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

  1. #801
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    Found one problem right here in kpr_bentus.ship:
    Code:
    addAbility(NewShipType, "ShipHold", 1, 150, 20, "rallypoint", "", 150, 
    { 
        SuperCap = "1000", 
    }, 
    { 
        Frigate = "800", 
    }, 
    addAbility(NewShipType, "HyperSpaceCommand", 1, 10, 100, 400, 10, 15)
    addAbility(NewShipType,"CanBuildShips",1,"","");
    { 
        Frigate = "800", 
    }, 
    { 
        Frigate = "800", })
    addAbility(NewShipType, "HyperSpaceCommand", 0, 1, 0, 0, 1, 1)
    LoadModel(NewShipType, 1)
    It should be:
    Code:
    addAbility(NewShipType, "ShipHold", 1, 150, 20, "rallypoint", "", 150, 
    	{ 
    		SuperCap = "1000", 
    	}, 
    	{ 
    		Frigate = "800", 
    	}
    );
    addAbility(NewShipType, "HyperSpaceCommand", 1, 10, 100, 400, 10, 15)
    addAbility(NewShipType, "CanBuildShips", 1, "", "");
    --addAbility(NewShipType, "HyperSpaceCommand", 0, 1, 0, 0, 1, 1)    --comment out one of these two "HyperSpaceCommand" lines, or delete entirely.
    LoadModel(NewShipType, 1)
    Testing the fix now... will report in a minute or two.

    ---------------------------------------------

    EDIT: It works with that fix I posted. Are you sure you had -luatrace in the shortcut?
    If you opened up hw2.log it should have said something like this at the end:
    Code:
    parameter: `)' expected (to close `(' at line 126);
      last token read: `addAbility' at line 134 in string ""
    Error: Universe::createSquadron: could not find ship type (Kpr_Bentus)
    -- FATAL EXIT --
    sobfactory/107:!
    --stack trace--
    0x0058B3E3: getLibraryID                                (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x00571D25: getLibraryID                                (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x00572023: getLibraryID                                (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x0057223A: getLibraryID                                (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x0049279C: GSLobbySessionDesc::operator=               (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x00495163: GSLobbySessionDesc::operator=               (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x00490C11: GSLobbySessionDesc::operator=               (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x004911A5: GSLobbySessionDesc::operator=               (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x00491228: GSLobbySessionDesc::operator=               (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x75000076: ObjectStublessClient31                      (C:\Windows\syswow64\ole32.dll)
    0x006957C8: getLibraryID                                (C:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
    0x7C02C54E: feof                                        (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C02AE09: fopen                                       (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C028360: srand                                       (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C007106: strchr                                      (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C003CED: swprintf                                    (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C00126B: memcpy                                      (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C00149A: memcmp                                      (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C01C12F: _RTDynamicCast                              (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    0x7C0010FD: memset                                      (C:\Sierra\Homeworld2\Bin\Release\MSVCR70.dll)
    The part that's bold-italicized is where you want to look for the cause of the error (usually).
    The plain italicized part is the error result.
    And anything after "-- FATAL EXIT --" you can ignore.
    Last edited by ajlsunrise; 12th Jul 10 at 10:14 PM. Reason: Posting results! (and formatting)

  2. #802
    Excellent! It works! I can continue the tutorial now, I really appreciate the help. Bentus hyperspaces in, and I can move her around and tell her to hyperspace jump. That's strange, I did have -luatrace on, in every hw2.log it said the two command parameters were -overrideBigFile and -luatrace, so I'm not exactly sure what happened there.

    Thanks again! I'll post when I run into another problem, or when I successfully finish.

    Here's a screenshot of Bentus' first flight. Check out Bentus' role, haha


  3. #803
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    Excellent! Glad it's working now!

    thanks for the praise

  4. #804
    Ha! So I finished the tutorial, and the Keepers are a fully functional (yet human-only) race for Homeworld. Although I disagree with Moe on the degree to which the Bentusi are advanced. I believed they deserved something worth massive ass-kicking, due to their being bludgeoned by the Taiidani in Homeworld 1, and their Hari-Kari to give the Exiles their core in Homeworld 2. So, I ditched the bentushulldefense pulsar guns and put on something with a little more... kick.

