Bad Files in Sins?

Should we fix the reference files

http://soase.weebly.com/uploads/4/6/1/9/4619843/fixedfileschangelog.txt

Expanding on Mesh Points - Bad Names and Missing Points for Sins Ships

 

entity.manifest for Diplomacy

entityNameCount 1186 --> entityNameCount 1184


GalaxyScenarioDef.galaxyScenarioDef

GuassDefense --> GaussDefense

 

Pirate Reasearch in Diplomacy

While testing a mod I switched to AI then Player Pirate and the Pirate Research crashed. Tested this with no mod and the same error, duplicate grid position errors then mini-dump.

Here is the block positions as they stand now...

RESEARCHSUBJECT_PIRATE_ABILITYACCESS_INCENDIARY_SLUG
 researchWindowLocation
 block 2
 pos [ 5 , 2 ]
 RESEARCHSUBJECT_PIRATE_ABILITYACCESS_SPRINT
 researchWindowLocation
 block 2
 pos [ 5 , 2 ]
 
 RESEARCHSUBJECT_PIRATE_ARMOR1
 researchWindowLocation
 block 1
 pos [ 1 , 0 ]
 RESEARCHSUBJECT_PIRATE_HPMAX1 
 researchWindowLocation
 block 1
 pos [ 1 , 0 ]
 RESEARCHSUBJECT_PIRATE_REGEN1
 researchWindowLocation
 block 1
 pos [ 1 , 0 ]
 RESEARCHSUBJECT_PIRATE_WEAPONS1
 researchWindowLocation
 block 1
 pos [ 1 , 0 ]
 RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1
 researchWindowLocation
 block 1
 pos [ 1 , 0 ]
 
 RESEARCHSUBJECT_PIRATERAIDDECREASE 
 researchWindowLocation
 block 0
 pos [ 1 , 1 ]

 

Then there is Missing sounddata entries and miss-spelled effects (Entrenchment 1.051)

 

I think we should fix these errors and include the new files with the reference files.

I have uploaded complete sets of the reference files to wincustomize and they allow for updating without loosing any links.

Here is a list in my "Fixed Files" mod so far

For Diplomacy 1.011

  • entity.manifest
  • GameInfo\AbilityMeteorStrikeShips.entity
  • GameInfo\BuffFarSight.entity
  • GameInfo\BuffPhaseGateStarBaseSelf.entity
  • GameInfo\GalaxyScenarioDef.galaxyScenarioDef
  • GameInfo\SoundEffects.sounddata
  • Mesh\CapitalShip_TechBattleship.mesh
  • Mesh\CapitalShip_TechCarrier.mesh
  • Mesh\CapitalShip_TechColony.mesh
  • Mesh\CapitalShip_TechSiege.mesh
  • Mesh\Frigate_PirateLight.mesh
  • Mesh\Frigate_TechColony.mesh
  • Mesh\Frigate_TechHeavy.mesh
  • Mesh\Frigate_TechLight.mesh

 

For Entrenchment 1.051

  • GameInfo\AbilityMeteorStrikeShips.entity
  • GameInfo\BuffFarSight.entity
  • GameInfo\BuffPhaseGateStarBaseSelf.entity
  • GameInfo\GalaxyScenarioDef.galaxyScenarioDef
  • GameInfo\SoundEffects.sounddata   (see post)
  • Mesh\CapitalShip_TechBattleship.mesh
  • Mesh\CapitalShip_TechCarrier.mesh
  • Mesh\CapitalShip_TechColony.mesh
  • Mesh\CapitalShip_TechSiege.mesh
  • Mesh\Frigate_PirateLight.mesh
  • Mesh\Frigate_TechColony.mesh
  • Mesh\Frigate_TechHeavy.mesh
  • Mesh\Frigate_TechLight.mesh

 

For Org Sins 1.191

  • GameInfo\GalaxyScenarioDef.galaxyScenarioDef
  • GameInfo\SoundEffects.sounddata   (see post)
  • Mesh\CapitalShip_TechBattleship.mesh
  • Mesh\CapitalShip_TechCarrier.mesh
  • Mesh\CapitalShip_TechColony.mesh
  • Mesh\CapitalShip_TechSiege.mesh
  • Mesh\Frigate_PirateLight.mesh
  • Mesh\Frigate_TechColony.mesh
  • Mesh\Frigate_TechHeavy.mesh
  • Mesh\Frigate_TechLight.mesh

