Making a new transport ship

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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

ok i have put wrf/stats.wrf and im now getting these errors:

Code: Select all

Error occured on Monday, September 17, 2012 at 14:28:28.

Program: C:\Program Files (x86)\Warzone 2100-3.1_rc2\warzone2100.exe(warzone2100)
Command line: "C:\Program Files (x86)\Warzone 2100-3.1_rc2\warzone2100.exe" 
Version: Version SDL-3.1 rc2 (modified locally) - Built Aug 21 2012
Distributor: wz2100.net
Compiled on: Aug 21 2012 00:36:26
Compiled by: GCC 4.7.0
Compiled mode: Release build
Executed on: Mon Sep 17 14:28:19 2012

Pointers: 32bit

Compiled against PhysicsFS version: 2.0.2
Running with PhysicsFS version: 2.0.2

Misc Data:
[14:28:19]mod: transporter mod
[14:28:20]Video Mode 1920 x 1080 (fullscreen)
[14:28:20]OpenGL Vendor: NVIDIA Corporation
[14:28:20]OpenGL Renderer: GeForce GTX 670M/PCIe/SSE2
[14:28:20]OpenGL Version: 4.2.0
[14:28:20]GLEW Version: 1.7.0
[14:28:20]OpenGL GLSL Version : 4.20 NVIDIA via Cg compiler
[14:28:20]OpenAL Device Name: DirectSound Default
[14:28:20]OpenAL Vendor: OpenAL Community
[14:28:20]OpenAL Version: 1.1 ALSOFT 1.13
[14:28:20]OpenAL Renderer: OpenAL Soft
[14:28:20]OpenAL Extensions: AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_sub_data AL_SOFT_loop_points
[14:28:20]Using Backend: SDL
[14:28:20]Using language: System locale
[14:28:25]mod: transporter mod
[14:28:25]mod: transporter mod
[14:28:25]mod: transporter mod
[14:28:25]mod: transporter mod


C:\Program Files (x86)\Warzone 2100-3.1_rc2\warzone2100.exe caused an Access Violation at location 754643f9 in module C:\windows\syswow64\msvcrt.dll Reading from location 00000000.

Log message: info    |02:28:19: [realmain:1128] Using C:\Users\carbondudeoxide\Documents\Warzone 2100 3.1\logs\WZlog-0917_142819.txt debug file
Log message: info    |02:28:22: [loadMapPreview:456] Loading map preview: "Sk-Rush" builtin t2
Log message: last message repeated 2 times

Registers:
eax=00000000 ebx=00000008 ecx=00000000 edx=00000000 esi=000036b1 edi=00000000
eip=754643f9 esp=0028ebdc ebp=1304ed54 iopl=0         nv up ei pl zr na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00210246

Call stack:
754643F9  C:\windows\syswow64\msvcrt.dll:754643F9  strlen
00AC2C24  C:\Program Files (x86)\Warzone 2100-3.1_rc2\warzone2100.exe:00AC2C24  QHash<int, bindNode>::findNode  /home/wz2100/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/../../../../i686-pc-mingw32/include/QtCore/qhash.h:887
0043B00D  C:\Program Files (x86)\Warzone 2100-3.1_rc2\warzone2100.exe:0043B00D  loadDroidWeapons  /home/wz2100/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/basic_string.h:2518
76680596  C:\windows\syswow64\KERNELBASE.dll:76680596  ReleaseMutex
0063419F  C:\Program Files (x86)\Warzone 2100-3.1_rc2\warzone2100.exe:0063419F  SDL_SoftStretch
74617473
73612F73
6E676973
70616577
2E736E6F
00747874  C:\Program Files (x86)\Warzone 2100-3.1_rc2\warzone2100.exe:00747874  SDL_SoftStretch
and

Code: Select all

--- Starting log [C:\Users\carbondudeoxide\Documents\Warzone 2100 3.1\logs\WZlog-0917_142819.txt]---
info    |02:28:19: [realmain:1128] Using C:\Users\carbondudeoxide\Documents\Warzone 2100 3.1\logs\WZlog-0917_142819.txt debug file
info    |02:28:22: [loadMapPreview:456] Loading map preview: "Sk-Rush" builtin t2
last message repeated 2 times
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Andrie
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Re: Making a new transport ship

Post by Andrie »

In what file did you put stats.wrf?
"My IRC en multiplay naam is Andrie"

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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

i put it in a folder called "wrf" in the mod? that was it :/
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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

ok i still cant find the problem :/
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NoQ
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Re: Making a new transport ship

Post by NoQ »

carbon dude oxide wrote:posting the mod so others an have a look at it
Finally :D

You shouldn't put stats.wrf into your mod at all.
Here is the log line that is actually relevant:

Code: Select all

Weapon is invalid for air propulsion for template ATESTVEHICLE
VTOLs can only carry VTOL weapons (eg. VTOL Lancer is not the same as a standard lancer). ATESTVEHICLE has a "Cannon2A-TMk1" turret mentioned in assignweapons.txt.
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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

i rebuilt the mod from scratch and it worked after that :D with no weapons ^.^ i now need to amke it so that the VTOL moves so quickly across the map it is like an instant transport :D
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Andrie
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Re: Making a new transport ship

Post by Andrie »

I would like to see the resault! :wink:
"My IRC en multiplay naam is Andrie"

Groete Andrie
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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

so would i :D im having trouble with the speed at the moment :D
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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

is there a way of making a new prpulsion path? for example,
a vtol takes off then flys over to its destination then lands would there be a way of making a new one so that it goes straight up and flys then lands directly down?
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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

is it even possible to dothat with a mod?
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NoQ
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Re: Making a new transport ship

Post by NoQ »

Right now i'm having trouble understanding the difference between
takes off then flys over to its destination then lands
and
goes straight up and flys then lands directly down
:hmm:
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Andrie
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Re: Making a new transport ship

Post by Andrie »

When will your mod be complete? :hmm:
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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

NoQ wrote:Right now i'm having trouble understanding the difference between
takes off then flys over to its destination then lands
and
goes straight up and flys then lands directly down
:hmm:
bascaly at the moment the vtol gradualy increases the speed and gradualy dcreases it, is there a way of making a new propulsion type that imediatly moves at top speed and then imediatly stops when it reaches its destination? :D
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Iluvalar
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Re: Making a new transport ship

Post by Iluvalar »

you can play with engine and max speed right now with a mod.

Multiply the engine by 100 and take a look at the result :) .
Heretic 2.3 improver and proud of it.
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carbon dude oxide
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Re: Making a new transport ship

Post by carbon dude oxide »

It does look very good taking off and landing:) its a little too slow on the acceleration going forwards though :/