    Spoiler



    Maybe I went a little overboard? Hahaha thanks again for the help ajlsunrise and thanks Moe for creating such a great tutorial.

    EDIT: Quick question, I know there is a "Frontal" attack parameter that tells ships to aim the front at the enemy to fire the main weapon (Sajuuk's main cannon; Dreadnaught's main cannon; Ion Cannon Frigate's cannon, etc.) is there a parameter that tells ships to aim the BACK of themselves at the enemy? Haha I realize probably not but I did choose to put Sajuuk's cannon on the two appendages of Bentus. She flew around like an idiot for awhile before magically ending up in the position to fire the cannon.
    Last edited by Fishman214; 13th Jul 10 at 11:30 AM.

  5. #805
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    It is possible to make one I believe, though I'd have to go digging around...

  6. #806
    Use a broadside attack script as a base and set it to rotate by 180° when firing. Haven't tested it but should work without issues.
    Path To Victory

    - I can count to 1024 on my fingers! -

  7. #807
    ..meh, sry i was a douche. :/
    after a little break i started wanting to get back to my mod, i hope my little raging wont prevent me from getting further help from you ppl.

    allso, if you could please help me out a bit:
    after completing the tutorial i set out to do things of my own, experiment and develop so after some fiddling my bentus had a cap ship production and hyperspace module and some other tweaks have been made but..
    after moving from using the hiigaran shipyard module i tried to make my own, one that used the progen dreadnaught berth model but the game crashes instantly with nothing too interesting in hw2.log either :/

    damn, promlem, i tried going back to the hgn shipyard production and it crashes too.. ive messed something up..
    well, i dont see squat is this but:


    Thu Aug 12 19:06:08 2010
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2 -modded\data\locale\english'
    Loaded Archive: 'english.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Zardian
    Changing from a 32 bit colour depth in winNT (6.0 build 6000),
    Using NVIDIA Corporation's 3.3.0 GeForce GTX 285/PCI/SSE2 renderer (Suspected driver is nvoglnt.dll 0)
    Loaded Archive: 'englishSpeech.big'
    Failed to Load Archive 'C:\PROGRAM FILES\SIERRA\HOMEWORLD2 -MODDED\DATA\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 -modded\data
    Movie::Play : Unable to find sound file data:Sound/Music/ANIMATIC/logo
    Resetting fp control word.
    CmdLine:
    Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_TEST_HUGEMAP.LEVEL
    Killing player 1 (C) at time 1949.171143
    Warning, screen with name SMFiltersMenu does not exist
    Last edited by Zardian; 12th Aug 10 at 11:36 AM.

  8. #808
    Hello, noob here and I was wondering if someone could assist me with something.

    Defining the problem:
    I got to the point where Bentus can move, has build capability (though I haven't added anything to build), is fully armed and in theory should be able to attack. I say in theory, because when it moves in and engages, it always misses. And I'm not talking like slightly misses, I mean the lasers miss the target by several thousand km and just hit empty space. It can't hit the broad side of a mothership, literally. I tried messing with the numbers in 'setAccuracy' - zilch, I tried tinkering with 'setAngles' - all it did was change the direction the lasers were coming out from, but it didn't change the hideously huge targeting errors. I tried some other futile stuff that I can't recall, but basically, it's just a light show at this point, not a battleship.


    Here's some video:

    http://www.youtube.com/watch?v=gBoBrQBewQI

    What I've done so far:
    I changed some of the names for certain things, like the name of the laser hull defence weapons and the hardpoints they attach to. Other more notable deviations from the instructions are that I didn't rename the meg_bentus files, but just copied them and then renamed them. I didn't see any reason why I should mess up the Bentusi Harbour ship. What if I run a campaign after all?
    I also used CFHodEd version 4.0.2.3 and added 7 weapon joints, not 6. Also, the names of the joints are different. I used Weapon_R1, Weapon_R2 and Weapon_R3 for the weapons mounted on the right side. Weapon_R1 is at the end of the ship, Weapon_R2 is middle and Weapon_R3 is on that curve in the front. Weapon_L1, Weapon_L2 and Weapon_L3 are the same way, but on the left side. The seventh one is named Weapon_C and it's right at the tip of the ship.


