I had that happen 2 to hods that I was busy modifying.
First my version of the sp_tanker and now with the meg_bigred.
maxdamage.
I had that happen 2 to hods that I was busy modifying.
First my version of the sp_tanker and now with the meg_bigred.
maxdamage.
#102
Viper, nobody has the source code, and pip has left for greener pastures a long time ago. You'd have to start from scratch.
Got Kpr_Bentus to build,resarch,etc... but can't build hgn_dreadnaught from bentus?Gave it the hgn_resourcecollector and controller to build as well as when starting the map.Look at the pics.
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Maybe we should list all the errors with using Harded just so that everyone know what to expect and what they can do to solve it?
maxdamage.
Last edited by maxdamage; 14th Dec 05 at 2:16 PM.
i have bin doimg the tutorial up to "Part Seven - Weapons Development" Bentus just sits but dos Hyper Space if i kill all the scripts folder because thay have this
can you helpCode:Tue Jan 10 19:32:03 2006 Loaded Archive: 'Homeworld2.big' UTIL -- filepath failure, path doesn't exists 'D:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english' Loaded Archive: 'english.big' Uing ..profiles\ for profiles folder GAME -- Using player profile lee Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 1 Using NVIDIA Corporation's 1.4.1 GeForce4 Ti 4200/AGP/SSE/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.5303) 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 : D:\PROGRA~1\Sierra\HOMEWO~1\data Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter Resetting fp control word. CmdLine: -overrideBigFile Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_SHIELDS.LEVEL LUA 'data:scripts\attack\FrontalVsSubSystem_Corvette.lua' -- parameter: attempt to call global `DegToRad' (a nil value) stack traceback: 1: main of string "" at line 34 Unable to load attack style script data:scripts\attack\FrontalVsSubSystem_Corvette.lua, there were errors in the file, see the hw2.log for details CanAttack : Default Attack AI "FrontalVsSubSystem_Corvette" of ship "VGR_MINELAYERCORVETTE" is not registered! -- FATAL EXIT -- sctobjectload/3586:! --stack trace-- 0x0047962B: GSLobbySessionDesc::operator= () 0x0047ADFC: GSLobbySessionDesc::operator= ()
i have v1.1
#105
Try removing the "attack" subfolder of the "scripts" folder.
#106
hey moe, it would be realy usefull if you could give a 'newbies example' step by step for the build,
like making bentus build capable and stuff
i think it would help newbs out there...
just a sugestion, because it took me 2 months to finaly get round building stuff
nice tutorial btw
unfortunatly i ran into a problem in the data folder all that shows is the animatics folder and the big files a little help please :flame:
nvm i think i found problem ill update you if i am right
#108
Here are my ideas for the Keeper race:
- Have the movers double as resource collecters. This way you have to decide whether you want to have them break and attack or keep resourcing. This would result in very different tactics for the Keeper race.
- Give the movers the repair ability, as well (researchable).
- Have the Keeper Destroyer double as a mobile refinery. (Similar restrictions as above.)
- Give the Keeper Destroyer a researchable defense field and cloak ability.
- The unit cap for Keeper ships should be higher than those of other races.
- Special command abilities (e.g., cloak, defense field, EMP) should all have to be researched, but then be innate.
- Only production subsystems are destroyable.
- Except for probes and maybe platforms, don't add new ships to the race.
Basically, the idea is that the Keeper race has a very small number of multi-role ships, where you constantly have to decide which role to choose (e.g., whether you want to engage your (more powerful) ships and sacrifice resourcing, or to continue resourcing and ignore strike opportunites).
Try and limit the number of choices the player has to make at any time to two. This gives the race a "binary" kind of a feel.
Having production subsystems be the only destroyable subsystems also gives the Keeper race a vary "alien" feel.
Also, you should write a section on packaging mods using Mod Manager.
Last edited by Mikali; 20th Jan 06 at 12:34 PM.
Download my HW2 mods, maps & tools. link
Username|SF on Gamespy/Xfire/Hamachi/Gameranger
well i fixed my first prob(it was a stupid beginers mistake forgot to download zip etc stuffs) anyways now i got rid of the not so its not just playable in the keepers place but it dosent show up there help!
oh i havent goten here yet but dont yu have to download the lua stuff first? shouldnt you mention that or provide a link or something to it too otherwise how are we going the create a keeper lua (just 14 here so correct me if im wrong)
#110
No need to download any of the major LUA toolkits, just the community tools (e.g. Spooky RAT or one of the other LUA decompilers) and that's only if you want to manually decompile your game scripts (which I wouldn't recommend, since the properly decompiled Data folder has been provided by several people on the forums already.)
~
thats great and all but makeing the keeper playable wont work for me what i did it i took the notplayable that word and backspaced the not so it sais playable but it wont work for some reason plz help
#112
It's not a fully functional race, there's a lot more to it than just changing the "notplayable" value. Did you read the rest of this tutorial?
#113
Mikail: this was intended as a proof-of-concept (hence the ridiculously overpowered Bentus) and as a tutorial first and foremost.
However, if you actually want to make a "real" mod out of this, feel free to use anything I put up here (not that it's much). It would be awesome though if you could continue writing up chapters for the tutorial as you implement your other changes.
In the end we would be left with a mod and an awesome tutorial introducing most of the aspects of HW2 modding with a hands-on example, plus whoever does the tutorial would actually have created something useful after going through all the steps, which is a large motivational boost.
#114
I have already done almost exactly what you have described there as I was going to write the rest of the tutorial and add an AI tutorial for the race. I haven't got round to writing it up yet though.Here are my ideas for the Keeper race:
Have the movers double as resource collecters. This way you have to decide whether you want to have them break and attack or keep resourcing. This would result in very different tactics for the Keeper race.
Give the movers the repair ability, as well (researchable).
Have the Keeper Destroyer double as a mobile refinery. (Similar restrictions as above.)
