Dunkelzahn63

Dunkelzahn63

Joined Member # 3443098
5 Posts 35 Replies 5,292 Reputation

No ideas for those 2 asserts ? - Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2124) weaponEffectsDef.weaponType != WeaponType::Beam - Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/FixedArray.h(117) i >= 0

1,775 Replies 3,751,705 Views

I'm in AZERTY and for the commands you want it's "ctrl +shift + :" so in QWERTY it may be "ctrl + shift + ."

3 Replies 4,265 Views

Hi, dolynick, Here are the results of my searches about asserts, you already know some, as we talked about it on other threads, but i think you'll be surprised by some others. Many are minor like "projectile" instead of "beam" for some weapons and don't have a real effect on the game, but some causes things not to work properly as they should, but not causing dump. - SGRaces-MainViewIcon-Ship 24 count for 25 brushes <span style="font-

1,775 Replies 3,751,705 Views

See by yourself the lines 952 to 966 : entityName "RESEARCHSUBJECT_PIRATE_ARMOR1.entity" entityName "RESEARCHSUBJECT_PIRATE_HPMAX1.entity" entityName "RESEARCHSUBJECT_PIRATE_WEAPONS1.entity" entityName "RESEARCHSUBJECT_PIRATE_WEAPONRANGE.entity" entityName "RESEARCHSUBJECT_PIRATE_ARMOR2.entity" entityName "RESEARCHSUBJECT_PIRATE_WEAPONS2.entity" entityName "RESEARCHSUBJECT_PIRATE_HPMAX2.entity" entityName "RESEARCHSU

3 Replies 3,378 Views

Yes you are both right, your mods works properly, there is no doubt about it, it took your teams months of work so i know you have released fixed mods. But as i am doing for my own a crossover mod based on yours, why not cleaning asserts i find while making it ? It is a manner to thank you for your huge work, don't think my aim is to point your mods and say "bouuuh your mods are bad coded, i find many errors", not at all. But if i can bring a very very modest contri

15 Replies 54,664 Views

Use 1.21 if you want to clean your mod until 0 errors or warnings. ZombieRus5 has updated it.

9 Replies 36,173 Views

In the diplomacy entity.manifest you can find "RESEARCHSUBJECT_PIRATE_WEAPONS2.entity" twice at line 957 and 961, but no "RESEARCHSUBJECT_PIRATE_WEAPONS3.entity" 2 missing entries in soundeffects.sounddata effect name "WEAPON_PHASECAPITALWAVELIGHT_MUZZLE_ALT1" fileName "Weapon_PhaseCapitalWaveLight_Muzzle_Alt1.ogg" type "Effect" is3D TRUE prior

3 Replies 3,378 Views

I think if you make this value close to 1 AI will flee easily a battle as soon as you have a good fleet. If this value is close to 0 the AI will fight until death. I'm not 100% sure so wait for other answers to confirm.

2 Replies 5,101 Views

I think you should use eclipse with soase plugin, http://code.google.com/p/soaseplugin/ It will point the line and the file where this reference is mentionned

9 Replies 36,173 Views

Ok, so to fix the assert i have i change WeaponType to "Projectile" ( it will match will travelspeed, duration and weaponeffects like it is in the original mod ) and this weapon can be affected by beam research bonuses. Like that : Weapon WeaponType "Projectile" &nb

15 Replies 54,664 Views

[quote who="dolynick" reply="6" id="2959642"]For what it's worth, I've never seen this arrangement throw an error before during any of my testing. [/quote] Oh really, it's strange, i have just count it and i have it 28 times, i have many other asserts ( nearly 80 ) at each launch, maybe i have not the right version of your mod for diplomacy 1.21. [quote who="dolynick" reply="6" id="2959642"]Regarding the beam weapon on the defense module in my mod...

15 Replies 54,664 Views

Yes you're right, after searching a bit more the error is not what i thought. The error comes from what you're saying. If the WeaponType is Beam then the travel speed must be 0.00000 and next in the weapon effects it can't be projectile. Here is the weapon from PLANETMODULE_ANCIENTSORBITALDRONEDEFENSE.entity from stargate mod Weapon WeaponType "Beam" &

15 Replies 54,664 Views

I have noticed some error while making my mod but as i didn't write them on a paper i couldn't remember them. I have found them again, here they are : If you have a message looking like that : Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Archive/TextFileArchive.cpp(183) *stringSrc == _T('"') It is "RESEARCHSUBJECT_PACTBONUS_CRYSTAL" and "RESEARCHSUBJECT_PACTUNLOCK_CRYSTAL", those 2 entries are

15 Replies 54,664 Views

I found the problem, you missed my post above :) : [quote who="Dunkelzahn63" reply="151" id="2957981"]Ok i found it. In my PlayerEmpire.entity the randomCapitalShipNamePrefix "IDS_CAPITALSHIPNAME_EMP" couldn't find references in my string, i forgot to add them from requiem mod. I understand for RandomStream, but for range > 0 and MaxV >= MinV it is a bit obscure ....[/quote] It was only missing strings for capitalship names for playerEmpire, i forgot to copy/paste th

2,761 Replies 7,621,596 Views

[quote who="harpo99999" reply="5" id="2959198"]the common files NEED to be merged especially the strings, playerRACE.entity's and manifests.[/quote] playerRACE.entity's ? I understand for sounddata, strings, GalaxyScenarioDef, Gameplay.constants and all the files which have the same name in all the mods, but why playerRACE.entity's ? [quote who="ZombiesRus5" reply="6" id="2959212"]Then I use bridge mods that merge only t

9 Replies 7,007 Views

Oh you made more than i wanted to do. Each race as a mini mod ... great ! ... have you made a core mod with merged string, and sounddata and other common files, or each mod can have his owns without problems ? You convince me i'll download and try sins of the fallen :)

9 Replies 7,007 Views

Thanks for your answer Zombierus5 :) [quote who="ZombiesRus5" reply="1" id="2958992"]I'm disappointed you left out Maelstrom and Fallen[/quote] For fallen it's only because i don't like Zombies, in movies, games or whatever, but i have already read what this mod is about, but that's not for me .... for maelstrom it's a mistake from me, the title sounds good to me, i'm going to see what it is just after my answer :). <p

9 Replies 7,007 Views

As there are many interesting mods for sins i wanted to make a crossover like Theophantus is making, but with some differences. Because of the 2 gig limit Theophantus choosed to pick a little part of each mod to have 6 races max. I didn't realized that the 2 gig limit was so inevitable ( i thought with my windows 7 x64 and 6 gig RAM that it wouldn't affect my mod ). My project was to add all the races of all mods to one very huge crossover mod. ( for the moment i have done 7DS

9 Replies 7,007 Views

Ok i found it. In my PlayerEmpire.entity the randomCapitalShipNamePrefix "IDS_CAPITALSHIPNAME_EMP" couldn't find references in my string, i forgot to add them from requiem mod. I understand for RandomStream, but for range > 0 and MaxV >= MinV it is a bit obscure ....

2,761 Replies 7,621,596 Views