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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 10, 2011 12:40 am    Post subject:  settings gone fubar Reply with quote  Mark this post and the followings unread

*sigh*
here is the story, and its true #Tongue

so I started anew to make my mod ontop of UMP
and as I came close to finish, game simply won't load in skirmish
after "gathering intel on involved factions"

so I did step by step eliminating

- checked if all infantry, vehicles, aircrafts have appropriate entry in rules and art
- checked if all inf, veh and air have correct list in rules, in correct ordering numbers and that they are last on list (not mixed with original ts/fs)
- checked the same for animations and projectiles
*
then i started deleting all my inf/veh/air and any of their entries in art or anywhere connected with their name in rules

then did same for animations and projectiles
*
then i reverted back General, AI and IQ settings from UMP back into my rules

ini checker was useless

so can someone recommend what did I miss ?

I am sure its not corrupted hva files, because thats the reason I removed all
veh/air entries, and also when I return original TS rules game runs ok

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Jul 10, 2011 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Internal Error poping up, or perhaps silent ones, check your directory for a newly created EXCEPT.TXT file.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 10, 2011 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

upload your inis.

Do you've created a new mix file? Maybe it's corrupt, which sometimes happens. In this case simply delete the whole content inside the mix and then add it again.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 10, 2011 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper: no except file

Lin Kuei Ominae:
---------------
not new mix file, I only used UMP's and added other things
also XCC reads it fine and shows things ok
they extract also ok and get read ok by SHP builder


as for these attached files, I uploaded the stripped down version
so errors can be found easier

also both AI and AIFS are edited, I replaced HMEC and JUMPJET units
with 2 different, both properly coded (HMEC2 and BAZOOKER)

if I missed something its probably coz its late and mind plays trick on me #Tongue

anyways, any help is much apreciated as I am trying to find cause for like 5 days (some may call me stupid for not just restart again and add bit by bit) #Tongue



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Morpher
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Joined: 28 Jan 2005

PostPosted: Sun Jul 10, 2011 3:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Hva file?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 10, 2011 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
not new mix file, I only used UMP's and added other things
also XCC reads it fine and shows things ok
they extract also ok and get read ok by SHP builder

All this doesn't tells if the mix is corrupt or not. The game could still have had problems reading it, while xcc is able to read it.
You also shouldn't touch working stuff. Keep the original UMP mix files and create new ones for your stuff. (you can use up to 99 ecache and 99 expand mix files, so there is no need to cram everything in only one)

Some other things i've found while flying over the inis.

BALOONCIV2 has no art entry, but is still used.

MMCHBARREL voxel debris has wrong vxl image assigned. It's MMCHBARL and not MMCHBAR. (most probably the reason for the crash)

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 10, 2011 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

ha it works now

LKO you're mirracle man

I'll try now with full mod/rules #Tongue


lemme just quick ask you on this issue:
"BALOONCIV2 has no art entry, but is still used."

I had [BALOON] entry in art
and [BALOON] in rules had Image=BALOONCIV2

so this doesn't count at all?
the art must be exactly as voxel name no matter if
entry in rules calls another image?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 10, 2011 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, i can't follow you. Let me explain it this way.

With Image=BALOONCIV2 you told the game to search for the BALOONCIV2 vxl or shp file. Since there is no BALOONCIV2 art.ini entry, the game had no information which file it should use.
With Image=BALOONCIV2, the game does not search for a BALOON art anymore. Even if it's there in art.ini, it will ignore it.

The game goes this way when it loads something.
1. It goes into rules.ini and creates an array from the [...Types] list (e.g. vehicletypes) with each array entry using the object name (e.g. BALOON) as identifier
2. Then it tries to find the appropriate section that has the same ID ([BALOON] in this example)
3.
a) If no Image= key is present, the game will search in art.ini by default for a section with the same ID. (e.g. [BALOON])
b) If there is an Image key (e.g. Image=BALOONCIV2) , the game will search in art.ini for a section with the name that is set on the Image key (the [BALOONCIV2] section in this case; which is not present in your case)

4. in art.ini the game takes the section name and now starts searching for the appropriate file with the same name and dependent if the key Voxel= is set true or false, either for a voxel file or the shp file with the specified name
or
If there is again an Image key in the art.ini section, then the game will instead search for the file with name that is set on the Image key.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 10, 2011 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

hope I understood...