    Contents of files I'm working with:


    race.lua:

    -- Pretty-Printed using HW2 Pretty-Printer 1.21 by Mikail.
    -- 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,
    "",
    },
    }

    keeper00.lua
    :

    -- Pretty-Printed using HW2 Pretty-Printer 1.27 by Mikail.
    PersistantData =
    {
    StrikeGroups = {},
    Squadrons =
    {
    {
    type = "Kpr_Bentus",
    subsystems = {},
    shiphold = {},
    name = "",
    size = 1,
    },
    },
    Research = {},
    }

    kpr_mshulldefensegun.wepn
    :

    -- Pretty-Printed using HW2 Pretty-Printer 1.21 by Mikail.
    -- LuaDC version 0.9.19
    -- 5/23/2004 7:33:03 PM
    -- LuaDC by Age2uN
    -- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net
    --
    StartWeaponConfig(NewWeaponType, "Gimble", "InstantHit", "Laser", "Normal", 0, 20000, 0, 0.4, 0, 0, 1, 0, 1, 0.4, 0.0, 0.0, 1, 1, 120, 120, 0.1, "Normal", 1, 0, 300)
    AddWeaponResult(NewWeaponType, "Hit", "DamageHealth", "Target", 50, 50, "")
    setPenetration(NewWeaponType, 5, 1, {PlanetKillerArmour = 0,}, {ResArmour = 0.75,},
    {TurretArmour = 3,})
    setAccuracy(NewWeaponType, 1, {Fighter = 0.9,}, {Corvette = 1,},
    {munition = 0.2,})
    setAngles(NewWeaponType, 90, -180, 180, -180, 180)
    setMiscValues(NewWeaponType, 0, 0)
    Kpr_Bentus.ship, I've underlined altered lines:

    -- Pretty-Printed using HW2 Pretty-Printer 1.21 by Mikail.
    -- 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 = "$1833"
    NewShipType.sobDescription = "$1833"
    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 = 4
    NewShipType.thrusterAccelTime = 8
    NewShipType.thrusterBrakeTime = 2
    NewShipType.mainEngineAccelTime = 8
    NewShipType.mainEngineBrakeTime = 2
    NewShipType.rotationAccelTime = 1
    NewShipType.rotationBrakeTime = 0.4
    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, "CanLaunch")
    NewShipType.launchTimeBetweenTwoFormations = 1
    NewShipType.launchTimeBeforeStart = 2
    NewShipType.launchNrOfShipsInDockFormation = 1
    NewShipType.launchFormation = "delta"
    addAbility(NewShipType, "ShipHold", 1, 150, 20, "rallypoint", "", 150, {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
    addAbility(NewShipType, "MoveCommand", 1, 0)
    addAbility(NewShipType, "HyperSpaceCommand", 1, 10, 100, 400, 10, 15)
    addAbility(NewShipType,"CanBuildShips",1,"","");
    StartShipWeaponConfig(NewShipType, "kpr_mshulldefensegun", "Weapon_R1", "Weapon_R1")
    StartShipWeaponConfig(NewShipType, "kpr_mshulldefensegun", "Weapon_L2", "Weapon_L2")
    StartShipWeaponConfig(NewShipType, "kpr_mshulldefensegun", "Weapon_R2", "Weapon_R2")
    StartShipWeaponConfig(NewShipType, "kpr_mshulldefensegun", "Weapon_R3", "Weapon_R3")
    StartShipWeaponConfig(NewShipType, "kpr_mshulldefensegun", "Weapon_L1", "Weapon_L1")
    StartShipWeaponConfig(NewShipType, "kpr_mshulldefensegun", "Weapon_L3", "Weapon_L3")
    StartShipWeaponConfig(NewShipType, "kpr_mshulldefensegun", "Weapon_C", "Weapon_C")
    addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.2, "Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter", "MoveToTargetAndShoot")
    I would appreciate any help guys. Normally I try to figure out everything on my own, but I'm desperate. I have no idea what might be wrong.
    Last edited by Yadosan; 27th Nov 10 at 9:02 AM. Reason: To add video of the failiure.