Give the Keeper Destroyer a researchable defense field and cloak ability.
The unit cap for Keeper ships should be higher than those of other races.
Special command abilities (e.g., cloak, defense field, EMP) should all have to be researched, but then be innate.
Only production subsystems are destroyable.
The only difference was that I haven't done any subsystems and only gave the desrtoyers cloaking, as it's similar to their fade out, but not a defence field.
One other problem with the multipurpose ships (although I've done them exactly as you suggested for now) is that the AI doesn't understand how to use them. The AI needs to have specific resource collector/acceptor ships which it keeps around resource fields.
There are ways around this but for simplicity (it's still just supposed to be a tutorial) I may simply include a seperate RC and carrier configuration for the movers and destroyers.
Cake can change the nature of a man!
no what i mean is the option to start the skirmish as the keepers dosent apear trust me i ran throught the tutorial realy quick b4 i started
p.s, could the problem be i patched the game after i unziped the data folder ?opcorn:
yea it would be motivationle (and will be 4 me) as if i complete this not only do i rank with the adults that took the tutorial i havent passed school yet rofl makeing me feel superior even though it wil have ben guided oh you understand right? (if im not makeing any sense here tell me
special note here i did save the file
#116
Actually many of the people on this forum are around High-School age.
I don't think the patching is the issue, since patching the game does not affect the extracted scripts that you placed in the Data directory, it only affects the *.big files and such.
ah oh and not exactly high school but then what is the problem ??? its driveing me crazy not being able to get on with it(or at least make a tiny bit of progress)
edit: i would like to add that i probuly wont be able to do anything untill next week seeing as my dad would think id mess up his computer(hw2 is on it) even tho i wont so anything that gets messed up might be blamed on me ill check in and post if i can see ya till then) :snore:
Last edited by bazak; 20th Jan 06 at 10:30 PM.
#118
You did do the "overrideBigFile" part, right?
ya did ive used mods on hw2 b4(not trying to sound mean if i do)
:3d:
here is what i did though so we are all on same level
ill justtype in the end of the target line
.exe -overridebigfile
#120
....\Homeworld2.exe" -overrideBigFile
Just to clarify that you know the command is case sensetive.
not 100%sure what case sensative means does it mean something like :must be exact down to the very byte and capitol letter/lowercase propper spelling etc :hover:
i was just puting the .exe to show were i put the override
EDIT/UPDATE:i think i kno whats wrong ill update you agin this monday(when i get a chance to do the editing) :ionfish:
Last edited by bazak; 21st Jan 06 at 3:19 PM.
#123
Actually, the command-line isn't case-sensitive.
You must have made a different mistake.
#124
@Mikail: Actually it is case-sensitive, but only on some machines. It's a well-known but rarely-understood problem. I'm not foolish enough to make such a claim lightly, and I am not going to blame this issue on "voodoo" or cast it aside, but I think it's safe to assume that it sometimes happens and if that's the problem then it's an easy fix so everybody wins.![]()
#125
Zatch is right, it is case-sensitive for me for example.
ok ill try that gime a few min and ill see if i can sneak onto the computer and check if it works brb
ok changed it but nothing happened i folowed all steps the O on override is saposed to be capitol right?
p.s the comand to add is -OverrideBigFile
right?
#127
No there's no capital 'O' only 'B' and 'F', copy and paste what I wrote before.
Mikail/Zatch: Sorry I didn't know it was only some people that needed to have it in the right case (I do) or I would have been clearer about it.![]()
#128
I actually mention this in my tutorial, you can just copy-paste the line from there.
well i did that but dint seem to help that time ill retry agin if i can get my sis off upstairs (upstairs =upstairs computer the best one we have)
hmm didnt work here ill post my log see if you can tell me anything from it
Sun Jan 22 12:17:31 2006
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\english'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Player1
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using NVIDIA Corporation's 1.5.3 GeForce4 MX 440/AGP/SSE/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.7184)
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:\Program Files\Sierra\Homeworld2\data
Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter
Resetting fp control word.
CmdLine: -overrideBigFile
This is what the shortcut is suppose to look like:
"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -overrideBigFile -luatrace
maxdamage.
I had a simaler crashing error as everyone else. I'd start the game, it would load all the way then crash. I think i found my problem though, I think it's the file "keeper00.lua", I removed it the game ran fine, I put in it crashed. What should I do now? I need that file to run the mod.
Keeper00.lua has to look like this :
Code:-- LuaDC version 0.9.19 -- 5/23/2004 7:23:48 PM -- LuaDC by Age2uN -- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net -- PersistantData = { StrikeGroups = {}, Squadrons = { { type = "Kpr_Bentus", subsystems = {}, shiphold = {}, name = "", size = 1, number = 1, }, { type = "Hgn_ResourceCollector", subsystems = {}, shiphold = {}, name = "", size = 1, number = 6, }, { type = "Hgn_ResourceController", subsystems = {}, shiphold = {}, name = "", size = 1, number = 2, }, }, Research = {}, }
maxdamage
Last edited by maxdamage; 26th Jan 06 at 5:01 PM.
ill try th luatrace thing(was that meant for me?) anyways if it works ill update you![]()
:fight:![]()
Ok I was able to finaly get the hardpt edit program(used home computer), I followed the tutorial, got bentus in game and move capable, I did exaclty what the tutorial said in the hardpoint editing and weapon creation making sure my screen matched that of the screen shots, how ever as soon as I added the first weapon to bentus and the can attack ability the game crashes to desktop :claw: , if I add the "--" before both of those two lines it works just fine :hmm: except no weapon on the right side of bentus.... But if I add the "--" before ither line the game still crashes. Does anyone have any idea what when wrong? I am running V1.1
#136
Ok the reason why it works when you add -- is that -- tells the game to ignore that line.
Post your hw2.log from after a crash please.
