StA2_Classic Mod: Different Questions & Modeling Mods After

Talk about anything related to old versions of Armada.
1, 2, 3, 4, 5, 6, 7 ... 9
posted on February 23rd, 2013, 7:10 pm
@Terra_Inc: That really isn't important right now, and he's already answered that in another thread anyways.

Right now the more important thing is what I've dedicated this thread to and also getting my FleetOps install working again. Right now I got my computer transferring the 3rd mod back to its storage device to see if Rifraf was right and if he is, great, if not, I'm going to try uninstalling and reinstalling FleetOps.
posted on February 23rd, 2013, 7:23 pm
Ok, it was somehow connected to the third mod, removed it and the game launched, don't know why it's the case just that the third mod which was my creation (a mixture of a Star Wars and StarGate Mod). My base was the STA2_Classic mod and the mixture mod was the Star Wars Fleet Command and its parts at A2Files. I was doing extensive editing to that mod to bring back the Ships ODF Folder that they got rid of to make their mod also work with the A2 Demo. I obviously did something wrong that inadvertently broke FleetOps.
posted on February 23rd, 2013, 10:01 pm
Je_mezu24 wrote:@Terra_Inc: That really isn't important right now, and he's already answered that in another thread anyways.

Ah, I was not aware of that. Don't mind me, just trying to help. :sweatdrop:
posted on February 23rd, 2013, 10:23 pm
I figured I didn't want to start another thread for this question because it kind if fits here anyways:

By any chance, has anyone ever thought about or tried to convert Star Trek Armada I into a mod for FleetOps much like the STA2_Classic Mod? Is it even possible?

If it is at all possible, STA1 could be given new life with the FleetOps features.

Of course this is just a suggestion for someone to try if they wanted to, it's not something I'm planning on doing.
So what are the possibilities of seeing an STA1_Classic Mod in FleetOps via through the Mods Directory?
posted on February 24th, 2013, 3:13 am
I was trying to run another test with my STA2_Generational Mod and the game crashed. When I tried to save that Bug Report/Exception file, the whole thing stopped responding and caused my laptop to crash to a Blue Screen error, thus forcing me to restart the computer. Once the computer restarted there was a Windows Explorer Message that read: "Windows has recovered from an unexpected shutdown" "A problem caused Windows to stop working correctly. Windows will notify you if a solution is available."

Now why would this happen?
Did this happen well creating the STA2_Classic Mod?
posted on February 25th, 2013, 3:47 am
Ok, three things:

(1) One is two bug reports; one is from my STA2_Generational Mod.

(2) The other bug report is from a thing I decided to try that I said I wasn't going to make, it was just a trial and error kind of thing with Star Trek Armada I as a FleetOps Mod (aka, a FleetOps STA1_Classic Mod so to speak).**

(3) The screenshot is to help ask a question that is kind of urking me with a full wide screen computer screen.

****

**(Back To 2)-(**For the STA1_Classic Mod, I actually have an idea for making that for anyone who wants to try it. Use the A2 ships, stations, textures and everything (including the GUI) and just stick with the files that create the missions and the maps for them from A1. Of course I don't know if this is possible it is just a guess.**)

Attachments

Is There A Way To Full Screen This and also center the video fully in the box.jpg
Is There A Way To Full Screen This and also center the video fully in the box
Is There A Way To Full Screen This and also center the video fully in the box.jpg (158.92 KiB) Viewed 1326 times
exceptArmada2_STA1_Classic.txt
exceptArmada2_STA1_Classic
(52.57 KiB) Downloaded 339 times
exceptArmada2_STA2_Generational.txt
exceptArmada2_STA2_Generational
(26.94 KiB) Downloaded 354 times
posted on February 25th, 2013, 8:21 pm
Can anyone please explain these bug reports to me and or point to a section in the guide that actually helps to decode them and understand them?

I only ask this because I've seen they've been looked at but no one has said anything at all.
It makes me think it is a waste of my time and effort in seeking help trying to figure them out if no one is going to reply with advice and information about them. After all, don't people only post their bug reports because they are looking for help with them?
posted on February 26th, 2013, 11:59 pm
When it comes to bug reports, I am thinking that only small sections only hold the real important imformation, and I have tried to find the problems using this part of the guide (http://guide.fleetops.net/guide/modding/tutorials/bug-crash-checklist) this page though hasn't seemed to offer any of the help that I am looking for for these bug reports. The crashes don't apply to the ones being stated here, especially since the crashes only happen with mods being transfered to FleetOps (even if they are using the STA2_Classic Mod as a parent mod), the only ones not crashing are the stock version mods, except one exception. The mod that prevented the FleetOps executeable from launching the game.

Ok, the reason for this post is to only post the important sections of the bug reports instead of the full files. In future posts with bug reports, I'll be posting the file and this information as well.

From: "exceptArmada2_STA1_Classic"
Code: Select all
callstack crc     : $1d06802e, $800ae7bc, $800ae7bc
exception number  : 1
exception class   : EAccessViolation
exception message : Access violation at address 00628859 in module 'Armada2.exe'. Read of address 00000004.

main thread ($2a1c):
00628859 +009 Armada2.exe                                     ST3D_Font.SetTextureMaterial
5a9c9f17 +0d3 FleetOpsHook.dll FontEnhanced            78 +33 FontNewScreenWidth_New
5a9c9e2c +0ac FleetOpsHook.dll FontEnhanced            35 +17 FontInit_New
0048440c +5fc Armada2.exe                                     Program.SystemOpen
00476065 +0f5 Armada2.exe                                     _WinMain@16
5a9adab5 +029 FleetOpsHook.dll FleetOpsFunctionsHook 4977  +3 DebugException_Execute_New
5a9adf13 +26b FleetOpsHook.dll FleetOpsFunctionsHook 5097 +75 A2_WinMain
006734ef +12f Armada2.exe                                     _WinMainCRTStartup
751533a8 +010 kernel32.dll                                    BaseThreadInitThunk

thread $4160:
77851f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
751533a8 +10 kernel32.dll  BaseThreadInitThunk

thread $3c1c:
77850136 +0e ntdll.dll     NtWaitForMultipleObjects
751533a8 +10 kernel32.dll  BaseThreadInitThunk

thread $3e04:
77851f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
751533a8 +10 kernel32.dll  BaseThreadInitThunk


