Okay, ill send you my latest thought/model, can you make a texture for the plane05 or whatever, it looks bad ATM.
yeah PM me your email address. well actually moleman, i would like to "perfect it" before we, or anyone uses
Okay, ill send you my latest thought/model, can you make a texture for the plane05 or whatever, it looks bad ATM.
yeah PM me your email address. well actually moleman, i would like to "perfect it" before we, or anyone uses
actually now looking at the texture from this view it looks pretty good
Ive got a better model. how do i get transparent bits in the textures?
Are you sure the Kushan & Somtaaw don't collect resources, they both should. The repair system is in need of repair itself.Originally Posted by altimer
I went and looked at the Beast race, they should be building Recons, Turanic Interceptors, Taiidan Attack Bombers & Kushan Cloaked fighters. Unless you meant they should only build corvettes (how was Cata again, I remember lots of Taii MGCs). I also noticed that the vgr resource collectors they have do not work with the AI, or the infiltrator frigates, in fact the team looked dead when I check it out so I'll be looking more into that soon. Some of the Taiidan frigates are completely finished so I can convert a few textures and start getting the standard Beast team a little bit more up to speed. I'd also note that because I went through classdef to look for a beast team error I did happen to find quite a few others including the primary Taiidan Interceptor call location, I had it screwed up and it was calling the light interceptor or rather the scout instead of the interceptor for anti fighter role - that might make a big difference for the Taiidan team.
For the sentinel are the shields supposed to go down or loose energy once activated,
I thought in Cataclysm the shields stayed up until the sentinel itself was destroyed, and you can do that with fighters and bombers. They still need a lot of work anyways.
Do you mean what are Hive Frigates supposed to do, or what do they do in our mod? In the mod they only shoot forward, they should launch drone fighters during an attack (and return to ship when battle is over?). For the next version of HWU we might just use the dustwars version which uses the Swarmer model as a missile that the frigate fires instead - for a stop gap measure.
One last thing altimer, you made me realize another bug as well with. This time with the carrier only option. It's like the same bug with the fighters but here, say you are the Kushan and you are blocked from building the Scaffold, but then you capture a Taiidan carrier, but you aren't blocked from building a research station (because ordinarily you wouldn't have it). It's another easy fix, just block all Shipyards from every player instead of just by race, but I might not have found that for a long time, thanks.
ajlsunrise, moleman, phatboygeo, you may all do some if you'd like. I would suggest you each choose a team or two to work though so no one duplicates work. I would also note that we should keep the debris small enough that it fits into semi-standard parameters of salvage, so they can be salvaged right, and don't do too much collision when brought into the various ships. Also please make sure the pieces are collectable. I have an idea too on using random different pieces, so that the rubble leftover from the battles has an even more realistic look. We can use a random number generator in the spawnsalvage line per piece of debris. So we could have 3 or 4 different large-ish chunks per ship and when the line was called the game would randomly decide which large chunk was the large chunk for that ship - it's a little more ambitious but hey that's what were going for here. Feel free to use any of the debris textures from my HW1 conversions, all the parts in the ship folder with the dct_ designation might help for the internal parts. I also like how phatboy has the battle damage going on, though it needs quite a bit more.
madmax180, those are some good well thought out ideas though I think ancient Hiigarans are quite a ways down the line if at all. I also like that sobani fighters. As per the Turtle, though it's not concrete I think the bulk of the group was leaning towards it looking like an interceptor, as it is similar in design to the Hiigaran version.
MatthCoFreak, I like your idea and the ship looks great. I am curious though, do people think that's enough of "true to story" to be in the default Somtaaw team?
I almost had salvage spawning effects! can i make some salvage non collectable so i can make it a ship and it spawn effects?
phatboygeo, I don't really understand what you mean.
Can i make the destroyer spawn a "ship" when it is dead, so i can add burning effects, but still leave some that are salvagable?
Also, question: ya know on the main menu it says v1.1 or v1.0? does yours still say that or have you changed that to 0.0.7a? i can do that cos i know the basics of UI scripting
Originally Posted by chris80502APhatboygeo means that there is a function spawnShipOnDeath which spawn a neutral ship instead of a salvage.Originally Posted by Phatboygeo
It could be a good idea, as he said we could have special effects on them (I don't know if we can have special effects on a standard salvage).Originally Posted by Karos Graveyard
I quickly tested it : it can spawn any ship (so in the \ship folder an not the \resource\salvage one), this spawned ship will have the same team colors and badge than the dead ship (interesting feature) and will be unselectable - you can't even focus on it, just as the megaliths on some maps.Code:NewShipType.spawnShipOnDeath = "hgn_debris"
Yeah, and also delete Karos Graveyard by the way ? This is a free info mate, and I don't see why we should be competing with other mods - everyone here can use any info and spread it (I mean info, not materials). If everyone wanted to keep info for themselves, there wouldn't even be a modding community
I can see oppurtunities with the spawnship on death for a campaign if you have one
indeed for example, an allied ship is captured and taken aboard a carrier, the carrier must be destroyed and upon being destroyed spawns the allied ship, possible?
