UFO:Alien Invasion
General => User modifications => Topic started by: NicSO on February 16, 2014, 11:37:22 pm
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CL_ParseParticle: particle def "fireImpact" with same name found, reset first one
Com_ParseItem: MAX_OBJDEFS exceeded
Where did I made mistake? Btw. Im working on a saboted slug for grenade launcher!
// =======================
// GRENADE LAUNCHER
// =======================
item grenl_sabot_ammo
{
name "_25mm Saboted Grenades"
model "weapons/grenl_sabot_clip/grenl_sabot_clip"
type "ammo"
animationindex 0
shape "0 0 1 1"
center "0 0 0"
scale 0.7
price 135
size 6
is_primary true
is_heavy true
dmgtype "normal"
weight 1.0
weapon_mod
{
weapon grenl
firedef
{
name "_Snap Shot"
skill "close"
projtl bullet
impact bulletImpact
hitbody null
firesnd "weapons/bullet-shotgun"
impsnd "impact/bullet-impact"
bodysnd "impact/bullet-bodyimpact"
speed 3000
spread "2.5 2.5"
crouch 0.9
range 10
shots 8
ammo 1
delaybetweenshots 0
time 12
damage "150 5"
dmgweight "normal_medium"
reaction true
}
}
}
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How many items have you already added? There's a hard limit for the number of objects in the game, you might have exceeded it with this one (bug #5165 (http://ufoai.org/bugs/ufoalieninvasion/issues/5165))
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Yea....with this...8...thats the reason...so this is some kind of a bug? I hope it will be solved soon.
Thnx.
Until then I will use my time for translation.
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2.5 or 2.6 ?
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2.5
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Could also happen in case you made a backup of the original file without changing the extension. The game parses all .ufo files it can find.
Also, in case you took the e.g. weapons.ufo and use a copy of this file as /mods/mymod/myweapons.ufo this will also essentially end up in the game parsing the same file twice.
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NicSO, as I wrote in the above mentioned bug report, I am willing to carefully raise that limit, but not for 2.5.
Do you use git ?
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Shiplt thnx for additional info.
Duke, yes, I have git account - I made it for translating purposes for now.
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Uhm...I meant: do you pull from the git repo and compile your own exe ?
Or just using the nightlies ?
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Ah the dreaded 7 items or less. I'll still be available to help test as well now I've sorted out my compile problems
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Increased the limit by two in master.
Happy testing ;)
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Increased the limit by two in master.
Happy testing ;)
:)
I have new problem:
ERROR: model models/weapons/grenl/grenl_sabot_clip.md2 broken offset values (1656, 1632)
btw. AntJam thnx for help!!!
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Uhm...I meant: do you pull from the git repo and compile your own exe ?
Or just using the nightlies ?
Just using nightlies!
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Offset problem solved, now I have new problem. I modified grenl_flachette_clip.md2 file but when I try to equip soldiers and when I click on heavy weapons....CTD occurs :(
I renamed file to grenl_sabot_clip, modified it in blender as AntJam suggested.
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...
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I lost hours on this, when I remove saboted slugs for grenade launcher from weapons_human...then it works. Ufopedia always works adn shows model as it should,.
Clicking on grenade launcher in ufopedia is causing also ctd. I really do now know where is my mistake. Im going insane :D
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It seems that max number of ammo per weapon is 3. My mod is working ok when I remove one of the existing Grenade launcher ammo....can this be modded?
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You've found another hardcoded limit: 4 ammos per weapon (GL already has 4)
As I said, it is hardcoded, and trying to increase it seems to cause a crash (see bug 5283 (http://ufoai.org/bugs/ufoalieninvasion/issues/5283)), we are investigating the issue
Edit:
Could also happen in case you made a backup of the original file without changing the extension. The game parses all .ufo files it can find.
Also, in case you took the e.g. weapons.ufo and use a copy of this file as /mods/mymod/myweapons.ufo this will also essentially end up in the game parsing the same file twice.
Just for the record: while the above is true — the game will parse the file twice — when the game finds more than one item with the same id, it will discard all definitions after the first one (it will still generate a lot of error messages of course)
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You've found another hardcoded limit: 4 ammos per weapon (GL already has 4)
As I said, it is hardcoded, and trying to increase it seems to cause a crash (see bug 5283 (http://ufoai.org/bugs/ufoalieninvasion/issues/5283)), we are investigating the issue
Edit:Just for the record: while the above is true — the game will parse the file twice — when the game finds more than one item with the same id, it will discard all definitions after the first one (it will still generate a lot of error messages of course)
I concluded it is hardcoded after almost 4 hrs :D I thought I made mistake somewhere so I was cheking everything over and over again, then I decided to remove flachette grenades and I was laughing to myself :D
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New problem!
Im working on a new ufo based on ufo fighter. I edited *.md2 files from models\geocape and aircraft. I also added new ufo fighter to aircraftmanagement.ufo, research.ufo and aircraft.ufo in msgid.
I placed all files in mod folder, game boots but when I click on campaign I get:
unknown craft_ufo_fightermk2
I think I made mistake in one of the *.md2 files but I wanna know if that is the case as I dont wanna lost hours again on error searching :)
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I triple checked, my *md2 files are all ok. I missed something and I dont know what.
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I checked all files in 0ufos and added new ufo accordingly based on original ufo fighter but I still get same error?!
Taking a break now...beer with my skydiving buddies...maybe Ill get inspiration :D