Code: Select all
cpu registers:
eax = 00628850
ebx = 00000000
ecx = 00000000
edx = 00000000
esi = 00000000
edi = 00000000
eip = 00628859
esp = 0018f678
ebp = 0018f680

stack dump:
0018f678  74 5f 71 76 20 03 00 00 - a4 f6 18 00 19 9f 9c 5a  t_qv...........Z
0018f688  50 a1 9c 5a 00 00 00 00 - 00 00 00 00 20 1c 00 00  P..Z............
0018f698  ab aa aa 3f 00 00 80 3f - 00 00 00 00 b0 f6 18 00  ...?...?........
0018f6a8  31 9e 9c 5a 20 03 00 00 - 70 fe 18 00 11 44 48 00  1..Z....p....DH.
0018f6b8  20 03 00 00 00 00 00 00 - 7d 45 89 00 00 00 00 00  ........}E......
0018f6c8  00 00 89 00 38 59 8f 00 - ac f7 18 00 94 3c 86 77  ....8Y.......<.w
0018f6d8  c3 3c 86 77 52 b3 79 76 - 14 fb 18 00 ac 03 89 00  .<.wR.yv........
0018f6e8  00 00 89 00 50 01 89 00 - c5 00 00 00 d3 01 00 00  ....P...........
0018f6f8  88 50 89 00 53 02 00 51 - b8 50 89 00 00 e0 fd ff  .P..S..Q.P......
0018f708  b4 00 00 00 00 f7 18 00 - 88 50 89 00 79 00 00 00  .........P..y...
0018f718  c8 83 8f 00 00 00 00 00 - f9 00 00 00 ec 1e 19 00  ................
0018f728  ed fd 84 77 26 ef 8a 77 - 1c 00 00 00 00 00 00 00  ...w&..w........
0018f738  00 00 00 00 00 00 00 00 - 64 f7 18 00 28 00 09 00  ........d...(...
0018f748  00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00  ................
0018f758  58 f8 18 00 00 00 00 00 - 00 45 8f 00 00 00 00 00  X........E......
0018f768  02 00 00 00 80 f7 18 00 - 10 5f 88 77 48 41 89 00  ........._.wHA..
0018f778  58 f8 18 00 30 41 89 00 - 24 f8 18 00 b2 e1 85 77  X...0A..$......w
0018f788  fb a5 86 77 da bc 79 76 - 14 fb 18 00 08 02 00 00  ...w..yv........
0018f798  40 59 8f 00 50 fc 18 00 - d5 71 8a 77 00 00 00 00  @Y..P....q.w....
0018f7a8  fe ff ff ff 1d 00 00 00 - 3a 00 3c 00 00 45 8f 00  ........:.<..E..

disassembling:
[...]
5a9c9eeb       cmp     edx, [eax+ecx*4+4]
5a9c9eef       jnz     loc_5a9c9ef8
5a9c9eef
5a9c9ef1 071   mov     eax, $5a9ca144         ; 'wormhole'
5a9c9ef6       jmp     loc_5a9c9efd
5a9c9ef6
5a9c9ef6     ; ---------------------------------------------------------
5a9c9ef6
5a9c9ef8     loc_5a9c9ef8:
5a9c9ef8 074   mov     eax, $5a9ca150         ; 'interface'
5a9c9ef6 071
5a9c9efd     loc_5a9c9efd:
5a9c9efd 076   mov     edx, [$5a9e9d08]
5a9c9f03       mov     edx, [edx]
5a9c9f05       mov     edx, [edx+ecx*4+$14]
5a9c9f09       mov     [ebp-4], edx
5a9c9f0c 077   mov     ecx, [ebp-4]
5a9c9f0f 078   push    eax
5a9c9f10       mov     eax, [$5a9e9804]
5a9c9f15       mov     eax, [eax]
5a9c9f17     > call    eax
5a9c9f17
5a9c9f19 080   mov     eax, [ebp-4]
5a9c9f1c       mov     edx, [ebp-8]
5a9c9f1f       mov     [eax+$28], edx
5a9c9f22 081   mov     eax, [ebp-4]
5a9c9f25       mov     edx, [ebp-$c]
5a9c9f28       mov     [eax+$2c], edx
5a9c9f2b 082   mov     eax, [$5a9e99fc]
5a9c9f30       mov     eax, [eax]
5a9c9f32       mov     eax, [eax]
5a9c9f34       mov     edx, [ebp-4]
5a9c9f37       mov     [eax], edx
5a9c9f39 085   mov     eax, [$5a9e8c9c]
5a9c9f3e       mov     eax, [eax]
5a9c9f40       mov     eax, [eax]
5a9c9f42       imul    esi
5a9c9f44       mov     [ebp-$10], eax
5a9c9f47       fild    dword ptr [ebp-$10]
5a9c9f4a       mov     eax, [$5a9e9c6c]
5a9c9f4f       mov     eax, [eax]
[...]


(Second Half Earlier Crash, Same File)
Code: Select all
callstack crc     : $3fcb41fd, $196a703d, $196a703d
exception number  : 1
exception class   : EAccessViolation
exception message : Access violation at address 00481CC0 in module 'Armada2.exe'. Read of address 00000054.

main thread ($1730):
00481cc0 +030 Armada2.exe                                     Localized_Strings.Localize
005ef35e +02e Armada2.exe                                     DebriefingDataTeam.GetRaceStringFromIndex
005ef640 +1a0 Armada2.exe                                     DebriefingDataTeam.DebriefingDataTeam
005f0400 +1f0 Armada2.exe                                     DebriefingData.DebriefingData
00484c38 +598 Armada2.exe                                     Program.GameOpenPreLoad
0048588b +10b Armada2.exe                                     Program.GameOpen
00487246 +166 Armada2.exe                                     Program.GameDoOne
00486b44 +544 Armada2.exe                                     Program.MainLoop
0047608d +11d Armada2.exe                                     _WinMain@16
5a9adab5 +029 FleetOpsHook.dll FleetOpsFunctionsHook 4977  +3 DebugException_Execute_New
5a9adf13 +26b FleetOpsHook.dll FleetOpsFunctionsHook 5097 +75 A2_WinMain
006734ef +12f Armada2.exe                                     _WinMainCRTStartup
759133a8 +010 kernel32.dll                                    BaseThreadInitThunk

thread $2024:
77500136 +0e ntdll.dll     NtWaitForMultipleObjects
759133a8 +10 kernel32.dll  BaseThreadInitThunk

thread $a78: <priority:-3>
774ff8aa +0e ntdll.dll       NtWaitForSingleObject
76ba1497 +92 KERNELBASE.dll  WaitForSingleObjectEx
7591118f +3e kernel32.dll    WaitForSingleObjectEx
75911143 +0d kernel32.dll    WaitForSingleObject
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $e64: <priority:2>
774ff8aa +0e ntdll.dll       NtWaitForSingleObject
76ba1497 +92 KERNELBASE.dll  WaitForSingleObjectEx
7591118f +3e kernel32.dll    WaitForSingleObjectEx
75911143 +0d kernel32.dll    WaitForSingleObject
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $1d0c: <priority:2>
774ffd6a +0e ntdll.dll       NtDelayExecution
76ba3bc2 +5f KERNELBASE.dll  SleepEx
76ba4493 +0a KERNELBASE.dll  Sleep
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $13fc:
77501f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
759133a8 +10 kernel32.dll  BaseThreadInitThunk

thread $234c: <priority:1>
774ffd6a +0e ntdll.dll       NtDelayExecution
76ba3bc2 +5f KERNELBASE.dll  SleepEx
76ba4493 +0a KERNELBASE.dll  Sleep
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $394:
77501f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
759133a8 +10 kernel32.dll  BaseThreadInitThunk

thread $1e6c:
77501f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
759133a8 +10 kernel32.dll  BaseThreadInitThunk