I like how this is going, the only thing I would be concerned with is if the hulk is left over like a megalith the map will quickly fill up with these old hulks, which we don't want to happen either. As that I think would be too unrealistic, I'm not sure if you can do it, but it would be great if the spawned salvage ship could be destroyed if need be into the smaller chunks and then further if the smoking/fire effects can be halted after a certain amount of time, like letting them burn out as they wouldn't keep smoking forever.
Well actually since its in space they wouldnt be burning at all....
Matth, can you go through with more deatail, how you use it?
actually, qwaar, think about the oxygen escaping from the ship, but good point
I think it would be cool, if you had like a superstructure, with it being bowed out and vaporized where the reactor blew up, and is a charred but some of the actual ship is left.
"Sorry, you can not add yourself to your own buddy list."
Just add this line somewhere in your .ship file (along with the spawnsalvageondeath things if you want) and change hgn_debris for the name of the ship you want to spawn.Code:NewShipType.spawnShipOnDeath = "hgn_debris"
And I can't believe you deleted your posts - are you a 3 years old crybaby ? Do you think we would be working on this mod today if the first modders had your behavior ?
@Ringleader : I like this concept. Is it yours or is it an early concept for the Junkyard HQ ?
thats what were doing XD, well i am anyway.
No i didnt! huh, i edited one of them, oh i know why, i deleted a post before by editing the post and saying delete, my damn scripts must have done it. i have firefox and it does annoying things like keeping boxes ticked.
the command only works with build capable ships.
well actually, it works with carriers but not destroyers
what ship are you using as the ship that gets blown up matth?
hey matth, sorry and yes i am a cry baby.
Right, anyone care to fill me in on what was in the deleted posts, generally? The conversation gets a bit hard to follow there right now.
Co-founder of Homeworld:@
Open to new members
I deleted a post when editing 2 posts into one. then WAR happened briefly.
Even with the oxygen leaving the ship it probably wouldn't be concentrated enough.
Yeah, it would probably should look like an improved version of the original HW, where these motes of gas leaked out of the ship at high speed, and quickly dissipates.
You can limit the time that effects are shown by using madstates, I believe.
This quote was about the "classic" version of the Beast fleet of HWU.Originally Posted by MatthCoFreak
Here is my response .
So heres the deal with the Beast classic team. I have about 36 ships/debris that are still in my - All original remaining models left to convert.
The reason the Beast ships are waiting is because most of them are carbon copies of other ships in the Homeworld Universe. Once a ship is completely finished then I do the conversion. I just don't like doing double the work, the Taiidan frigates are almost all 100%, they just need repair points, and maybe nav lights if someone wants to do it. The markers are a big job, it took me hours to do just three Taiidan frigates even using a shared (with changes) pattern between the ships. Even though just adding the markers from one ship to another would be easier if they were already laid out, it just seems to make sense to wait till they are all done, though I know I haven't been even working on fixes for that stuff myself at the moment. I'll try to get a few more of these last ships converted and out the door. You might notice in the list that some ships that are in game are still in that folder, those are ships that still have some piece of geometry left that has yet to make it into the game.
Ringleader, nice picture.
Are you sure the Kushan & Somtaaw don't collect resources, they both should. The repair system is in need of repair itself.
no the debris from ships wont collect u can click them for salvage but they get there and they just sit there
Ok, let's say it's that, even if I have no problem with firefox myself. For those who wanted to know, Phatboygeo was just joking on deleting our posts about the Spawnshipondeath thing to prevent other mod to get this idea.Originally Posted by Phatboygeo
I used hgn_prt_ionarrayfrigate (I was working on it at that moment) as the dying ship, and used hgn_interceptor as the spawned ship, and it worked fine (I did just one quick test).Originally Posted by Phatboygeo
Ah, your using the mod. im not, is the mods homeworld patched to 1.1?
