StA2_Classic Mod: Different Questions & Modeling Mods After

Talk about anything related to old versions of Armada.
1, 2, 3, 4, 5, 6 ... 9
posted on February 20th, 2013, 3:48 am
@SquireJames: By any chance, do you have any comparison screenshots for these files because they don't appear in your initial screenshots because they are within other folders that connect to the main STA2_Classic Mods directory and the stock STA2 directory.

File folders in order:
ODF Directory:
ODF/Ships
ODF/Stations
ODF/Other
ODF/Commands
ODF/Special Weapons
ODF/Weapons/Phasers
ODF/Weapons/Photons
ODF/Weapons/Pulses

AI Directory:
AI/AIP

Animations Directory:
animations (the folder itself)

SOD Directory:
SOD (the folder itself)

Sounds Directory:
Sounds/effects
Sounds/music
Sounds/voiceover/cineactive
Sounds/voiceover/ingame

Sprites Directory:
Sprites (the folder itself)

Techtree Directory:
techtree (the folder itself)

Textures Directory:
Textures/RGB
(especially since the STA2_Classic Mod has the textures files directly in the "Textures" folder but also holds the "RGB" folder within it, I'm wondering if that whole RGB file can be deleted since its a dup of the textures thus equals more space taken up.)

If you can possibly check these out and post some screenshots, I bet I might not be the only one that would appreciate it in the end.

This would be easiest unless Blade or others that were attempting a mod like the STA2_Classic Mod would reply to this post answering one of my original questions about: "what files were edited and or needed to be removed from the individual folders within the main STA2 directory for it to work as a FleetOps Mod".

******

Also, does anyone have information for what the Bug Report that I posted is saying?
Or on the reason why FleetOps isn't launching and leaving me with the effects shown in the two pictures until I forcibly stop the executable for FleetOps in Task Manager?

Information here would greatly be appreciated.
posted on February 20th, 2013, 6:58 pm
Ok, starting to see how easy it is to not get any help at all with any questions and now problems. And all the while I'm stumped and can't do anything but sweat in frustration. :hmmm: :( :sweatdrop:

One thing I have managed to figure out in my own is what's causing the screen problem and why it ends only when I forcibly have to stop FleetOps from the Task Manager, in fact it isn't even under any running programs since it doesn't get that far, no I have to go to the "Processes Tab" in Task Manager and find armada.exe (there's always two of them) and I have to say End Process and then they both go away. All the while, the game doesn't start after double clicking on its executable file in the main folder or on my desktop.

The screen problem was because I was running the game in 256 Colors because it wouldn't launch at all. I've tried all the options and have it set to run "As An Administrator" but that isn't working.

The game just won't launch to even get to any of the mods in the Mods Directory, to play against the FleetOps AI in Instant Action or online against others which I've been wanting to do. Pretty much, FleetOps is dead on my computer and won't run, Star Trek Online is working just fine, it's just STA2 and FleetOps.

I maybe describing this problem wrong but its hard to explain. Simply: "I click on the FleetOps executable and then nothing happens, nothing for half an hour, nothing for an hour. Just plain ld nothing but the action shows that its running in Windows Task Manager but only under the "Processes" tab.
posted on February 21st, 2013, 8:25 am
I really want to play FleetOps and am getting very unhappy that the game won't work after clicking on the executable. I'm also getting tired of going to Windows Task Manager and to the Processes Tap since its taking up extra memory and CPU usage doing nothing and the process needs to be stopped to free up that CPU usage that isn't really doing anything valuable at all.

I can even test my mods out that are in my FleetOps Mods Directory because of this, and I really want to test some theories for my STA2_Generational Mod but I can't do that when I don't know why the game won't launch after clicking on its Executable file.

So sadly, why is this issue getting ignored? :( :'(
posted on February 21st, 2013, 4:55 pm
Did not intend to ignore you, sorry. I've been laid up with Bronchitis the last two weeks. Feeling a lot better but still some days are rough.

Anyhoop :)

Checking the AI folders, the main differences seem to be some AIP parameter (attack, defense, escort etc) settings, and oddly some brand new AIPs and build lists for the Cardassians in the STA2 Classic Mod. Undoubtedly part of a general upgrade undertaken for the STA2 Classic mod given the improvements in AI the community has developed since A2 came out.

