All I have been working on is StarGate Ships for my mod, I only have a few added and the Ancients' GUI to actually start making a full race, I have come up with an idea to actually make it a true race. Of course the Wraith aren't apart of this since they are going to stick with Species 8472. I haven't experiemented or implimented my plan into trying to get Species 8472 crew, metal and also Dilithium yet, but now I have a few bugreports to post.
1) Yesterday before this crashing problem started, I had given the Borg Shipyards weapons, I got the idea from the armed Federation Shipyards mod that I have been using and since I've gotten it to work for all races in the game (Stock Ones) I have decided to continue doing that also. I tested the Borg Shipyards in the Map Editor and gave them targets and the weapons work just fine, there was no crashing.
2) That changed sometime yesterday morning before I posted my last post here, and yesterday evening. Between that time, I was working on creating my "Ancients" Race (Not a full Race, but a copulation of all StarGate Mods that I have except the Wraith and creating some stations out of the ships to be mining stations and orbital stations to continue gathering metal and dilithium. I also created a colony ship. None of these units are in the game yet though except what was already put into my game that belongs to StarGate.
Here is a Tech1 Breakdown of the StarGate Units in the Game Right now:
// ***[ StarGate Ships ]*************************
destiny.odf 3 atlantisbase.odf stargpeg.odf daedalus.odf // Destiny Class, Ancient Altarian Battleship
atlantis.odf 1 atlantisbase.odf // Atlantis Type City Ship (Atlantis = Lost City of the Ancients)
ori.odf 1 Origate.odf // Ori Mother Ship
dart.odf 1 whiveship.odf // Wraith Dart
whiveship.odf 0 // Wraith Hiveship
303.odf 0 // X303 Pre-Daedalus Class Earth Ship
daedalus.odf 1 303.odf // Daedalus Class
daedalus2.odf 0 // Daedalus Class Mk. II - USAF Atlatis (Hero Ship)
daedalus3.odf 3 atlantisbase.odf stargpeg.odf daedalus.odf // Daedalus Class Mk. II
SG1A-Enterprise.odf 0 // Enterprise Class - USAF Dreadnaught-Carrier
aurora.odf 3 atlantisbase.odf atlantis.odf stargpeg.odf // Atlantian Aurora Class Warship
puddlejumper.odf 1 atlantisbase.odf // Atlantian Puddle Jumper
F302.odf 2 303.odf daedalus.odf // F302 Fighter
zpm.odf 0 // ZPM (Zero Point Module)
// ***[ StarGate Stations ]************************
starg.odf 1 atlantisbase.odf // Milkyway Galaxy StarGate
stargpeg.odf 1 starg.odf // Pegusas Galaxy StarGate
Origate.odf 3 atlantisbase.odf starg.odf stargpeg.odf // Ori SuperGate
atlantisbase.odf 0 // Atlantis-Type Starbase
// ***[ StarGate Special Weapons ]*****************
orieventhor.odf 0 // StarGate Event Horizon for the Ori
eventhor.odf 0 // Pegusas & Milkyway Galaxies' StarGate's Event Horizon
ancientshield.odf 0 // Ancient Shield for Ancient Vessels
gwdarts.odf 0 // Launch Wraith Darts
gwraithcullingbeam.odf 0 // Wraith Planetary Culling Beam
gwraithcolbeam.odf 0 // Wraith Planetary Transporting Beam
gwraithhullregeration.odf 0 // Wraith Hull Regeneration
mthrust.odf 0 // x303 & Daedalus Class Military Thrust
asgardbeam.odf 0 // Asgard Beam Weapons
gF302.odf 0 // Launch F302 Fighter Squadron
azpmdst.odf 0 // ZPM Self-Destruct
3) Yesterday morning, the last thing I added to the game was just a Weapon File, it is for the Goa'uld and it is a Pulse Weapon with their weapon sound. I have all the required textures in the game and that includes the sound, just I haven't added any Goa'uld ships yet that are using the weapon. THe weapon coding is below:
Code: Select all
#include "pulse.odf" //Name of the ODF file for the ordinance for this weapon ordName = "ctpulseo" //Display name for this weapon wpnName = "Goa'uld Starship Weapon" //Time Delay between shots shotDelay = 2.0 // Range within which the weapon will fire. range = 800.0f // Percent chance of hitting the target. //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage) hitChance = 1.0 // Restrict the Fire Arc restrictFireArc = 0 //Sound which is played when the weapon fires fireSound = "goauldfire.wav"
The only other change between the time of this crash and from the morning was readding the Military Thrust Special Weapon that I removed because I didn't like the one I had before so I found a different one in another mod for the Daedalus Class and I noticed that one does work for I can test the game in the Map Editor still, the crash occurs after I close the editor and return to the desktop.
Code: Select all
//Display name for this weapon wpnName = "Military Thrust" //tooltips tooltip = "Military Thrust" verboseTooltip = "Full Sublight" //Location of the button in the speed panel buttonSlot = 3 // Mark this as a special weapon. special = 1 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 5 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 2 //Time Delay between shots shotDelay = 3.0 // Range within which the weapon will fire. range = 400.0f //Sound which is played when the weapon fires fireSound = "speedBoost.wav" //Programming Stuff DO NOT CHANGE classLabel = "speed_boost" // Special energy cost for the weapon enhancer specialEnergyCost = 6 speedModifier = 2.0 //this special weapon can be assimilated by the borg tech assimilator assimilatable = "carpod8"
Given these changes and how they work in the Map Editor, I don't get how they could be responsible for this crashing problem to occur, but the thing is these crashing problems weren't happening until after these edits were made. Going back and replacing the edited files with backups didn't help either, ok the weapons were still in the backups but thet is because they were working, minus the fact I still ahven't tested teh Goa'uld Weapon.
The promised BugReports that I have continued to mention in this posting are uploaded to Mega Upload.