I need to add the -luatrace to the shortcut to get it to spit it out for me right so you want the file that appears in the release folder? Right.... Well I'll post that when I get home today (currently at school). hmm I looked at that last night and it doesn't say anything obvious indicating a problem... hmm but then again what do I know.... :lonely:
I noticed that someone else had the exact problem I'm having a while ago -thred page 6- only I made sure all names are the same and I even checked case. could it be that bentus doesn't want weapons?![]()
Hmmm all I realy want is to get bentus and the keepers working, I don't suppose I could get you to send me a working armed kpr_bentus.hod and kpr_bentus.ship that is if its on hand, I know your probably buisy and if you don't want to I understand..... but just in case e-mail: cepst096@uwsp.edu
quick question, although I have bentus in game the ships icon is that of what looks like a chunk of space garbage/salvage from a destroyed ship. Does anyone know how to get the icon for bentus back? I'm thinking it has something to do with changing the names of the ship from meg_ to kpr_
that caused this. maybe not.....
Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:0047b806.
Error occurred at 1/25/2006 18:17:30.
Homeworld2.exe, run by Chris.
Microsoft Windows XP?.
1 processor(s), type 586.
1024 MBytes physical memory.
Read from location 00000010 caused an access violation.
MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\1-25-2006_18_17_30_MiniDump.dmp'
Registers:
EAX=00000000 CS=001b EIP=0047b806 EFLGS=00010293
EBX=07a7fc40 SS=0023 ESP=0012cf40 EBP=0012d174
ECX=07a45e88 DS=0023 ESI=07a7f728 FS=003b
EDX=00000001 ES=0023 EDI=07a1fce8 GS=0000
Bytes at CS:EIP:
8b 40 10 51 50 53 57 89 7d f0 e8 2b fa ff ff 83
Call Stack:
0x0047B806: GSLobbySessionDesc::operator= ()
0x003C46B5: lua_error ()
0x003C4749: lua_error ()
0x003C4751: lua_error ()
0x003C47EE: lua_error ()
0x003C481E: lua_call ()
0x003C4A13: lua_dobuffer ()
0x0046CB81: GSLobbySessionDesc::operator= ()
0x0047681E: GSLobbySessionDesc::operator= ()
0x00442EA9: GSLobbySessionDesc::operator= ()
0x0043180C: GSLobbySessionDesc::operator= ()
0x0058B3A1: getLibraryID ()
0x00571D25: getLibraryID ()
0x00572023: getLibraryID ()
0x0057223A: getLibraryID ()
0x0049279C: GSLobbySessionDesc::operator= ()
0x00495163: GSLobbySessionDesc::operator= ()
0x00490C11: GSLobbySessionDesc::operator= ()
0x004911D2: GSLobbySessionDesc::operator= ()
Stack dump:
Module list: names, addresses, sizes, time stamps and file times:
C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00320000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
C:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00330000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00350000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00360000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00380000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003b0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003c0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
C:\Program Files\Sierra\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003e0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
C:\Program Files\Sierra\Homeworld2\Bin\Release\util.dll, loaded at 0x003f0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 527a5220 - file date is 12/23/2003 17:21:42
C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00970000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00990000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a00000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a20000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a30000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x00be0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x02440000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x04ff0000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
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\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 00:56:38
C:\WINDOWS\system32\dxdiagn.dll , loaded at 0x4f680000 - 2113536 bytes - 41109696 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4110969a - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 332288 bytes - 411096ac - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\atioglxx.dll , loaded at 0x69000000 - 4968448 bytes - 439cf533 - file date is 12/11/2005 21:57:46
C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 06:00:00
C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 00:56:58
C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 00:56:44
C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 411096c3 - file date is 8/4/2004 00:56:48
C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 411096c2 - file date is 8/4/2004 00:56:48
C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 411096bc - file date is 8/4/2004 00:56:48
C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 41109695 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 41109751 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 411096c9 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 411096bd - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 501248 bytes - 411096a2 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 656384 bytes - 411096d4 - file date is 8/4/2004 00:56:48
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x773d0000 - 1050624 bytes - 4110968c - file date is 8/4/2004 00:57:02
C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1281536 bytes - 411096f2 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\USER32.dll , loaded at 0x77d40000 - 577024 bytes - 411096b8 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 278016 bytes - 41109697 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 473600 bytes - 411096bc - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 00:56:46
C:\Program Files\Sierra\Homeworld2\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58
C:\WINDOWS\system32\kernel32.dll , loaded at 0x7c800000 - 983552 bytes - 411096b4 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 00:56:38
C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8384000 bytes - 411096b7 - file date is 8/4/2004 00:56:46
Did you know tha the -luatrace is handy? Open the HW2.log in the C:\Program Files\Sierra\Homeworld2\Bin\Release folder and it will show what the problem is but not all the time.The .dmp files are useless......
