Can somebody copy and paste their files for the bentus hull defense and the .ship file? Please? I need them because mine don't work.![]()
Can somebody copy and paste their files for the bentus hull defense and the .ship file? Please? I need them because mine don't work.![]()
Last edited by extreme_wookie; 27th Jan 06 at 9:38 PM. Reason: Desperate
#152
wookie, we need your hw2.log file from after a crash.
Alright, here it is (I think):
Sat Jan 28 08:38:04 2006
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 Daniel
Changing from a 32 bit colour depth in winNT (5.0 build 2195), Service Pack 4
Using ATI Technologies Inc.'s 1.5.4458 Win2000 Release RADEON 9550 x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4458)
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: -overrideBigFile
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
parameter: `)' expected (to close `(' at line 129);
last token read: `addAbility' at line 131 in string ""
Error: Universe::createSquadron: could not find ship type (Kpr_Bentus) -- FATAL EXIT -- sobfactory/107:! --stack trace-- 0x0058B3E3: getLibraryID (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x00571D25: getLibraryID (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x00572023: getLibraryID (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x0057223A: getLibraryID (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x0049279C: GSLobbySessionDesc::operator= (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x00495163: GSLobbySessionDesc::operator= (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x00490C11: GSLobbySessionDesc::operator= (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x004911D2: GSLobbySessionDesc::operator= (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)
#154
Error: Universe::createSquadron: could not find ship type (Kpr_Bentus)
There you go, that's your problem.
Now, did you make sure to rename Meg_Bentus to Kpr_Bentus?
What? That's the error?! That's completely impossible. Without the weapon systems the ship worked just fine. I saw it with my own eyes. Afterwards, I never edited those files again! I'll check up on all the names, but I doubt I'll find anything out of the ordinary.
Is it possible that I had to rename the hgn_bentushulldefense to have a kpr_ prefix :?: Because all of my troubles started around part 7 (I think that's weapons development). So then is it possible that because there was something wrong with the weapon, the validity of the entire ship was voided?
![]()
Last edited by extreme_wookie; 28th Jan 06 at 8:31 AM.
#156
These lines are also relevant:
parameter: `)' expected (to close `(' at line 129);
last token read: `addAbility' at line 131 in string ""
Though it doesn't say which file the error is in. Moe is right about the Bentus, it's probably a filename or a folder name error. E.g. you have Kpr_Bentus.ship, Kpr_Bentus.events, Kpr_Bentus.hod, but they're in the wrong folder (Meg_Bentus.) Everything must have the same name (though capitalization isn't important I think.)
~
They're in the right folder, everything is under kpr_, everything has .ship, .hod, or .event. I put in the in the ending parenthesis. It's still not working. I'm telling you it has something to do with the weapons. Everything was working fine until I started putting in code for them.
Hey, uh, can somebody copy their sajuuk.ship file's contents and post it here or send it to me please? I kinda screwed mine up accidentally.
* I don't know what to tell you guys. I ran the program again to get an updated error log, and I just got the same thing about the ship. I think that maybe it's because it's kpr_Bentus instead of kpr_bentus (that's all I can think of that can be wrong with the file names).
** Didn't work
*** WHOA. Holy crap, scratch off all of what I just said. I took away the weapons code, and as it turned out, it didn't work. So I guess it's back to the drawing board.
**** I'm out. I have no idea what to do. If you guys have any suggestions, I can use them. The ship should work. The names are all the same, they all start with kpr_. I have no idea what to do now. I've looked at everything from the ships to the weapons to the starting fleets. I'm just clueless now.
Last edited by Zatch; 28th Jan 06 at 4:52 PM.
name your .ship files in all capps it saves those errors from happening....
#159
Maybe you should post your ship file, extreme_wookie. Also, please cut down on the smilies and excessive spacing (I fixed it for you.)
