project-navigation
Personal tools

Author Topic: Need a modeler?  (Read 163765 times)

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Need a modeler?
« Reply #240 on: November 18, 2008, 05:06:02 pm »
You can share your modified .ufo files, so we can look to they and point out the mistakes.

PS: And you don`t need to backup you files, if you have checkouted SVN. You are able to rollback all changes.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #241 on: November 18, 2008, 05:08:46 pm »
I think I might have found the errero.. a missing "}" . Will still have to test it.
Anywayz:

[attachment deleted by admin]

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #242 on: November 18, 2008, 05:20:11 pm »
Hrm...still chrashes....OK, here's hte dited files..I cna't find anything wrong in there:

http://www.mediafire.com/?sharekey=2c937bcb38ef65c1d2db6fb9a8902bda

6 files were edited:


aircraftmanagement.ufo - added the Starchaser

equipment.ufo - added the xaw95 and vhs

equipment_mission.ufo - added needlergun to tier 4 aliens

research.ufo - added research entries for all 3 things

weapons_human.ufo - added the xaw95 and vhs entries

weapons_multiplayer -  just cut out the XAW95 entry and moved it to human weapons. No real edit of this file :P

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Need a modeler?
« Reply #243 on: November 18, 2008, 06:25:05 pm »
what is the vhs?

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Need a modeler?
« Reply #244 on: November 18, 2008, 06:40:55 pm »
also what about the source files? can you upload them, too?

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #245 on: November 18, 2008, 11:04:00 pm »
ERm...hold on. The source file for the Heavy Needler is the same as for the needler. Jut slight tweaks on the texture.
For the VHS Assault Rifle I made a new texture from scratch...hold on, I'll upload that one.

http://www.mediafire.com/?sharekey=2c937bcb38ef65c1d2db6fb9a8902bda



As for the VHS - it's modeled (and named) after a brand new, almost recoilless assault rifle that is just entering mass production. Not a complete match, but then again I was going for something similar. I only named it VHS in the files since it's short and easy to remember. Kinda looks like a FA-MAS, doesn't it..or like a Tavor.. Christ, all these bulpups look so similar :)


EDIT: Has anyone taken a peek at the files I edited?
« Last Edit: November 18, 2008, 11:11:07 pm by TrashMan »

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Need a modeler?
« Reply #246 on: November 18, 2008, 11:28:25 pm »
About crashes you should define "crash" and hunt some more info. There are several ways a program could exit abnormally:
* segmentation fault (general protection failure) - backtrace needed
* assertion failure - sourcefile, line number, expression at least
* (other) program exit (like SysError) - error message

In the first two cases the program have to be fixed (and the question is where). Whatever is in the script the parser should handle it even with an error message.

-geever

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #247 on: November 19, 2008, 12:06:53 am »
It CTD's when I click on Start Campaign, no message.

So given that only these 6 (5 actually) files were changed, something in them must be triggering the crash.

I used to edit files like this to test weapons in 2.2.1. with little problems, so I don't really think there is an error on the program part...Well, I doubt that there is one.

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Need a modeler?
« Reply #248 on: November 19, 2008, 12:37:23 am »
For segfaults you should inspect the console log and do a backtrace in gdb.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #249 on: November 19, 2008, 01:17:24 am »
AHA..Found the culprit.

Aparently the Starchaser had as one of the required tech rs_inter_dragon instead of rs_craft_inter_dragon :P

Hm..vhs rifle texture isn't showing up...what was I supposed to put in the md2 exporter for the map? Some symbol before the name...
_vhs.jpg  or was it .vhs.jpg?  #?

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #250 on: November 19, 2008, 01:23:46 am »
Nevermind...just remembered. I should re-upload the md2's hten...

[attachment deleted by admin]

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Need a modeler?
« Reply #251 on: November 19, 2008, 02:02:53 am »
The heavy needler is fine, I'm happy with it. The other bits, however . . .

aircraftmanagement.ufo - added the Starchaser

It's been said before, we don't have a place for your Starchaser in the campaign. Do not commit.


Quote
equipment.ufo - added the xaw95 and vhs

Same for these two. The new rifle is not appropriate since we're already full up on human weapons. Do not commit.


Quote
research.ufo - added research entries for all 3 things

Do not commit.


Quote
weapons_human.ufo - added the xaw95 and vhs entries

Do not commit.

Quote
weapons_multiplayer -  just cut out the XAW95 entry and moved it to human weapons. No real edit of this file :P

Do not commit.


Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #252 on: November 19, 2008, 02:33:44 am »
Did I say I was commiting anything?

I'm not crazy enough to commit files I tweak for testing. Especially not files that don't work or cause crashes (well, not anymore, but still)
What kind of a idiot do you take me for? ::)

I am friggin insulted!


EDIT:
Speaking of the StarChaser - I adresed all the "realism" issues you had with it and passed it along.
AFAIK, you don't have a starchaser model, so you could very well use this one at least for balance testing. Altouhg for the love of me I can't see what more gross unrealistic errors you could have possibly found...

The VHS is something I made for the military/police to use. It's slower, but more accurate than the current AR.



EDIT2:
Hrm...the VHS should use the same ammo as the assault rifle...but it doesn't.....strange.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Need a modeler?
« Reply #253 on: November 19, 2008, 07:20:52 am »
so how should i name the vhs weapon? i would like to commit that model and activate it for mulitplayer. btw. we still need script entries for the heavy needler (haven't looked at the ufo files you posted - are they included there?). also TrashMan, the updated md2 files... you just changed the texture path? or also the mesh?

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Need a modeler?
« Reply #254 on: November 19, 2008, 12:44:44 pm »
I changed the texture paths withing the md2. (I exported hem with a _vhs instead of .vhs, so the texture didn't show up at all)
The old textures work.

And no, I haven't made any entries for the heavy needler, since it's an alien weapons and no one told me how powerful it should be, etc. Well, that, and I was trying to get weapons working one by one...easier to track errors that way.
Name the vhs however you want.