Code: Select all
cpu registers:
eax = 024a0608
ebx = 00000054
ecx = 00000054
edx = 00000010
esi = 00007ab7
edi = 00000000
eip = 00481cc0
esp = 0018fa64
ebp = 0018fa78

stack dump:
0018fa64  01 00 00 00 00 00 00 00 - 18 55 45 05 00 00 00 00  .........UE.....
0018fa74  08 06 4a 02 94 fa 18 00 - 63 f3 5e 00 54 00 00 00  ..J.....c.^.T...
0018fa84  01 00 00 00 00 00 00 00 - 18 55 45 05 00 00 00 00  .........UE.....
0018fa94  c4 fa 18 00 45 f6 5e 00 - 14 7c 45 05 0a 00 00 00  ....E.^..|E.....
0018faa4  02 00 00 00 01 00 00 00 - a0 02 4f 02 18 55 45 05  ..........O..UE.
0018fab4  00 00 00 00 18 fc 18 00 - 43 a0 6a 00 ff ff ff ff  ........C.j.....
0018fac4  24 fc 18 00 05 04 5f 00 - 00 ef 4f 02 01 00 00 00  $....._...O.....
0018fad4  04 00 00 00 a0 02 4f 02 - 00 ef 4f 02 00 00 00 00  ......O...O.....
0018fae4  00 00 00 00 00 00 00 00 - 8c e3 50 77 06 e6 09 77  ..........Pw...w
0018faf4  04 00 00 00 c4 01 3c 00 - 00 00 3c 00 00 00 00 00  ......<...<.....
0018fb04  00 00 00 00 20 00 fa 00 - 7e 2c 0a 09 00 00 00 00  ........~,......
0018fb14  00 00 00 00 00 00 00 00 - 00 00 00 00 21 00 f2 00  ............!...
0018fb24  7e 2c 0a 09 00 00 00 00 - 00 00 00 00 58 03 42 02  ~,..........X.B.
0018fb34  00 00 00 00 34 00 00 00 - 00 00 00 00 00 00 00 00  ....4...........
0018fb44  50 54 4d 02 48 00 42 02 - 74 01 42 02 a0 02 4f 02  PTM.H.B.t.B...O.
0018fb54  48 06 42 02 00 00 00 00 - f0 fa 18 00 00 00 00 00  H.B.............
0018fb64  70 fd 18 00 d5 71 55 77 - 2a cf 41 00 fe ff ff ff  p....qUw*.A.....
0018fb74  8c e3 50 77 f2 e0 50 77 - 04 00 00 00 34 00 00 00  ..Pw..Pw....4...
0018fb84  46 e0 50 77 00 00 00 00 - 00 00 00 00 00 00 00 00  F.Pw............
0018fb94  00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00  ................

disassembling:
5a9ada8c      public FleetOpsFunctionsHook.DebugException_Execute_New:  ; function entry point
5a9ada8c 4974   push    ebp
5a9ada8d        mov     ebp, esp
5a9ada8f        push    0
5a9ada91        push    0
5a9ada93        push    ebx
5a9ada94        push    esi
5a9ada95        push    edi
5a9ada96        xor     eax, eax
5a9ada98        push    ebp
5a9ada99        push    $5a9adb37              ; System.@HandleFinally
5a9ada9e        push    dword ptr fs:[eax]
5a9adaa1        mov     fs:[eax], esp
5a9adaa4 4975   mov     eax, [ebp+8]
5a9adaa7 4976   xor     edx, edx
5a9adaa9        push    ebp
5a9adaaa        push    $5a9adac1              ; System.@HandleAnyException
5a9adaaf        push    dword ptr fs:[edx]
5a9adab2        mov     fs:[edx], esp
5a9adab5 4977 > call    eax
5a9adab5
5a9adab7        xor     eax, eax
5a9adab9        pop     edx
5a9adaba        pop     ecx
5a9adabb        pop     ecx
5a9adabc        mov     fs:[eax], edx
5a9adabf        jmp     loc_5a9adb19
5a9adabf
5a9adabf      ; ---------------------------------------------------------
5a9adabf
5a9adac1        jmp     -$1a8fa2 ($5a804b24)   ; System.@HandleAnyException
5a9adac1
5a9adac6 4979   push    1
5a9adac8        push    0
5a9adaca        push    0
5a9adacc        push    0
5a9adace        push    0
5a9adad0        push    0
5a9adad2        push    0
5a9adad4        push    0
[...]


******
New bug report:
From: "exceptArmada2_STA2_Generational"
Code: Select all
callstack crc     : $3fcb41fd, $196a703d, $196a703d
exception number  : 1
exception class   : EAccessViolation
exception message : Access violation at address 00481CC0 in module 'Armada2.exe'. Read of address 00000054.

main thread ($1730):
00481cc0 +030 Armada2.exe                                     Localized_Strings.Localize
005ef35e +02e Armada2.exe                                     DebriefingDataTeam.GetRaceStringFromIndex
005ef640 +1a0 Armada2.exe                                     DebriefingDataTeam.DebriefingDataTeam
005f0400 +1f0 Armada2.exe                                     DebriefingData.DebriefingData
00484c38 +598 Armada2.exe                                     Program.GameOpenPreLoad
0048588b +10b Armada2.exe                                     Program.GameOpen
00487246 +166 Armada2.exe                                     Program.GameDoOne
00486b44 +544 Armada2.exe                                     Program.MainLoop
0047608d +11d Armada2.exe                                     _WinMain@16
5a9adab5 +029 FleetOpsHook.dll FleetOpsFunctionsHook 4977  +3 DebugException_Execute_New
5a9adf13 +26b FleetOpsHook.dll FleetOpsFunctionsHook 5097 +75 A2_WinMain
006734ef +12f Armada2.exe                                     _WinMainCRTStartup
759133a8 +010 kernel32.dll                                    BaseThreadInitThunk

thread $2024:
77500136 +0e ntdll.dll     NtWaitForMultipleObjects
759133a8 +10 kernel32.dll  BaseThreadInitThunk