  9. #809
    Ok, I wrote a long post explaining what my problem is and now it's gone. There's no way I'll write all that again, so to put it simply:

    Does anyone have any idea why this happened:

    http://www.youtube.com/watch?v=gBoBrQBewQI

  10. #810
    Member Carl's Avatar
    Join Date
    Aug 2006
    Location
    The Crossroads of Inertia
    Code:
    StartWeaponConfig(NewWeaponType, "Gimble", "InstantHit", "Laser", "Normal", 0, 20000, 0, 0.4, 0, 0, 1, 0, 1, 0.4, 0.0, 0.0, 1, 1, 120, 120, 0.1, "Normal", 1, 0, 300)
    The bolded part is your problem. Alter that to 1 and it should fix it.
    I don't know what i'm talking about, ignore me.

    Thousands of years ago, Egyptians worshipped what would become our ordinary housecat. The cats have never forgotten this.


  11. #811
    It didn't

    What's the 0.1 value for anyway? The tutorial doesn't seem to mention it.

    Scratch that, it does mention it. I sent you a link via PM btw Carl.
    Last edited by Yadosan; 27th Nov 10 at 11:10 AM.

  12. #812
    Member Carl's Avatar
    Join Date
    Aug 2006
    Location
    The Crossroads of Inertia
    It effects how rapidly the beam tracks it's taget while firing.

    Best i can advise is get all the files you've altered together and upload them on filefront or sotmhing. If i can have a look at the files first and i might be able to work out whats wrong as i can see no reason why that should be happening, so somthing else is clearly at work here.

  13. #813
    I got it Turns out the reason I messed up was because I didn't set up the _Direction and _Rest vectors properly. The tutorial is based on using HardEd, but if someone is using CFHodEd, like me, they have to be careful. Basically you want your _Rest vectors pointing outward from the central Root joint, and the _Direction vectors pointing straight up at a 90 degree angle, i.e. x=0 y=100 z=0 (in my case I used 100, because it's easier to tell apart the vector markers in CFHodEd like that). Otherwise you get anomalous firing sequences. If I'm not mistaken, both my _Direction and _Rest vectors were pointing outward in the same direction, which caused the problem.

  14. #814
    Member Carl's Avatar
    Join Date
    Aug 2006
    Location
    The Crossroads of Inertia
    Nice, i was having trouble working it out myself. I'd have worked it out evetually, but it was confusing the hell out of me. Basiclly that would produce a situation where the targeting was off by 90 degrees at all times.

    Glad you worked it out, sorry i couldn;t help more.

  15. #815
    I'm sorry I ended up wasting your time and I appreciate the effort.

    This game just hates me:
    Sun Nov 28 14:42:47 2010
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'D:\HOMEWO~1\data\locale\english'
    Loaded Archive: 'english.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Celestial_Shadow
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
    Using ATI Technologies Inc.'s 2.1.8544 Release ATI MOBILITY RADEON X300 renderer (Suspected driver is atioglxx.dll 6.14.10.8544)
    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:\HOMEWO~1\data
    Resetting fp control word.
    CmdLine: -overrideBigFile -noVBO -luatrace
    Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
    Cannot overwrite function KPR_ATTACKDROID_Normal_OnSet
    Cannot overwrite function KPR_ATTACKDROID_DoingFlightManeuver_OnSet
    Cannot overwrite function KPR_ATTACKDROID_Launched_OnSet
    Cannot overwrite function KPR_ATTACKDROID_Docked_OnSet
    parameter: `)' expected;
    last token read: `","' at line 135 in string ""
    Error: Universe::createSquadron: could not find ship type (Kpr_Bentus) -- FATAL EXIT -- sobfactory/107:! --stack trace-- 0x0058B3E3: getLibraryID () 0x00571D25: getLibraryID () 0x00572023: getLibraryID () 0x0057223A: getLibraryID () 0x0049279C: GSLobbySessionDesc::operator= () 0x00495163: GSLobbySessionDesc::operator= () 0x00490C11: GSLobbySessionDesc::operator= () 0x004911D2: GSLobbySessionDesc::operator= ()
    I got rid of the "Cannot overwrite function" errors by switching from a copy of the Keeper Attackdroid to the actual file from the Homeworld2.big archive. I had a folder called kpr_attackdroidCustom with all the necessary files in it so I could effectively clone the droids completely. Seems it was causing some issues so now I have a kpr_attackdroid folder with only the .events and .ship files in it.