Sorry about the smilies, they're the coolest I've seen on any forums. Especially
Please someone tell me what's wrong with this:
-- LuaDC version 0.9.19
-- 5/23/2004 7:24:15 PM
-- LuaDC by Age2uN
-- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net
--
NewShipType = StartShipConfig()
NewShipType.displayedName = "$1706"
NewShipType.sobDescription = "$1707"
NewShipType.maxhealth = 350000
NewShipType.regentime = 350
NewShipType.minRegenTime = 350
NewShipType.sideArmourDamage = 1
NewShipType.rearArmourDamage = 1
NewShipType.isTransferable = 0
NewShipType.useEngagementRanges = 1
NewShipType.unitCapsNumber = 1
NewShipType.paradeData = "kpr_sajuuk_parade"
NewShipType.SquadronSize = 1
NewShipType.passiveFormation = "Spear"
NewShipType.defensiveFormation = "Delta"
NewShipType.aggressiveFormation = "Claw"
NewShipType.mass = 1500
NewShipType.collisionMultiplier = 1
NewShipType.thrusterMaxSpeed = 100
NewShipType.mainEngineMaxSpeed = 100
NewShipType.rotationMaxSpeed = 4
NewShipType.thrusterAccelTime = 8
NewShipType.thrusterBrakeTime = 2
NewShipType.mainEngineAccelTime = 8
NewShipType.mainEngineBrakeTime = 2
NewShipType.rotationAccelTime = 1
NewShipType.rotationBrakeTime = 0.4
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 20
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.maxBankingAmount = 5
NewShipType.descendPitch = 5
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.swayUpdateTime = 2
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0
NewShipType.swayRotateFactor = 0
NewShipType.useTargetRandom = 1
NewShipType.targetRandomPointXMin = -0.19
NewShipType.targetRandomPointXMax = 0.15
NewShipType.targetRandomPointYMin = -0.68
NewShipType.targetRandomPointYMax = 0.1
NewShipType.targetRandomPointZMin = -0.8
NewShipType.targetRandomPointZMax = 0.6
NewShipType.dustCloudDamageTime = 300
NewShipType.nebulaDamageTime = 500
NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
NewShipType.BuildFamily = "Flagship_Hgn"
NewShipType.AttackFamily = "BigCapitalShip"
NewShipType.DockFamily = "UltraCap"
NewShipType.AvoidanceFamily = "SuperPriority"
NewShipType.DisplayFamily = "Mothership"
NewShipType.AutoFormationFamily = "SuperCap"
NewShipType.CollisionFamily = "Big"
NewShipType.ArmourFamily = "HeavyArmour"
NewShipType.UnitCapsFamily = "SinglePlayerMisc"
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 80
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 80
NewShipType.totalValue = 80
NewShipType.buildCost = 1500
NewShipType.buildTime = 1
NewShipType.buildPriorityOrder = 150
NewShipType.retaliationRange = 4800
NewShipType.retaliationDistanceFromGoal = 160
NewShipType.visualRange = 9000
NewShipType.prmSensorRange = 9000
NewShipType.secSensorRange = 9000
NewShipType.detectionStrength = 1
NewShipType.TOScale = 1
NewShipType.TODistanceFade0 = 7256.51158385007
NewShipType.TODistanceDisappear0 = 5805.21262002743
NewShipType.TODistanceFade1 = 125
NewShipType.TODistanceDisappear1 = 100
NewShipType.TODistanceFade2 = 14286.2654320988
NewShipType.TODistanceDisappear2 = 193885.030864198
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.15
NewShipType.mouseOverMaxFadeSize = 0.25
NewShipType.healthBarStyle = 2
NewShipType.nlips = 0
NewShipType.nlipsRange = 75000
NewShipType.nlipsFar = 0
NewShipType.nlipsFarRange = 0
NewShipType.SMRepresentation = "Mesh"
NewShipType.alwaysInRenderList = 1
NewShipType.meshRenderLimit = 500000
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 1
NewShipType.goblinsStartFade = 8000
NewShipType.goblinsOff = 8000
NewShipType.upLOD = 10000
NewShipType.downLOD = 10015
NewShipType.minimumZoomFactor = 0.5
NewShipType.selectionLimit = 150000
NewShipType.preciseSelectionLimit = 5000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
NewShipType.militaryUnit = 1
NewShipType.blobName = "$1716"
NewShipType.blobNamePriority = 100
NewShipType.alternativeHyperspaceV = "hyperspace_gate_kpr"
NewShipType.alternativeHyperspaceA = "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN"
NewShipType.alternativeHyperspaceTime = 12.5
NewShipType.SMHighlightDistMin = 20000
NewShipType.SMHighlightDistMax = 30000
addAbility(NewShipType, "MoveCommand", 1, 0)
NewShipType.dontDockWithOtherRaceShips = 1
NewShipType.ignoreRaceWhenDocking = 1
addAbility(NewShipType, "WaypointMove")
addAbility(NewShipType, "HyperSpaceCommand", 1, 10, 100, 400, 10, 15)
addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1, "BigCapitalShip, SmallCapitalShip, Mothership, Frigate, Corvette, Fighter", "Frontal",
