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Making the Keeper a playable race - a modding tutorial for newbies.

  1. #551
    zlink000
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    ok so i have a stupid question but i havent modded hw2 in awhile now so i forgot. i want to be able to use the keepers to build drones like the ai does in campaign mode can anyone lemme know how?

  2. #552
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    sure, modify the "CanBuildShips" parameter in the ship file to add mover_hgn and any other Keeper types YOU have defined in familylist.lua (e.g. drone_kpr). Then modify the build.lua and research.lua for the race you want it to build from.
    10% of life is what happens to you and 90% is what you DO about it

  3. #553
    zlink000
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    ok i finaly figured out what i was doing wrong i needed to change the name of the files and build and reserch stuff to hgn_keeperM10 now i have a new problem the ship icon for the keeper that i build looks like meg_wreckage how do i change it back to the keeper icon?
    Last edited by zlink000; 5th Apr 08 at 5:05 PM.

  4. #554
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    If you want to have a ship type that is not defined in familylist.lua, you have to add an entry to it (same goes for armour, avoidance family, etc.).

    Since you effectively created a new ship you need to go into icons directory under the ship folder and add that ship. Something like : hgn_keeperM10 = kpr_destroyer and put it in immediately after the kpr_destroyer entry (if you put it in before that, it won't know what the kpr_destroyer icon is and if you put it in too far afterwards, it seems to get confused during game load and "forgets" what kpr_destroyer is, at least as far as re-using the icon info).

  5. #555
    zlink000
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    well ive been working on adding bentus to the higaran build list and so far i have it down i only have a problem with bentus spawns right on top of my ms i would like to have it hyperspace in similar to how a shipyard would anyone got some tips for me?

  6. #556
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    in the scripts folder of the stuff extracted from the .big file, there should be a directory called formations. Under that is a file called something like mothership_parade.lua that lists where specific ships are to go. Any ships not listed go into "default" slots which is what is happening with your bentus....

  7. #557
    Member JMScomp's Avatar
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    in the scripts folder of the stuff extracted from the .big file, there should be a directory called formations. Under that is a file called something like mothership_parade.lua that lists where specific ships are to go. Any ships not listed go into "default" slots which is what is happening with your bentus....
    So how do you know which one your starting fleet is using? For instance, I have a custom fleet used for testing that's made from the keeper race and, so far, consists of sajuuk, a dreadnaught, a destroyer, drones, movers, and a few other custom ships.

    Also, how do you set a new starting formation for a new race?
    Homeworld 2: Crossfire
    "History comes full circle. Sometimes, humanity survives. Other times...it's obliterated. We tell stories to help us remember history, to keep us from reigniting a war that would no doubt destroy another planet...and perhaps some other race. I wish the best to those who would find the fallen meteor. One cover, a little secret, who follow the trail...who reconstruct my nightmare..."

  8. #558
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    in the mothership's .ship file is a parameter called "parade" something or other. That gives you the formations name.

  9. #559
    Member JMScomp's Avatar
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    You mean this one:

    NewShipType.paradeData = "hgn_mothership_parade"
    Ok, thanks.

  10. #560
    you can also make up custom parades, I don't know how, but i've seen it done



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  11. Gamers Lounge Senior Member General Discussions Senior Member  #561
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
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    keep in mind when playing with formations that LUADC doesnt decompile them properly, if you realy are looking to make custom formations i have been meaning to place a tutorial on the forums for quite some time,
    mothership parade is quite simple, when decompiled it gives you the starting place of the ship line and i belive the ships moove outwards along the X/-X axis away from the origin in spaceing determined by the formation spaceing perametre in the ship files.
    i have been meaning to do some reserch into this so bear with me

  12. #562
    Member JMScomp's Avatar
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    keep in mind when playing with formations that LUADC doesnt decompile them properly, if you realy are looking to make custom formations i have been meaning to place a tutorial on the forums for quite some time,
    mothership parade is quite simple, when decompiled it gives you the starting place of the ship line and i belive the ships moove outwards along the X/-X axis away from the origin in spaceing determined by the formation spaceing perametre in the ship files.
    i have been meaning to do some reserch into this so bear with me
    I would like to do two custom formations for the two new races I am adding. I was going to take a hiigaran formation and tear it apart, but if you've made/are making a tutorial for making them from scratch it would be really helpful.