    As for the "can't find bentus, even though it's right where it should be" error, I have no idea. I disabled the spawning of Bentus in the startingfleets folder and instead chose to go with 2 Keeper Destroyers as my production ships. It worked and the game didn't crash, so the error is either in the .hod (again) or the .ship file of Bentus. Gonna try making a new mothership.

    Update - I resolved the Bentus issue as well. I decided to check the entire .ship file and just to make it easier I copied the text into a Dev-C++ compiler. It colors everything nicely so it's easy to distinguish blocks of text with different functions. That's how I discovered that I was missing a closing quotation mark behind "CanBuildShips". Everyting is ok now. Game starts and I have Bentus and Sajuuk waiting there (odd that they don't hyperspace in, but w.e.) + 6 Resource Collectors, 2 Destroyers and a refinery hyperspacing in shortly after the game starts. All I need is to add docking ability to Bentus and the Destroyers, give Bentus the ability to build everything and maybe get some research, subsystems and extra units for the Keepers.

    Thanks for the tutorial Moe, it's helped me a lot to get the ball rolling and thank you Carl for your kindness as well In order to avoid further, "I have a problem! Oh, wait, never mind." posts, I think I'll make a rule for myself not to ask for help unless I've been stuck for 2-3 days or something.
    Last edited by Yadosan; 28th Nov 10 at 8:23 AM.

  16. #816
    i cant dl harded... so im stuck at step 1 T.T this is going to be a bumpy ride i think lol

  17. #817
    You don't need harded, it is an obsolete tool. You can use CFHodEd instead.
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  18. #818
    You don't need harded, it is an obsolete tool. You can use CFHodEd instead.
    ya i figured that out took me forever to find out cf was cold fusion but not im stuck with texturing my ship i have a texture i used a program to convert the .png to a .dds but says
    CFHodEd.exe Error: 0 : DDS is neither A8R8G8B8 nor DXTn format.
    so im stuck T.T again

  19. #819
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    Use GIMP, or DDS Converter 2.
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  20. #820
    thanks and gimp 2 or just gimp???

  21. #821
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    Latest version of Gimp. Should have DDS support.

  22. #822
    ok ty and i learned paint.net has a .dds fuction but im too retarded to realize it lol u have to go thru a weird way and is there anything special u have to do cuz my model is dont and texture but when i use them in CFhoded the texture doesnt show up....

  23. #823

    help with data.zip

    hey Moe (from the future of 2010 so yes im a bit late in finding out what homeworld 2 was is and will be) so i found this tut and i think its great however i have a major problem apparently relic news decided that after having data.zip on the site for abt 6 years that it was time to take it off. so therefore i cant find data.zip anywhere and i still cant figure out how to open BIG files to improvise. could you add another link to another site that has it or something like that?

    i very eagerly await your response.

  24. Child's Play Donor  #824

  25. #825
    Member BloodFleet's Avatar
    Join Date
    Nov 2007
    Location
    The Naggarok
    This could use original post update eh lol.

    1. new decompiled data
    2. cfhoded instead, harded is old
    3. probly something else I can't think of right now

    That way new people don't get confused. Things have changed since september 23 2005 :P
    I r modder (dur)...my ModDB page is http://www.moddb.com/members/bloodfleet/mods

    btw my XFire is raaminator if you wanna play my mods (or any other) I will play if I am online.

  26. #826
    Speaking of the Decompiled heres a link.
    http://www.filefront.com/17691949/Data.rar/
    It doesnt have the ship hods thou so peeps will need to decompile the big to get them.