Heres a copy of the HW2.log file with the -luatrace added to the shortcut for HW2:
Code:Tue Dec 06 16:36:18 2005 ·Loaded Archive: 'Homeworld2.big'· ·UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\english'· ·Loaded Archive: 'english.big'· ·Loaded Archive: 'UltimateHW2modv2.11.big'· ·Uing ..profiles\ for profiles folder· ·GAME -- Using player profile maxdamage· ·Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2· ·Using NVIDIA Corporation's 2.0.0 GeForce 6800/AGP/SSE2 renderer (Suspected driver is nvoglnt.dll 6.14.10.7730)· ·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:\Program Files\Sierra\Homeworld2\data· ·Resetting fp control word.· ·CmdLine: -mod UltimateHW2modv2.11.big -luatrace· ·Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HYPERTEST.LEVEL· ·Level music (13): "amb_13"· ·build available· ·generic build available· ·build available· ·generic build available· ·build available· ·generic build available· ·build available· ·generic build available KPR_ATTACKDROID FIGHTER· ·build available· ·generic build available· ·build available· ·generic build available· ·build available· ·generic build available· ·build available· ·generic build available· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_MODULE_RESEARCH, buildType=2· ·build available· ·generic build available· ·build available· ·generic build available· ·build available· ·generic build available· ·build available· ·generic build available· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_SENSORS_ADVANCEDARRAY, buildType=2· · *** StatusTakingHeavyDamage: meg_bentus· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_PRODUCTION_FIGHTER, buildType=2· ·build available· ·strike craft build available HGN_ATTACKBOMBERELITE FIGHTER· · *** StatusTakingHeavyDamage: vgr_planetkiller· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_PRODUCTION_CORVETTE, buildType=2· ·build available· ·generic build available· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_PRODUCTION_FRIGATE, buildType=2· ·build available· ·frigate build available HGN_VGR_HEAVYMISSILEFRIGATE FRIGATE· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_PRODUCTION_CAPSHIP, buildType=2· ·build available· ·capital build available HGN_VGR_CARRIER BIGCAPITALSHIP· · *** StatusTakingHeavyDamage: hgn_hscore· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_MODULE_PLATFORMCONTROL, buildType=2· ·build available· ·platform build available HGN_WEAPONPLATFORM_GUN FRIGATE· · *** StatusTakingHeavyDamage: kpr_destroyer· · *** StatusTakingHeavyDamage: kpr_destroyerm10· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=HGN_C_SENSORS_ADVANCEDARRAY, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_MODULE_RESEARCHADVANCED, buildType=2· ·build available· ·generic build available· ·build available· ·generic build available· ·build available· ·frigate build available HGN_MARINEFRIGATE_SOBAN CAPTURER· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=HGN_C_MODULE_HYPERSPACE, buildType=2· ·build available· ·capital build available HGN_VGR_SHIPYARD BIGCAPITALSHIP· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_MODULE_HYPERSPACE, buildType=2· ·build available· ·platform build available HGN_WEAPONPLATFORM_MISSILE FRIGATE· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=HGN_C_MODULE_HYPERSPACEINHIBITOR, buildType=2· ·build available· ·platform build available HGN_IONTURRET FRIGATE· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=HGN_MS_PRODUCTION_CORVETTEMOVER, buildType=2· · *** StatusCriticallyDamaged: vgr_hyperspace_platform· ·**** StatusShipDestroyed: shipName =vgr_hyperspace_platform, and code = -1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=HGN_C_PRODUCTION_FIGHTER, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=Hgn_Vgr_ResourceController, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=Hgn_ResourceController, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=HGN_C_PRODUCTION_FRIGATE, buildType=2· ·build available· ·platform build available HGN_HYPERSPACE_PLATFORM UTILITY· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {hgn_destroyer,,14375.888671875}· · *** StatusTakingLightDamage: name = hgn_destroyer Health = 0.9907612204551697· · *** StatusTakingLightDamage: name = kpr_attackdroid Health = 0.395714282989502· · *** StatusDamaged: kpr_attackdroid· · *** StatusTakingLightDamage: name = hgn_destroyer Health = 0.9832023978233337· ·******** COMMAND ATTACK: shipname, targetname, attackType = vgr_hgn_battlecruiser,Vgr_Bomber,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,hgn_battlecruiser· · *** StatusCriticallyDamaged: kpr_attackdroid· ·**** StatusShipDestroyed: shipName =kpr_attackdroid, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = hgn_destroyer,Vgr_Bomber,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,destroyer· ·******** COMMAND ATTACK: shipname, targetname, attackType = hgn_dreadnaught,Vgr_Bomber,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,dreadnaught· · *** StatusCriticallyDamaged: hgn_destroyer· ·******** COMMAND ATTACK: shipname, targetname, attackType = hgn_dreadnaught,Vgr_Bomber,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,dreadnaught· ·**** StatusShipDestroyed: shipName =hgn_destroyer, and code = -1· ·build available· ·utility build available HGN_PROXIMITYSENSOR UTILITY· ·build available· ·utility build available HGN_VGR_PROBE_PROX UTILITY· ·build available· ·utility build available HGN_ECMPROBE UTILITY· ·build available· ·utility build available HGN_VGR_PROBE_ECM UTILITY· · *** StatusTakingHeavyDamage: vgr_hgn_shipyard· ·*****---- CommandConstructionComplete : buildingShip=hgn_shipyard_elohim, builtItem=Hgn_Vgr_ResourceCollector, buildType=1· ·build available· ·strike craft build available HGN_VGR_BOMBER FIGHTER· ·build available· ·strike craft build available HGN_VGR_LANCEFIGHTER FIGHTER· ·*****---- CommandConstructionComplete : buildingShip=hgn_shipyard_elohim, builtItem=Hgn_Vgr_ResourceCollector, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=hgn_shipyard_elohim, builtItem=Hgn_Vgr_ResourceCollector, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=hgn_shipyard_elohim, builtItem=Hgn_ResourceCollector, buildType=1· ·build available· ·corvette build available HGN_VGR_COMMANDCORVETTE CORVETTE· ·build available· ·corvette build available HGN_VGR_LASERCORVETTE CORVETTE· ·build available· ·corvette build available HGN_MINELAYERCORVETTE CORVETTE· ·build available· ·corvette build available HGN_VGR_MINELAYERCORVETTE CORVETTE· · *** StatusTakingHeavyDamage: hgn_shipyard_elohim· ·*****---- CommandConstructionComplete : buildingShip=Hgn_MotherShip, builtItem=Hgn_Vgr_ShipYard, buildType=1· ·build available· ·generic build available· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_PRODUCTION_FIGHTER, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_PRODUCTION_CORVETTE, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_PRODUCTION_FRIGATE, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_SY_PRODUCTION_CAPSHIP, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_MODULE_PLATFORMCONTROL, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_MODULE_RESEARCH, buildType=2· ·build