  13. Gamers Lounge Senior Member General Discussions Senior Member  #563
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  14. #564
    Modding the keeper race to work on a mac is proving to be quite troublesome.

    Everything works (without adding weapons to bentus) up to the point of changing the build.lua, then afterwards its crash after crash. I can't post an -luatrace log either since that doesn't work on macs.

  15. #565
    Member FireCaste's Avatar
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    Question,

    I have added a weapon hardpoint as per the tutorial, and it 'functions' properly, that is the vessel fires it's Battlecruiser Kinetic round, but there is no visable turret, and instead of firing two simultaneous rounds like the BC, it's firing a single shell from an invisible weapon system.

    I am altering the Hgn_Mothership and converting her into a dreadnought equivalent, as my mod does not require resourcing or construction. Therefore little old MS was left out of the loop and I figured all my races have large vessels that could function as a new class of ship I.E. dreadnoughts.

    I am currently working on arming the Hgn_Mothership with BC class Kinetic turrets along her flanks, and though she is deadly firing ghost weapons, she isn't really all that intimidating without the turrets bristling her sides.

    If anyone can illuminate my problem I would be more than pleased.

    Currently Sujuuk is the Keeper's "dreadnought" and I am planning on converting the Vaygr flagship and Hiigy MS into those race's equivilent combat ships.


    ~FireCaste
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  16. #566
    Member ford6's Avatar
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    firecaste, you need to add a turret (subsystem) instead of a weapon to that hardpoint.

  17. #567
    Member FireCaste's Avatar
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    I thought that was only for the Ion Beam...

    I went through the BC .ship file and cannot find the Turret Subsystem to yoink and add to my MS.

    Anyway I could get a bit more detail on the process?

  18. #568
    Member ford6's Avatar
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    ok. goto the BC's ship file and look for a line like this:
    StartShipHardPointConfig(NewShipType, "SCC_Turret", "Weapon_TurretTop", "System", "Innate", "Damageable", "HGN_SCC_3xAC_Turret", "", "", "", "", "", "", "", "")

    Basicly, anything in the subsystem directory can be added with the above line.

    You can then copy the turret and change the weapon to whatever you want.

    in the example the hardpoint used is Weapon_TurretTop, and the turret is HGN_SCC_3xAC_Turret. Also, you can make it so that the weapon is buildable, and not just give as is in the example, by adding "", infrount of the turret.

  19. #569
    Member JMScomp's Avatar
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    have added a weapon hardpoint as per the tutorial, and it 'functions' properly, that is the vessel fires it's Battlecruiser Kinetic round, but there is no visable turret,
    You don't have to actually create a turret subsystem, you can just create turret weapon hardpoints, and assign turret meshes to them in the HOD, then change the weapon type from 'gimble' to 'AnimatedTurret', and set turning speeds for the turret in the wepn file.. Look at my Progenitor Platform in my mod, as none of it's turrets are subsystems.

    My mod thread:
    http://forums.relicnews.com/showthread.php?t=189945

    and instead of firing two simultaneous rounds like the BC,
    If you make 2 or more barrels/muzzles for your turret, then you can have the 'slave' muzzle/s fire at the same time as the first, or have a slight delay using the wepn file.

  20. #570
    Member FireCaste's Avatar
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    Muchas Gracias.

    I shall get to work fiddling with your suggestions, I appreciate the responses.



    ~FireCaste

  21. #571
    Noitideraey
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    Ok i've gotten to the hardpoint part and i have the net thing installed, and i made the 3 children per weapon hardpoint i made and when i went to save it gave an stupid error message

    And the forum wont let me post it cuz theres a URL in it?

