Weapon Problems.
Moderator: Moderators
Re: Weapon Problems.
So you assume he cannot match their style.. Bad show. Even if they didn't match i am sure they could with minimal effort.
Do you have everything modeled? No then take what you can get! If so then post something to that effect.
Of course what would I know about developing a large project like this one.
Do you have everything modeled? No then take what you can get! If so then post something to that effect.
Of course what would I know about developing a large project like this one.
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
Spring still refuses the existence of this building. Using those pre-made ones didn't seem to work.
Re: Weapon Problems.
ah, ok. missed thatThere is also a development tab on the first page that showed some early progress on this engine. We're mainly using an irc.

You might still want to think about an SVN at some point, it is very helpfull if multiple people work on the same project. Everybody always has the latest version of all files, you can browse the source online and just link to files instead of having to copy&paste stuff into chat etc.
Also helps others, like if you had an SVN I would not have to download the whole game and unpack it to look at the building.
Re: Weapon Problems.
Is it not showing in your build menu?
Can you /give it?
Is it invisible?
Did you check infolog for errors relating to it?
Can you /give it?
Is it invisible?
Did you check infolog for errors relating to it?
Re: Weapon Problems.
ok. does it have online browsing? link?Machinesrocks wrote:We're using mercurial.
that http://www.filedropper.com thing is superslow and takes ages for the few mb.
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
Not so sure if you can't access it, but whatever.
https://sourceforge.net/p/openmachines/ ... 7add/tree/
This is what I get from my info log, and it doesn't seem to say anything about that specific factory.
https://sourceforge.net/p/openmachines/ ... 7add/tree/
Code: Select all
[f=0000000] SDL: 1.2.10
[f=0000000] GL: 4.1.0
[f=0000000] GL: NVIDIA Corporation
[f=0000000] GL: GeForce GTX 460/PCI/SSE2
[f=0000000] GLSL: 4.10 NVIDIA via Cg compiler
[f=0000000] GLEW: 1.5.4
[f=0000000] Joysticks found: 0
[f=0000000] Joystick 0 not found
[f=0000000] Loading startscript from: C:\Program Files (x86)\Spring\\script.txt
[f=0000000] Connecting to local server
[f=0000000] Binding UDP socket to IP (v6) :: Port 8452
[f=0000000] [UDPListener] succesfully bound socket on port 8452
[f=0000000] Starting GameServer: 7 ms
[f=0000000] Starting demo recording
[f=0000000] Using map EvoRTS-New_Iammas-v05
[f=0000000] Recording demo demos/20110812_123602_EvoRTS-New_Iammas-v05_0.82.7.sdf
[f=0000000] Using mod Open Machines
[f=0000000] [Sound] OpenAL info:
[f=0000000] [Sound] Vendor: OpenAL Community
[f=0000000] [Sound] Version: 1.1 ALSOFT 1.11.753
[f=0000000] [Sound] Renderer: OpenAL Soft
[f=0000000] [Sound] AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic
[f=0000000] [Sound] ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXTX_thread_local_context
[f=0000000] [Sound] ALC_EXT_EFX found (required for air absorption): yes
[f=0000000] [Sound] Device: DirectSound Software
[f=0000000] [Sound] Available Devices:
[f=0000000] [Sound] DirectSound Software
[f=0000000] [Sound] air absorption enabled: 0.1
[f=0000000] Using mod archive OpenMachines.sdd
[f=0000000] Loading client data: 75 ms
[f=0000000] User number 0 (team 0, allyteam 0)
[f=0000000] [Sound] parsed 4 sounds from gamedata/sounds.lua
[f=0000000] [Sound] Unable to open audio file: sounds/incoming_chat.wav
[f=0000000] Loading sounds: 1 ms
[f=0000000] [Sound] Unable to open audio file: sounds/multiselect.wav
[f=0000000] Camera and mouse: 109 ms
[f=0000000] Parsing unit icons
[f=0000000] Loading GameData Definitions
[f=0000000] WARNING: removed the "scout1" entry from the "simplefactory" build menu
[f=0000000] Loading all definitions: 0.006000
[f=0000000] Loading GameData Definitions: 8 ms
[f=0000000] Parsing Map Information
[f=0000000] Loading SMF
[f=0000000] Loading Map
[f=0000000] Calculating smooth height mesh
[f=0000000] Calculating smooth mesh: 111 ms
[f=0000000] Number of damage types: 1
[f=0000000] Creating unit textures
[f=0000000] Loading weapon definitions
[f=0000000] Loading unit definitions
[f=0000000] Loading feature definitions
[f=0000000] Initializing map features
[f=0000000] Reading Estimate PathCosts [8]
[f=0000000] Reading Estimate PathCosts [32]
[f=0000000] [CPathManager] pathing data checksum: 96fd5538
[f=0000000] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[f=0000000] Loading .smt tile-file "maps/EvoRTS-New_Iammas-v05.smt"
[f=0000000] Loading 55296 tiles from file 1/1
[f=0000000] Reading tiles
[f=0000000] Reading tile map
[f=0000000] generating MipMaps: 5 ms
[f=0000000] Generating 3D trees
[f=0000000] [Sound] Unable to open audio file: sounds/mappoint.wav
[f=0000000] Creating Projectile Textures
[f=0000000] [CCEG::Load] WARNING: table for CEG "redsmoke" invalid (parse errors?)
