project-navigation
Personal tools

Author Topic: Adding new UFO: unknown craft_ufo_"name of new UFO"  (Read 16742 times)

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Adding new UFO: unknown craft_ufo_"name of new UFO"
« on: February 20, 2014, 11:26:22 am »
Well, I added new ufo in all files in 0ufos and in models but I still get that message.

I cant continue working on this mod until I solve this problem.

Please help and sorry for "spamming", I just wanna make new mod!

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #1 on: February 20, 2014, 04:23:17 pm »
Well, I added new ufo in all files in 0ufos and in models but I still get that message.

I cant continue working on this mod until I solve this problem.

Please help and sorry for "spamming", I just wanna make new mod!

Without sharing your changes we can't help.

-geever

ps. There might be hardcoded values for ufos though... Still need your changes to see if that's the problem.

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #2 on: February 20, 2014, 04:49:25 pm »
Without sharing your changes we can't help.

-geever

ps. There might be hardcoded values for ufos though... Still need your changes to see if that's the problem.


For the start I wanna just test adding of new fighter, after that I will start making additional changes.

WHat I did for now is here in attachment!

Thnx!

btw. I editet aircraftmanagement minute ago but problem is still here:

aircraft craft_ufo_fightermk2
{
   param {
      speed      21
      maxspeed   26
      shield      2
      ecm         90
      damage      290
      accuracy   100
      range      236
   }
   name      "_UFO - FighterMk2"
   defaultname   "_Fightermk2 U"
   type      "ufo"
   model      "geoscape/ufo_fightermk2"
   size      1
   numteam      6
   price      15000
   image      "geoscape/air_ufo"
   interestlevel 50

   radar {
      range   10
      trackingrange   14
   }

   slot {
      type      "weapon"
      size      "heavy"
      contains   rs_craft_weapon_particle
      ammo      rs_craft_ammo_particle
   }
}

« Last Edit: February 20, 2014, 04:54:31 pm by NicSO »

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #3 on: February 20, 2014, 04:58:52 pm »
/ UFOS
// Notes
// UFOs are listed in order of appearance. See also: http://ufoai.org/wiki/index.php/Aircraft
// adding or renaming ufos: change the assembly name or add the assembly to corresponding ump files

I think this is the problem: add the assembly to corresponding up file - I dont know how or where!

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #4 on: February 20, 2014, 06:00:26 pm »
Take a look at an xyz.ump file of your choice. In the corresponding dir maps/xyz you'll see the map tiles for various dropships, landed and crashed ufos.
You will need at least one maptile for one map to see your fighter in battlescape.

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #5 on: February 20, 2014, 06:24:37 pm »
Take a look at an xyz.ump file of your choice. In the corresponding dir maps/xyz you'll see the map tiles for various dropships, landed and crashed ufos.
You will need at least one maptile for one map to see your fighter in battlescape.

Thnx. This will be simple as I will make only minor changes in blender/texture file. This will be advanced fighter. After this I will make completely new UFO but small size.
Making bigger ufo seems to me as HUGE work.

One more thing, can you give me some instructions how to make new mission - downed interceptor mission. I saw you already prepared game for that kind of mission while studying the game files.
« Last Edit: February 20, 2014, 06:26:31 pm by NicSO »

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #6 on: February 20, 2014, 08:00:43 pm »
Hm, still same error. I even modified *.bsp files. For start I added my test fightermk2 in village, village 2 and all umps/bsps connected to those maps including village.map but I get same error again so I rechecked all files again and problem is still here.

I edited files with notepad2 btw. *md2 files were edited in blender.

In mod folder I combined files from 0maps archive and maps folder - I think thats ok.

Im soon finished with my balancing mod which includes major craft speed overhaul, UFO damage capacity + SAM modifications for compensating speed changes. I also modified max aliens aboard some UFOs like bomber but I think I will need to modify maps too (max number of aliens per map). I rebalanced all weapons in the game also, added more names for soldiers and some other small modifications along all these.

It will be one big mod at the end with many modifications but for start only rebalancing as mentioned above because I see adding new UFO will consume more time that I thought

Here is my newest version of my test fightermk2 mod:
« Last Edit: February 20, 2014, 08:14:53 pm by NicSO »

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #7 on: February 20, 2014, 08:24:54 pm »
Found new problem...files like fighter.bsp in 0maps and maps are 2 different files...how should I name them in my mod folder...do I need to create 0maps archive + maps folder? I will try it that way. I will create 0maps archive with my fighter files and separate maps folder. I have some feeling there is something more to this, maybe some script???!



« Last Edit: February 20, 2014, 08:50:17 pm by NicSO »

Offline Noordung

  • Squad Leader
  • ****
  • Posts: 285
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #8 on: February 20, 2014, 09:36:38 pm »
If i remember corectly and if this havent change crafts are in sourco code so you cant add them. quite some time ago someone was asking something becous he wanted to add some intecetors and that was answer. (dont know anything about what sourco code might be) tipic should still be here on mods part of the forum.

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #9 on: February 20, 2014, 10:08:11 pm »
As Noordung said. Not sure about human aircraft, but iirc adding new UFOs cannot be done by modding the scripts. There are e.g. hardcoded values about what UFO types are available for certain mission types.

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #10 on: February 20, 2014, 10:29:59 pm »
So it is not possible for me to mod this :( Argh. I was so happy with the idea :(

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #11 on: February 20, 2014, 10:32:10 pm »
Found new problem...files like fighter.bsp in 0maps and maps are 2 different files...how should I name them in my mod folder...do I need to create 0maps archive + maps folder? I will try it that way. I will create 0maps archive with my fighter files and separate maps folder. I have some feeling there is something more to this, maybe some script???!

In order to add a new aircraft to a map theme, you would have to create  a .map file for this craft, using the mapeditor called UFORadiant. This file needs to be compiled to a .bsp with the mapcompiler (ufo2map). Then it needs a tile descriptor in the map´s .ump file. It needs an entry in the map definition (maps.ufo ), so the game knows this craft is available for the map. Unfortunately, due to technical problems beyond my understanding, the mapeditor is currently broken for win.
There is no need to create archives in any way.

On the other hand, a UFO would work without adding any maps, as some maps don´t care about the UFO type.

If you want some more detailed info, please ask. :)
« Last Edit: February 20, 2014, 10:34:24 pm by ShipIt »

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #12 on: February 21, 2014, 06:02:19 am »
I can confirm that the list of valid UFO names is hardcoded.
In several places btw :((

Offline NicSO

  • Rookie
  • ***
  • Posts: 83
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #13 on: February 21, 2014, 06:44:18 am »
Well thnx guys :) I am sad to hear that but thnx for help and I must ask...is there possibility it could be changed in the future?
Is it the same with aliens?
« Last Edit: February 21, 2014, 06:47:40 am by NicSO »

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Adding new UFO: unknown craft_ufo_"name of new UFO"
« Reply #14 on: February 21, 2014, 07:04:08 am »
Making UFOs completely scriptlable is not trivial. However, I can imagine to add some "UFO Modder" to the hardcoded list(s).
Your best bet is to convince at least one dev why the game *needs* a second fighter.

For now, you can use the "UFO Ripper" which is in the lists but not used anywhere afaik.