  27. #827
    Lost in the code... Mikali's Avatar
    Join Date
    Jun 2003
    Location
    %HW2_ROOT%
    This could use original post update eh lol.
    Wikis are good for that sort of stuff. Would be cool to copy the current read-only wiki to Wikia where anyone with an account can edit. Or maybe to ModDB since they allow that sort of stuff.
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  28. #828
    hey I really hope even though this thread was started in 2004 I can get some help....any way I am trying to use harded from the link provided but it does not work it comes up with some kinda error...unable to read beyond the end of stream... also there is a detail tab that says a bunch of stuff that none of which makes any sense to me... here is what it says....please help me solve this I really want to learn how to mod ships in Homeworld 2 and this is the best guide for it...if I cant get this to work then I will never be a successful modder
    and I installed netframework 1.1 even though it said its not compatible with my system(windows 7 64bit)...but then I tried on vista and XP and it still does not work


    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
    at Microsoft.VisualBasic.FileSystem.FileGet(Int32 FileNumber, Char& Value, Int64 RecordNumber)
    at WindowsApplication1.Hier.ReadStr(Int32 i, Int32 len)
    at WindowsApplication1.BMSH.SeekToBMSH(Int32 f)
    at WindowsApplication1.BMSH.GetShipMeshData(Int32 f)
    at WindowsApplication1.Hier.ReadHier(String fname)
    at WindowsApplication1.Form1.MenuItem2_Click(Object sender, EventArgs e)
    at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
    at System.Windows.Forms.MenuItem.MenuItemData.Execute()
    at System.Windows.Forms.Command.Invoke()
    at System.Windows.Forms.Command.DispatchID(Int32 id)
    at System.Windows.Forms.Control.WmCommand(Message& m)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
    at System.Windows.Forms.ContainerControl.WndProc(Message& m)
    at System.Windows.Forms.Form.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4952 (win7RTMGDR.050727-4900)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    ----------------------------------------
    WindowsApplication1
    Assembly Version: 1.0.1395.26778
    Win32 Version: 1.0.1395.26778
    CodeBase: file:///C:/Users/Alex/Desktop/HardEd.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

  29. #829
    As per my post above, don't use harded. It is obsolete. Use CFHodEd instead. It does the same thing better.

  30. #830
    oh ok sorry I did not see it but thx for reposting btw

    ----------

    ok so I have gotten cfhoded v4 as directed however this is alot diffrent and complicated than harded... this program wont even let me open the decompiled .ship files and I cant find any tutorials on how to open them either...al the tutroials I have seen teach me how to edit and import ships from some wings 3d program....this tutroial on making the keepers a playable race - a mod for newbies is really good and goes step by step with pictures, however since all the software for it is out of date. can some one point me in the direction for another HOMEWORLD 2 modding tutorial thats as good as this one but without the outdated software...or perhaps even just help me learn the new soft ware in accordance with this tutorial. please and thank you

  31. #831
    You can just open the decompiled .ship files with notepad. CFHodEd is for the .hod files, as was harded. HardEd was solely a hardpoint editor, and the hardpoints are stored in the hods, so that functionality is also in CFHodEd.

  32. #832
    thanks man you have been alot of help. I have another question where can I get the .hod files for all the ships instead of just the bentuse....and if there is no download for them can you or some one teach me how to manually decompile all the folders my self so I can get the HOD files as stated in part five of this tutorial "Actually, if you had decompiled this manually, there would be a third file called Kpr_Bentus.hod" -moe

    ----------

    also I have spent about the last hour figureing out how to add hard points to the ship but have failed. can you show me how please

  33. #833
    You can extract all the files you need from the homeworld2.big file, using an extractor. There's an entry on ModDb with an entire tool pack for Homeworld 2 modding, which also has the extractor you need. Sadly, I don't have the address handy, but I know there's someone here on the forum who has the link in his signature, so ask around.

    I'm no hard point expert myself, so there isn't much I can do to help you with that.

  34. #834
    umm..im not a computer adick or anything but what file are you talking about in part 4 lua file cause i dont know how to create a lua file i just copy the higaran00.lua and rename it to keeper00.lua and remove the things that are written in the file and paste the things that i need to paste.Is that ok cause if it does it works but everytime i play hw2 i get defeated and no bentus arrives

  35. #835
    I am talking about decompiling the english.big folder so that I can add hard points to any ship I want

  36. #836
    English.big only contains the text for the english version of the game. Homeworld2.big is the file that contains the vast majority of the game data. (Not counting speech and music.)