available· ·generic build available· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_MODULE_CLOAKGENERATOR, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_MODULE_HYPERSPACEINHIBITOR, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_SENSORS_DETECTHYPERSPACE, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_ResourceCollector, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_ResourceCollector, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_MODULE_FIRECONTROL, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=VGR_MS_MODULE_HYPERSPACE, buildType=2· ·** CommandHyperspaceGiven: shipname = sp_tanker code = 0· ·** CommandHyperspaceGiven: shipname = sp_tanker code = 3· · *** StatusTakingLightDamage: name = sp_tanker Health = 0.7052271366119385· ·** CommandHyperspaceGiven: shipname = sp_tanker code = 0· ·** CommandHyperspaceGiven: shipname = sp_tanker code = 0· ·build available· ·capital build available SP_TANKER BIGCAPITALSHIP· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {sp_tanker,,1037.474487304688}· · *** StatusTakingLightDamage: name = sp_tanker Health = 1· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,Vgr_Interceptor,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,anker· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {hgn_ionturret,,3346.733642578125}· · *** StatusTakingLightDamage: name = hgn_ionturret Health = 0.9909999966621399· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {kpr_mover,,4879.69873046875}· · *** StatusTakingLightDamage: name = kpr_mover Health = 0.9428336620330811· ·******** COMMAND ATTACK: shipname, targetname, attackType = vgr_hgn_battlecruiser,Vgr_Interceptor,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,hgn_battlecruiser· ·*****---- StatusSubsystem : ssname=HGN_C_PRODUCTION_FRIGATE, shipName=Hgn_Carrier, event=1· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {hgn_ionturret,,7872.92919921875}· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,Vgr_Destroyer,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,anker· · *** StatusDamaged: hgn_ionturret· · *** StatusTakingHeavyDamage: hgn_ionturret· · *** StatusCriticallyDamaged: hgn_ionturret· ·**** StatusShipDestroyed: shipName =hgn_ionturret, and code = -1· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {vgr_hgn_battlecruiser,,5489.734375}· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {hgn_ionturret,,11369.5771484375}· · *** StatusTakingLightDamage: name = kpr_mover Health = 0.4438403844833374· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {vgr_hgn_battlecruiser,,5973.388671875}· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,Vgr_InfiltratorFrigate,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,8,anker· · *** StatusDamaged: hgn_ionturret· · *** StatusTakingHeavyDamage: hgn_ionturret· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {hgn_ionturret,,11277.615234375}· · *** StatusTakingLightDamage: name = hgn_ionturret Health = 0.449999988079071· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_GunTurret, buildType=1· ·build available· ·capital build available HGN_DESTROYER SMALLCAPITALSHIP· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_WeaponPlatform_gun, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_IonTurret, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=hgn_weaponplatform_missile, buildType=1· ·build available· ·capital build available HGN_VGR_DESTROYER SMALLCAPITALSHIP· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=SP_Tanker, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_Carrier, buildType=1· ·build available· ·generic build available· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_Vgr_Carrier, buildType=1· ·build available· ·generic build available· ·build available· ·capital build available HGN_BATTLECRUISER BIGCAPITALSHIP· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_Destroyer, buildType=1· ·build available· ·capital build available HGN_VGR_BATTLECRUISER BIGCAPITALSHIP· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=Hgn_ResourceCollector, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_Vgr_Destroyer, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=Hgn_ResourceCollector, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Carrier, builtItem=Hgn_ResourceCollector, buildType=1· · *** StatusTakingHeavyDamage: Meg_Bentus· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 3· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_Battlecruiser, buildType=1· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 3· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 3· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_ShipYard, builtItem=Hgn_Vgr_BattleCruiser, buildType=1· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Battlecruiser, builtItem=HGN_C_MODULE_HYPERSPACEINHIBITOR, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Battlecruiser, builtItem=HGN_C_MODULE_FIRECONTROL, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_Carrier, builtItem=VGR_C_PRODUCTION_CORVETTE, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_Carrier, builtItem=VGR_C_MODULE_HYPERSPACEINHIBITOR, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_BattleCruiser, builtItem=HGN_C_MODULE_HYPERSPACE, buildType=2· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Vgr_BattleCruiser, builtItem=HGN_C_MODULE_HYPERSPACEINHIBITOR, buildType=2· ·** CommandHyperspaceGiven: shipname = sp_tanker code = 0· ·** Battle Momentum Value: -64.41096496582031· ·** Battle Momentum Value: -5720.2998046875· · *** StatusTakingLightDamage: name = meg_bigred Health = 0.9995000958442688· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {meg_bigred,,4731.86376953125}· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Battlecruiser, builtItem=HGN_C_MODULE_HYPERSPACEINHIBITOR, buildType=2· ·** CommandHyperspaceGiven: shipname = meg_bigred code = 0· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,Vgr_LanceFighter,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,anker· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {kpr_mover,,3150.657470703125}· · *** StatusTakingLightDamage: name = kpr_mover Health = 0.9465000629425049· · *** StatusTakingHeavyDamage: kpr_mover· ·*****---- CommandConstructionComplete : buildingShip=Hgn_Battlecruiser, builtItem=HGN_C_MODULE_HYPERSPACE, buildType=2· ·** CommandHyperspaceGiven: shipname = Hgn_Battlecruiser code = 0· ·** CommandHyperspaceGiven: shipname = sp_tanker code = 0· ·** CommandHyperspaceGiven: shipname = hgn_dreadnaught code = 3· ·** CommandHyperspaceGiven: shipname = sp_tanker code = 3· ·** CommandHyperspaceGiven: shipname = vgr_hgn_battlecruiser code = 3· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Vgr_BattleCruiser,kpr_attackdroid,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,6,Vgr_BattleCruiser· · *** StatusDamaged: kpr_mover· ·** CommandHyperspaceGiven: shipname = kpr_mover code = 3· · *** StatusTakingLightDamage: name = kpr_mover Health = 0.358352392911911· ·******** COMMAND ATTACK: shipname, targetname, attackType = vgr_hgn_battlecruiser,Vgr_LaserCorvette,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,4,hgn_battlecruiser· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {Hgn_Destroyer,,4040.863037109375}· ·*****---- StatusSubsystem : ssname=HGN_DES_ENGINE, shipName=Hgn_Destroyer, event=1· · *** StatusTakingLightDamage: name = Hgn_Vgr_Destroyer Health = 0.7226172089576721· · *** StatusDamaged: kpr_mover· · *** StatusCriticallyDamaged: kpr_mover· ·**** StatusShipDestroyed: shipName =kpr_mover, and code = -1· · *** StatusTakingLightDamage: name = Hgn_Vgr_BattleCruiser Health = 0.7328203320503235· · *** StatusTakingLightDamage: name = Hgn_Vgr_Destroyer Health = 0.674437940120697· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Battlecruiser,Vgr_Carrier,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,Battlecruiser· ·******** COMMAND ATTACK: shipname, targetname, attackType = SP_Tanker,Vgr_Carrier,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,anker· · *** StatusCriticallyDamaged: Hgn_Destroyer· · *** StatusCriticallyDamaged: Hgn_Destroyer· ·**** StatusShipDestroyed: shipName =Hgn_Destroyer, and code = -1· · *** StatusTakingLightDamage: name = Hgn_Vgr_BattleCruiser Health = 0.7522312998771668· ·build available· ·frigate build available HGN_DEFENSEFIELDFRIGATE FRIGATE· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {Hgn_Vgr_BattleCruiser,,9585.6533203125}· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Battlecruiser,Vgr_Carrier,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,Battlecruiser· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Battlecruiser,Vgr_Carrier,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,Battlecruiser· ·build available· ·frigate build available HGN_VGR_INFILTRATORFRIGATE CAPTURER· · *** StatusTakingLightDamage: name = Hgn_Vgr_Destroyer Health = 0.6750050783157349· · *** StatusTakingLightDamage: name = hgn_dreadnaught Health = 1· ·******** COMMAND ATTACK: shipname, targetname, attackType = vgr_hgn_battlecruiser,Vgr_ResourceCollector,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,2,hgn_battlecruiser· · *** StatusTakingLightDamage: name = Hgn_Vgr_Destroyer Health = 0.6648860573768616· · *** StatusTakingLightDamage: name = hgn_dreadnaught Health = 1· · *** StatusTakingLightDamage: name = Hgn_Vgr_Destroyer Health = 0.3498176634311676· · *** StatusCriticallyDamaged: hgn_ionturret· ·**** StatusShipDestroyed: shipName =hgn_ionturret, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,vgr_planetkillermissile,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,2,anker· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {Hgn_Vgr_Destroyer,,4306.33935546875}· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,kpr_destroyerm10,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,6,anker· · *** StatusCriticallyDamaged: hgn_ionturret· ·**** StatusShipDestroyed: shipName =hgn_ionturret, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,kpr_destroyer,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,6,anker· ·**** StatusShipDestroyed: shipName =Hgn_Carrier, and code = -1· ·**** StatusShipDestroyed: shipName =Hgn_Vgr_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Vgr_BattleCruiser,meg_bentus,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,12,Vgr_BattleCruiser· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceController· · *** StatusCriticallyDamaged: Hgn_ResourceController· ·**** StatusShipDestroyed: shipName =Hgn_ResourceController, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,meg_bentus,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,12,anker· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,meg_bentus,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,12,anker· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_Vgr_ResourceCollector· · *** StatusCriticallyDamaged: Hgn_Vgr_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_Vgr_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = SP_Tanker,meg_bentus,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,12,anker· ·****** StatusUnderAttack: shipnm, enemy, attackcode = {Hgn_Vgr_Destroyer,,3053.1455078125}· · *** StatusTakingLightDamage: name = hgn_dreadnaught Health = 0.9994000196456909· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_Vgr_ResourceController· ·**** StatusShipDestroyed: shipName =Hgn_Vgr_ResourceController, and code = 9· · *** StatusCriticallyDamaged: Hgn_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_ResourceCollector, and code = -1· · *** StatusCriticallyDamaged: Hgn_Vgr_Destroyer· · *** StatusCriticallyDamaged: Hgn_Vgr_ResourceCollector· · *** StatusCriticallyDamaged: Hgn_Vgr_ResourceCollector· ·**** StatusShipDestroyed: shipName =Hgn_Vgr_ResourceCollector, and code = 10· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Vgr_BattleCruiser,kpr_sajuuk,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,6,Vgr_BattleCruiser· · *** StatusCriticallyDamaged: hgn_weaponplatform_missile· ·**** StatusShipDestroyed: shipName =hgn_weaponplatform_missile, and code = -1· · *** StatusDamaged: Hgn_Battlecruiser· · *** StatusCriticallyDamaged: Hgn_WeaponPlatform_gun· ·**** StatusShipDestroyed: shipName =Hgn_WeaponPlatform_gun, and code = -1· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Vgr_BattleCruiser,meg_bentus,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,12,Vgr_BattleCruiser· · *** StatusCriticallyDamaged: Hgn_IonTurret· ·**** StatusShipDestroyed: shipName =Hgn_IonTurret, and code = -1· · *** StatusCriticallyDamaged: Hgn_GunTurret· ·**** StatusShipDestroyed: shipName =Hgn_GunTurret, and code = 6· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,meg_bentus,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,12,anker· ·******** COMMAND ATTACK: shipname, targetname, attackType = sp_tanker,meg_bentus,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,12,anker· ·build available· ·generic build available· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Battlecruiser,sp_tanker,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,Battlecruiser· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Battlecruiser,hgn_shipyard_elohim,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,Battlecruiser· · *** StatusCriticallyDamaged: Hgn_Vgr_ShipYard· · *** StatusCriticallyDamaged: Hgn_Vgr_ShipYard· · *** StatusCriticallyDamaged: Hgn_Vgr_ShipYard· ·**** StatusShipDestroyed: shipName =Hgn_Vgr_ShipYard, and code = 4· ·******** COMMAND ATTACK: shipname, targetname, attackType = Hgn_Battlecruiser,vgr_planetkiller,0· ·******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,2,Battlecruiser· ·Killing player 1 (C) at time 7542.607422· ·
maxdamage.
