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NASAM and Finalsun
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Jul 30, 2010 9:37 am    Post subject:  NASAM and Finalsun Reply with quote  Mark this post and the followings unread

I try to add new turret for NASAM that change to Nod color theme

It's work perfectly in game both snow and temperate.

But problem is FinalSun...

Code:
; SAM site turret
[NASAM_A]
Image=NASAM_A ;GACTWR_D
Remapable=yes
Foundation=1x1
Shadow=yes
Surface=yes


If I change GACTWR_D to my custom turret, FinalSun always "Not responding" forever if I open map that have NASAM or try to place NASAM on the map.

Is my code wrong? or something?

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Fri Jul 30, 2010 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Ive have heard of this bug before and know of its excistance how ever i dont know why there is a problem or if any research in to fixing it has been conducted.
your code is right, the only sugestion you could give a try is changing NASAM_A so it has 8 letters rather than 7 but i dont think it makes a difference

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 30, 2010 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm no finalsun expert, but do you have a NTSAM_A SHP for temperat maps?
Maybe FS is desperately trying to find that SHP.

In addition, you can remove the Image key. If the [ID] has the same name as the shp there's no need for the Image key, which can also cause some problems (ingame as well as in finalsun).

Shadow=yes is no art.ini key. Remove that.
Surface=yes isn't wise to use on a turret that should be rendered above other things. (Surface forces the game to render this anim on ground level)

@Revolutionary: the name is perfectly fine. Names smaller than 8 characters are no problem at all. On the other hand can names with more that 8 characters cause problems.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Jul 30, 2010 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I have both NTSAM_A and NASAM_A in ecache02.mix

I try to change it's image to the other, a result is FS always crash if it is not GACTWR_D

Sometime it is not crash but NASAM doesn't show turret image in FS

Edit : I just notice that NASAM turret never show direction correctly in final sun



sam.PNG
 Description:
NASAM turret never show direction correctly in final sun
 Filesize:  78.36 KB
 Viewed:  6362 Time(s)

sam.PNG



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 30, 2010 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

have you tried putting them in an expand.mix?

For the direction thing, FS/FA will always only read the first frame in a .shp file when placing them, however will show properly ingame.



TurretDirections.png
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TurretDirections.png



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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Jul 30, 2010 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Cranium : You correct, I test around again all SHP turret alway goes wrong direction in final sun.

Anyway, it still not solve why change turret on NASAM make FS crash.



sam.PNG
 Description:
 Filesize:  105.66 KB
 Viewed:  6330 Time(s)

sam.PNG



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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 31, 2010 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

The only way I was able to change the SAM site turret with out make FS lock up forever was to make a new NASAM_A.shp NTSAM_A.shp *I recolored the GDI SAM **GACTWR_D** to gray for nod* and put them in to a EXPAND**.mix not a ecache**.mix. If I placed the file in a ecache**.mix the game would crash.

Art code for recolored the GDI SAM, Place .shp's into a EXPAND**.mix
[NASAM_A]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes
DemandLoad=true ; with out this, the game will not load it.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Jul 31, 2010 2:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Allen wrote:
DemandLoad=true ; with out this, the game will not load it.

Incorrect.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 31, 2010 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Allen wrote:
DemandLoad=true ; with out this, the game will not load it.

Incorrect.


With my system this is true. I just remove the tag and the turret did not load.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 31, 2010 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

DemandLoad is from my experience a very nasty key.
It doesn't only changes the way the game loads a SHP and stores it inside the memory (haven't figured out how exactly yet), but can also cause serious problems ingame like random IEs.
It seems to be problematic especially on player owned stuff using this key.

If possible i try to avoid that key.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Jul 31, 2010 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Put NTSAM_A and NASAM_A to expandXX.mix

result = Fail, FS still crash.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 31, 2010 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000 wrote:
Put NTSAM_A and NASAM_A to expandXX.mix

result = Fail, FS still crash.


Roger. I found out why on my end. I had to put NASAM and NASAM_A in expand11.mix AND put NTSAM and NTSAM_A expand12.mix for FS to work. I don't know why this is....

I attached my expand11.mix and expand12.mix that have the SAM base and turret in them for Snow and Tempeate. You should be able to copy my code in to your art and download the two expand**.mix 's I attched. This should make FS work...

I hope.....

Art codes

; SAM site turret
[NASAM_A]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes
DemandLoad=true

; SAM site base
[NASAM]
Cameo=SAMICON
Image=NASAM
Remapable=yes
Foundation=1x1
Buildup=NASAMMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
NewTheater=yes
DemandLoad=true

Lin Kuei Ominae wrote:
DemandLoad is from my experience a very nasty key.
It doesn't only changes the way the game loads a SHP and stores it inside the memory (haven't figured out how exactly yet), but can also cause serious problems ingame like random IEs.
It seems to be problematic especially on player owned stuff using this key.

If possible i try to avoid that key.


I have yet to see a jump in IE's with it. That Key is the ONLY way I have found to make a new SAM. Any other way I have tried has made FS lock up or the game it self IE on map load evey time.



expand11.mix
 Description:
Tempeate SAM. Has NTSAM.shp and NTSAM_A.shp

Download
 Filename:  expand11.mix
 Filesize:  165.13 KB
 Downloaded:  205 Time(s)


expand10.mix
 Description:
Snow SAM. Has NASAM.shp and NASAM_A.shp

Download
 Filename:  expand10.mix
 Filesize:  214.5 KB
 Downloaded:  208 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 31, 2010 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you simply rename NASAM into something else like NAAAD (Anti-Air-Defense). If there should be a problem with NASAM being hardcoded in FinalSun in some strange way, this should solve the problem once and for all as every other turreted base defense works perfectly fine too.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Jul 31, 2010 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is my last way to fix this problem because I don't want to bother the non-problem thing.

But now...I'm not have other choice....

Now, I want to list all bug in FS and how to fix that bug...

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Jul 31, 2010 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, I see interesting terrain there.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 01, 2010 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Vefbl4 wrote:
Wow, I see interesting terrain there.

That's just the original Snow Terrain with a brown-beige lighting from the looks of it.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sun Aug 01, 2010 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's just morning lightning script.

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