thread $a78: <priority:-3>
774ff8aa +0e ntdll.dll       NtWaitForSingleObject
76ba1497 +92 KERNELBASE.dll  WaitForSingleObjectEx
7591118f +3e kernel32.dll    WaitForSingleObjectEx
75911143 +0d kernel32.dll    WaitForSingleObject
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $e64: <priority:2>
774ff8aa +0e ntdll.dll       NtWaitForSingleObject
76ba1497 +92 KERNELBASE.dll  WaitForSingleObjectEx
7591118f +3e kernel32.dll    WaitForSingleObjectEx
75911143 +0d kernel32.dll    WaitForSingleObject
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $1d0c: <priority:2>
774ffd6a +0e ntdll.dll       NtDelayExecution
76ba3bc2 +5f KERNELBASE.dll  SleepEx
76ba4493 +0a KERNELBASE.dll  Sleep
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $13fc:
77501f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
759133a8 +10 kernel32.dll  BaseThreadInitThunk

thread $234c: <priority:1>
774ffd6a +0e ntdll.dll       NtDelayExecution
76ba3bc2 +5f KERNELBASE.dll  SleepEx
76ba4493 +0a KERNELBASE.dll  Sleep
75d81323 +67 msvcrt.dll      _endthreadex
759133a8 +10 kernel32.dll    BaseThreadInitThunk

thread $394:
77501f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
759133a8 +10 kernel32.dll  BaseThreadInitThunk

thread $1e6c:
77501f1f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
759133a8 +10 kernel32.dll  BaseThreadInitThunk


Code: Select all
cpu registers:
eax = 024a0608
ebx = 00000054
ecx = 00000054
edx = 00000010
esi = 00007ab7
edi = 00000000
eip = 00481cc0
esp = 0018fa64
ebp = 0018fa78

stack dump:
0018fa64  01 00 00 00 00 00 00 00 - 18 55 45 05 00 00 00 00  .........UE.....
0018fa74  08 06 4a 02 94 fa 18 00 - 63 f3 5e 00 54 00 00 00  ..J.....c.^.T...
0018fa84  01 00 00 00 00 00 00 00 - 18 55 45 05 00 00 00 00  .........UE.....
0018fa94  c4 fa 18 00 45 f6 5e 00 - 14 7c 45 05 0a 00 00 00  ....E.^..|E.....
0018faa4  02 00 00 00 01 00 00 00 - a0 02 4f 02 18 55 45 05  ..........O..UE.
0018fab4  00 00 00 00 18 fc 18 00 - 43 a0 6a 00 ff ff ff ff  ........C.j.....
0018fac4  24 fc 18 00 05 04 5f 00 - 00 ef 4f 02 01 00 00 00  $....._...O.....
0018fad4  04 00 00 00 a0 02 4f 02 - 00 ef 4f 02 00 00 00 00  ......O...O.....
0018fae4  00 00 00 00 00 00 00 00 - 8c e3 50 77 06 e6 09 77  ..........Pw...w
0018faf4  04 00 00 00 c4 01 3c 00 - 00 00 3c 00 00 00 00 00  ......<...<.....
0018fb04  00 00 00 00 20 00 fa 00 - 7e 2c 0a 09 00 00 00 00  ........~,......
0018fb14  00 00 00 00 00 00 00 00 - 00 00 00 00 21 00 f2 00  ............!...
0018fb24  7e 2c 0a 09 00 00 00 00 - 00 00 00 00 58 03 42 02  ~,..........X.B.
0018fb34  00 00 00 00 34 00 00 00 - 00 00 00 00 00 00 00 00  ....4...........
0018fb44  50 54 4d 02 48 00 42 02 - 74 01 42 02 a0 02 4f 02  PTM.H.B.t.B...O.
0018fb54  48 06 42 02 00 00 00 00 - f0 fa 18 00 00 00 00 00  H.B.............
0018fb64  70 fd 18 00 d5 71 55 77 - 2a cf 41 00 fe ff ff ff  p....qUw*.A.....
0018fb74  8c e3 50 77 f2 e0 50 77 - 04 00 00 00 34 00 00 00  ..Pw..Pw....4...
0018fb84  46 e0 50 77 00 00 00 00 - 00 00 00 00 00 00 00 00  F.Pw............
0018fb94  00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00  ................

disassembling:
5a9ada8c      public FleetOpsFunctionsHook.DebugException_Execute_New:  ; function entry point
5a9ada8c 4974   push    ebp
5a9ada8d        mov     ebp, esp
5a9ada8f        push    0
5a9ada91        push    0
5a9ada93        push    ebx
5a9ada94        push    esi
5a9ada95        push    edi
5a9ada96        xor     eax, eax
5a9ada98        push    ebp
5a9ada99        push    $5a9adb37              ; System.@HandleFinally
5a9ada9e        push    dword ptr fs:[eax]
5a9adaa1        mov     fs:[eax], esp
5a9adaa4 4975   mov     eax, [ebp+8]
5a9adaa7 4976   xor     edx, edx
5a9adaa9        push    ebp
5a9adaaa        push    $5a9adac1              ; System.@HandleAnyException
5a9adaaf        push    dword ptr fs:[edx]
5a9adab2        mov     fs:[edx], esp
5a9adab5 4977 > call    eax
5a9adab5
5a9adab7        xor     eax, eax
5a9adab9        pop     edx
5a9adaba        pop     ecx
5a9adabb        pop     ecx
5a9adabc        mov     fs:[eax], edx
5a9adabf        jmp     loc_5a9adb19
5a9adabf
5a9adabf      ; ---------------------------------------------------------
5a9adabf
5a9adac1        jmp     -$1a8fa2 ($5a804b24)   ; System.@HandleAnyException
5a9adac1
5a9adac6 4979   push    1
5a9adac8        push    0
5a9adaca        push    0
5a9adacc        push    0
5a9adace        push    0
5a9adad0        push    0
5a9adad2        push    0
5a9adad4        push    0
[...]


(Part 1 of 2 posts due to # of characters limitation - full = 25886)
posted on February 27th, 2013, 12:00 am
(Part 2 of 2, final portion, starts with a stock game Bug Report):


New File:
A Stock Armada II Mod, and related to the mod that was preventing the FleetOps Executeable from launching:
Code: Select all
process id        : $12a8
allocated memory  : 42.49 MB
executable        : Armada2.exe
current module    : Armada2Hook.dll
module date/time  : 2008-01-19 05:06
compiled with     : Delphi 2006/07
madExcept version : 3.0f
callstack crc     : $f64dc458, $53c665dd, $53c665dd
exception number  : 1
exception class   : Exception
exception message : I76FatalError FFFFFFFF 00000020 00000031 FFFFFFFF C1752000 FFFFFFFF FFFFFFFF 7FFE0000 77889000.