{
Fighter = "MoveToTargetAndShoot",
},
{
Corvette = "MoveToTargetAndShoot", })
addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3)
addAbility(NewShipType, "CanBeRepaired")
LoadModel(NewShipType, 1)
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_TopR1", "Weapon_TopR1")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukKineticDriver", "Weapon_TopR2", "Weapon_TopR2")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukKineticDriver", "Weapon_TopR3", "Weapon_TopR3")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_TopR4", "Weapon_TopR4")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_TopL1", "Weapon_TopL1")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukKineticDriver", "Weapon_TopL2", "Weapon_TopL2")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukKineticDriver", "Weapon_TopL3", "Weapon_TopL3")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_TopL4", "Weapon_TopL4")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukKineticDriver", "Weapon_BotR1", "Weapon_BotR1")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_BotR2", "Weapon_BotR2")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_BotR3", "Weapon_BotR3")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukKineticDriver", "Weapon_BotL1", "Weapon_BotL1")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_BotL2", "Weapon_BotL2")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukNaniteCannon", "Weapon_BotL3", "Weapon_BotL3")
StartShipWeaponConfig(NewShipType, "Kpr_SajuukHeavyCannon", "Weapon_BigGun", "Weapon_BigGun")
addShield(NewShipType, "EMP", 10000, 20)
NewShipType.battleScarMaxTriBase = 200
NewShipType.battleScarMaxTriInc = 300
NewShipType.sobDieTime = 7
NewShipType.sobSpecialDieTime = 1
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 0
NewShipType.trailLinger = 2
setEngineBurn(NewShipType, 9, 0.2, 0.5, 300, 1.02, 0.1, 0.25, 380)
setEngineGlow(NewShipType, 1, 1, 1.01, 15, 325, 50, 1.75,
{ 1, 0.47, 0, 0.2, })
loadShipPatchList(NewShipType, "data:sound/sfx/ship/misc/", 0, "Engines/SajuukEng", "", 1, "Ambience/SajuukAmb", "")
Last edited by extreme_wookie; 28th Jan 06 at 9:33 PM.
#161
That looks like the .ship file for Sajuuk, not bentus.
It's not in [ code ] tags
Moe did you find out the diffrence between thruster and main engine values in the end?
(main engine being Z- and thrusters being the rest)
#163
Yeah Pete - If you set the thrusters to lower speeds the ships become less maneuvrable.
That's because it is the ship file for Sajuuk. Something's wrong with that. Wanted to see if I could speed it up a bit. So can somebody just post their ship file for Sajuuk (providing it's normal) so I can just go back to trying to figure out what's wrong with the Bentus?
Hey just updating my progress. As it turns out, now it can't find the ship kpr_Sajuuk. Even after I got the original code from Zatch. So now I'm going to Defcon WTF. I guess I'll just have to start from scratch by seeing if I can uninstall and reinstall HW2 back to its original state (or if there's a repair option). Then I'm gonna start from scratch.
And as luck would have it, it appears I lost my activation code. So I guess I have to buy it again. It's just one of those days I suppose.
Just in case anyones wondering I solved all my problems and got everything to work. I found that I had to change the ship display type from flagship to capitalship and the ships magicly appeared in my build menu:evilnod:
If you really do have a ligit copy of homeworld 2 I guess it would be ok to snapOriginally Posted by extreme_wookie
Moe-edit: Uhm no, we don't do that here.
The weapons names are case sensitve ie. if the name of the weapon point in the hod file is peashooter1_position the name in the ship file it also has to be peashooter1 and not Peashooter1 as HW2 is case sensitive with reagarding the names of the weapons.
maxdamage.
hey agin all im still haaveing the problem were keeper dosent show kpr in selectable dropdown menu at the player vs cp(note i know it crashes when it is there so dont say oh nvm plz help im realy anoyed at this month long halt and i checked the hmw2 log
it said nothing about any errors :cranky: :grumble: :cranky:
(edit): p.s what the heck is this?
"This file is here to serve as a target for the data tree search algorithm."
Last edited by Zatch; 1st Feb 06 at 11:29 AM.
#168
This is what the race.lua file is suppose to look like:
Code:-- 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, "", }, }
maxdamage.
