't what I want to do.

nebulaGeneration.odf
Code: Select all
// 8472 Nebula Generator

//Programming Stuff DO NOT CHANGE
classLabel = "NebCreator"

//nebulaID = "FluidicNebula"
nebulaID = "GeneratedNebula"

// variables
growTime = 30
stableTime = 40
shrinkTime = 30
maxSize = 3

fadeFactor = 0.5


I don't see how nebGeneration will fix the problem since the ODF files mentioning it create nebulas. Where is that feature turned off?

*******
I have created two versions of a Hull Polarization weapon and am using one right now in the game. There isn't a crash but the desired effect isn't working either. Plus the ships seem to be destroyed easier using it.

Majestic wrote:Would those be my ships from back in 2006, available on A2Files?

NZ Class Starship Download, Star Trek: Armada 2 Ships

NW Class Starship Download, Star Trek: Armada 2 Ships

I redid the latter for TCW, improving upon the design with a new model.


For the Yorktown I use NY and for the Coto I use NR, but those are my interpretations and not canon or even semi-canon.

Day 4, Coto Class by *Majestic-MSFC on deviantART

Day 6, Yorktown Class by *Majestic-MSFC on deviantART

Using NCC would be just as good as anything else out there.

I just need to know how to get the texture to look the same so the animation will look the same, other than that I am set. Unfortunately there is no tutorial or hints to help me out with this, so I'll probably just release the TCW with Earth using shields. Not the best but it's something I'll unfortunately have to settle on and live with.


Yes, if these are the ODF names:
fmajnz.odf 2 fnx.odf fmajny.odf // NZ-class
fmajny.odf 1 fnx.odf // NY-class

Dominus_Noctis wrote:The download in that link uses the same method as already stated. It will crash just the same.

I see no reason to split the thread - it's about your crashes, and you have quite a lot of them which may or may not be related to one another.


I have found out something that proves that all of my crashing errors are not connected to the same one caused by the Hull Polarization. I replaced the weapon with one of my created versions (see .ZIP file, I included all needed files for Hull Polarization, sound and build button) and the game still crashed on loading and caused the Black Screen Problem, both with trying to play Instant Action and at times with the Map Editor. This crash happens the moment the game is starting to load but sometimes in the Map Editior, the game decides not to crash on loading and I can actually test ships then.

Here are two new Bug Reports. One has a new line of coding "LoadSaveGame.obj.@label" and appeared right after I changed/replaced the Hull Polarization weapon that did cause the ingame crash.
posted on October 2nd, 2011, 9:03 am
dominus is still right about the usage of the "nebGeneration" classlabel weapon for self targeting (NebulaGeneration being the internal name)
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