so in art.ini
i can have only [BALOON] but it will work only
if Image=BALOONCIV2 is there?

or it absolutely MUST be [NAME] to be equal to real voxel name ?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 10, 2011 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

na, you can have any [name] you want, just as long as Image= "the name of .shp or .vxl" if the name differs. This can be used both in Rules and Art.

for example:

rules;
[FUNKYMONKEY]
Image=CHUNKYJUNKY

art;
[CHUNKYJUNKY]
Image=SKUNKYFLUNKY

So as long as you have a .shp or .vxl named SKUNKYFLUNKY
this will work

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 11, 2011 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Best is, if you avoid the Image key completely as this is bad coding anyway and using it can even cause trouble.

Make clean code where the ID in rules and art.ini matches the filename and also keep the filename as short as possible (best only 8 characters like DOS filenames)

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Jul 12, 2011 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

would it be bad "coding" if I do this

rules.ini:

[RADAR2]
Image=CAARAY2

art.ini
[CAARAY2]
Image=CAARAY

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Jul 12, 2011 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not really, but as far as I know, Image in art only works on animations. I'm not sure about Tiberian Sun though. Even if it does work, short of animations, avoid using Image in the art file.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jul 12, 2011 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

In Art it works for both Buildings and animations, just not Infantry,vehicles or aircraft. But as LKO said, it's not smart coding and potentially can lead to problems.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Jul 12, 2011 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

The buildings themselves or the animations attached to them? I could have sworn it didn't work on the structure bit...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jul 13, 2011 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Both building and Anim, for RA2 anyway. Not sure about TS, but i would imagine they work the same.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Jul 13, 2011 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. I wasn't sure if Image worked on a structure chunk. Good to know.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 13, 2011 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
would it be bad "coding" if I do this

rules.ini:

[RADAR2]
Image=CAARAY2

art.ini
[CAARAY2]
Image=CAARAY

Yes, this is bad coding imo. Because CAARAY2 is completely redundant and you could have written in rules.ini
[RADAR2]
Image=CAARAY

It can also cause several problems when you use many Image keys.
1. It's hard to see from the first look, which SHP/VXL file is actually used.
2. The many names used on the image keys are prone to cause bugs due to typos.
3. The Image key itself isn't working 100% perfect.

@FurryQueen/Cranium:
Image works in rules.ini as well as art.ini. But when used in rules.ini, it doesn't takes all the settings from the used art.ini section. Most prominent example is the harvester dump anim bug, which was caused by WW, because they used Image=NAREFN on PROC in rules.ini.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Jul 13, 2011 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Yes, this is bad coding imo. Because CAARAY2 is completely redundant and you could have written in rules.ini
[RADAR2]
Image=CAARAY


I gave that example, because UMP restores all the spinning radars on
civillian array which I do not want for my cloned building
so instead to ruin original caaray, I added caaray2 without those anims

hence the question #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 13, 2011 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah, ok. But in this case you should have only cloned the CAARAY in art.ini to CAARAY2 and then use in rules.ini CAARAY2 as well, instead of RADAR2 with the image key.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Jul 21, 2011 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Image works in rules.ini as well as art.ini. But when used in rules.ini, it doesn't takes all the settings from the used art.ini section.


I missed this #Tongue
sorry heh, now all fixed with using separate extracted shp/named building,
still find kinda stupid that westwood included this tag for both rules
and art if its like half arsed #Tongue

also got 2 new questions if nobody is annoyed Very Happy

---
1st one is related to rail guns, its duration, I see that comment is
for ROF is related to MaxEC , and when I raised from default
ROF=60 to 90 I got internal error, so question is, what is equivalent of MaxEC for ROF 90 ? (and is there some formula or multiplier to calculate this?)


