OK, thanks to harpo, I've been able to deduce that there is no error when trying to run my program on XP. There's obviously something wrong with my test machine, but I'll get that sorted later. As far as I can see, v1.2 is done. The only reason I'm NOT putting the download up right now is as follows: I plan to switch my hosting provider this weekend; during the transition as I get the nameservers adjusted, my server will be down. Obviously, I don't want such
BCXtreme
OK, so here's the story. I have an XP virtual machine that I use for testing programs. It's insisting that there's a critical error (instant program crash on load) in my latest build. The program runs flawlessly on the Vista and Win 7 machines that I have tested it on. Apparently there is a significant chance that the problem lies in the virtual machine, not the program, so I need people with XP on a real, physical computer to try running it and see if it will even sta
I'm just about ready for release here, but I'm having one small problem. I need someone running Windows XP to test the upcoming version and make sure it's running OK. Any volunteers?
OK, I figured it out! One of my cruiser entities had some artifacts (things I forgot to change) left over from when it used to be a cap ship. Problem solved! Thanks everyone!
Harpo, so how would I tell if the issue was related to roletypes, and how would I fix it? I do have a Capital Ship entity that is in the manifest, but I'm not currently using it in any of the Player entities. It was like that before this problem popped up though... I'm going to try process of elimination and figure out what file is doing this...
As far as I can see, there is nothing wrong with the entity.manifest. All the frigates in my custom Player.entity files are in the GameInfo folder and in the Manifest. Also, the mod I was merging (only one ship from this mod) is fully up to date with Diplomacy v1.011, as is my game. Harpo, what do you mean by the frigate types may be missing an "essential roletype"?
I'm developing a mod compilation, and all of a sudden I've started getting this minidump error: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Player/PlayerEntities.cpp(131) ref->GetIFrigatePtr() != NULL What does this mean, and what can I do to fix it??
[quote who="myfist0" reply="40" id="2704049"]Looks very easy to use and the themes are only eye candy anyway. Let me know when its ready, if its under 10mb I will mirror it for you with a direct link on the http://soase.weebly.com/modding-tools.html.[/quote] Yeah, the themes are just for eye candy. I'd still like to implement them eventually, but I'm more concerned about getting the functionality improvements out the door. I would certainly appreciate th
Ack, I've been away longer than I thought... Yes, the theme pictures go away once you pick one. Unfortunately, the themes feature's not going to make it into v1.2, because I'm having the worst time trying to make it work. In fact the reason it's been so long since I was last here is because I put the project on hold when I started losing sanity over the themes feature. The good news: the other things I announced for v1.2 have FINALLY all been completed.
I did not make this model myself, and it wasn't originally designed for Sins, so I don't actually have a cl. texture, which is why I just assigned the normal map textures (all I have) for everything. The textures I have are the full surface of the ship, like a decal. While we're on this subject, I noticed something else wrong with these textures. Even though they appear correctly in XSI Mod Tool, from what I can see of them in-game (beneath the team color glow), the textur
I tried to make the alpha channel all black (I was wrong, it was all white before) but the resulting file still bathed the ship in the team color. For clarification, if the alpha channel is black, the entire texture becomes black. If it is white, the texture appears normally in GIMP. Either way, the ship appears as the team color anyway in-game. P.S. I am just using the normal maps for all the textures, cause I wasn't planning to do speculars. Could this
The alpha channel in GIMP is all black, so I'm assuming SuperZERO0 is right and GIMP actually needs it to be all white. I use GIMP a lot, but I've never had to edit the alpha channel of an image manually before, and I can't figure it out. Does anyone know how to get the alpha channel to change from black to white in GIMP?
[quote who="Major Stress" reply="2" id="2605775"]Make sure you freeze all transforms before export. Make sure you freeze the model before export. Make sure you have everything de-selected before you export.[/quote] Definitely did all this, as instructed by Ironclad's documentation. [quote who="SuperZERO0" reply="1" id="2605750"]Open up your .xsi file that you have just created and check whether the info is in there before you converted to mesh. The info i
Please scroll down to see the current problem ... this one here is already fixed. Why do these things always happen to me?? OK, so I imported a model as .OBJ into XSI, set up the materials, meshpoints, and everything (following the instructions in ForgeTools 3 to the letter). Finally finished it up, and exported it to dotXSI format. However, when I go to convert it in ConvertXSI, it reads the meshpoints, but not the model (the number
I was finally able to implement subfolder support for not-in-place conversions, so v1.2 is that much closer to release. Could still use feedback on the new interface idea above.
OK, so it turns out there was a missing quotation mark in the starbase file. I hate those. Everything's working now, but thanks to those who posted to help...
Still can't get this starbase working...
OK, the error came back, so it turns out I still do need help. It still is only minidumping on the custom starbase, and I only made one change to this starbase since it last worked. What do I need to look for to correct in the file, exactly?
Never mind, I just figured it out. I was stacking with another mod, and there was an entity.manifest conflict. Fixed now! [quote who="Aractain" reply="1" id="2586936"]That means you have an array with nothing in it (I assume you know this). What did you change that is stored in arrays within the indavidual structure?[/quote] Not actually sure what this means...
I made some changes to my personal mod recently, and now when I launch the Dev.exe, I get about 50 of this error, as shown in the log file: "c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]" When I try to build my custom starbase, it calls the error one more time, and then minidumps. Can someone tell me what causes this error so I can figure out how to fix it?
I'll throw this out there for everyone to bash to death ... I got an iPad on launch day and I absolutely love it. I'll never use my netbook again. It is ten times more portable, faster, and just all around more usable for me. So far, it can do everything my netbook ever did, for a much longer period of time. So I for one am very very pleased. P.S. The iPad does have a microphone I believe.
[quote who="tymestar" reply="34" id="2581886"]Fantastic, thank you. Edit: Akk! Ran perfect first two times... now getting a persistent error where I hit "convert" and windows says it's stopped working; error window reappers infinitely when I click to close it; must restart computer. Hmmm... trying to find what I'm doing funny.[/quote] I can confirm that the program works indefinitely, because I did not write any code that would cause it to behave different
Version 1.2 is still under construction, I just haven't had a lot of time to work on it lately. Which may turn out to be a good thing for you, because... This update is going to require me to make some changes to the interface. Nothing that's already there should be changed much, but some stuff needs to be added in an intuitive way. Hopefully I can get some work done over the next few days. I want to be able to post pictures of the interface additions so that I
Sorry, I got caught up over the weekend and didn't have time to post this, but I'll put it up now. I may have mentioned one or two of these upcoming features before, but there are a few that I haven't. The list is subject to change because these things are still in development. Button to automate in-place conversions (set source as output) Proper handling of subfolders for not-in-place conversions Multiple different SoaSE background images to cho
[quote who="SIN-Imperium" reply="29" id="2566688"]I've been using this regularly now and have yet to have an issue. Works perfectly and very easy to use. I like I can drag the files out as copies and play with them to my heart's content without breaking my game. Very good tool.[/quote] Thank you for your continued support. I am hoping this weekend to be able to post a list of upcoming features in v1.2 for everyone to look at, so anyone that's interested should