  22. #572
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    The forum won't let you have a link in your first post. Successive posts should work.

    By the way, you should D/L and use CFHodEd (available on these forums) to edit your hardpoints, etc. It does a great job on stuff like that.

  23. #573
    29c3
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    Man that a lot of stuff you got to do, why can't anyone just upload it not to be lazy or anything, but that takes a bunch of time for newbies.

  24. #574
    Hmm, for the life of me I can't find these "Eviljedi Script and AI files" that are mentioned in the final portion of the tutorial. Of course, the forum search was useless as normal. I even manually dug through the thread.

    Am I blind or are they just never linked?
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  25. #575
    Member Joe 2987's Avatar
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    No, they're not linked. I think it means that you need to get the full decompiled data file and use the AI folder.

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  26. #576
    Member Moleman's Avatar
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    Man that a lot of stuff you got to do, why can't anyone just upload it not to be lazy or anything, but that takes a bunch of time for newbies.
    the noobies need to learn i was a newb no more than a month and a half ago and no i can guid yuo throught it pretty easilydont be lazy lol like i used to be its supposed to be a learning experience

  27. #577
    Mr_Israel
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    I'm attempting to go through the Keeper tutorial, but I'm only at the second step (changing the meg_bentus to keeper and attempting to load), and it ctd when it loads. First step was perfectly fine. Here's an excerpt from my error log:

    Homeworld2.exe caused an Access Violation in module objects.dll at 001b:00d623a9.
    Error occurred at 3/18/2008 20:59:44.
    Homeworld2.exe, run by Jordan.
    Microsoft Windows XP?.
    2 processor(s), type 586.
    1014 MBytes physical memory.
    Read from location 0000000c caused an access violation.

    MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\3-18-2008_20_59_44_MiniDump.dmp'

  28. #578
    Member JMScomp's Avatar
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    Ok, that's not the log, that's the minidump file. The log should be further down in the folder and called HW2.log. Post what's in it, and we'll see if we can't help you out.

  29. #579
    Mr_Israel
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    I beg to differ. That is the opening couple lines of the HW2log. But, as requested, here is the log:

    HW2.log


  30. #580
    Member JMScomp's Avatar
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    Sorry man, but it isn't the log. The log will look like this:

    Code:
    Thu Jul 31 21:36:00 2008
     Loaded Archive: 'Homeworld2.big' 
     UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english' 
     Loaded Archive: 'english.big' 
     Uing ..profiles\ for profiles folder 
     GAME -- Using player profile Kyle 
     Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 1 
     Using NVIDIA Corporation's 2.0.3 GeForce 7600 GS/PCI/SSE2/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.9147) 
     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 
     Unabled to find data:animatics/combined512x512x30HzNS.avi 
     Resetting fp control word. 
     CmdLine: -overrideBigFile 
     Starting Level: data:LevelData\Multiplayer\Deathmatch\4P_KHARAM_WRECK.LEVEL

  31. #581
    b3h47pte
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    That is the minidump dude.
    Just check that line that says MiniDump saved to blah blaah blah.

  32. #582
    Member Moleman's Avatar
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    hey is there a tutorial that explains how to get the ai to research?

  33. #583
    Mr_Israel
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    My mistake. It wasn't the minidump, it was the dated error log file. My apologies.

    This should be it:

    HW2.log



    Thanks in advance.

  34. #584
    Member ford6's Avatar
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    Heres you error :
    GameObj: Error: Level has ended on the first frame. Game rules (lua) has determined game is over. Level may have no ships. -- FATAL EXIT --

    This usually means that you have no build capable ships in your starting fleet.

  35. #585
    The first places I'd look is your starting fleet file, to make sure you have a build capable ship actually in there and everything is in order, then at the .ship files for the ships that should be build capable to make sure they really are. Mind you, I've not actually followed this tutorial, and am just going off of what I see in your error log

  36. #586
    Mr_Israel
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    Yeah I'm back on track guys. Thanks.

