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REL - Unofficial PR v1.1.2, Ship Skirmish Pack


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#21 Phoenix Rising

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Posted 28 March 2010 - 06:42 PM

Sounds like a problem with the MTD.

#22 Kage Acheron

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Posted 01 April 2010 - 06:22 PM

Yes, the fresh install of PR works fine. It screws up when I install the update.

What's the MTD?

#23 Tropical Bob

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Posted 01 April 2010 - 08:17 PM

The MTD is the image archive for FoC. It's in Data\Art\Textures\, and comes in two parts: Mt_commandbar.mtd and Mt_commandbar.tga.

Did you try re-downloading the ZIP? Maybe something got corrupted on the upload, but no one else has reported anything...

Here's the two files re-uploaded. Maybe it'll help.
http://www.filefront...5997049/MTD.zip

#24 Phoenix Rising

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Posted 01 April 2010 - 08:43 PM

I had a problem with ours corrupting a few years ago. Had to extract everything and make a new one. No problems since.

#25 Tropical Bob

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Posted 02 April 2010 - 05:00 AM

The funny thing is, me and evilbob both used the same ZIP, and encountered no problems.

#26 Kage Acheron

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Posted 02 April 2010 - 11:07 PM

Huh. I redownloaded it, and it still doesn't work.

It definitely is a problem with the MTC. When I was testing it out, I copied my old MTC files and pasted it over the new download. The result? The starting buttons worked, but the unit buttons were still messed up. Instead of having random images, they were now just blank. However, some still had images, such as the Golan.

I think the Icons section of your update might be messing it up.

#27 Tropical Bob

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Posted 02 April 2010 - 11:50 PM

It definitely is a problem with the MTC. When I was testing it out, I copied my old MTC files and pasted it over the new download. The result? The starting buttons worked, but the unit buttons were still messed up. Instead of having random images, they were now just blank. However, some still had images, such as the Golan.

The unit icons won't appear because I changed the references in the XMLs, and the original MTD doesn't have those icons.

I extracted and recompiled everything into a new one for you, as suggested by PR.
http://www.filefront...6008761/MTD.zip

#28 Kage Acheron

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Posted 03 April 2010 - 02:33 AM

Yes! ;) It works like a charm now!

Thank you for taking the time to find out what was wrong!

#29 Phoenix Rising

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Posted 04 April 2010 - 04:41 AM

I extracted and recompiled everything into a new one for you, as suggested by PR.

Yes! ;) It works like a charm now!

Hm, sometimes I amaze even myself - I didn't really expect that to fix it.

#30 Tropical Bob

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Posted 15 April 2010 - 12:22 PM

Bumpdate
-Thrawn Campaign is now available to play multiplayer. Note that the balance may be even worse off than Core Worlds. It was difficult enough to get it working without losing its flavor (Read: deleting line after line of starting units with indiscriminate impunity). Feedback is appreciated, of course, if anyone plays it at all.
-Added some minor Galactic financial and production bonuses to CSA heroes.
-Minor things. Many I don't remember, since I made the changes weeks ago. Most probably have to do with clearing up some duplicate Object names.

Also, let me know if the MTD problem happens again. I deleted that recompiled one, so it wasn't included. I'll redo that if anyone has problems with the textures though.
Also also, is anyone at all playing the multiplayer GC ports? If not, I'm not sure if I see a point to converting more. So speak up if you do, and let me know what you'd like to see next.

Edited by Tropical Bob, 15 April 2010 - 12:23 PM.


#31 Kage Acheron

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Posted 18 April 2010 - 01:17 AM

Pellaeon seems to have the "build more than one at a time" bug again. I assume Tarkin has the same.

I would play the multiplayer ports, but it is quite difficult to find such a large block of time to devote to playing the campaigns, since progress can't be saved...right?

#32 Tropical Bob

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Posted 18 April 2010 - 03:43 AM

You can save progress. I almost got through a Core Worlds campaign against shadowrevan (Before I made changes), thanks to saving and loading the game back up.

Interesting...I have Pellaeon set to only allow one build per lifetime for all his variants, as well as Tarkin. And as far as I'm aware, the story script can't override that. Check their his XML files to see if your copies copy have it set that way. Lines 144 and 184 should both read <Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>.

Also, I just noticed that I left an old file in there that isn't used. If you feel like it, Story_Lock_MP.xml can be deleted with no issues.

EDIT: Just noticed I didn't implement it for Tarkin, just Pellaeon.

Edited by Tropical Bob, 20 April 2010 - 10:23 AM.