Main ($10f4):
0319d288 +00015c Armada2Hook.dll A2FunctionHooks 132 +5 I76FatalError_Callback
00483eee +0000de Armada2.exe                            Program.obj
0319cff8 +000014 Armada2Hook.dll A2FunctionHooks  82 +2 StarTrek_Callback
00476042 +0000d2 Armada2.exe                            ArmadaWin.obj
006734f4 +22507c Armada2.exe                            savegame.obj
76a733a8 +000010 kernel32.dll                           BaseThreadInitThunk

thread $1208:
751a1497 +92 KERNELBASE.dll  WaitForSingleObjectEx
76a7118f +3e kernel32.dll    WaitForSingleObjectEx
76a71143 +0d kernel32.dll    WaitForSingleObject
76a733a8 +10 kernel32.dll    BaseThreadInitThunk


Code: Select all
cpu registers:
eax = 034403d0
ebx = 00000000
ecx = 034403d0
edx = 0319d28d
esi = 00737b30
edi = ffffffff
eip = 0319d28d
esp = 0018f610
ebp = 0018f694

stack dump:
0018f610  8d d2 19 03 de fa ed 0e - 01 00 00 00 07 00 00 00  ................
0018f620  24 f6 18 00 8d d2 19 03 - d0 03 44 03 00 00 00 00  $.........D.....
0018f630  30 7b 73 00 ff ff ff ff - 94 f6 18 00 40 f6 18 00  0{s.........@...
0018f640  74 fe 18 00 24 4b 02 03 - 94 f6 18 00 00 00 00 00  t...$K..........
0018f650  00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00  ................
0018f660  00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00  ................
0018f670  00 00 00 00 20 00 00 00 - 31 00 00 00 ff ff ff ff  ........1.......
0018f680  00 20 75 c1 ff ff ff ff - ff ff ff ff 00 00 fe 7f  ..u.............
0018f690  00 90 88 77 c0 f6 18 00 - 0a 00 04 5f 00 00 00 00  ...w......._....
0018f6a0  20 00 00 00 31 00 00 00 - ff ff ff ff 00 00 af c1  ....1...........
0018f6b0  ff ff ff ff ff ff ff ff - 00 00 fe 7f 00 80 77 78  ..............wx
0018f6c0  80 fe 18 00 f3 3e 48 00 - 34 fe 18 00 e6 ff fe 75  .....>H.4......u
0018f6d0  00 00 00 00 fb 0d ff 75 - 0c f7 18 00 78 5e a3 77  .......u....x^.w
0018f6e0  00 21 ae 77 e4 f7 18 00 - 00 00 00 00 60 23 c8 00  .!.w........`#..
0018f6f0  0c f7 18 00 02 00 00 00 - 0c f7 18 00 10 5f a3 77  ............._.w
0018f700  20 42 c1 00 e4 f7 18 00 - 08 42 c1 00 b0 f7 18 00  .B.......B......
0018f710  b2 e1 a0 77 fb a5 a1 77 - 78 60 1d 77 a0 fa 18 00  ...w...wx`.w....
0018f720  08 02 00 00 68 6e c7 00 - dc fb 18 00 d5 71 a5 77  ....hn.......q.w
0018f730  00 00 00 00 fe ff ff ff - 0b 00 00 00 16 00 18 00  ................
0018f740  60 23 c8 00 28 02 00 00 - 05 00 00 00 00 00 00 00  `#..(...........

disassembling:
[...]
0319d274       call    -$177b49 ($3025730)    ; System.@LStrCatN
0319d279       mov     ecx, [ebp-$24]
0319d27c       mov     dl, 1
0319d27e       mov     eax, [$307450c]
0319d283       call    -$1229ac ($307a8dc)    ; SysUtils.Exception.Create
0319d288     > call    -$178645 ($3024c48)    ; System.@RaiseExcept
0319d28d 134   xor     eax, eax
0319d28f       pop     edx
0319d290       pop     ecx
0319d291       pop     ecx
0319d292       mov     fs:[eax], edx
[...]


That's all for the bug reports.

The last thing I want to say related to those that think I should use the STA2_Classic Mod as a base/a Parent Mod and not make my Mod as a Standalone Mod:

Right in the text for creating a mod using the STA2_Classic Mod as a Parent mod it says this:
3) Delete the modification's label.map file.

I can't delete a file that my mods are using with addional coding, you know unless that coding is added to the STA2_Classic Mod's label.map file which would be extra coding that that mod doesn't need.:
Code: Select all
mission_select {
   + title         {SELECT MISSION}
   + ok_button      {O.K.}
   + cancel_button      {Cancel}
   + a2_fed01.bzn      {Invasion}
   + a2_fed02.bzn      {Lifelines}
   + a2_fed03.bzn      {Recovery}
   + a2_fed04.bzn      {Along the Neutral Zone}
   + a2_fed05.bzn      {Into the Breach}
   + a2_fed06.bzn      {Inferno}
   + a2_fed07.bzn      {The Cavalry}
   + a2_fed08.bzn      {Data Retrieval}
   + a2_fed09.bzn      {Staging Grounds}
   + a2_fed10.bzn      {There and Back Again}
   + a2_kling01.bzn   {A Dagger At Zarush}
   + a2_kling02.bzn   {Executioner}
   + a2_kling03.bzn   {Brave New Worlds}
   + a2_kling04.bzn   {Blockade}
   + a2_kling05.bzn   {The Unknown Prize}
   + a2_kling06.bzn   {The Romulan Connection}
   + a2_kling07.bzn   {Battle of Crucis Major}
   + a2_kling08.bzn   {Trojan Horse}
   + a2_kling09.bzn   {To Cardassia and Victory}
   + a2_kling10.bzn   {The Final Battle}
   + a2_borg01.bzn      {Werewolf Pack}
   + a2_borg02.bzn      {Pink Slips}
   + a2_borg03.bzn      {Interdiction}
   + a2_borg04.bzn      {There Goes the Neighborhood}
   + a2_borg05.bzn      {The Catch}
   + a2_borg06.bzn      {Interception}
   + a2_borg07.bzn      {Strange Bedfellows}
   + a2_borg08.bzn      {Tidal Wave}
   + a2_borg09.bzn      {The Maw}
   + a2_borg10.bzn      {Rifts}
   + expance1.bzn      {Entering The Delphic Exspanse}
   + Dombattle.bzn      {A Dominion War Battle}
   + domwar.bzn      {Taking The War To The Dominion}
   + The New Ba'ku System.bzn {Revisiting Ba'ku}
   + Klingons Verse Romulans.bzn {The Romulans Want War}
   + borgatt.bzn      {The Borg Attack}
   + Borg Obsticals.bzn    {Borg Obsticals}
   + conduits.bzn       {Borg Conduits}
   + cardassianhell.bzn    {Hell Of The Cardassians}
   + muwolf359.bzn      {Mirror Universe Wolf 359}
   + TheTerranEmpireMisson1bata.bzn {The Terrans Return}
   + TheAlliance.bzn   {The Alliance}
   + TheLucklyPlayer.bzn   {The Alliance's Revenge}
   + fed1.bzn      {Premonitions}
   + fed2.bzn      {Paradise Revisited}
   + fed5.bzn      {Vendetta}
   + fed3.bzn      {Dark Omens}
   + fed4.bzn      {TEST FOR ART}
   + kling3.bzn   {To the Gates of Sto'Vo'Kor}
   + kling1.bzn   {The Enemy Within}
   + kling4.bzn   {A Good Day to Die}
   + kling2.bzn   {Broken Ties}
   + kling5.bzn   {Gray Eminence}
   + rom2.bzn      {Cloak and Dagger}
   + rom4.bzn      {Call to Power}
   + rom3.bzn      {The Gauntlet}
   + rom1.bzn      {Retribution}
   + rom5.bzn      {Unholy Alliances}
   + borg1.bzn      {Resurrection}
   + borg3.bzn      {Assimilation}
   + borg4.bzn      {Extermination}
   + borg2.bzn      {Day of Reckoning}
   + borg5.bzn      {The Twilight Hour}
   + finale2.bzn   {Time after Time}
   + finale4.bzn   {Once and Again}
   + finale3.bzn    {Strange Bedfellows}
   + finale1.bzn   {A Line in the Sand}
   + finale5.bzn   {The Alpha and the Omega, Part I}
   + finale6.bzn   {The Alpha and the Omega, Part II}
}