Hi, i have a small problem, i cant download HardEd, it keeps coming up with this error:
Then when i click cancel, heres what it says:Code:Application has generated an exception that could not be handled. Process id=0xdac (3500), Thread id=0xa68 (2664). Click OK to terminate application. Click CANCEL to debug the application.
anyone know what i should do?? if this has been asked/answerd, just ignore me.Code:Registered JIT debugger is not available. An attempt to launch a JIT debugger with the following command resulted in an error code of 0x2 (2). PLease check computer settings. cordgb.exe !a 0x6a4
Tank
I have a problem with weapons. The game crashes just as the level would start. I've narrowed down the problem to this line:
Here is my hw2.logCode:StartShipWeaponConfig(NewShipType, "Kpr_BentusHullDefense", "Weapon_HullDefense1", "Weapon_HullDefense1")
Code:Sat Feb 04 17:22:17 2006 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 Deathwind Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2 Using ATI Technologies Inc.'s 1.3.1017 WinXP Release RADEON 9200 DDR x86/SSE2 renderer (Suspected driver is atioglxx.dll 6.14.10.5469) 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 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_HOSTILITIES_END.LEVEL Cannot find the Weapon_HullDefense1_Position joint in weapon Kpr_BentusHullDefense on ship/subsystem KPR_BENTUS Are you sure you provided the correct jointName in ShipTuning.xls? -- FATAL EXIT -- sctobjectload/402:! --stack trace-- 0x0047B2E6: GSLobbySessionDesc::operator= () 0x0047B815: 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= ()
#172
Ghostwind1:
There is a miss match between the name of the hardpoint you are trying to put the weapon on and the names of the available hardpoints on the ship.
Did you:
1). Forget to add the hardpoint "Weapon_HullDefense1_Position" to the ship using HardED?
2). Add the hardpoint to the ship using HardED but acidentaly give it the wrong name? (I've done this a number of times myself)
Cake can change the nature of a man!
I fixed the problem. Apparently I forgot the capital D in Weapon_HullDefense1 in HardEd.
Thanks for the help Deionarra.
I tried the dockpath editor today and it worked the first time.Now to experiment with it......How do I make it that all the dock paths are the same like the fighter dock path?
maxdamage.
Last edited by maxdamage; 7th Feb 06 at 3:07 PM.
When I are trying to make the bentus to the keepers mothership, there is no bentus at all when I start the game, I have followed the instruction to part 5.
PLEASE HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#176
nope
Yes
Hi people I’ve hit a dead end and I’m hopping someone can help. My problem is with bentus, I got it to move and hyper jump but I can’t get it to build anything.
I’m using this line of code:it doesn’t work if I put it in bentus but it dose work if I put it in kpr_destroyerm10Code:addAbility(NewShipType,"CanBuildShips",1,"Fighter_Hgn, Corvette_Hgn, Frigate_Hgn, SuperCap_Hgn, Utility_Hgn, Platform_Hgn, SubSystem_Hgn, SubSystemLarge_Hgn, Shipyard_Hgn, Mover_Hgn, Probe_Hgn","Utility, Fighter, Corvette, Frigate, Capital, Platform, SubSystemModule, SubSystemSensors")
#181
Armageddon: what exactly happens when you start a game as keeper?
#182
I'm not sure exactly what you are wanting to do but if you want other ships to use the same dock path as the fighters then you can just give them the same dockfamily rather than make other dock paths that are just the same as the one for the fighters.Originally Posted by maxdamage
I have a question: Is it possible to use another ship instead of the bentus??
posted by Deionarra:if you want other ships to use the same dock path as the fighters then you can just give them the same dockfamily rather than make other dock paths that are just the same as the one for the fighters.
Is it possible to copy and paste the dock paths for the fighters over the frigate and corvettes dock paths without having to modify the dockfamilies of the frigates and corvettes ship files?I'll try it myself and see what happens...
maxdamage.
HEEEEEEEEEELLLLLLLLLLPPPPPPPP!!!!!!!!!!
Um Moe, I think this thread is GREAT and everybodys been very helpful with this discussion, But Im having problems modding my
HW2 to play with the Keepers, I did Parts 1 - 7 Exactly as you said
and did, Everythings Fine until I try to arm Bentus!!!!!!!
I got bentus to move and to hyperspace but put weapons on her then KAPUT!!! the map wont start.