ODF wise, the only things I can see are some changes to the Audio.odf (I found that these do need to be changed for FleetOps due to the new sound engine in use. So, that is most likely why this file is changed in the STA2 Classic Mod. It won't cause a crash though, it will just make things sound weird if you use the original A2 file) and some tidy ups removing old CTF settings, "Trek" Physic files etc since they are no longer used.

One thing to look out for is that the STA2 Classic mod has a loadscreen.odf. I don't think the lack of one will cause a crash, it's just that obviously FleetOps now allows the loading screen to be changed by this ODF file rather than hardcoded like A2. A weird little change in the ship folder is that the STA2 Classic Mod makers added an Akira Class name, the "USS Endeavour". Not sure why but there we go. The only other ship changes are a few alterations of Species 8472 ships (just their "formation classes" to move the Frigate into a Cruiser position) and for the ship templates to remove the trek physics references. Again nothing game breaking AFAIK.

The only significant change (the rest are merely changes to SW Autonomy buttons etc) in the stations folder is to the station.odf file, which in the classic mod has a pair of fleetops code lines added regarding extraweapon hardpoints and number. Can't see that being used however since the weapons, special weapons etc seem to be identical to A2 so wouldnt use this functionality anyway.

Overall ODF wise, it seems like the STA2 Classic Mod is based on the 1.0 version of ST Armada 2, as most of the ODF changes are along those lines (in my A2 install, the tactical fusion cube intergrator costs metal, in STA2 Classic it doesn;t, like the original 1.0 release).

The sprite folder is the most interesting. The STA2 Classic mod has several font files in there which I assume are different pica sizes of font by their naming scheme. That might be the cause of your text being missing, but don't quote me on that. Obviously the STA2 Classic mod also has fleetops.spr and fleetops_comp.spr, but you knew about those. The only changes are to GUI Global, which again I think is a 1.0 to 1.1 patch change, and only references CTF units and such. Nothing gamebreaking. Otherwise, sprites.spr just has the include lines for fleetops added, which again you've covered.

Only one minor tech tree change, and thats for a Mission anyway (Fed 3, STA2 Classic mod lets the Galaxy Class separate and rejoin compared to the original tech tree which didnt). Textures, besides the folder changes dictated by FleetOps, appear unchanged.

As mentioned previously, the input map file is changed to FleetOps standards (changed the shortcuts for the map editor, and added a shortcut for a clean screenshot) and the label map file is similarly changed. Again, another cause for text to be missing. Ditto game_config, RTS and ART config files. There are minor changes to the events.dat. Would only, at worst, cause some voices not to play. Not a gamebreaker.

The Armada2.exe itself, along with the Armada2.map and Armada2.pdb files, are all different. Given the timestamps on the map file, I assume this is down to the afforementioned differences between the original game and patch 1.1. I would have to try and compare a completely original unpatched 1.0 version of A2 with the STA2 Classic mod to precisely determine any changes made to get the STA2 Classic mod working in FleetOps.
posted on February 21st, 2013, 7:55 pm
Thanks for the reply SquireJames.

Just to clarify, I didn't just mean you, I really was hoping someone or one of the Devs would have explained the bug report I posted from another mod and also offer some help, with FleetOps won't launch after clicking on its executable.

I was thinking it had something to do with the Mods Directory because it didn't start till I added the extra FleetOps sprite coding to my sprites.spr file for STA2_Generational. I had also added to that Mods Directory to eventually work on the Star Wars Fleet Command Mod with a few StarGate units mixed in for a little fun.

Prior to adding the extra coding and that mod the game would launch the executable just fine. My laptop did have windows stop responding about 4 times during the crossover between the storage area for the Star Wars mod to the FleetOps Mods Directory, didn't think that would cause a problem. Of course I didn't test my additional coding to the sprites.spr file for STA2_Generational because I was just having it include the two FleetOps sprite files that came with the STA2_Classic Mod. I had also deleted the Techtree Files from my mod that weren't included in the STA2_Classic Mod. Pretty much I've removed from my mod what I can see the STA2_Classic Mod doesn't have.