2nd one is bit longer and is related to this post
as I also wished to have Hseeker delivery unit system

http://www.ppmsite.com/forum/viewtopic.php?highlight=hunter+seeker&t=16393

I have used LinKueiOmniae's Tripod unit atleast for NOD side #Tongue
everything in Art.ini is added, and rules.ini (will paste it below tho)
but for some reason delivered unit via Hunter Seeker does not shoot
(does nothing), it only walks and chases an enemy unit (or building if super weapon is fired on it)

rules code:
Code:

; UFO Tripod
[TRIPOD]
Name=Tripod
TechLevel=-1
Prerequisite=NAWEAP
WalkRate=1
Category=AFV
Primary=TripodLaser
Strength=3200
Armor=concrete
IsCoreDefender=yes
Sight=10
Speed=3
Owner=Nod
Cost=1
Points=40
ROT=10
Crusher=yes
Crewed=yes
MovementZone=Destroyer
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
AllowedToStartInMultiplayer=no
VoiceSelect=LIMPQ3,LIMPQ4
VoiceMove=LIMPC3,LIMPC4
VoiceAttack=LIMPC3,LIMPC4
VoiceFeedback=LIMPC3,LIMPC4
MaxDebris=8
DebrisTypes=PIECE
DebrisMaximums=8
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
CrateGoodie=no
AllowedToStartInMultiplayer=no
Crushable=no
IsTilter=no
ImmuneToVeins=yes
TiberiumProof=yes
TiberiumHeal=no
Accelerates=false



; Hunter-Seeker Droid (NOD) - (free unit of UFO Tripod)
[NHUNTER]
Name=delivering Tripod...
Image=TRIPOD
Strength=3200
Insignificant=no
Prerequisite=NAHAND
TechLevel=-1
WalkRate=1
Category=AFV
Primary=TripodLaser
Armor=concrete
IsCoreDefender=yes
TechLevel=-1
Sight=10
Speed=3
Owner=Nod
Cost=100
Points=40
ROT=10
Crusher=yes
Crewed=yes
MovementZone=Destroyer
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
AllowedToStartInMultiplayer=no
VoiceSelect=LIMPQ3,LIMPQ4
VoiceMove=LIMPC3,LIMPC4
VoiceAttack=LIMPC3,LIMPC4
VoiceFeedback=LIMPC3,LIMPC4
MaxDebris=8
DebrisTypes=PIECE
DebrisMaximums=8
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
AllowedToStartInMultiplayer=no
Crushable=no
IsTilter=no
ImmuneToVeins=yes
TiberiumProof=yes
TiberiumHeal=no
Accelerates=false
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
HunterSeeker=yes
Selectable=true
IgnoresFirestorm=true
Targetable=true

---

[TripodLaser]
Damage=100
ROF=25
Range=8
Speed=100
Warhead=Super
Report=OBELMOD1
LaserInnerColor=150,150,255
LaserOuterColor=0,0,0
LaserOuterSpread=20,40,40
LaserDuration=15
Projectile=LLine
IsBigLaser=true
IsLaser=true   ; this flag tells the game to use the special laser draw effect
Burst=2
BurstDelay0=0
Bright=yes



one note to say if LinKuei is reading, I took out the code for building
this unit AS building, so it "should" be just normal unit now

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 21, 2011 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
1st one is related to rail guns, its duration, I see that comment is
for ROF is related to MaxEC , and when I raised from default
ROF=60 to 90 I got internal error, so question is, what is equivalent of MaxEC for ROF 90 ? (and is there some formula or multiplier to calculate this?)

There shouldn't happen an IE. Something else must be messed up with your coding. Raising the ROF above the MaxEC value is no problem at all and many mods did this already.

Look at rules.ini comments. Stands everything there.
rules.ini wrote:
; MaxEC = How many frames does this object last (def = 0)
; ROF = delay between shots [15 = 1 second at middle speed setting]



Exley wrote:
2nd one is bit longer and is related to this post
as I also wished to have Hseeker delivery unit system

http://www.ppmsite.com/forum/viewtopic.php?highlight=hunter+seeker&t=16393

I have used LinKueiOmniae's Tripod unit atleast for NOD side #Tongue
everything in Art.ini is added, and rules.ini (will paste it below tho)
but for some reason delivered unit via Hunter Seeker does not shoot
(does nothing), it only walks and chases an enemy unit (or building if super weapon is fired on it)

the [TRIPOD] rules.ini entry is redundant and can be removed, since the NHUNTER is an exact clone.
HunterSeeker=yes and its special logics work only on the fly locomotor. Not the normal ground locomotor.

The key Targetable=true does not exist. You can't simply invent new keys and hope they do something Wink

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Jul 22, 2011 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

always good info from you Smile

I mostly copied author's code for nhunter
and added from Tripod, as I didn't know what hseeker
needs for "itself", now with all done as you told all works fine

thanks yet again Very Happy

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how did we end up here ?

this place is horrible ...

smells like balls ...


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