 

For Diplomacy Not Done Yet

  • GameInfo\RESEARCHSUBJECT_PIRATE_ABILITYACCESS_INCENDIARY_SLUG.entity
  • GameInfo\RESEARCHSUBJECT_PIRATE_ABILITYACCESS_SPRINT.entity
  • GameInfo\RESEARCHSUBJECT_PIRATE_ARMOR1.entity
  • GameInfo\RESEARCHSUBJECT_PIRATE_HPMAX1.entity
  • GameInfo\RESEARCHSUBJECT_PIRATE_REGEN1.entity
  • GameInfo\RESEARCHSUBJECT_PIRATE_WEAPONS1.entity
  • GameInfo\RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1.entity
10,578 views 14 replies
Reply #1 Top

Added another missing soundData entry for sound "WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE_ALT1". There should be antry for this sound in SoundEffects.sounddata which is referenced from three of the Phase entities.

Reply #2 Top
\Reference_Dip_1.011\GameInfo\CAPITALSHIP_PHASECOLONY.entity (1 hits) 
    Line 127: sound "WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE_ALT1"  
\Reference_Dip_1.011\GameInfo\CAPITALSHIP_PHASESCOUT.entity (1 hits) 
    Line 213: sound "WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE_ALT1"  
\Reference_Dip_1.011\GameInfo\FrigatePhaseHeavy.entity (1 hits) 
    Line 74: sound "WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE_ALT1"

Edit: Changed do to next post

Reply #3 Top

If there are multiple bad references in the SoundEffects.sounddata then thats what we should fix. As a temporary measure I would add the effect and change the count but use the same .ogg file for ALT1, then anyone can easily add there own sound.
End of quote

Yep, the funny thing is they have the actual ogg file for that sound. It's just not mapped in the SoundEffects.soundData file.

Reply #4 Top

Oh Thanks I didn't look  :S

effect
    name "WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE"
    fileName "Weapon_PhaseCapitalWaveMedium_Muzzle.ogg"

effect
    name "WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE_ALT1"
    fileName "Weapon_PhaseCapitalWaveMedium_Muzzle_Alt1.ogg"

Edit: Need all versions fixed for this 1. ENT and DIP use same file.

 

For GameEventSound:CannonUnderConstruction "UI_COMMON_CANNONBUILT" I copied the following effect and all its needed lines

effect
     name "UI_COMMON_DEFAULTNOTICE"
     fileName "UI_Common_DefaultNotice.ogg"
-->

effect
     name "UI_COMMON_CANNONBUILT"
     fileName "Common_CannonBuilt.ogg"

Reply #5 Top

The Opti mod fixes most of the mesh issues. Just pull the mesh files from there. I didnt look through the asteroids, map objects, or all of the structure meshes yet.

Same with the particles. There were many particle files calling for textures that did not exist, and there were a few typo's calling for a DDS file when in fact the texture was a TGA file. I dont remember which ones they were. Ill have to look at the vanilla reference files again. That is also why i converted all of the particle textures to DDS.

Has anyone looked in the Pipeline effects folder for errors, and typos?, or the Window folder yet?

Good Job catching this BTW

Reply #6 Top

Thanks Major but are not the TSOP meshes optimized. While I do use them I wanted pure mesh files to fix the Reference Files.


Reply #7 Top
Well I guess I have to look at all the texture reference as well. Take a look at...
  • DebrisPhaseCapitalShipBattleship.mesh
  • DebrisPhaseCapitalShipCarrier.mesh
  • DebrisPhaseCapitalShipColony.mesh
  • EffectMesh_GreenBlock.MESH
  • EffectMesh_PushHand.MESH
  • EffectMesh_RadiationBomb-Buff.MESH

This is going to take a while.

Posted Image

 

Bad locations for the textures fixed then looked for the textures in the root and they don't exist

EffectMesh_AntimatterDetonate.MESH No Particle found, redundant?

EffectMesh_EvesiveManeuvers.MESH  linked from CapitalAbility_EvasiveManeouversActivate.particle

EffectMesh_Lightcones.MESH No Particle found, redundant?

EffectMesh_TargetingUplink.MESH linked from CapitalAbility_TargetingUplinkActivate.particle

EffectMesh_WeaponJammer.MESH   linked from CapitalBuff_WeaponJam.particle

EffectMesh_humanbody.MESH No Textures & No Particle found, redundant?