  37. #587
    shuki
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    hey, it won't let me download the keeper bentus .hod file
    a window opens that says
    "unknown file type"
    and instead of run it says "find"
    and it still has "save" and "cancel"
    find being find an appropriate application
    any help?

  38. #588
    ...make your own?

  39. #589
    phoenix666
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    i cant downlod harded it says application has generated an exception that could not b handled process id=0xedc (3804), thead id=0x5ac (1452) can any one help me out plz

  40. #590
    Member ford6's Avatar
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    shuki : Its just the .hod you want to save it to your hard disk and open it with CFHoded. If you can't download it, do as xxobot suggested and make your own by opening the Meg_Bentus.hod in CFHoded and saveing it as Kpr_Bentus.hod, then moveing it to its new home in it proper directory.

    Phoenix666 : HodEd has been replaced with CFHoded

  41. #591
    I've followed this tutorial from the beginning, except I made a new race. When I started, the game, after I had edited a few things, the race I made seemed more like a random pick than what it was supposed to be. Basically, when I started a Player vs. CPU match, it spawned the wrong mothership. I don't know what could have done this, does anyone else?

  42. #592
    Member Moleman's Avatar
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    check your starting fleets file and the hod for your mothership most likely the starting fleets file will have to be changedd i ran into the same problem its a simple fix

  43. #593
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    Cliop: make sure you still have the "Random" race in its own slot, is a hardwired option.

  44. #594
    Yes, that helped a lot thanks. sadly now it won't start a match, it crashes before I can start a game =\

  45. #595
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    You need build and research files in a directory that has the same name as the first entry in race.lua of the race you made up (where your racename will go):

    Code:
            { "Hiigaran", "$1100", "hyperspace_gate", "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN", 2.5, Playable, "HGN_", },
    THEN, you need to have a racename00.lua file in the startingfleets directory. If you have all that, post your hw2.log file so someone here can look at it.

  46. #596
    I did what you explained already, and I've constantly checked the HW2 file, but there's nothing wrong with it.
    My latest HW2 file reads:
    Code:
    Tue Aug 12 18:38:05 2008
     Loaded Archive: 'Homeworld2.big' 
     UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english' 
     Loaded Archive: 'english.big' 
     Uing ..profiles\ for profiles folder 
     GAME -- Using player profile Cliop 
     Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 3 
     Using NVIDIA Corporation's 2.1.2 GeForce 7600 GS/PCI/SSE2/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.11.7516) 
     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: /1280 -overridebigfile -luatrace 
     Starting Level: data:LevelData\Multiplayer\Deathmatch\6P_IMPOSED_COSMOS.LEVEL 
     carrier open 
     carrier open 
     carrier open 
     carrier open 
     carrier open
    Obviously the end of the code is where the game crashes.

    However, my dump file says:
    Code:
    Homeworld2.exe caused an Access Violation in module objects.dll at 001b:00a93ce1.
    Error occurred at 8/12/2008 18:38:24.
    Homeworld2.exe, run by Me.
    Microsoft Windows XP?.
    2 processor(s), type 586.
    2047 MBytes physical memory.
    Read from location 00000000 caused an access violation.
    
    MiniDump saved to file 'C:\Program Files\Sierra\Homeworld2\Bin\Release\8-12-2008_18_38_24_MiniDump.dmp'
    
    Registers:
    EAX=00000000 CS=001b EIP=00a93ce1 EFLGS=00010202
    EBX=0abeea7c SS=0023 ESP=0012eaa4 EBP=00000001
    ECX=0a877710 DS=0023 ESI=0012eb50 FS=003b
    EDX=00000001 ES=0023 EDI=0abeeacc GS=0000
    Bytes at CS:EIP:
    8b 00 c2 04 00 90 90 90 90 90 90 90 90 90 90 8b 
    
    Call Stack:
    0x00A93CE1: MeshInstance::getBlock                      ()
    
    Stack dump:
    Exception encountered during stack dump.
    