*****

Ok now on to STA2_Classic and STA2_Generational: (I'll bold general questions.)

(1) Thank you about the audio.odf file. I replaced mine with the one from STA2_Classic, the classic mods version was newer but I noticed its going by the download date for the file and not edit/creation. I never edited mine though.

(2) Some of my ships still use the "Trek" physics files, is this a bad thing, and should I remove the coding for that and those files?

(3-A) For the AI Files, are those "AIP Parameters (attack, defense, escort, etc) settings in the individual files for each race or a different group of files?

(3--B) I don't think I have to worry about the Cardassian AI, I replaced the entire stock Cardassians with their replacement on A2Files.

(4) I'm hoping the name "USS Endeavour " doesn't need to be added to the Akira-class (fcruise1.odf), because I'm going to skip that.

(5) I'm going to ignore at least for now the extra FleetOps coding you've mentioned in the stations.odf file. I can always use it later. Maybe that addition needs to be explained by Blade first.

(6) So I can ignore the changes to the GUI_Global.spr file?

(7) For the Textures File change, I have noticed that the STA2_Classic Mod still has the RGB folder full of the exact same textures in the folder named "Textures", I know they were moved, but does the RGB Folder need to be kept or can it be deleted now?

(8-A) For the coding changes to the Input.map file and the label.map file, do you know exactly which coding was added
I have new missions that I've added besides the stock ones, that's my only change/addition to the label.map file. I removed the Tutorials and added new extra missions/maps.

(8-B) For the Events.dat file, what were the minor changes?
My Events.dat file has a large amount of additional text for the new races added to the game and hero ships. A copy paste change would take weeks if not months.
Would a search for like the term "FleetOps" help find the additions? (unless something's been removed, then that will be harder).

(8-C) Are you saying there are changes to the: game_cfg, RTS_CFG, and ART_CFG files? What types of changes?

Lastly since you've mentioned both 1.0 and the patched 1.1 versions and how they are different, I fear I may have left a crucial bit of information out because I was hoping it was implied. The copy of my mod for non-FleetOps which is where the copy of everything going into the FleetOps Mods Directory is that my game was/is patched to 1.1 and then 1.2.5. I don't have anything with the mod that was the original stock 1.0 version if the game.
Is that a bad thing or is it ok?
posted on February 22nd, 2013, 1:49 am
Right, i'll attempt to answer those :)

2) No, they should work fine if you copy those physics files over. All KA2 ships use custom physics files. It's simply a case of that since the STA2 Mod seems to be based on A2 1.0, it doesn't have the trek physics files (since they were introduced in 1.1 )

3) Both sets of files (both individual race, and the aggressive, defensive etc) as I said I think these are merely 1.0 to 1.1 changes. Won't break your game AFAIK.

6) You should be able to :) The only differences are wireframes for the CTF units that STA2 Classic doesn't have.

7) You should be able to store all your textures in just Textures rather than Textures/RGB. KA2 does and works fine. (the texture issue with KA2 is a separate issue to do with the way SOD files, .TGAs and .1 and .2 files interact). I think the STA2 Classic Mod makers were just being careful.

8) I hope the code tags work here

A2 1.1
Code: Select all
# Game Control Keys
toggleEditMode {
   + keyboard   A
   + keyboard    Control
   - keyboard   Shift
   - keyboard   Alt


STA2 Classic
Code: Select all
# Game Control Keys
toggleEditMode {
   + keyboard   E
   + keyboard    Control
   - keyboard   Shift
   - keyboard   Alt


and the STA2 Classic mod adds

Code: Select all
# Take cleanshot
cleanshot {
   + keyboard   P
   + keyboard   Control
   - keyboard   Shift
   + keyboard   Alt
}


Thats in input.map. In label.map, it seems to add FleetOps specific strings. I can provide screenshots if required, but really it's easier for you to look at the files yourself. The differences are quite plain. Adding references to tuungle, map editor strings etc. FleetOpsy stuff. The biggest change is in the resource amount names (i.e minimal, normal, lots, unlimited). Take a look. This *might* be crash-causing. Or it might just mean the names are blank strings instead.

8b) Really minor. A little strange really. Again likely to be 1.0 to 1.1 changes, they are...