Last edited by maxdamage; 26th Jan 06 at 5:20 PM.
It just crashes the second I start the level. So,ya know, I'd like to get that cleared up.
Last edited by extreme_wookie; 26th Jan 06 at 9:06 PM.
I'm beginning to wonder if it was a good idea to delete all of the script files.(except for the ones mentioned in the instructions)
#143
Any scripts not found in the data directory are automatically loaded from Homeworld2.big, so you won't be breaking anything unless those scripts were supposed to be modified.
yeah, I added the -luatrace to the short cut and thats what I got! hmmm so then I opened the wrong file.... I'll try looking for hw2.log then
Well for now I've kinda given up on bentusand I copyed the Foundry (a huge ship) from the Genisis mod in and used that in place of bentus to finish the tutorial,
It came with weapons but that was it, I had to add supercap_kpr to the family.lua to make it work and then follow the tutorial to get it in game and build capable. So far I have Drones, movers, and keepers and vagr collecters and controlers buildable from the foundry: they hyperspace in when completed. But when I tried to add the Hgn_dreadnaught and Kpr_Sajjuk I get nothing, I used the same method I used for the keeper destroyer : change build family of ship to supercap_kpr, add to build.lua, add class and build family to canbuild line and nothing. The game loads just fine, no crashing, the ships just don't show up in the build menu. Do I need to do something special? I ask because so far anyother ships like the hgn_battlecruser I can add in easy and build them from the foundry.
Last edited by Cepst096; 27th Jan 06 at 8:21 AM. Reason: I hit submit before I was done
#145
That's the wrong file. We are looking for hw2.log. You posted an errorlog.txt.
I think the source of my woes may lie in the kpr_Bentus.ship file. Whenever I try to access it, it says that the file is being used by another process. I set it to always open with the notepad, so I went to that program and it opened up just fine. So I don't know, it's a little weird. Any suggestions?
I also have another possibility. I noticed in the screenshots that the files were in the HardEd program. I don't knowhow to do that. Whenever I try to copy and paste the file into it, it doesen't work. Everything I try never helps. What can I do?
Last edited by extreme_wookie; 27th Jan 06 at 10:03 AM. Reason: Thought of another possibility.
to use hardedit you start the program, then click file, open and select a ".hod" file not a ".ship" file, if you didn't add hardpoints in that program and you added weapons to bentus then the game will crash, at least I think it would.Originally Posted by extreme_wookie
Does that help?
Oh man I didn't see that. I thought that the first screenshot was from HardEd. In fact, it was probably My Documents. So what can I do to make this thing work? How about this. I'll just put all the files I can think of on this page and can someone just skim them for errors?
This is the keeper00.lua starting fleet file.
-- LuaDC version 0.9.19
-- 5/23/2004 7:23:48 PM
-- LuaDC by Age2uN
-- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net
--
PersistantData =
{
StrikeGroups = {},
Squadrons =
{
{
type = "Kpr_Bentus",
subsystems = {},
shiphold = {},
name = "",
size = 1,
number = 1, },
{
type = "Hgn_ResourceCollector",
subsystems = {},
shiphold = {},
name = "",
size = 1,
number = 6, },
{
type = "Hgn_ResourceController",
subsystems = {},
shiphold = {},
name = "",
size = 1,
number = 2, },
},
Research = {}, }
This is the line you had to edit in the properties of the Homeworld2 shortcut.
"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -overrideBigFile
This is the .ship file for the kpr_Bentusi. It's name is Kpr_Bentusi.ship with a capitol "k." Can that be the problem? I don't know maybe it has to be case-sensitive?
-- LuaDC version 0.9.19
-- 5/23/2004 7:24:18 PM
-- LuaDC by Age2uN
-- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net
--
NewShipType = StartShipConfig()
NewShipType.displayedName = "Bentus"
NewShipType.sobDescription = "Mothership"
NewShipType.maxhealth = 800000
NewShipType.regentime = 0
NewShipType.minRegenTime = 0
NewShipType.sideArmourDamage = 1
NewShipType.rearArmourDamage = 1
NewShipType.isTransferable = 0
NewShipType.useEngagementRanges = 0
NewShipType.unitCapsNumber = 1
NewShipType.paradeData = "dummy_parade"
NewShipType.SquadronSize = 1
NewShipType.passiveFormation = "Spear"
NewShipType.defensiveFormation = "Delta"
NewShipType.aggressiveFormation = "Claw"
NewShipType.mass = 5000
NewShipType.collisionMultiplier = 1
NewShipType.thrusterMaxSpeed = 900
NewShipType.mainEngineMaxSpeed = 900
NewShipType.rotationMaxSpeed = 90
NewShipType.thrusterAccelTime = 1
NewShipType.thrusterBrakeTime = 1
NewShipType.mainEngineAccelTime = 1
NewShipType.mainEngineBrakeTime = 1
NewShipType.rotationAccelTime = 0.2
NewShipType.rotationBrakeTime = 0.2
NewShipType.thrusterUsage = 0.2
NewShipType.accelerationAngle = 90
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.maxBankingAmount = 30
NewShipType.descendPitch = 30
NewShipType.goalReachEpsilon = 25
NewShipType.slideMoveRange = 100
NewShipType.controllerType = "Ship"
NewShipType.tumbleStaticX = 0