    
    Module list: names, addresses, sizes, time stamps and file times:
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00330000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00340000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
    C:\WINDOWS\system32\Normaliz.dll   , loaded at 0x00360000 - 23552 bytes - 44a3ec46 - file date is 6/29/2006 08:05:44
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00370000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00380000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
    C:\Program Files\Sierra\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x003a0000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
    C:\Program Files\Sierra\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x003d0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
    C:\Program Files\Sierra\Homeworld2\Bin\Release\lua.dll, loaded at 0x003e0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
    C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 3fe0d29b - file date is 12/17/2003 14:39:04
    C:\Program Files\Sierra\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x00970000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
    C:\Program Files\Sierra\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00980000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
    C:\Program Files\Sierra\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x009a0000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
    C:\Program Files\Sierra\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a10000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
    C:\Program Files\Sierra\Homeworld2\Bin\Release\util.dll, loaded at 0x00a30000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
    C:\Program Files\Sierra\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a40000 -  9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
    C:\Program Files\Sierra\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a50000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
    C:\Program Files\Sierra\Homeworld2\Bin\Release\console.dll, loaded at 0x00c00000 -  5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
    C:\WINDOWS\system32\CmdLineExt03.dll, loaded at 0x019f0000 - 43520 bytes - 3fcb7916 - file date is 8/12/2008 18:38:02
    C:\Program Files\Xfire\xfire_toucan_33540.dll, loaded at 0x021b0000 - 680272 bytes - 4898ef37 - file date is 8/5/2008 19:26:46
    C:\WINDOWS\system32\xpsp2res.dll   , loaded at 0x027d0000 - 2897920 bytes - 4802454c - file date is 4/13/2008 12:39:24
    C:\Program Files\Sierra\Homeworld2\Bin\Release\GL.dll, loaded at 0x03150000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
    C:\PROGRA~1\Sierra\HOMEWO~1\Bin\Release\seFDAudio.dll, loaded at 0x03dc0000 - 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\dxdiagn.dll    , loaded at 0x4f680000 - 2113536 bytes - 4802a0b6 - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\dbghelp.dll    , loaded at 0x59a60000 - 640000 bytes - 4802a0b2 - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\uxtheme.dll    , loaded at 0x5ad70000 - 218624 bytes - 4802a11e - file date is 4/13/2008 19:12:08
    C:\WINDOWS\system32\NETAPI32.dll   , loaded at 0x5b860000 - 337408 bytes - 4802a0fa - file date is 4/13/2008 19:12:02