Armada 2 1.1
Code: Select all
PlanetDepleted{
Table
   Sound <federation> "fedev_metal_depleted.wav"
   Sound <borg> "gvobcv21.wav"
   Sound <klingon> "kliev_metal_depleted.wav"
   Sound <romulan> "romev_metal_depleted.wav"
   Sound <cardassian> "carev_metal_depleted.wav"
   SaveLocation
   Text "EVENTS_PLANET_DEPLETED_METAL"
}


STA2 Classic
Code: Select all
PlanetDepleted{
Table
   Sound <federation> "fedev_metal_depleted.wav"
   Sound <klingon> "kliev_metal_depleted.wav"
   Sound <romulan> "romev_metal_depleted.wav"
   Sound <cardassian> "carev_metal_depleted.wav"
   SaveLocation
   Text "EVENTS_PLANET_DEPLETED_METAL"
}


Seems STA2 Classic actually removes the Borg entry...

Armada 2 1.1
Code: Select all
CantBuildThere{
Table
   Sound <borg> "gvobcv03.wav"
   Sound <federation> "gvofcv03.wav"
   Sound <klingon> "gvokcv03.wav"
   Sound <romulan> "gvorcv03.wav"
   Sound <cardassian> "carev_cannot_build.wav"
   Sound <species8472>  "spe_invalid.wav"
   SaveLocation
SoundPriority 2
Text "EVENTS_CANNOT_BUILD_LOCATION"
}

EnteringDangerousNebula{
Table
   Sound <borg> "borg_nebula_01.wav"
   Sound <federation> "fed_nebula_01.wav"
   Sound <klingon> "kling_nebula_01.wav"
   Sound <romulan> "rom_nebula_01.wav"
   Sound <cardassian> "card_nebula_01.wav"
   Sound <species8472> "spe_repairs_1.wav"
   SaveLocation
SoundPriority 2
Marker radius 128 shrink 0.025 time 4 color 1 0 0
Text "EVENTS_ENTERED_DANGEROUS_NEBULA"
TriggerInterval 5
}

NebulaDeathImminent{
Table
   Sound <borg> "borg_nebula_02.wav"
   Sound <federation> "fed_nebula_02.wav"
   Sound <klingon> "kling_nebula_02.wav"
   Sound <romulan> "rom_nebula_02.wav"
   Sound <cardassian> "card_nebula_02.wav"
   Sound <species8472> "spe_repairs_1.wav"
   SaveLocation
SoundPriority 2
Marker radius 128 shrink 0.025 time 4 color 1 0 0
Text "EVENTS_DESTROYED_DANGEROUS_NEBULA"
TriggerInterval 10
}


STA2 Classic

Code: Select all
CantBuildThere{
Table
   Sound <borg> "gvobcv03.wav"
   Sound <federation> "gvofcv03.wav"
   Sound <klingon> "gvokcv03.wav"
   Sound <romulan> "gvorcv03.wav"
   Sound <cardassian> "carev_cannot_build.wav"
   SaveLocation
SoundPriority 2
Text "EVENTS_CANNOT_BUILD_LOCATION"
}

EnteringDangerousNebula{
Table
   Sound <borg> "borg_nebula_01.wav"
   Sound <federation> "fed_nebula_01.wav"
   Sound <klingon> "kling_nebula_01.wav"
   Sound <romulan> "rom_nebula_01.wav"
   Sound <cardassian> "card_nebula_01.wav"
   SaveLocation
SoundPriority 2
Marker radius 128 shrink 0.025 time 4 color 1 0 0
Text "EVENTS_ENTERED_DANGEROUS_NEBULA"
TriggerInterval 5
}

NebulaDeathImminent{
Table
   Sound <borg> "borg_nebula_02.wav"
   Sound <federation> "fed_nebula_02.wav"
   Sound <klingon> "kling_nebula_02.wav"
   Sound <romulan> "rom_nebula_02.wav"
   Sound <cardassian> "card_nebula_02.wav"
   SaveLocation
SoundPriority 2
Marker radius 128 shrink 0.025 time 4 color 1 0 0
Text "EVENTS_DESTROYED_DANGEROUS_NEBULA"
TriggerInterval 10
}


Again, STA2 Classic has no entries for Species 8472.