Okay, for some reason, it wont spawn custom made ships and they wil only spawn if a carrier, shipyard and mothership are destroyed
I'm trying to get this mod to work. For some reason, if I try to start a game, weather that be tutorial, single player or player vs. cpu the game will crash at the Universe section of the loading screen.
I am selecting Choose Above for each player and the problem does not appear to relate to any specific race (I've tried them all).
Crash LogCode:Mon May 18 06:30:24 2009 Loaded Archive: 'Homeworld2.big' Loaded Archive: 'english.big' Loaded Archive: 'HWUniverse-0.0.7.big' Loaded Archive: 'formationsFR.big' Uing ..profiles\ for profiles folder GAME -- Using player profile Stephen Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 3 Using NVIDIA Corporation's 2.1.2 GeForce 6600 GT/AGP/SSE2 renderer (Suspected driver is nvoglnt.dll 0) Loaded Archive: 'englishSpeech.big' Loaded Archive: 'Music.big' SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte Built by : mrbuild Data path : C:\PROGRA~1\Sierra\HOMEWO~1\data Resetting fp control word. CmdLine: -mod HWUniverse-0.0.7.big,formationsFR.big -nomovies -luaTrace -hardwareCursor Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_JADETH.LEVEL EngineTrailStatic::getTweaks requesing index(0) that doesn't exist. EngineTrailStatic::getTweaks requesing index(1) that doesn't exist. EngineTrailStatic::getTweaks requesing index(2) that doesn't exist. EngineTrailStatic::getTweaks requesing index(3) that doesn't exist. HGN_KPR_BALCORAGATE is marked as captureable in the shiptuning but has no capture points! HGN_KPR_BALCORAGATE is marked as repairable in the shiptuning but has no repair points! HGN_KDH_MULTIBEAMFRIGATE is marked as repairable in the shiptuning but has no repair points! HGN_BEN_FLOATINGCITY is marked as captureable in the shiptuning but has no capture points! HGN_BEN_FLOATINGCITY is marked as repairable in the shiptuning but has no repair points! HGN_BEN_SLIPGATENODE is marked as captureable in the shiptuning but has no capture points! HGN_BEN_CARGOBARGE is marked as repairable in the shiptuning but has no repair points! HGN_BEN_RESOURCECOLLECTOR is marked as captureable in the shiptuning but has no capture points! HGN_BEN_RESOURCECOLLECTOR is marked as repairable in the shiptuning but has no repair points!
Any help would be appreciated. Thanks.Code:Homeworld2.exe caused a Stack Overflow in module FileIO.dll at 001b:002316f4. Error occurred at 5/18/2009 06:31:14. Homeworld2.exe, run by Stephen Norman. Microsoft Windows XP?. 2 processor(s), type 586. 1024 MBytes physical memory. MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\5-18-2009_06_31_14_MiniDump.dmp' Registers: EAX=00000001 CS=001b EIP=002316f4 EFLGS=00010202 EBX=0003307c SS=0023 ESP=00032ff4 EBP=00033008 ECX=00243a0c DS=0023 ESI=0d68ce58 FS=003b EDX=02ec1dd8 ES=0023 EDI=00033070 GS=0000 Bytes at CS:EIP: 6a 01 ff 75 08 e8 17 ec ff ff 85 c0 0f 84 d3 00 Call Stack: 0x002316F4: RamStream::GetBuffer (C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll) 0x00232A53: RamStream::GetBuffer (C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll) 0x002224DA: Archive::FolderProxy::File_end (C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll) 0x0022E901: IFF::parse (C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll) 0x00A2F34B: handleVARY (C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll) 0x75FF1075: Ordinal328 (C:\Windows\system32\urlmon.dll) Stack dump: Module list: names, addresses, sizes, time stamps and file times: C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00020000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30 C:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x001d0000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04 C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x001f0000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26 