URGENT Modding Questions!

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KukY
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Re: Modding Questions

Post by KukY »

Rusya wrote: But, there is something not correct in that Wiki section, no? 3rd position "build power - price of sensor", and in that line

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UplinkSensor,Level All,1,1,1,1,1,200,miupdish.PIE,TRLSNSR1.PIE,2304,TURRET,SUPER,0,1000,0
3rd position is "1" - can it be price of Uplink? Off course not. Price is something about 1000 - and that is 15st position in Wiki-sensors part.
That is the price of Uplink sensor only which would be used if you could design units with it.
All structures have their own costs that are independent of turrets.
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Rusya
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Re: Modding Questions

Post by Rusya »

Okey, here I'm :)

I tried with Wide sensor, and game engine get it! But, still does not allows artillery to firing at bigger range than before.

Image

That is that I got at map - as you can see, sensor tries to "look" at bigger distance, but covering not all area. Maybe there is some limitation in ANOTHER file?
Sorry for my bad English - I have not practiced very long NEVER :)
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Zarel
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Re: Modding Questions

Post by Zarel »

KukY wrote:I did that in my tries of doing that: And I failed too. Maybe hardcoded limitations?
A fully upgraded WSS has a range of ~28 tiles. The game starts breaking down not too far past that point; any longer range and the sensor will start to experience visual bugs, and the game may start to lag. I'm not aware of any other limitations, though.
Rusya wrote:3rd position is "1" - can it be price of Uplink? Off course not. Price is something about 1000 - and that is 15st position in Wiki-sensors part.
KukY is correct. The price of the sensor is 1. The price of the structure is 1000. Pretty big difference. :P
Rusya wrote:I tried with Wide sensor, and game engine get it! But, still does not allows artillery to firing at bigger range than before.

Image

That is that I got at map - as you can see, sensor tries to "look" at bigger distance, but covering not all area. Maybe there is some limitation in ANOTHER file?
Erm, your screenshot shows a Wide Spectrum Sensor, not an Uplink Sensor.

Image = Wide Spectrum Sensor - http://guide.wz2100.net/d/widespectrumsensortower
Image = Satellite Uplink Center - http://guide.wz2100.net/d/satelliteuplinkcenter

You've been editing the Uplink Center, not the WSS.
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Rusya
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Re: Modding Questions

Post by Rusya »

Zarel, I know that it is Wide sensor, and I said that I tried to change it that time, not Uplink. On screenshot you can see something looks like "rays" on the map, that is the result of making sensor very long-ranged in sensor.txt file.

Rays on the map is about sensor's territory, right? I use wz2100 version 2.3.0, where that area is highlighted. All map is revealed, so everything else is darker than in sensor range.
A fully upgraded WSS has a range of ~28 tiles. The game starts breaking down not too far past that point; any longer range and the sensor will start to experience visual bugs, and the game may start to lag. I'm not aware of any other limitations, though.
I think that "rays" is definitely visual bugs. But sensor range is same as before, and artillery fires at same distance. Sadly, it seems that there is no possible to make Uplink, or Wide one, or any over sensor in game "ultimate sensor for entire map".
Sorry for my bad English - I have not practiced very long NEVER :)
Vecmoroc
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Re: Modding Questions

Post by Vecmoroc »

Another question I had,simply is that in the research.txt, it has a value for redundant components, but simply, what I'm confused on how to set which components are made redundant. I don't suppose anyone could help me with this?
KukY
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Re: Modding Questions

Post by KukY »

Vecmoroc wrote:Another question I had,simply is that in the research.txt, it has a value for redundant components, but simply, what I'm confused on how to set which components are made redundant. I don't suppose anyone could help me with this?
Those are set in seperate file.
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Re: Modding Questions

Post by Vecmoroc »

Alright, I figured out the redundant component thing fine, though I've yet another question. I'm trying to set prerequisite research for one of the new components I've made, but whenever I try to load a skirmish game with the prereqs set, I get this error message:


--- Starting log ---
error |06:46:16: [loadResearch] Buffer overflow assigning research pre-requisities
error |06:46:16: [loadResearch] Assert in Warzone: /Users/dak180/Applications/Build/wz2100/tags/2.3.0/macosx/../src/research.c:538 (0), last script event: '<none>'
error |06:46:16: [resLoadFile] resLoadFile: The load function for resource type "RESCH" failed for file "research.txt"
fatal |06:46:16: [resLoad] Failed to parse wrf/multires.wrf
fatal |06:46:17: [startGameLoop] Shutting down after failure

Perhaps someone could explain to me what I'm doing wrong?
KukY
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Re: Modding Questions

Post by KukY »

Erm, did you modify the number of prerequests??
Vecmoroc
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Re: Modding Questions

Post by Vecmoroc »

KukY wrote:Erm, did you modify the number of prerequests??
I'm not exactly what you mean. I did add new prereqs for the new components I've made, but being as I at least was able to put lines in without issue for the bodies, adding prereqs in of itself doesn't seem to be a problem, as far as I can tell.
Vecmoroc
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Re: Modding Questions

Post by Vecmoroc »

Whoever knows how to help, I'd be glad to get it, but if possible, I would like that help as soon as possible, since this problem is preventing me from making much more progress.
KukY
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Re: Modding Questions

Post by KukY »

Did you modify the number of prerequests in "research.txt" file?
I believe those numers are used for reserving RAM, since Pumkin(quoting Zarel) did lots of tricks to save RAM.
And that one more entry would have caused overloading reserved RAM.
Vecmoroc
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Re: Modding Questions

Post by Vecmoroc »

KukY wrote:Did you modify the number of prerequests in "research.txt" file?
I believe those numers are used for reserving RAM, since Pumkin(quoting Zarel) did lots of tricks to save RAM.
And that one more entry would have caused overloading reserved RAM.
I have done that as well.
KukY
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Re: Modding Questions

Post by KukY »

Vecmoroc wrote:I have done that as well.
Then it could be something with research limits. You'll have to ask someone else about this...
Vecmoroc
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Re: URGENT Modding Questions!

Post by Vecmoroc »

Could a dev or someone please take a look at this? I would very much like to have this issue resolved
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Zarel
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Re: URGENT Modding Questions!

Post by Zarel »

You could, y'know, upload the mod. That might help. And also not spam us. That might also help.