What I did was copied the label.map file from STA2_Classic into my mod in case there was extra information needed for a FleetOps mod, then I replaced that section that looks like what I put above with what you see above. As you can see, I deleted the Tutorials and replaced them with mission maps. All my mods that I create are like this, the tutorials are replaced with what I call: "Mission Maps", and they work like the regular campaign missions.

So unlike this info file:
Code: Select all
[mod]
 Name=mymod
 Description=my mega mod
 Author=me
 Version=0.0
 Icon=icon.ico
 Screenshot=splash.bmp
 AssetVersion=30205
 ParentMod=STA2 Classic
 Website=http://www.mymod.com
 Email=me@mymod.com


Mine looks like this with minor changes for all my mods:
Code: Select all
[mod]
Name=Star Trek Armada II: Generational
Description=STA2 with Missions, Additional Races, & Generational Features
Author=Je_mezu24, Activision, Maddoc
Version=1.0
Icon=armada2.ico
Screenshot=splash.bmp
AssetVersion=30205
ignoreParentMaps=1
standalone=1
Website=http://armada2.filefront.com
Email=je_mezu24@yahoo.com

Its pretty much a copy of the STA2_Classic info file with some changes.
Other than the extra missions, the extra ships, stations, weapons, special weapons, physics, sods and textures, my mod STA2_Generational Mod should be identical to the STA2_Classic Mod but for some reason, that mod works well mine doesn't, even when its set to use STA2_Classic as a Parent Mod.
posted on February 27th, 2013, 12:22 am
"

Je-mezu24 wrote: Its pretty much a copy of the STA2_Classic info file with some changes.
Other than the extra missions, the extra ships, stations, weapons, special weapons, physics, sods and textures, my mod STA2_Generational Mod should be identical to the STA2_Classic Mod but for some reason, that mod works well mine doesn't, even when its set to use STA2_Classic as a Parent Mod.
"

Per your above info you've tested your changes before adding them to the Fleet Ops/mods folder right? Meaning they work in plain old Star Trek Armada 2? All files you added are all correct, no missing " in the odf's, the sprite files are all correct in spelling and references? Did you test each change you made before moving on to the next, keeping a back up of each file you change just in case so you can reload it if needed?

I must say snapping your fingers and demanding responses won't win any hearts. Consider it very gratious that others are here to offer help. SLOW DOWN, take your time and make sure each step works before moving on to the next. Write your ideas and questions down so you'll have them and post a few at a time. Everyone here has lives and things they are doing and will assist you as they are able.
posted on February 27th, 2013, 4:26 am
Last edited by Je_mezu24 on February 27th, 2013, 9:19 am, edited 1 time in total.
@rifraf: I know all that already.
Plus I have two versions of my mod, and I've said that before, a stock Armada II version of the mod that uses the Patch Project 1.2.5 Patch and one for the FleetOps Mods Directory.

There is no missing files what so ever and I know that to be 100% true because from the STA2_Classic Mods copy I deleted its ODf files, it's ShipImages, it's SOD files, and its textures and replaced them with my mods files. I replaced the Sprites files with the ones that I had made changes to and the same goes for the Techtree files, the same goes with any of the files that I edited in the main directory, I replaced the STA2_Classic Mods files for my modded ones only.

I tested all my changes in the stock version of my mod and they work just fine, actually perfectly and since they are the exact same files being used in the FleetOps version of my mod, logically they should work just fine. Only some of the ships and stations need a minor editing to get rid of this coding:

Code: Select all
//Max Buildable #
maxBuildableNumber = 12

(12 is just an example number)

I believe this coding needs to be replaced with this FleetOps coding:
Code: Select all
//Fleet Cap (Stop Building after this Amount)
fleetcapfile =
- (I think this is the right coding, the FleetOps ships and stations don't have their coding labeled with what they do when I actually keep mine labeled for that exact purpose to help others that mod the game, so I have to guess what their extra coding does.)

*****

Also, I want to use this extra coding:
Code: Select all
//FLEET OPS EXPANDED CODES
 
// Shield SOD used when we are hit
shieldhit = ""
 
// Shield SOD used if shields are low health
shieldhitcritical = ""
 
// Shield SOD used when shields are lowered
shielddown = ""


I'm not snapping my fingers and demanding help, I'm simple been asking nicely for help, hence the reason why I've posted the bug reports, seeing that they've been looked at and nothing said seems to be a sign of un-helpfulness. Why do people look at files if they can't help? I don't if I don't understand the posted file.

Slowing down is not applicable here, I'm not doing something that can be tested one at a time and then moving on to the next because in this case, its the only way to convert a stock mod into a FleetOps Mod, this isn't your normal add a ship, station or weapon into the game then test type of thing.

If I write my questions down one at a time I won't have anything to do with my modding projects. Any ways I have actually been posting my questions a few at a time and to be completely honest, I am still waiting for answers.