    Also @jamesdarkgod, a decompiled lua file is a simple text file. All you need to do is open notepad, write the text you need and save it as a file with a .lua ending instead of .txt, but what you're doing should work too in theory. To fix your issue, take a look in the hw2.log file you'll find in your homeworld2\bin folder. That should contain a clue to why it isn't working. My guess is that either Bentus isn't defined as a mothership class ship, or more likely there is a syntax error somewhere in the keeper00.lua file.

  37. #837
    I have tried at least like 8 different .BIG extractors (including the ones from moddb) and none of them work...maybe I can find some one who has the complex744.big file extracted...btw do the terms extracted and decompiled refer to the same thing in terms of .BIG files

  38. #838
    Member Dim@'s Avatar
    Join Date
    Jul 2007
    Location
    Battlecruiser complete
    Nope.

    Extraction is when you get all the files out of the *.BIG archive.

    Decompiling is needed because most of the scripts in the big file are ALSO compiled, meaning they have been converted to a form that loads faster, but is not human-readable.
    They need to be decompiled before you can edit the scripts.

    As for a big extractor, I personally use "Spooky RAT".

    You should not need to decompile anything, though, only extract, because you can download all the decompiled files in one archive.
    It used to be "data.zip", which is referred to in the tutorial, but that is now outdated, you need to use S110's clean data
    Destroying things is easy.
    Creating things is hard.
    Creating things in order to watch them explode is just plain fun.

    Explosion Damage Script, Scripting Tutorial

  39. #839
    dim@: hey u sound liek the guy i need lol ok so i went into the scipts/startingfleet/hiigaran00. and made some changes... k but how do i recompile it or w/e to put it back into the big file... i rember seeing somthing about it but i cant rember were

  40. #840
    Member Dim@'s Avatar
    Join Date
    Jul 2007
    Location
    Battlecruiser complete
    You don't need to.
    You just put the file, as is, into the appropriate subfolder of Data.

    So:
    Data\scripts\startingfleet

    Then you need to run Homeworld 2 with the command line parameter of "-overrideBigFile". How to do that should be explained in lots of places elsewhere.
    THis will make Homeworld 2 look for files in the Data folder, and override the originals in the .big file.

  41. #841
    ty for the help and im actully doing this tutorial... i didnt before cuz i couldn't find harded.... then i was busy so ya and do u know anything about texturing i know now im taking more then i hsould but im trying to make a new ship i got the texture and the model (wings 3d) but i cant get them to combine in hoded.... my ship remains textureless....

  42. #842
    thanks TON_Viper

    im going to see if it has errors or something

    ----------

    i have a problem i fix it the part 4 thing but it crashes when the loading finishes here the log files

    Homeworld2.exe caused an Access Violation in module Homeworld2.exe at 001b:00476832.
    Error occurred at 1/3/2011 18:49:46.
    Homeworld2.exe, run by JimboTarrobal.
    Microsoft Windows XP?.
    1 processor(s), type 586.
    1023 MBytes physical memory.
    Read from location 00000004 caused an access violation.

    MiniDump saved to file 'D:\Homeworld2\Bin\Release\1-3-2011_18_49_46_MiniDump.dmp'

    Registers:
    EAX=00000000 CS=001b EIP=00476832 EFLGS=00010202
    EBX=7c02b5eb SS=0023 ESP=0012f5e4 EBP=0012f804
    ECX=01256d54 DS=0023 ESI=05b5fb88 FS=003b
    EDX=00339188 ES=0023 EDI=0076193c GS=0000
    Bytes at CS:EIP:
    83 78 04 00 75 5e 8b 07 50 50 ff 35 a4 24 75 00