    C:\WINDOWS\system32\comctl32.dll   , loaded at 0x5d090000 - 617472 bytes - 4802a0c8 - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\opengl32.dll   , loaded at 0x5ed00000 - 713728 bytes - 4802a11a - file date is 4/13/2008 19:12:02
    C:\Program Files\Yahoo!\Messenger\idle.dll, loaded at 0x60300000 -  6144 bytes - 46d75650 - file date is 8/30/2007 17:43:14
    C:\Fraps\FRAPS.DLL                 , loaded at 0x63560000 - 172032 bytes - 478b5aef - file date is 1/14/2008 07:51:58
    C:\WINDOWS\system32\GLU32.dll      , loaded at 0x68b20000 - 122880 bytes - 4802a0be - file date is 4/13/2008 19:11:54
    C:\WINDOWS\system32\nvoglnt.dll    , loaded at 0x69500000 - 8769536 bytes - 481c0173 - file date is 5/2/2008 22:46:00
    C:\WINDOWS\system32\WS2HELP.dll    , loaded at 0x71aa0000 - 19968 bytes - 4802a164 - file date is 4/13/2008 19:12:10
    C:\WINDOWS\system32\WS2_32.dll     , loaded at 0x71ab0000 - 82432 bytes - 4802a163 - file date is 4/13/2008 19:12:10
    C:\WINDOWS\system32\WSOCK32.dll    , loaded at 0x71ad0000 - 22528 bytes - 4802a170 - file date is 4/13/2008 19:12:10
    C:\WINDOWS\system32\msacm32.drv    , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/29/2002 07:00:00
    C:\WINDOWS\system32\wdmaud.drv     , loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/13/2008 19:12:46
    C:\WINDOWS\system32\DDRAW.dll      , loaded at 0x73760000 - 279552 bytes - 4802a0b8 - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\DCIMAN32.dll   , loaded at 0x73bc0000 -  8704 bytes - 4802a0b7 - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\KsUser.dll     , loaded at 0x73ee0000 -  4096 bytes - 4802a0d6 - file date is 4/13/2008 19:11:56
    C:\WINDOWS\system32\dsound.dll     , loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\MSCTF.dll      , loaded at 0x74720000 - 297984 bytes - 4802a12c - file date is 4/13/2008 19:11:58
    C:\WINDOWS\System32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 4802a129 - file date is 4/13/2008 19:12:08
    C:\WINDOWS\System32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 4802a128 - file date is 4/13/2008 19:12:08
    C:\WINDOWS\System32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 4802a122 - file date is 4/13/2008 19:12:08
    C:\WINDOWS\system32\msctfime.ime   , loaded at 0x755c0000 - 177152 bytes - 4802a12d - file date is 4/13/2008 19:10:06
    C:\WINDOWS\System32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 4802a0ba - file date is 4/13/2008 19:11:54
    C:\WINDOWS\system32\MSVCP60.dll    , loaded at 0x76080000 - 413696 bytes - 4802a187 - file date is 4/13/2008 19:12:02
    C:\WINDOWS\system32\MSIMG32.dll    , loaded at 0x76380000 -  4608 bytes - 4802a15f - file date is 4/13/2008 19:12:00
    C:\WINDOWS\system32\IMM32.DLL      , loaded at 0x76390000 - 110080 bytes - 4802a0e7 - file date is 4/13/2008 19:11:54
    C:\WINDOWS\system32\NTDSAPI.dll    , loaded at 0x767a0000 - 67072 bytes - 4802a117 - file date is 4/13/2008 19:12:02
    C:\WINDOWS\system32\winmm.dll      , loaded at 0x76b40000 - 176128 bytes - 4802a13c - file date is 4/13/2008 19:12:10
    C:\WINDOWS\system32\psapi.dll      , loaded at 0x76bf0000 - 23040 bytes - 4802a102 - file date is 4/13/2008 19:12:04
    C:\WINDOWS\system32\WINTRUST.dll   , loaded at 0x76c30000 - 176640 bytes - 4802a12a - file date is 4/13/2008 19:12:10