C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00200000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58 C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00220000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50 C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x00250000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28 C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x00260000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12 C:\Program Files\Sierra\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x00280000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16 C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00290000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56 C:\Program Files\Sierra\Homeworld2\Bin\Release\util.dll, loaded at 0x002b0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34 C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x003c0000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56 C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x003e0000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28 C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x003f0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30 C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 527a5220 - file date is 12/23/2003 19:21:42 C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00970000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56 C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x009e0000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36 C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x01de0000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20 C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.DLL, loaded at 0x02180000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54 C:\Program Files\Sierra\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 13:48:24 C:\Windows\system32\nvoglv32.DLL , loaded at 0x69500000 - 9617408 bytes - 49d5064c - file date is 4/2/2009 18:16:00 C:\Windows\system32\dsound.dll , loaded at 0x6ec80000 - 453632 bytes - 49eea534 - file date is 4/22/2009 15:20:20 C:\Windows\system32\d3d10_1core.dll, loaded at 0x6edd0000 - 217088 bytes - 49eea4cd - file date is 4/22/2009 15:20:10 C:\Windows\system32\d3d10_1.dll , loaded at 0x6efd0000 - 161792 bytes - 49eea4cc - file date is 4/22/2009 15:20:10 C:\Windows\system32\d3d10.dll , loaded at 0x6f970000 - 1030144 bytes - 49eea4cb - file date is 4/22/2009 15:20:10 C:\Windows\system32\DDRAW.dll , loaded at 0x6fcf0000 - 531968 bytes - 49eea4e3 - file date is 4/22/2009 15:20:14 C:\Windows\AppPatch\AcXtrnal.DLL , loaded at 0x6fde0000 - 210432 bytes - 49eea497 - file date is 4/22/2009 15:19:50 C:\Windows\AppPatch\AcGenral.DLL , loaded at 0x70040000 - 2171904 bytes - 49eea487 - file date is 4/22/2009 15:19:50 C:\Windows\system32\d3d11.dll , loaded at 0x70860000 - 517632 bytes - 49eea4d1 - file date is 4/22/2009 15:20:10 C:\Windows\system32\WSOCK32.dll , loaded at 0x70ad0000 - 15360 bytes - 49eea72f - file date is 4/22/2009 15:22:24 C:\Windows\system32\GLU32.dll , loaded at 0x714c0000 - 130048 bytes - 49eea530 - file date is 4/22/2009 15:20:34 C:\Windows\system32\WINSPOOL.DRV , loaded at 0x71940000 - 319488 bytes - 49eea709 - file date is 4/22/2009 15:18:42 C:\Windows\AppPatch\AcLayers.dll , loaded at 0x719a0000 - 561152 bytes - 49eea488 - file date is 4/22/2009 15:19:50 C:\Windows\system32\dxgi.dll , loaded at 0x71a40000 - 507392 bytes - 49eea543 - file date is 4/22/2009 15:20:20 C:\Windows\system32\sfc_os.DLL , loaded at 0x71b60000 - 40960 bytes - 49eea6b4 - file date is 4/22/2009 15:21:56 C:\Windows\system32\sfc.dll , loaded at 0x71b70000 - 2560 bytes - 49eea6b3 - file date is 4/22/2009 15:10:10 C:\Windows\system32\wbem\wbemsvc.dll, loaded at 0x71f70000 - 47616 bytes - 49eea6eb - file