Ambrosia Garden Archive
    • Big problem with my modifications...


      Hope this is the right place to post... Anyway:

      Lately, I've been working on a plugin which I have, quite originaly, titled "changes". The gist of the plugin is to sort of mesh Ship Variant 1.0.6 with Balance 2.0, while putting more distance between the fighters, the freighters and the men-of-war capital ships.

      Anyway, I had been working on my modifications for the first few ships in the game, the standard variants you can purchase without having to install Ship Variants. I added a fire-while-cloaked disabling hellhound missile launcher, the disabling hh missile, a pirate cloaking device available with the Ralph Sutherland Pirate offshoot missions, the superheavy blaster turret, the 400mm turreted railgun and the 200mm turreted railgun, as well as two uncompleted defense ships, the Auroran and Federation Batteries. I also copied the descriptions for the ships and weapons of the standard Nova scenario, as well as all of the outfit and weapons resources from the data files. I also took the modified ships from Ship Variants to modify to my liking.

      After running it to check the first couple of changes, I discovered that, for example, EMP torpedo launchers mounted on the Manticore, Fed Carrier and Fed Destroyer (all standard variants) showed up as 3 lots of energy to create darts instead of EMP torp tubes and their ammo showed up as dart.

      I played around trying to fix this... No avail. I ran the debug log and fixed a numerous amount of problems, such as ships accidentaly having resell values hundreds of times their highly inflated prices that I had given them to distinguish themselves from the weaker cargo ships, such as the Valkrie and IDA Frigates. I also discovered that in some shďp fields, I had entered the RID's as Idx numbers, causing problems. Also, somehow, certain weapons resources hadn't copied properly, leaving Mantas and Manta bays connected, somehow, to the newly added PD Ion Cannon, which I intended to mount on my Federation Battery.

      Somehow, the game is recognizing things such as fighter bays, raven rocket pods and similar items as turrets and guns, creating the annoying "ship ___ (xxx) has p turret weapons when its maximum is y turrets", or something similar.

      Also, a lot of ship's weapons resources (triple checked) are somehow not recognized, such as giving the Lightning a T-Head lance as a standard outfit. "Ship XXX weapon ID YYY does not have a corresponding oütf resource."

      And I still cannot figure out why Pirate and Fed ships are appearing with 20 darts and 3 energies to create darts instead of 20 EMP torps and 3 EMP torp tubes.

      Is there some sort of bug in my NovaTools that is causing my oütf RID numbers to scramble or something?

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      When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

    • This is the right place to post. Sounds like something's being corrupted. Are you copying the ID numbers of the weapons or the outfits with the weapons to equip to the ships? You need to use the number of the weapons.

      If you upload your plug, we can better help you.

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      (This message has been edited by UE_Research & Development (edited 01-03-2004).)

    • What do you mean by upload the plugin? As in post it online?

      How would I do that?

      Oh, and BTW, I have been using the correct ID's, at least I think I have. For example, if I want to put a light blaster (oütf RID 128) onto a ship, I would make sure I'm on RID, not IDX, and type 128 into the weapons field and type how many I want below. This is correct? It worked before.

      I don't know if this is a problem, but I continuously have problems with RES Edit. It will constantly crash, freeze, quit, quit after saving (I find this extremely annoying after I've sat and copied large filed to work with after waiting for 15 minutes) and force Classic to quit.

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      When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

    • By post it, I mean upload it to a web site (a Geocities one works fine for that) and link to the file from here.

      If you have problems with ResEdit, I suggest you get Mission Computer by David Arthur. It does everything ResEdit + Novatools does, plus is more stable. EVONE has received mixed reviews, although most of them center on the fact that the program is not free, but costs $10. And if you have a PC, EVNEW is a remarkably stable editor that is open-source but still in beta phases.

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    • I do not have time to upload this plugin right now seeing as how it includes every outfit, weapon and ship resource field in the game and then some, but I will try Mission Computer, as you suggest.