#33 Phoenix Rising

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Posted 18 April 2010 - 07:17 AM

Interesting...I have Pellaeon set to only allow one build per lifetime for all his variants, as well as Tarkin. And as far as I'm aware, the story script can't override that.

There are still three or whatever Pellaeon variants though. The problem is, the engine has no simple way of perceiving them as the same person. I found a way to do it by abusing Can_Be_Only_One, but it would require redoing how our heroes are coded and scripted.

The easiest way to go about this is by creating a unique company transport unit that there "can be only one" of, assigning it to all hero company variants, and redoing any hero transports with Unique_Space_Unit. The only reason it can't work for us at present is because we're actually building the next company to upgrade, so, thanks to Can_Be_Only_One, the build option never appears since the existing hero is already using the transport. If we used hero upgrade dummies like we do with space research, there should be a way to pull it off without the scripting problems, but I never got that far.

In addendum, it's curious that Can_Be_Only_One does not work across factions, so it should be thought of as "can be only one per faction".

#34 Tropical Bob

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Posted 18 April 2010 - 09:20 PM

With lifetime build set to 1, though, even if Pellaeon is upgraded, there shouldn't be an option to rebuild him, unless he is given as a starting character. Even then, he should only be the regular Gilad Pellaeon with a Lambda transport, and not the 13X or Chimaera.

#35 Phoenix Rising

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Posted 19 April 2010 - 02:20 AM

Ah, I was thinking you could build all the variants at once; it's been so long since v1.1 for me, I just forgot what the bug entailed. Well, the good news is that it doesn't seem to be around anymore.

#36 Tropical Bob

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Posted 19 April 2010 - 04:04 AM

Yeah, that's pretty much what the bug was. Once the final variant was reached, the hero could be built again, and upgraded up until before the currently owned variant. I think, eventually, you could get all the variants. The only heroes I've gotten feedback about were Pellaeon and Tarkin.

That's why the bug fixes had the only fix I knew of for it: make everything only buildable once.

Edited by Tropical Bob, 19 April 2010 - 04:06 AM.


#37 Phoenix Rising

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Posted 19 April 2010 - 08:02 AM

I never understood that bug and, frankly, I'm not sure what fixed it (although redoing the scripting from scratch was how). It was clearly limited to heroes with three or more variants, but Vader and a few others never had it. Try copying his code for Pellaeon and Tarkin and see if that does it. After you replace the Vader references, it could very well look exactly the same as what you have, but something is different... and I think that's why it didn't work.

#38 Tropical Bob

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Posted 19 April 2010 - 09:10 PM

I'm not sure, but I think I did replace the scripting with a hero's that worked once, to no avail. I've also gone over the scripting line by line against a hero's that worked, and nothing came up.

I wonder if there was a misspelling somewhere that kind of messed up the lock script? I'll go over it all again and see if I find anything this time, and also definitely replace the whole block.

EDIT: It all checks out...again. Nothing's misspelled, nor are there any differences between Pellaeon's and Tycho's blocks. The only alternative I can think of is something with the hero file, but I've looked through that, too, and I still found nothing. This bug escapes me; looks like we'll have to wait until v1.2 comes out for it to be fixed.

Edited by Tropical Bob, 20 April 2010 - 10:24 AM.


#39 keraunos

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Posted 20 May 2010 - 12:36 PM

I'm not sure, but I think I did replace the scripting with a hero's that worked once, to no avail. I've also gone over the scripting line by line against a hero's that worked, and nothing came up.

I wonder if there was a misspelling somewhere that kind of messed up the lock script? I'll go over it all again and see if I find anything this time, and also definitely replace the whole block.

EDIT: It all checks out...again. Nothing's misspelled, nor are there any differences between Pellaeon's and Tycho's blocks. The only alternative I can think of is something with the hero file, but I've looked through that, too, and I still found nothing. This bug escapes me; looks like we'll have to wait until v1.2 comes out for it to be fixed.

Added to the mod list. Better late then never :p

#40 Stormhawk

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Posted 12 June 2010 - 10:13 PM

It definitely is a problem with the MTC. When I was testing it out, I copied my old MTC files and pasted it over the new download. The result? The starting buttons worked, but the unit buttons were still messed up. Instead of having random images, they were now just blank. However, some still had images, such as the Golan.

The unit icons won't appear because I changed the references in the XMLs, and the original MTD doesn't have those icons.

I extracted and recompiled everything into a new one for you, as suggested by PR.
http://www.filefront...6008761/MTD.zip


Sorry to bump.

Having the same problem described by Kage Acheron. Tried the link here but it didn't work. It said:
The file you are attempting to download is not currently available on our servers or is being processed.



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