    C:\WINDOWS\system32\imagehlp.dll   , loaded at 0x76c90000 - 144384 bytes - 4802a0d8 - file date is 4/13/2008 19:11:54
    C:\WINDOWS\system32\DNSAPI.dll     , loaded at 0x76f20000 - 147968 bytes - 485bed11 - file date is 6/20/2008 12:46:58
    C:\WINDOWS\system32\WLDAP32.dll    , loaded at 0x76f60000 - 172032 bytes - 4802a12e - file date is 4/13/2008 19:12:10
    C:\WINDOWS\system32\CLBCATQ.DLL    , loaded at 0x76fd0000 - 498688 bytes - 4802a0b9 - file date is 4/13/2008 19:11:50
    C:\WINDOWS\system32\COMRes.dll     , loaded at 0x77050000 - 792064 bytes - 4802a0ce - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\oleaut32.dll   , loaded at 0x77120000 - 551936 bytes - 4802a112 - file date is 4/13/2008 19:12:02
    C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 4802a094 - file date is 4/13/2008 19:12:52
    C:\WINDOWS\system32\ole32.dll      , loaded at 0x774e0000 - 1287168 bytes - 4802a111 - file date is 4/13/2008 19:12:02
    C:\WINDOWS\system32\CRYPT32.dll    , loaded at 0x77a80000 - 599040 bytes - 4802a0d7 - file date is 4/13/2008 19:11:52
    C:\WINDOWS\system32\MSASN1.dll     , loaded at 0x77b20000 - 57344 bytes - 4802a126 - file date is 4/13/2008 19:11:58
    C:\WINDOWS\system32\midimap.dll    , loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/13/2008 19:11:58
    C:\WINDOWS\system32\MSACM32.dll    , loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/13/2008 19:11:58
    C:\WINDOWS\system32\version.dll    , loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/13/2008 19:12:08
    C:\WINDOWS\system32\msvcrt.dll     , loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/13/2008 19:12:02
    C:\WINDOWS\system32\ADVAPI32.dll   , loaded at 0x77dd0000 - 617472 bytes - 4802a0b2 - file date is 4/13/2008 19:11:48
    C:\WINDOWS\system32\RPCRT4.dll     , loaded at 0x77e70000 - 584704 bytes - 4802a106 - file date is 4/13/2008 19:12:04
    C:\WINDOWS\system32\GDI32.dll      , loaded at 0x77f10000 - 285184 bytes - 4802a0be - file date is 4/13/2008 19:11:54
    C:\WINDOWS\system32\SHLWAPI.dll    , loaded at 0x77f60000 - 474112 bytes - 4802a116 - file date is 4/13/2008 19:12:06
    C:\WINDOWS\system32\Secur32.dll    , loaded at 0x77fe0000 - 56320 bytes - 4802a11b - file date is 4/13/2008 19:12:06
    C:\WINDOWS\system32\iertutil.dll   , loaded at 0x78000000 - 267776 bytes - 480eb822 - file date is 4/22/2008 23:16:28
    C:\WINDOWS\system32\WININET.dll    , loaded at 0x78050000 - 826368 bytes - 480eb81d - file date is 4/22/2008 23:16:30
    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\MSVCR71.DLL    , loaded at 0x7c340000 - 348160 bytes - 3e561eac - file date is 2/21/2003 06:42:22
    C:\WINDOWS\system32\kernel32.dll   , loaded at 0x7c800000 - 989696 bytes - 4802a12c - file date is 4/13/2008 19:11:56
    C:\WINDOWS\system32\ntdll.dll      , loaded at 0x7c900000 - 706048 bytes - 4802a12c - file date is 4/13/2008 19:11:24
    C:\WINDOWS\system32\SHELL32.dll    , loaded at 0x7c9c0000 - 8461312 bytes - 4802a111 - file date is 4/13/2008 19:12:06
    C:\WINDOWS\system32\USER32.dll     , loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/13/2008 19:12:08
    It seems that my last 7 dump files contain the same line of code:
    Code:
    0x00A93CE1: MeshInstance::getBlock                      ()
    Once again, I have no idea what correlates to this exception.