NewShipType.tumbleStaticY = 0
NewShipType.tumbleStaticZ = 0
NewShipType.tumbleDynamicX = 0
NewShipType.tumbleDynamicY = 0
NewShipType.tumbleDynamicZ = 0
NewShipType.tumbleSpecialDynamicX = 0
NewShipType.tumbleSpecialDynamicY = 0
NewShipType.tumbleSpecialDynamicZ = 0
NewShipType.relativeMoveFactor = 1
NewShipType.useTargetRandom = 1
NewShipType.targetRandomPointXMin = -0.7
NewShipType.targetRandomPointXMax = 0.7
NewShipType.targetRandomPointYMin = -0.4
NewShipType.targetRandomPointYMax = 0.4
NewShipType.targetRandomPointZMin = -0.9
NewShipType.targetRandomPointZMax = 0.8
NewShipType.dustCloudDamageTime = 0
NewShipType.nebulaDamageTime = 0
NewShipType.MinimalFamilyToFindPathAround = "None"
NewShipType.BuildFamily = "NotBuildable"
NewShipType.AttackFamily = "Mothership"
NewShipType.DockFamily = "CantDock"
NewShipType.AvoidanceFamily = "SuperPriority"
NewShipType.DisplayFamily = "Megalith"
NewShipType.AutoFormationFamily = "Fighter"
NewShipType.CollisionFamily = "Unmoveable"
NewShipType.ArmourFamily = "Unarmoured"
NewShipType.UnitCapsFamily = "SinglePlayerMisc"
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 0
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 0
NewShipType.totalValue = 0
NewShipType.buildCost = 1
NewShipType.buildTime = 1
NewShipType.buildPriorityOrder = 300
NewShipType.retaliationRange = 4000
NewShipType.retaliationDistanceFromGoal = 800
NewShipType.visualRange = 6000
NewShipType.prmSensorRange = 6000
NewShipType.secSensorRange = 6000
NewShipType.detectionStrength = 1
NewShipType.TOScale = 1
NewShipType.TODistanceFade0 = 14439.382317879
NewShipType.TODistanceDisappear0 = 14266.1179698217
NewShipType.TODistanceFade1 = 125
NewShipType.TODistanceDisappear1 = 100
NewShipType.TODistanceFade2 = 35108.024691358
NewShipType.TODistanceDisappear2 = 385802.469135802
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.healthBarStyle = 2
NewShipType.nlips = 0
NewShipType.nlipsRange = 75000
NewShipType.nlipsFar = 0
NewShipType.nlipsFarRange = 0
NewShipType.SMRepresentation = "Mesh"
NewShipType.alwaysInRenderList = 1
NewShipType.meshRenderLimit = 5000000
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 1
NewShipType.minLOD = 1
NewShipType.goblinsStartFade = 13000
NewShipType.goblinsOff = 13000
NewShipType.upLOD = 16000
NewShipType.downLOD = 20015
NewShipType.minimumZoomFactor = 0.85
NewShipType.preciseATILimit = 7176.37507192516
NewShipType.selectionPriority = 65
NewShipType.militaryUnit = 0
NewShipType.alternativeHyperspaceV = "hyperspace_gate_bentusi"
NewShipType.alternativeHyperspaceA = "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN"
NewShipType.alternativeHyperspaceTime = 18.5
NewShipType.ignoreRaceWhenDocking = 1
addAbility(NewShipType,"CanBuildShips",1,"","");
addAbility(NewShipType, "CanLaunch")
NewShipType.launchTimeBetweenTwoFormations = 1
NewShipType.launchTimeBeforeStart = 2
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "delta"
addAbility(NewShipType, "ShipHold", 1, 150, 20, "rallypoint", "", 150,
addAbility(NewShipType, "MoveCommand", 1, 0)
addAbility(NewShipType, "HyperSpaceCommand", 1, 10, 100, 400, 10, 15)
{
SuperCap = "1000",
},
{
Frigate = "800",
},
{
Frigate = "800",
},
{
Frigate = "800", })
addAbility(NewShipType, "HyperSpaceCommand", 0, 1, 0, 0, 1, 1)
LoadModel(NewShipType, 1)
NewShipType.sobDieTime = 45
NewShipType.sobSpecialDieTime = 1
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 0
NewShipType.trailLinger = 3
Race file:
-- LuaDC version 0.9.19
-- 5/23/2004 7:23:16 PM
-- LuaDC by Age2uN
-- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net
--
NotPlayable = 0
Playable = 1
races =
{
{ "Invalid", "Invalid", "", "", 0, NotPlayable, "", },
{ "Hiigaran", "$1100", "hyperspace_gate", "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN", 9.5, Playable, "HGN_", },
{ "Vaygr", "$1101", "hyperspace_gate_vgr", "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN", 9.5, Playable, "VGR_", },
{ "Keeper", "Keeper", "hyperspace_gate_kpr", "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN", 12.5, Playable, "KPR_", },
{ "Bentusi", "$1103", "hyperspace_gate_bentusi", "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN", 18.5, NotPlayable, "BEN_", },
{ "Random", "$3226", "", "", 0, Playable, "", },
}
That's all I can think of so if there's anything else that could be wrong or if there's a problem in one of these please tell me.
Last edited by extreme_wookie; 27th Jan 06 at 12:57 PM.
:new: Hey I think I narrowed it down a little bit. After mindless hours spent in front of the computer :comp: , I think I narrowed down the search for my error a bit :omg: . After an experiment in which I put in the code for the Bentusi ship into the Hiigarans, the game crashed again. I guess that means there's something wrong with that! So can someone look at a file pertinent to the Bentusi and tell me if it's all correct? Please?
:gonemad: It's not working! Again! There's something up with the weapons. If anyone knows how to fix this problem, please tell me.
Random smily things that I can look at while I wait for a reply:
![]()
:claw:
:fencing:
:bombface:
:juggle:
:matrix:
Last edited by extreme_wookie; 28th Jan 06 at 6:46 AM.
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