I know everyone has lives of their own, I myself do to, yet I've still seen a lot of people online. The only thing I haven't seen is and Devs taking a look at the bug reports or saying anything, the number one people to understand the bug reports are the Devs.
posted on February 27th, 2013, 6:30 am
Dude, I was just trying to help and if I missed that you stated something that you tried already then I apologize but you're so abrassive and impatient to work with.

From your previous posts: "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"

"I really want to play FleetOps and am getting very unhappy that the game won't work,
So sadly, why is this issue getting ignored?"

Those don't exactly scream "hey, I'm a freindly person can I get some help please?" It may take days for someone to respond and you'll just have to deal with it. I hate it for ya. Also, in the post above you started putting more code that you want to use in your mod when you haven't even figured out what's wrong? That's what I mean by slow down.

Now, from your post on page 3 you said "I was thinking it had something to do with the Mods Directory because it didn't start [game crashes] till I added the extra FleetOps sprite coding to my sprites.spr file for STA2_Generational."
So your generational mod worked, then you added "some" fleetops sprite coding and then it stopped working? Take the code out that you added and see if it works. It should "if" that's the only code you did add. Then post the code here so we can see what it is you added.

Just something else perhaps, did you mod your AI build lists to match all your new ships/stations you added since you deleted all the STA2 Classic mod sods/odf's?
posted on February 27th, 2013, 9:15 am
Sorry, this is going to be long, have a few things to explain, in no way am I trying to be disrespectful, just think I need to clear up some misconceptions. :( :thumbsup:

@rifraf: I have been nice and patient, I've posted my questions and problems weeks ago with no reply, I've checked daily to find out and find nothing, in fact I've checked every post on these forms, and I've noticed threads new and old getting posts and replies daily well my questions and kindly asking for help really seems to be ignored or falling on deaf ears.

Anyone besides me would actually be frustrated if they too could tell they were being ignored when asking for help. Now honestly, if you or anyone asked for help or needed some questions answered and you posted them weeks ago and got no answer, how would you feel? How would you feel if you've noticed other people's questions were being answered and yours weren't? I'm just stating what I have been observing, not trying to or wanting to be rude or disrespectful. :(

Like I've said, I've waited weeks since the first day I started this tread back on 2/11/2013, that was just over two weeks ago. Really all I've gotten is complaints about long posts with questions, people saying my questions are too lengthy. When it comes to asking questions, I've always been taught since elementary (grade) school that its best to be precise on what your asking and to be descriptive so not to cause confusion; so that's exactly what I've been attempting to do.

That crash on page three wasn't a crash that you're referring to, it was that the main FleetOps Executable file wasn't launching the game and it wasn't even connected to the extra coding, coding that in fact is also in the STA2_Classic Mod's sprites.spr file because the mod adds two files to work Inconjunction with FleetOps so they were in fact needed and not the problem. I already solved that problem and it was a result of the third mod at the time that I have removed, it was a Star Wars - StarGate mod that was modeled after the stock Star Wars Fleet Command mod at A2Files, I have removed it and the FleetOps executable is launching again, that suggestion on removing that mod came from you in fact and I thought I thanked you already for that, because that means one problem/question has been answered/solved. Furthermore, you've assumed that my STA2_Generational Mod worked before adding that coding, but it didn't, it crashed the moment it was selected in the Mods Directory/Mod Settings/Options in the game after launching FleetOps, adding that coding (and testing it after removing the third mod) got me into the main screen for my mod for selecting either "Single Player (the campaigns)", "Instant Action", or "Multiplayer " (which I don't even know works online as a FleetOps mod through the Mods Directory). When the crash occurred the first time for the STA2_Generational Mod, it was when trying to launch the first Federation Campaign Mission ("Invasion"), that's when the crash occurred. Thought it was related to the missions so I launched the game again and tried "Instant Action" and it crashed the moment I clicked that button. Process of elimination is still out on that crash, but there are Federation ships that use the Max Buildable Number coding (see part underneath this one), and that goes for some ships to every race in the game as well.

The coding that I mentioned about putting into the files possibly is the answer to fixing a problem or might not, but it surely won't cause a problem because the coding it replaces is only in the Patch Project 1.2.5 Patch that Dominus_Noctis has already said will not work in FleetOps since it has been removed, in my opinion right none it shouldn't be causing any problems since its only on a select number of ships and stations, of course I could be wrong about that. So the coding that I am talking about putting in is essential to getting a mod to work inside FleetOps that uses the Mods Directory, it isn't a waste of time, in fact though one of my first questions involved trying to find out what that unique coding is that replaces the Patch Project 1.2.5 Patch's Max Buildable # (maxBuildableNumber) coding. All Dominus_Noctis said about that coding was this:
"3. Replaced with fleet cap files, the old commands are removed"
, he didn't say what coding that was or how it worked or even point to a section in the guide with it. Pretty much told me to check the ODFs in FleetOps for the coding and since they don't labke them like the stock game (and my ODF files do) I haven't easily found it.
(Here is what I mean by labeled coding:
Code: Select all
//Number of crew required to build ship & Starting crew
crewCost = 160
 
//Dilithium Cost to build
dilithiumCost = 217
 
//Metal Cost to build
metalCost = 450

See how there is texted commented out with "//"? That tells what the coding underneath does. It may make the files size smaller not including it, but it makes it extremely easier for those that are modding the game that don't know what every little piece of coding does, like I don't know what ever piece of FleetOps coding does; hence the reason why I won't mod FleetOps ever and want to stick with the simple ODF files from stock Armada II and the STA2_Classic Mod. After all, everyone has a level of doing something they are comfortable at and confident in their abilities.)

Lastly, Note: Even though I deleted all the STA2_Classic Mods ODF files, the AI files are not effected. This is because they are still the stock ODF files and they still correspond to the original ODF files in the game because my ODF files are still the same as stock, nothing in them has been renamed or replaced in that manner. The stock ODF files are only edited within for weapons, health. The AI plays just fine in the stock (non-FleetOps version) of my STA2_Generational Mod.

The only thing I've been doing when it comes to modding for both the FleetOps version and non-FleetOps version of my mod is creating the AI files, and they are just copied versions of the stock AI files and will be replaced after they are done for both mods. Currently, I'm working on the Borg "Extended" AI and when it's complete I'll be posting them in a .zip file in my AI thread for advice on them and to see if I did them correctly. Nothing new or modded is in either version of my mod since the mod hasn't been working in FleetOps.
posted on February 27th, 2013, 4:34 pm
In regards to making posts to ask quesitons, I've had several not get answered ever. That's life and you move on, but then I have a pretty thick skin so I'm ok with it. You could try asking in another forum like Armada 2 Filefront forums or MSFC or AFC? I read most of these posts every day even though I would rarely reply to one. Just because I read it doesn't mean I have to respond. People probably simply don't know what's wrong to help you.