HEEEEEEEEEEEELLLLLPPPPPPPPPPPPP!!!!!!!!!!!
Here's my Hw2.Log File
Sun Feb 26 21:04:22 2006
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'E:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Draco
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using NVIDIA Corporation's 2.0.1 GeForce FX 5500/AGP/SSE/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.8198)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : E:\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 -luatrace
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
#186
Well that's odd... what exactly happens? Does the game crash?
Are you sure that's the hw2.log from right after a "crash"?
It might be because you misspelled the weapon name or one of it's children in HardEd (the same thing happened to me). Make sure that everything is spelled correctly and remember it's all case sensitive.
There's no problem loading the map, it gets through the loading screen just fine, but after that i just crashes, goes back to the desktop.
I dont know how i could have mispelled anything, i just copy pasted everything from the tutorial, but I'l double check.
I think im having problems with these lines, it doesn't crash when i add the -- at the start of these lines.
StartShipWeaponConfig(NewShipType, "Hgn_BentusHullDefense", "Weapon_HullDefense1", "Weapon_HullDefense1")
addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.2, "Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter", "MoveToTargetAndShoot")
I think you need a semi colon at the end of the weapon line. like this.
I don't have access to my script files, but I had a similar problem when I was using the .ship file editing program. What I would do, is unpack the homeworld2.big file and then de compile one of their .ship files. Once you do that you can compare and contrast an existing .ship to yours.Code:StartShipWeaponConfig(NewShipType, "Hgn_BentusHullDefense", "Weapon_HullDefense1", "Weapon_HullDefense1");
Nope, doesn't work, i didn't misspell anything,
I just redid part 8 but it still doesn't work.
Here's my Hw2.Log file after the crash.
Tue Feb 28 14:59:43 2006
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'E:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Draco
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using NVIDIA Corporation's 2.0.1 GeForce FX 5500/AGP/SSE/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.8198)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : E:\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 -luatrace
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
Cannot find the Weapon_HullDefense1_Position joint in weapon Hgn_BentusHullDefense on ship/subsystem KPR_BENTUS
Are you sure you provided the correct jointName in ShipTuning.xls? -- FATAL EXIT -- sctobjectload/402:! --stack trace-- 0x0047B2E6: GSLobbySessionDesc::operator= () 0x0047B815: 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= ()
#191
Cannot find the Weapon_HullDefense1_Position joint in weapon Hgn_BentusHullDefense on ship/subsystem KPR_BENTUS
There - it looks like you did something wrong with HardEd when adding the hardpoint.
is there anything else other than HardEd yet? net framework is evil and my brother refuses to have it his computer.
DAMNIT!
Im gonna feel stupid later when and if i find out that its just a minor thing, But Im sure i did nothing wrong.
I redid part 8 exactly but it still doesn't work. ITS STILL THE SAME THING!
Cannot find the Weapon_HullDefense1_Position joint in weapon Hgn_BentusHullDefense on ship/subsystem KPR_BENTUS
#194
I suggest you kick your brother, derivative.
Drakonis: can you take a screenshot of your harded window with the bentus ship loaded?
#195
Uhm... that image is apparently attached to an email you received. Unless you want to give out your email and password to the whole forum nobody is going to be able to view that.
Upload the image at imageshack or someplace else.
Moe........... Thanks for all the help. Mind if add you to my buddy list?
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#197
Sure, go ahead.
Hmm... I can't see anything wrong there. Just to make sure, you edited the Kpr_Bentus file with hardEd, not the Meg_Bentus one, right?
Yep, I followed the tutorial Exactly, at least, I think I did, I checked again and i cant find anything wrong. But, of course something must be since it keeps crashing.
Hi people It seems I have a bit of a problem and I’m hopping someone can help. My problem is with bentus, I got it to move and hyper jump but I can’t get it to build anything.
I’m using this line of code:
it doesn’t work if I put it in bentus but it dose work if I put it in kpr_destroyerm10Code:addAbility(NewShipType,"CanBuildShips",1,"Fighter_Hgn, Corvette_Hgn, Frigate_Hgn, SuperCap_Hgn, Utility_Hgn, Platform_Hgn, SubSystem_Hgn, SubSystemLarge_Hgn, Shipyard_Hgn, Mover_Hgn, Probe_Hgn","Utility, Fighter, Corvette, Frigate, Capital, Platform, SubSystemModule, SubSystemSensors")
I was just wondering if you could change theamount of starting resouces
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