  47. #597
    Member
    Join Date
    Sep 2003
    Location
    Columbus, Ohio
    I don't know, but it seems like its complaining about something in your HOD or associated files. If you have missing textures or weapons files, the log file does not show you that...

  48. #598
    phoenix666
    Guest
    thank you ford6 but now i cant do part 3 of the tutorial as i dont have the scripts file

  49. #599
    Member ford6's Avatar
    Join Date
    Nov 2006
    Location
    West Coast, USA
    If you mean the events file it should be in the homeworld2.big. Just extract it with spookyrats big extractor.

    If you mean the scripts folder . . . just grab it from the big file as well.

  50. #600
    Heuco Mundo
    Guest

    For those who can't build!

    Okay Guys listen up

    I know this issue has been disscused somewhat during this thread but i have not found anything that fully explains the entire mechanics. So...... Here goes.


    I have realized that any noob at this game is going to get stuck at a very crucial point in the tutorial: Building


    So i PM'd this to moe today in order to fix this misunderstanding

    Okay here's the problem

    I haven't played homeworld 2 in a long time and i've never uninstalled the game, that would be a waste right? So i said to my self: why not start modding!

    Thats right i'm a newb. And i only started yesterday. So i followed your guide on making the keeper a playable race on wednesday and i finished the guide with only one problem. Bentus wouldn't build anything. I noticed that a few other people had also encountered this problem but i couldn't find the solution anywhere on this thread so i decided to see for myself where was the problem.

    After a few hours of Bug hunting i finally found my problem. It comes down to this:

    in step 1 of Section 9 (i know this isn't your work so it's not really your fault)

    Classic thunder mentions (This is messy so if you want just roll down to wher the quote ends):

    Okay now we are going to set up the kpr_mover, the kpr_capture_mover, the kpr_attackdroid, kpr_sajuuk, and the kpr_Destroyer for use in multiplayer. To do this we need to change the unit caps family and the display family for each craft. _____Fixing the unit cap. So open kpr_mover in the ships folder and change the below line Code: NewShipType.UnitCapsFamily = "SPMovers" to this. Code: NewShipType.UnitCapsFamily = "Corvette" There now the Mover has a usable max ship capacity number. If we hadn’t changed this line the mover would have a unit cap of 0. _____Fixing the Display Type The other line that will need to be changed sometimes is this one. Code: NewShipType.DisplayFamily This line tells what class the ship is under in the build manager. Example a ship set to “Capital” will show up under the Capitalship build menu. For the mover we can leave the line as NewShipType.DisplayFamily = “Corvette”. Now repeat this for all of the ships making it so that those lines look like this for each type of ship. For the Attackdroid: Code: NewShipType.DisplayFamily = "Fighter" NewShipType.UnitCapsFamily = "Fighter" Capture Mover: Code: NewShipType.DisplayFamily = "Corvette " NewShipType.UnitCapsFamily = "Corvette " Sajjuk: Code: NewShipType.DisplayFamily = "Capital" NewShipType.UnitCapsFamily = "Capital" Destroyer: Code: NewShipType.DisplayFamily = "Capital" NewShipType.UnitCapsFamily = "Capital"


    So he baisically changed the unit cap family and the Display family

    but mate listen! that doesn't allow Bentus to BUILD ANYTHING

    and i was stuck there for AGES MATE!

    Just today however i discover this line on the Kpr_attackdroid.ship File after analysing that Scripts/familylist.lua file my log kept bitching about :

    NewShipType.BuildFamily = "Fighter_Hgn"

    Dude it took me ages to figure this out!

    That Fighter_Hgn part is supposed to go with the line in Kpr_Bentus.ship file:

    addAbility(NewShipType,"CanBuildShips",1,"","")

    it has to end up as

    addAbility(NewShipType,"CanBuildShips",1,"Fighter_Hgn","")

    otherwise the Bentus ship can't build Fighters right! Well how on earth is a noob supposed to know that?!!!

    moreover the other keeper ships mentioned all have different buildfamily names that also need to be inserted in

    addAbility(NewShipType,"CanBuildShips",1,"","")

    to make

    addAbility(NewShipType,"CanBuildShips",1,"Fighter_Hgn,Flagship_Hgn,NotBuildable,Mover_Hgn,Corvette_Hgn","")


    In addition to what classic thunder tells us to do in step 1 Part 9 this is all that's required to actually finish the tutorial properly so come on! Please fix this ASAP else no one will know what to do!

    by the way i'm going to post this on the thread just in case you don't chech your message box!
    This "should" help any noob having problems getting Bentus to build.

    By the way i forgot to thank Moe for his outstanding tutorial! it's just inches from achieving perfection!

    And if anyone needs help your free to pm me and i'll try to help resolve the problem.

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