date is 4/22/2009 15:22:14 C:\Windows\system32\wbem\wbemprox.dll, loaded at 0x72430000 - 29184 bytes - 49eea6ea - file date is 4/22/2009 15:22:14 C:\Windows\system32\NTDSAPI.dll , loaded at 0x72440000 - 90624 bytes - 49eea671 - file date is 4/22/2009 15:21:38 C:\Windows\system32\wbem\fastprox.dll, loaded at 0x72460000 - 606208 bytes - 49eea52b - file date is 4/22/2009 15:20:30 C:\Windows\system32\wbemcomn.dll , loaded at 0x72530000 - 362496 bytes - 49eea6e5 - file date is 4/22/2009 15:22:14 C:\Windows\system32\MPR.dll , loaded at 0x73120000 - 64000 bytes - 49eea5b3 - file date is 4/22/2009 15:20:54 C:\Windows\system32\DCIMAN32.dll , loaded at 0x73360000 - 10240 bytes - 49eea4df - file date is 4/22/2009 15:20:12 C:\Windows\system32\opengl32.dll , loaded at 0x73370000 - 791552 bytes - 49eea680 - file date is 4/22/2009 15:21:40 C:\Windows\system32\MSACM32.dll , loaded at 0x73450000 - 72192 bytes - 49eea5cb - file date is 4/22/2009 15:20:56 C:\Windows\system32\winbrand.dll , loaded at 0x734c0000 - 12288 bytes - 49eea6f7 - file date is 4/22/2009 15:22:18 C:\Windows\system32\d3d10core.dll , loaded at 0x73530000 - 190464 bytes - 49eea4ce - file date is 4/22/2009 15:20:10 C:\Windows\system32\dxdiagn.dll , loaded at 0x73570000 - 210432 bytes - 49eea542 - file date is 4/22/2009 15:20:20 C:\Windows\system32\SHUNIMPL.DLL , loaded at 0x735b0000 - 10240 bytes - 49ee90e0 - file date is 4/22/2009 15:21:58 C:\Windows\system32\AUDIOSES.DLL , loaded at 0x735c0000 - 195584 bytes - 49eea492 - file date is 4/22/2009 15:19:54 C:\Windows\system32\dbghelp.dll , loaded at 0x73610000 - 857600 bytes - 49eea4dd - file date is 4/22/2009 15:20:12 C:\Windows\system32\SortServer2003Compat.dll, loaded at 0x737c0000 - 38400 bytes - 49ee8b3f - file date is 4/22/2009 15:22:04 C:\Windows\system32\winmm.dll , loaded at 0x738b0000 - 194048 bytes - 49eea700 - file date is 4/22/2009 15:22:18 C:\Windows\system32\samcli.dll , loaded at 0x73d70000 - 51200 bytes - 49eea67f - file date is 4/22/2009 15:21:48 C:\Windows\system32\avrt.dll , loaded at 0x73d80000 - 14336 bytes - 49eea4ac - file date is 4/22/2009 15:19:56 C:\Windows\system32\POWRPROF.dll , loaded at 0x73d90000 - 145408 bytes - 49eea6af - file date is 4/22/2009 15:21:44 C:\Windows\system32\dwmapi.dll , loaded at 0x73f80000 - 69120 bytes - 49eea53e - file date is 4/22/2009 15:20:20 C:\Windows\System32\MMDevApi.dll , loaded at 0x73fa0000 - 213504 bytes - 49eea5a7 - file date is 4/22/2009 15:20:52 C:\Windows\system32\UxTheme.dll , loaded at 0x74270000 - 249344 bytes - 49eea6f3 - file date is 4/22/2009 15:22:12 C:\Windows\System32\PROPSYS.dll , loaded at 0x742b0000 - 989696 bytes - 49eea66e - file date is 4/22/2009 15:21:44 C:\Windows\system32\version.dll , loaded at 0x749b0000 - 21504 bytes - 49eea6e7 - file date is 4/22/2009 15:22:12 C:\Windows\system32\USERENV.dll , loaded at 0x74b20000 - 80384 bytes - 49eea6ec - file date is 4/22/2009 15:22:12 C:\Windows\system32\rsaenh.dll , loaded at 0x74d10000 - 243448 bytes - 49eea683 - file date is 4/22/2009 15:23:30 C:\Windows\system32\CRYPTSP.dll , loaded at 0x74f70000 - 78336 bytes - 49eea560 - file date is 4/22/2009 15:20:08 C:\Windows\system32\SspiCli.dll , loaded at 0x753d0000 - 99328 bytes - 49eea6f1 - file date is 4/22/2009 15:22:06 C:\Windows\system32\apphelp.dll , loaded at 0x753f0000 - 291840 bytes - 49eea4c3 - file date is 4/22/2009 15:19:52 C:\Windows\system32\CRYPTBASE.dll , loaded at 0x75440000 - 36352 bytes - 49ee8a5e - file date is 4/22/2009 15:20:08 C:\Windows\system32\RpcRtRemote.dll, loaded at 0x754b0000 - 46080 bytes - 49ee9211 - file date is 4/22/2009 15:21:48 C:\Windows\system32\profapi.dll , loaded at 0x754c0000 - 31744 bytes - 49ee8a5f - file date is 4/22/2009 15:21:44 C:\Windows\system32\MSASN1.dll , loaded at 0x75530000 - 33280 bytes - 49eea5dd - file date is 4/22/2009 15:20:56 C:\Windows\system32\CFGMGR32.dll , loaded at 0x755d0000 - 145408 bytes - 49eea4be - file date is 4/22/2009 15:20:02 C:\Windows\system32\CRYPT32.dll , loaded at 0x75600000 - 1150976 bytes - 49eea55c - file date is 4/22/2009 15:20:08 C:\Windows\system32\KERNELBASE.dll , loaded at 0x75720000 - 280576 bytes - 49eea60f - file date is 4/22/2009 15:20:44 C:\Windows\system32\DEVOBJ.dll , loaded at 0x75770000 - 64512 bytes - 49eea4f0 - file date is 4/22/2009 15:20:16 C:\Windows\system32\SETUPAPI.dll , loaded at 0x757c0000 - 1667584 bytes - 49eea6b0 - file date is 4/22/2009 15:21:56 C:\Windows\system32\SHLWAPI.dll , loaded at 0x75960000 - 347136 bytes - 49eea6b7 - file date is 4/22/2009 15:21:58 C:\Windows\system32\imagehlp.dll , loaded at 0x759c0000 - 154624 bytes - 49eea557 - file date is 4/22/2009 15:20:42 C:\Windows\system32\kernel32.dll , loaded at 0x75a70000 - 857088 bytes - 49eea60e - file date is 4/22/2009 15:20:44 C:\Windows\system32\GDI32.dll , loaded at 0x75b50000 - 304128 bytes - 49eea52e - file date is 4/22/2009 15:20:34 C:\Windows\system32\NSI.dll , loaded at 0x75ba0000 - 8704 bytes - 49eea66c - file date is 4/22/2009 15:21:36 C:\Windows\system32\USER32.dll , loaded at 0x75bb0000 - 811520 bytes - 49eea6ea - file date is 4/22/2009 15:22:12 C:\Windows\system32\ole32.dll , loaded at 0x75c80000 - 1409536 bytes - 49eea66c - file date is 4/22/2009 15:21:40 C:\Windows\system32\RPCRT4.dll , loaded at 0x75de0000 - 653824 bytes - 49eea681 - file date is 4/22/2009 15:21:48 C:\Windows\system32\msvcrt.dll , loaded at 0x75e90000 - 690688 bytes - 49eea5fe - file date is 4/22/2009 15:21:04 C:\Windows\system32\urlmon.dll , loaded at 0x75f50000 - 1223680 bytes - 49eea6e7 - file date is 4/22/2009 15:22:12 C:\Windows\system32\LPK.dll , loaded at 0x760e0000 - 26624 bytes - 49eea585 - file date is 4/22/2009 15:20:48 C:\Windows\system32\MSCTF.dll , loaded at 0x760f0000 - 828416 bytes - 49eea5e6 - file date is 4/22/2009 15:20:56 C:\Windows\system32\Normaliz.dll , loaded at 0x761c0000 - 2048 bytes - 49eea667 - file date is 4/22/2009 15:08:42 C:\Windows\system32\oleaut32.dll , loaded at 0x761d0000 - 571904 bytes - 49eea66f - file date is 4/22/2009 15:21:40 C:\Windows\SYSTEM32\sechost.dll , loaded at 0x76260000 - 92160 bytes - 49eea6a7 - file date is 4/22/2009 15:21:50 C:\Windows\system32\USP10.dll , loaded at 0x76280000 - 627200 bytes - 49eea6ed - file date is 4/22/2009 15:22:12 C:\Windows\system32\ADVAPI32.dll , loaded at 0x76320000 - 640000 bytes - 49eea48c - file date is 4/22/2009 15:19:52 C:\Windows\system32\IMM32.DLL , loaded at 0x763c0000 - 118272 bytes - 49eea562 - file date is 4/22/2009 15:20:42 C:\Windows\system32\WS2_32.dll , loaded at 0x763e0000 - 206336 bytes - 49eea716 - file date is 4/22/2009 15:22:24 C:\Windows\system32\WININET.dll , loaded at 0x76420000 - 970240 bytes - 49eea6fd - file date is 4/22/2009 15:22:18 C:\Windows\system32\iertutil.dll , loaded at 0x76520000 - 2053120 bytes - 49fa54d8 - file date is 5/1/2009 11:48:32 C:\Windows\system32\SHELL32.dll , loaded at 0x76720000 - 12855296 bytes - 49eea6b3 - file date is 4/22/2009 15:21:58 C:\Windows\SYSTEM32\ntdll.dll , loaded at 0x77370000 - 1286656 bytes - 49eea66e - file date is 4/22/2009 15:23:06 C:\Windows\system32\CLBCatQ.DLL , loaded at 0x774b0000 - 521728 bytes - 49eea4c9 - file date is 4/22/2009 15:20:02 C:\Program Files\Sierra\Homeworld2\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58
Im downloading it right now
eh... i keep crashing.... Stenorman im having the exact problem
stenorman2001, I am unsure what to tell you. Is your version of Homeworld 2 patched to version 1.1 - probably a must. I would first try a six player map, to make sure all of the races get switched to "Choose Above". I would also make sure there are no "loose" mod files in your data folder from other mod installs. Could you post your machine specs. The HW2.log also seems very short.