      Though later on I might just upload the ones that I've already modified...

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      When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

    • I wouldn't have thought it would be too big to upload, actually... it's the graphics that generally make a plugin huge.

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go&urgaylol;=yes")EV Developer's Corner(/url)
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    • Quote

      Originally posted by Zzap212:
      **

      I want to put a light blaster (oütf RID 128) onto a ship, I would make sure I'm on RID, not IDX, and type 128 into the weapons field and type how many I want below. This is correct?

      **

      Theres your problem.
      You need to enter the weap id, not the outf id.
      Thus, while the weap ID for the light blaster happens to be the same as for it's linked outf, this is not the case for anything after the IR missile.

      Since the outf id for the EMP torpedo is 175, when you thought you were entering an EMP torp, you were actually refering to whatever has a weapon ID of 175 - which so happens to be the Create Dart ability.
      -Az

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      (This message has been edited by Azratax2 (edited 01-03-2004).)

    • Aha. I see your point, though I can't say that it makes much sense. I would think the outfit ID would take preference, but... Oh well.

      But I do have one other question. Assuming that you need a weapons ID...

      The weapons ID for my Disabling FWC Hellhound Missile if 176. The Outfit resource for 176 is an EMP torpedo. Why, when I enter the ID # for the disabling HH Missile launcher, oütf ID # 342, does it link to weapons ID # 176? Going by what you say, weapons ID's are recognized, not outfit ID's, the engine should outfit my ship with nothing, as there is no standard weapons resource using the ID 342. This is assuming that weapons ID's, not outfit ID's must be entered into the weapons field on each shďp field.

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      When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

    • Quote

      Originally posted by Zzap212:
      **The weapons ID for my Disabling FWC Hellhound Missile if 176. The Outfit resource for 176 is an EMP torpedo. Why, when I enter the ID # for the disabling HH Missile launcher, oütf ID # 342, does it link to weapons ID # 176? Going by what you say, weapons ID's are recognized, not outfit ID's, the engine should outfit my ship with nothing, as there is no standard weapons resource using the ID 342. This is assuming that weapons ID's, not outfit ID's must be entered into the weapons field on each shďp field.

      **

      But you see, the wëap resource ID for your Disabling FWC HH's is #176. Therefore, in the Weapons field of the ship, you enter 176, in order to link to said missiles. You must also fill in the number of launchers (Count), and the amount of ammo it receives by default (ammo). You do not put outfits for weapons in the Outfit field, as there is a separate field for weapons.

      Oütf resources are only used in the outfitters, when purchasing the weapon, and for the game to keep track of which weapons/items the player has (which is why you must have an oütf for every wëap the player will use).

      I hope this clears things up a bit...
      ~ SpacePirate

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    • In the Oütf resource, there is a list of 4 Mod Types. For an outfit that refers to a weapon, one of the Mod Types must be 'weapon' and the corresponding modval must be the RID of the weapon you want linked.

      So Oütf 342 would have 'weapon' and '176' in one of the Modtypes so that when you buy that outfit, the game knows what weapon to give you.

      (edit)
      Also, if you have ammunition, it must have a mod type of 'ammunition' and the RID of the weapon it is ammuntion for.
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      (This message has been edited by Lumpy the Elf (edited 01-04-2004).)

    • Yes, I know this.

      My point is is that when I enter the oütf ID of 342 into the weapons field in the shďp resource, it outfits the ship with the disabling HH missile, even though the oütf ID was entered, not the weapons ID.

      Oh, and I did download Mission Computer, though I have a few problems.

      I love the graphical interface, especially the system and galaxy editors and the built in Nova Bible excepts, though I hate the fact that every field is not visible at the same time (as with RES Edit), also, there is no "select all" function, though if I see the message "cannot complete xxx due to an unkown problem" one more time, I'm going to shoot my computer.

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      When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!