    Call Stack:
    0x00476832: 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:
    D:\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00330000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
    D:\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00340000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
    D:\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00360000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
    D:\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00370000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
    D:\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00390000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
    D:\Homeworld2\Bin\Release\ZLib.dll , loaded at 0x003c0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
    D:\Homeworld2\Bin\Release\lua.dll , loaded at 0x003d0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
    D:\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x003f0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
    D:\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 527a5220 - file date is 12/23/2003 20:21:42
    D:\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00970000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
    D:\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00990000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
    D:\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00a00000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
    D:\Homeworld2\Bin\Release\util.dll , loaded at 0x00a20000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
    D:\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00a30000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
    D:\Homeworld2\Bin\Release\objects.dll, loaded at 0x00a40000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
    D:\Homeworld2\Bin\Release\console.dll, loaded at 0x00bf0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
    C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x01e60000 - 2897920 bytes - 4802454c - file date is 4/14/2008 20:00:00
    D:\Homeworld2\Bin\Release\GL.dll , loaded at 0x026e0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
    D:\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x036e0000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
    D:\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 4/14/2008 20:00:00
    C:\WINDOWS\system32\dbghelp.dll , loaded at 0x59a60000 - 640000 bytes - 4802a0b2 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 4802a11e - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\NETAPI32.dll , loaded at 0x5b860000 - 337408 bytes - 4802a0fa - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 617472 bytes - 4802a0c8 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\opengl32.dll , loaded at 0x5ed00000 - 713728 bytes - 4802a11a - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\GLU32.dll , loaded at 0x68b20000 - 122880 bytes - 4802a0be - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\nvoglnt.dll , loaded at 0x69500000 - 8769536 bytes - 482dfb15 - file date is 5/16/2008 14:01:00
    C:\PROGRA~1\Sophos\SOPHOS~1\SOPHOS~1.DLL, loaded at 0x6fa00000 - 237832 bytes - 4aaa262f - file date is 9/15/2009 20:02:02
    C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 4802a164 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82432 bytes - 4802a163 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 4802a170 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\DDRAW.dll , loaded at 0x73760000 - 279552 bytes - 4802a0b8 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73bc0000 - 8704 bytes - 4802a0b7 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 4802a0d6 - file date is 4/14/2008 05:41:58
    C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 297984 bytes - 4802a12c - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\wbem\wbemsvc.dll, loaded at 0x74ed0000 - 43520 bytes - 4802a129 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\wbem\wbemprox.dll, loaded at 0x74ef0000 - 18944 bytes - 4802a128 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\wbem\wbemcomn.dll, loaded at 0x75290000 - 214528 bytes - 4802a122 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\wbem\fastprox.dll, loaded at 0x75690000 - 472064 bytes - 4802a0ba - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\MSVCP60.dll , loaded at 0x76080000 - 413696 bytes - 4802a187 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x767a0000 - 67072 bytes - 4802a117 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\winmm.dll , loaded at 0x76b40000 - 176128 bytes - 4802a13c - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\PSAPI.DLL , loaded at 0x76bf0000 - 23040 bytes - 4802a102 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 4802a12a - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\imagehlp.dll , loaded at 0x76c90000 - 144384 bytes - 4802a0d8 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 147968 bytes - 4802a0dc - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 4802a12e - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 4802a0b9 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 4802a0ce - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\oleaut32.dll , loaded at 0x77120000 - 551936 bytes - 4802a112 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\WININET.dll , loaded at 0x771b0000 - 666112 bytes - 4802a13a - file date is 4/14/2008 20:00:00
    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 4/14/2008 20:00:00
    C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1287168 bytes - 4802a111 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 599040 bytes - 4802a0d7 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 4802a126 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\version.dll , loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 617472 bytes - 4802a0b2 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 584704 bytes - 4802a106 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 285184 bytes - 4802a0be - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 4802a116 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 56320 bytes - 4802a11b - file date is 4/14/2008 20:00:00
    D:\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 - 989696 bytes - 4802a12c - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 706048 bytes - 4802a12c - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8461312 bytes - 4802a111 - file date is 4/14/2008 20:00:00
    C:\WINDOWS\system32\USER32.dll , loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/14/2008 20:00:00

  43. #843
    Member Dim@'s Avatar
    Join Date
    Jul 2007
    Location
    Battlecruiser complete
    Oh god ...

    jamesdarkgod, wrong file.

    We need "Hw2.log", nor "random-date-log.txt".

  44. #844
    can some1 make a texturing tutorial???

  45. #845
    woops! sorry about that. i manage to fix the crash thing but i want to edit more .hod files but i cant seem to extract the homeworld2.big i tried every extractor that i can find but nothing works and if anyone is brave enough to post all the ships .hod files pls. i thank you

    and @dim i found the hw2.log but im done with that i fix it but still i nned all .hod files in the ship folder so i may edit some of the ships weapons system

  46. #846
    james i can extrack the hod files but idk hot to post so u can dl... lol

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