EffectShip_PhaseSpyShip.MESH No textures links to ENTRYVEHICLE_SUBVERSIONSHIP.entity

RuinedPlanetAfterNuke.MESH No linked files found, redundant?

Planets

All with bad texture locations

  • Planet_Artifact.mesh
  • Planet_Desert_0.mesh & 1-2-3
  • Planet_Ice_0.mesh & 1
  • Planet_Terran_0.mesh & 1-2-3
  • Planet_Volcanic_0.mesh & 1-2-3

Planet Modules with bad mesh name

  • PlanetModule_PhaseOrbitalCombatLaboratory
  • PlanetModule_PhaseOrbitalFleetCommandCenter
  • PlanetModule_PhaseOrbitalNonCombatLaboratory
  • PlanetModule_PhaseOrbitalPhaseGate
  • PlanetModule_PsiOrbitalAntiMatterRecharger
  • PlanetModule_PsiOrbitalCannon
  • PlanetModule_TechOrbitalHangarDefense
  • PlanetModule_TechOrbitalHangarDefenseAntiAirGuns
  • PlanetModule_TechOrbitalTradePort

Orbital Markets No linked files found, redundant? (no above, aura or center)

  • PlanetModule_PsiOrbitalMarket
  • PlanetModule_PhaseOrbitalMarket
  • PlanetModule_TechOrbitalMarket

 

Reply #8 Top

Found another couple of oddities:

Gameplay.constants: note the semi-colon at the end of the decimal value. I've not seen that in any other file.

enemyDPSInOrbitBodyISquadOwnerBuildRateScalar -.111111;

SoundEffects.sounddata: note the extra tick ` at the end

fadeInTime 0.0`

Reply #9 Top

Thanks again ZRus

Quoting Major, reply 5
The Opti mod fixes most of the mesh issues. Just pull the mesh files from there. I didnt look through the asteroids, map objects, or all of the structure meshes yet.

Same with the particles. There were many particle files calling for textures that did not exist, and there were a few typo's calling for a DDS file when in fact the texture was a TGA file. I dont remember which ones they were. Ill have to look at the vanilla reference files again.
End of Major's quote

I looked through all the mesh files up to Rock so far. Fixed all there errors I could find. Then I thought I would compare my files to the Majors TSOP files for mesh points and low and behold, it was match after match. Here I thought those meshes were optimized lower poly counts.

Didn't catch this one though - Frigate_TechUtility1.mesh   texture TGA --> DDS. I did find a few more and will finish the mesh folder ASAP. Im going to test removing the 2nd set of empty materials on these

Frigate_PhaseEnvoy.mesh 2 sets of textures and 1 is empty

Frigate_PsiColony.mesh 2 sets of textures and 1 is empty

Frigate_PsiEnvoy.mesh 2 sets of textures and 1 is empty

 

Reply #10 Top

Man, that little animation you put in there myfist0 had me in stitch's :rofl: XD . its a cracker.

Nice work by the way. Will help if I can, though I don't really know how.

Reply #11 Top

Here is a detailed look at what we found so far

FixedFilesChangeLog.txt

The external link in the OP now links to the change log.

Reply #12 Top

Another couple of files to look at is......" AbilityWorthCause.entity " and " BuffWorthyCauseSelf.entity "

In both files It looks like this:

effectInfo
    effectAttachInfo
        attachType "Center"
    smallEffectName "WorthyCause"
    largeEffectName "WOrthyCause"

The only effect in the particle file is "WorthyCause".

Reply #13 Top

Thanks.

Reply #14 Top

Double check me on this but there's a missing entry in the "SoundEffects" file in Entrenchment. It is in the Vanilla Sins version of this file though.

effect
    name "WEAPON_PHASECAPITALWAVEHEAVY_MUZZLE"
    fileName "Weapon_PhaseCapitalWaveHeavy_Muzzle.ogg"
    type "Effect"
    is3D TRUE
    priority 5
    threshold 30000.000000
    minAttenuationDist 1200.000000
    maxNumPlayingSimultaneously 5
    isLooping FALSE
    isResident TRUE
    minRespawnTime 0.1
    fadeInTime 0.0
    fadeOutTime 0.0
    alternateGroup ""