Blaze, do make sure all players are set to "Choose Above" - the mod is crash free otherwise for the majority of us.
a small update from my neck of the woods, i have managed to download a copy of the mod and am now running it through some pretty rigerous Lan tests with my housemates, i will post up a bug report soon as well as issues that we find, one thing that we all wanted to point out was the the credits menu still has yet to have the proper credits placed, they are the same from the previous version
Ah, yes, sorry about the credits, though the in-game ones aren't changed the readme file does have most of the names at least, I will try to work on it more, but don't worry I'll have it nice before any "real" releases.
MatthCoFreak is going to also be finishing up some more of the Somtaaw ships so that I might use the existing .hod files for a few more of the Beast ships. I converted the Beast (Taiidan) Ion cannon frigate yesterday and will be working on the Taiidan Carrier fixes before I convert the textures for that ship. For the next release though the Beast Classic team should be quite a bit more playable.
Lets move back to the Tobari side of things. I'd like to hear any ideas also for a Tobari Shipyard, concepts, models, whatever. Also hows that Tobari destroyer coming along?
Moleman, I'll look forward to a bug report, please keep in mind the "rules" in the readme.
One other thing, how do people like/dislike the single fighter/corvettes option.
Well, after a week or so of being pulled in every direction but here, I have somewhat of an update at last. The Tobari Destroyer has temporarily changed hands as I have completed the desired changes (and other alterations) and released the model to Talros as I had promised him I would do. Any future WIPs of the unskinned model will likely come from him, but unless things change, and I expect they won't, I'll eventually have it back for texturing. Just thought I'd let you know I wasn't deceased or something...
Would it be possible for you or another member of the community to post a short guide on how they went through the installation, from having no HW on their machine to having a working copy of the mod.
It might sound a little stupid but I really can't figure this one out!
I have now tried the mod (0.0.7) on two seperate machines across three different versions of Windows. On my desktop I have tried it with Windows XP Pro SP3 and Windows 7 Ultimate RC1, each running the latest drivers and patches. I also tried it running on Windows Vista under BootCamp on my MBP.
In all three cases the game crashes with the FileIO.dll error (as shown in the log above). Has anyone else had this problem and, if so, how did you fix it?
Other mods work fine on the installation. I tried these AFTER trying the mod on a completely fresh install on HW2 running 1.1.
Wow you are having issues. Although i do have to give you credit for persistence.
Chris, which tobari destroyer? my .... "thing" .... ?
Sternoman, is it HW your using or HW2? this made me think of that
"Would it be possible for you or another member of the community to post a short guide on how they went through the installation, from having no HW on their machine to having a working copy of the mod."
It would seem to me that you might be having some issue with the large amount of ships loaded with the unified team. From the suspected driver and amount of ram it seems as though your pc might be a bit old. My ATI Radeon 9200 is barely enough with 128 mb of ram, I don't know if it will work with anything less, and the driver makes me suspect 64mb of video ram. Another question is how much ram is your system using, I have seen programs crash upon having to use the page file for extra memory. Heres a run down of memory usage when playing the game on my system.Originally Posted by stenorman2001
Ram Start: 114 (before running HW2)
Main Menu: 188
Player vs CPU: 192
10 min later: 829
10 min later: 839
10 min later: 857
10 min later: 869
30 min later: 890
From this memory usage curve I get the impression that you just might not have enough ram, if your system starts up using 310 mb of ram or more. I might suggest using a modified shortcut that doesn't add all the extra switches like the one I provided with the download. I would try just -mod HWUniverse-0.0.7 and forget about everything else, including the formations mini mod that's included.
As for the installation it is quite standard, just dump the two .big files into your HW2 data directory and use the provided shortcut for standard location installations.
For your sake I hope it's not hardware, so you can play the game. For the mods sake I would like to know if it is or if there is some issue with your particular install, or if it is something that needs to be addressed. I also wonder if there is something to do with having a HW2 path installed.
Moleman, any thoughts, you've tested it on the latest versions of Windows right?
phatboygeo, I was referring to the one that Talros designed. Also, stenorman posted a HW2.log, so that's all good.
Chris?is it my tobari destroyer you were asking about?
oh and can you gimme a DL link cos sigs dont showup.
Phatboygeo, signatures only show up in the first post of each page per user, the links are all up in post 954.