Armada 2 1.1
Code: Select all
PicardAttack{
Table
   Sound <federation> "gvopic06.wav"
   Sound <federation> "gvopic07.wav"
   Sound <federation> "gvopic01.wav"
   Sound <federation> "gvopic08.wav"
   Sound <federation> "gvopic09.wav"
   Sound <federation> "gvopic10.wav"
   Sound <federation> "gvopic40.wav"
   Sound <borg> "gvobor10.wav"
   Sound <borg> "gvobor45.wav"
   Sound <borg> "gvobor08.wav"
   Sound <klingon> "gvokbs06.wav"
   Sound <klingon> "gvokbs07.wav"
   Sound <klingon> "gvokbs08.wav"
   Sound <romulan> "gvorbs06.wav"
   Sound <romulan> "gvorbs07.wav"
   Sound <romulan> "gvorbs08.wav"
SoundPriority 2
}


STA2 Classic
Code: Select all
PicardAttack{
Table
   Sound <federation> "gvopic06.wav"
   Sound <federation> "gvopic07.wav"
   Sound <federation> "gvopic97.wav"
   Sound <federation> "gvopic01.wav"
   Sound <federation> "gvopic08.wav"
   Sound <federation> "gvopic09.wav"
   Sound <federation> "gvopic10.wav"
   Sound <federation> "gvopic40.wav"
   Sound <borg> "gvobor10.wav"
   Sound <borg> "gvobor45.wav"
   Sound <borg> "gvobor08.wav"
   Sound <klingon> "gvokbs06.wav"
   Sound <klingon> "gvokbs07.wav"
   Sound <klingon> "gvokbs08.wav"
   Sound <romulan> "gvorbs06.wav"
   Sound <romulan> "gvorbs07.wav"
   Sound <romulan> "gvorbs08.wav"
SoundPriority 2
}


Blink and you'll miss it. STA2 Classic adds gvopic97.wav, which is Picard saying "Energise". An odd choice for an attack wave but whatever.

8C) Interesting ones. Firstly the resource amount names, as mentioned above. Firstly, ART Cfg. These both seem to be 1.0 to 1.1 changes.

Armada 2 1.1
Code: Select all
int ST3D_NUM_ZSORT_BUCKETS = 16384;


STA2 Classic is identical except for the ; at the end. Bad coding discipline but otherwise *shrug*

Armada 2 1.1
Code: Select all
// Special clipping planes for special effects
float DETAIL_4_STAR_FAR_CLIP_PLANE = 80000.0;
float DETAIL_4_GRID_FAR_CLIP_PLANE = 10000.0;


STA2 Classic halves the far clip to 5000 rather than 10000

Now, game_cfg. Only a single change. Perhaps significant? Not finding a suitable AI etc will crash the game..

Armada 2 1.1
Code: Select all
char AI_DIRECTORY[256] = ".\AI";


STA2 Classic
Code: Select all
char AI_DIRECTORY[256] = "AI";


RTS_Cfg is the most interesting.

Both have this line, but the Classic Mod has it commented out
Code: Select all
#include "Network_CFG.h"


Then
Armada 2 1.1 has this set to 0, Classic Mod has it set to 1
Code: Select all
int SHOW_FOOTPRINTS_IN_EDIT_MODE = 0;


and the reverse occurs here (STA2 Classic set to 0, Armada 2 1.1 is 1)
Code: Select all
int cfgDEFAULT_TO_FORMATION_MOVE = 1;


Here are those resource changes I was speaking of earlier

Armada 2 1.1
Code: Select all
{
   "ol_normal",      SINGLE_PLAYER_OFFICER_LIMIT,
   "ol_restricted",   SINGLE_PLAYER_OFFICER_LIMIT / 2,
   "ol_more",         SINGLE_PLAYER_OFFICER_LIMIT + 200,
   "ol_max",         MAX_OFFICERS
};


STA2 Classic
Code: Select all
{
   "credits_20",         SINGLE_PLAYER_OFFICER_LIMIT,
   "credits_22",         SINGLE_PLAYER_OFFICER_LIMIT / 2,
   "credits_24",         SINGLE_PLAYER_OFFICER_LIMIT + 200,
   "credits_26",         MAX_OFFICERS
};