You've been told several times that no one exacty remembers how the STA2 Classic mod was made to get working, however Squire James went a long way in explaining some things that he could. I'm sorry you don't like that answer but not much to do about it. It's been suggested you try using the STA2 Classic as a parent but your absolute refusal means you are in uncharted waters trying something new that no one can always help with.

On to your mod. Your generational mod works fine in stock A2 as you've stated. The STA2 Classic mod works fine in the Fleet Ops mod folder as you've stated. Since you deleted a bunch of sod/odf/sprite files and replaced them with your own common sense would dictate that something that was in your modded files is breaking the game.

Something that worked fine in the stock STA2 Classic mod got deleted when you added your own files and it's preventing the mod from working. Could be a " or a line of code or a misspelled word. I'm sorry you disagree but that's where deleting one thing at a time from the Classic mod and adding one thing back to replace it and testing comes into play.
posted on February 27th, 2013, 6:27 pm
@rifraf: Well I can not use AFC because my network keeps giving an error for that page and since it seems to happen at all locations I've tried it's not going to happen. I haven't gotten any help at A2Files ever so I've abandoned that site for good, and my membership to MSFC for some reason was denied so I'm not going back there either. The only other modding site with forums I heard about is Megadroids Mission Mod and that site has been down saying: "Restructuring Ahead of Releases" for a very long time so I've come to the conclusion that site is dead and isn't coming back. So this is the only site I can go to with my questions and bug reports.

I find it hard to believe that people simply don't know what's wrong to help me with these problems, especially since there has to be other people making mods for the Mods Directory that are Standalone Mods from the STA2_Classic Mod, because I know that I'm not the only one to want to make a standalone mod, especially given what the directions to make a mod using the STA2_Classic Mod as a Parent Mod tell you to do with such files as the label.map file especially when people do mod that file as well for their individual mods so really in all due respects, it's ridiculous and obsurd to delete that file when it's needed, anyone who needs it would never delete it and you can't change it in the STA2_Classic Mod because logically it would be affecting that mod and its missions as well. It's not smart at all to tell people to delete that file, and no matter what anyone says I won't do it, and the verdict is my mod thus NEEDS to be a Standalone Mod it's only logical since there are other files that are needed as well. All I need to know the changes made to individual files, how hard can that be to say what changes were made?

I never said, I don't like the answer SquireJames gave, he gave what files seem to have changes in the STA2_Classic Mod and I'm searching for those changes to implement them. But no way am I going to even make a Cutdown of the STA2_Classic Mod just to even make my mod work for FleetOps, that is another firm of a big waste of valuable hard drive space, like after my mod is done, the same can be said about the STA2_Classic Mod, and what do people do with useless things that are taking up hard drive space? They delete them to get back that valuable space and that's because it's logical to do.

If no one knows what changes were done to the STA2_Classic Mod to get it to work as a FleetOps Mod via the Mods Directory, I surmise that by the release of FleetOps 4.0 and versions after that, the STA2_Classic Mod and all mods using it as a Parent Mod will eventually start crashing due to newer changes in FleetOps. Then all those mods would need a new version of the STA2_Classic Mod to work again. The logical and smart course of action is "Standalone" mods that don't rely on anything except FleetOps to work via the Mods Directory. I don't get how anyone can't realize that, it's one of the first things I realized when I read about the obsurd suggestion in the guide to use the STA2_Classic Mod as a Parent Mod, I thought ahead.

When it comes to the files in the STA2_Classic Mod that I deleted and the files that are in my STA2_Generational Mod that replaced them, I checked them with their STA2_Classic counterparts and they are identical so common sense says that they are not the problem especially since they are only rewritten/overwritten stock game files that were replaced, and the files that are in the STA2_Classic Mod are just that stock files. Anyone who has compared the stock ODF files to the STA2_Classical Mod will notice that and if I have to, I will include an example as an attachment. I wouldn't be wanting to make the STA2_Generational Mod be a Standalone Mod if they weren't 100% identical files, common sense would tell you not to. So the facts are the files I've replaced are identical and thus can't be breaking the game.

All my mods files work fine, if they were missing anything like a simple " or a line of code, they would also be crashing the stock version of the STA2_Generational Mod and they aren't. Before I even started the STA2_Generational Mod, I made a copy of the STA2_Classical Mod and only replaced the stock ODF files and stock SODs and gave the game my textures and still the STA2_Classical Mod worked just fine. It isn't my ODF files or the SODs causing the game not to work, of course none of the stock ships have the "Max Buildable Number" coding. Plus I was told by Dominius_Noctis that I could replace the files in the STA2_Classic Mod with the files I edited in the STA2_Generational Mod directly.

Here is the original question I posted about that:
"(1) Pretty much my mod is just a Generational version of the STA2_Classic Mod since that is just the stock Armada II game transferred as a mod into FleetOps so really, Instant Action and Multi-Player is where my major Generational changes will show up, the campaigns are really untouched except with new additional units placed on the maps for the AI to have at the start of the missions. Because of this, my Star Trek Armada II Generational Mod (STA2_Generational) is really in my opinion exactly like the STA2_Classic Mod just expanded, so is it possible to make it a "Stand Alone Mod" without it having to use STA2_Classic as a "Parent Mod"? (Especially since the FleetOps version is using a copy & paste then edited version of the STA2_Classic Mod.)"


And here is Dominius_Noctis' answer:
"1. Yes it is possible, provided you have all the correct references. You'll know as soon as you come across crashes/missing sprites/etc"


Hence the reason why I have posted all of the bug reports that I have and also their main information in my previous posts to actually find out if they are crashes related to the possibility of any missing sprites, coding or even if it is just because of the "Max Buildable Number" coding. Its called narrowing down the possible causes and since I can't understand the information in the bug reports if it is saying one thing over another, that is why I posted them for someone who does understand them to "decode" decipher" them for me.

Attachments

fente (from STA2_Generational).txt
This is the fente.odf file from my STA2_Generational Mod saved as a text file since ODF files are excepted. There are some extra weapons (all files are already in the game), alittle extra coding from the new physics files, (from the STA2 Upgrade Project Vanilla Ultimate 2.0.0), a new sounds set for Captain Picard, and some coding found in other mods for stock Armada II (tested those codes on a ship in STA2_Classic with no problems).
(6.36 KiB) Downloaded 343 times
fente (from STA2_Classic).txt
This is the fente.odf file from the STA2_Classic Mod saved as a text file since ODF files are excepted.
(4.53 KiB) Downloaded 351 times
fente (from Stock Armada II).txt
This is the fente.odf file from Stock Armada II saved as a text file since ODF files are excepted.
(4.53 KiB) Downloaded 352 times
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