Code:Mon Jan 07 12:17:22 2002 Loaded Archive: 'Homeworld2.big' UTIL -- filepath failure, path doesn't exists 'E:\Games\Homeworld2 Complex\data\locale\english' Loaded Archive: 'english.big' Loaded Archive: 'HWUniverse-0.0.7.big' Loaded Archive: 'formationsFR.big' Uing ..profiles\ for profiles folder GAME -- Using player profile George Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2 Using NVIDIA Corporation's 2.1.1 GeForce 8800 GTS/PCI/SSE2 renderer (Suspected driver is nvoglnt.dll 220.127.116.1118) Loaded Archive: 'englishSpeech.big' Loaded Archive: 'Music.big' SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte Built by : mrbuild Data path : E:\Games\Homeworld2 Complex\data No mapping for font 'GenericSubtitleFont' - using 'default' Resetting fp control word. CmdLine: -mod HWUniverse-0.0.7.big,formationsFR.big -nomovies -luaTrace -hardwareCursor Starting Level: data:LevelData\Multiplayer\Deathmatch\10 - SUPER NOVA STATION.LEVEL EngineTrailStatic::getTweaks requesing index(0) that doesn't exist. EngineTrailStatic::getTweaks requesing index(1) that doesn't exist. EngineTrailStatic::getTweaks requesing index(2) that doesn't exist. EngineTrailStatic::getTweaks requesing index(3) that doesn't exist. HGN_KPR_BALCORAGATE is marked as captureable in the shiptuning but has no capture points! HGN_KPR_BALCORAGATE is marked as repairable in the shiptuning but has no repair points! HGN_KDH_MULTIBEAMFRIGATE is marked as repairable in the shiptuning but has no repair points! HGN_BEN_FLOATINGCITY is marked as captureable in the shiptuning but has no capture points! HGN_BEN_FLOATINGCITY is marked as repairable in the shiptuning but has no repair points! HGN_BEN_SLIPGATENODE is marked as captureable in the shiptuning but has no capture points! HGN_BEN_CARGOBARGE is marked as repairable in the shiptuning but has no repair points! HGN_BEN_RESOURCECOLLECTOR is marked as captureable in the shiptuning but has no capture points! HGN_BEN_RESOURCECOLLECTOR is marked as repairable in the shiptuning but has no repair points! HGN_KSH_SCAFFOLD is marked as repairable in the shiptuning but has no repair points! HGN_SMT_PROCESSOR is marked as repairable in the shiptuning but has no repair points! HGN_SMT_SCAFFOLD is marked as repairable in the shiptuning but has no repair points! Cannot overwrite function KPR_ATTACKDROID_Normal_OnSet Cannot overwrite function KPR_ATTACKDROID_DoingFlightManeuver_OnSet Cannot overwrite function KPR_ATTACKDROID_Launched_OnSet Cannot overwrite function KPR_ATTACKDROID_Docked_OnSet Error: loading research file (data:scripts\Building and Research\Invalid\research.lua) -- FATAL EXIT -- researchmanager/70:! --stack trace-- 0x0048A1EB: GSLobbySessionDesc::operator= () 0x005781E0: getLibraryID () 0x00579086: getLibraryID () 0x0059865E: getLibraryID () 0x00599CDD: getLibraryID () 0x004952A1: GSLobbySessionDesc::operator= () 0x00490C11: GSLobbySessionDesc::operator= () 0x004911D2: GSLobbySessionDesc::operator= ()
this came up when i tried to play it with taidanii as easy enemy and me a HWU fleet on the super nova station map
This error has been well documented as being caused by not having all races set to "Choose Above" in the normal player selection area. Some of the boxes where you normally change the race will be blank and you must select the option.Error: loading research file (data:scripts\Building and Research\Invalid\research.lua)
i got an idea for the story of a future hiagaran race
Campaign and/or story have already been planed... hidden from public, ideas as for a story won't make much of a diference i think O_o,,,
But shoot your idea up the post XD
Sign this plz...............that if u want HW3 on stores......
watch my modeling galery.... http://s696.photobucket.com/albums/vv328/NunoDRKS/
This is news to me...Campaign and/or story have already been planed... hidden from public, ideas as for a story won't make much of a diference i think O_o,,,
Any ideas for stories please do post them here, the better the ideas or stories could/might shape the way this mod turns out.
The only plans so far are to have a campaign. I myself would like to see a remake of the HW1 & Cata campaigns as well as a pre-HW2 and post-HW2. Though that all sounds like a bunch of work it really probably won't be that bad. One of the new campaigns should definately focus on the Tobari race as a primary opponenet though, maybe a post HW2 as the Hiigarans move out into the galaxy expanding their empire.
Anyways, not much of anything is hidden from the public. People working with the group do pm each other sometimes but much of the interaction is posted right here.
woot - woot, 1,000 posts!
There are currently 1 users browsing this thread. (0 members and 1 guests)