Finally, a bunch of settings for settings, if that makes sense. Again they seem to be FleetOpsy

Armada 2 1.1
Code: Select all
#define cfgSOUND_VOICE_SAMPLE "gvopic50.wav"
#define cfgSOUND_EFFECTS_SAMPLE "phfwea.wav"
#define cfgSOUND_BUTTON_SAMPLE "federation_click.wav"


STA2 Classic
Code: Select all
#define cfgSOUND_VOICE_SAMPLE "borg_transmit1.ogg"
#define cfgSOUND_EFFECTS_SAMPLE "federation_phaser_small.wav"
#define cfgSOUND_BUTTON_SAMPLE "federation_click.wav"
#define cfgSOUND_SHELL_BUTTON_HOVER "Beep1.ogg"
#define cfgSOUND_SHELL_BUTTON_CLICK "Beep2.ogg"
#define cfgSOUND_INGAME_CHAT_SEND "Chatsend.ogg"
#define cfgSOUND_INGAME_CHAT_RECEIVE "Chatreceive.ogg"
#define cfgSOUND_SHELL_MUSIC "Mfed300.wav"
#define cfgSOUND_LOADING_MUSIC "loading.mp3"
#define cfgSOUND_INGAME_CHEAT "cheater.ogg"

#define SYSTEM_REPAIR_SPARK_SPRITE "xempty"

#define cfgBUTTON_COLOR "ffffff";
#define cfgTEXT_COLOR "ffffff";

int GAME_OPTIONS_RANDOM_MAP = 1;
int GAME_OPTIONS_MOTHERSHIP = 1;
int GAME_OPTIONS_OFFICERS = 1;
int GAME_OPTIONS_WARP = 1;
int GAME_OPTIONS_MAP_DEPTH = 1;

int cfgCINEMATIC_WINDOW_ENABLED = 1;

int cfgSINGLE_PLAYER_ENABLED = 1;
int DISABLE_HEIGHT_CHANGE = 0;

float REPAIR_SHIP_DISTANCE = 350;

#define cfgDEFAULT_MAP "mp08walr.bzn";
#define cfgDEFAULT_MAP_TITLE "Warzone";


As for your final query :) KA2 was an Armada 2 1.1 and 1.2.5 Patch mod that I converted to FleetOps. There are no inherent issues with using 1.1 and 1.2.5 files. I think the Classic Mod makers simply preferred the game as it was pre-1.1, or that's the only files they had to hand.
posted on February 22nd, 2013, 2:43 am
Thanks again SquireJames, I'll check those out and see about making the necessary changes.

Did you have to use any of them well converting KA2 into a FleetOps mod?
posted on February 22nd, 2013, 9:55 am
The only issues I had with converting KA2 to a FleetOps mod was the audio file I mentioned (everything sounded very crackly and strange else) and needing to copy over the FleetOps shields SODs into my SOD directory since otherwise white boxes appeared when ships were hit.

Other than that, it was just a case of following the instructions on the wiki for converting mods.
posted on February 22nd, 2013, 9:08 pm
@SquireJames: So I guess what your saying was using STA2_Classis as a parent mod as a base was the easiest?

I'm already noticing that other mods that I might like are coming out for FleetOps, the Star Wars one I just finished reading about quickly comes to mind and on the site linked in that page, I found out he's making a StarGate mod as well, which should be interesting. (http://miklosgo.hpage.co.in/free-download_34827924.html)
Here's a quote of text from that link: (
Starting to work on a StarGate Mod for Fleet Operations
of course I don't know the copyright date for when that information was posted and if its still in the works, but as I said it sounds interesting.)

Just makes making my STA2_Generational Mod a standalone mod sounding better to me. :P

*****

Ok, as for the mod and testing purposes, I still can't get FleetOps to launch and still have to go to Windows Task Manager and to the Processes tab to stop it. I ran a test last night/early morning to see if it would launch from starting the executable at 9PM and stopping it through the Task Manager Processes tab at 2:44AM, the game never launched at all during that time! Here is a screenshot for everyone to see, I circled the part(s) that say: "armada2.exe *32" & "Fleet Operations". There are two of them.
image.jpg
Windows Task Manager/Processes Tab
image.jpg (251.32 KiB) Viewed 646 times
posted on February 22nd, 2013, 9:15 pm
Believe me, we're coming from similar background and with similar goals here :) KA2 was a very total conversion for A2, so I was worried that converting it for FleetOps would be a real headache. I have never got it to work standalone, as I would have liked, so using the Classic Mod just seemed logical. It saved me reinventing the wheel. They clearly got it right somewhere that I was failing. Instead of bashing my head against the wall, seemed easier just to "go with the flow" :)

I mean no discouragement, if you truly want to make it standalone, go for it :) I would however encourage you to make it a mod for STA2 Classic first, then once you know that it works properly, then you know that any errors that occur as a standalone mod are missing files etc rather than coding errors. It's easier to catch the errors and solve them that way.

I am afraid regarding your FleetOps errors, you'll have to talk to the devs about that since I am rather new to their engine changes and such. Sorry
posted on February 23rd, 2013, 8:22 am
By any chance, is it possible for the error I'm having with FleetOps not launching have something to do with a mod in the Mods Directory?

I have 3 mods in my FleetOps Mods Directory and this problem with the game not launching technically started after I added the third mod to that folder/directory.

Is it possible to delete everything in my FleetOps Folder (except the Mods Directory since that's manually added) and then reinstall FleetOps? If it is possible, will that possibly fix the problem?
posted on February 23rd, 2013, 12:25 pm
When I first converted KA2, a dodgy icon file caused the whole thing (even FleetOps itself) to no longer run. So yes, that is a possibility :)
posted on February 23rd, 2013, 5:00 pm
Je_mezu24 wrote:By any chance, is it possible for the error I'm having with FleetOps not launching have something to do with a mod in the Mods Directory?

I have 3 mods in my FleetOps Mods Directory and this problem with the game not launching technically started after I added the third mod to that folder/directory.

Is it possible to delete everything in my FleetOps Folder (except the Mods Directory since that's manually added) and then reinstall FleetOps? If it is possible, will that possibly fix the problem?



Je_mezu, if the game stopped working when you added your third mod into the mod folder then you most likely know it's that mod causing the issues. It'd be pretty drastic to reinstall Fleet Ops thinking that would just fix it. Test it first. Copy your mod into a blank folder for safe keeping, delete it from the Fleet Ops mod folder then try to start the game. If it starts you just confirmed it's your mod. It would only take a minute to test instead of all the heartache of uninstalling/reinstalling
posted on February 23rd, 2013, 6:06 pm
@Rifraf: It's only a theory that it was the third mod because well it was being transferred over to the afleetOps Mods Directory, Windows Explorer stop responding 3-4 times, its a common thing that happens due to the external hard drive that mods are stored on has its own issues, thanks to its software updates, it affects the main computer and its OS no matter what computer it's connected to. I'm only guessing its that 3rd mod but its more likely it isn't.


The only thing is before doing some coding checks comparing the STA2_Classic Mod to my STA2_Generational Mod, I was playing a game against the AI in the STA2_Classic Mod. After that, I added the FleetOps coding I noticed needed to be in my STA2_Generational Mod's sprites.spr file. After that I transferred the 3rd mod into the Mods Directory. A few hours later, FleetOps wouldn't launch through its executable.

I'll try removing the 3rd mod, worst comes to worst and my theory is wrong and FleetOps needs to be reinstalled, its not a major loss, since the Mods Directory is manually made it will still be there if the game is uninstalled.
posted on February 23rd, 2013, 6:45 pm
Je_mezu24 wrote:I'm already noticing that other mods that I might like are coming out for FleetOps, the Star Wars one I just finished reading about quickly comes to mind and on the site linked in that page, I found out he's making a StarGate mod as well, which should be interesting. (http://miklosgo.hpage.co.in/free-download_34827924.html)
Here's a quote of text from that link: (
Starting to work on a StarGate Mod for Fleet Operations
of course I don't know the copyright date for when that information was posted and if its still in the works, but as I said it sounds interesting.)


FWIW, János is still working on his SG mod. He's barely started though AFAIK, so it might take some time. Patience, young one. ;)
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