[f=0000000] Creating sky
[f=0000000] Loading console: 6 ms
[f=0000000] [Sound] Unable to open audio file: FailedCommand
[f=0000000] [Sound] CSound::GetSoundId: could not find sound: FailedCommand
[f=0000000] Loading LuaRules
[f=0000000] Loaded gadget: SpawnPlayer <spawnplayer.lua>
[f=0000000] Loading gadget: Lua unit script framework <unit_script.lua>
[f=0000000] Loading unit script: scripts/scoutscript.lua
[f=0000000] Loading unit script: scripts/scoutscript2.lua
[f=0000000] Loading unit script: scripts/lifscript.lua
[f=0000000] Loaded gadget: Lua unit script framework <unit_script.lua>
[f=0000000] Loading LuaGaia
[f=0000000] Loaded gadget: feature placer <fp_featureplacer.lua>
[f=0000000] Loaded gadget: DualFog <gui_dualfog_gadget.lua>
[f=0000000] Loaded gadget: Precipitation <precipitation.lua>
[f=0000000] Loaded gadget: DualFog <gui_dualfog_gadget.lua>
[f=0000000] Loading LuaUI
[f=0000000] Using LUAUI_DIRNAME = LuaUI/
[f=0000000] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[f=0000000] LuaUI: bound F11 to the widget selector
[f=0000000] LuaUI: bound CTRL+F11 to tweak mode
[f=0000000] Loading widget from user: Mouse Buildspacing <gui_buildspacing.lua> ...
[f=0000000] LuaUI v0.3
[f=0000000] Finalizing...
[f=0000000] Connection attempt from invalid
[f=0000000] -> Version: 0.82.7.1 (0.82.7.1)
[f=0000000] -> Connection established (given id 0)
[f=0000000] Player invalid finished loading and is now ingame
[f=0000000] GameID: 7a56454e041539b86fc23fbbf270f133
[f=0000000] invalid added point: Start 0
[f=0003439] User exited
[f=0003439] Path cache hits 0 0%
[f=0003439] Path cache hits 0 0%
[f=0003439] Statistics for local connection:
Received: 7954 bytes
Sent: 35063 bytes
Re: Weapon Problems.
Pastebin.org
Also answer the questions. It is rude to ignore people helping you and just barf an infolog.
Also answer the questions. It is rude to ignore people helping you and just barf an infolog.
Re: Weapon Problems.
i downloaded this:
http://www.filedropper.com/openmachines_2
/give lightinfantryfactory
crashes because the .s3o had not texture assigned to it.
(it gets lost everytime you load a model in upspring and you have to reassign. yes it sucks.)
tested it with that temp .bmp as texture and the unit spawns.
does not build anything though because its buildoptions are wrong. (there is no unit named "tank")
can not see a "simplefactory" unit in the download or svn.
have to do others things now, good luck.
http://www.filedropper.com/openmachines_2
/give lightinfantryfactory
crashes because the .s3o had not texture assigned to it.
(it gets lost everytime you load a model in upspring and you have to reassign. yes it sucks.)
tested it with that temp .bmp as texture and the unit spawns.
does not build anything though because its buildoptions are wrong. (there is no unit named "tank")
no idea where that infolog is from.[f=0000000] WARNING: removed the "scout1" entry from the "simplefactory" build menu
can not see a "simplefactory" unit in the download or svn.
have to do others things now, good luck.
Re: Weapon Problems.
Not if you set the texture directory in your upspring config knorke.(it gets lost everytime you load a model in upspring and you have to reassign. yes it sucks.)
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
Sorry, the unit wasn't in the game, so I couldn't really do anything with it.smoth wrote:Pastebin.org
Also answer the questions. It is rude to ignore people helping you and just barf an infolog.
Mmk, probably should have tested that. I remember I did though. Thanks.knorke wrote: crashes because the .s3o had not texture assigned to it.
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
For some reason, the factory isn't building the scout. Hmm. I can tell it to build it, but it just puts down a little "1" and nothing happens.
EDIT: In one map, there are two factories stuck in each other, and one is able to spawn a single scout, but no more, since he is in the way. The other map has one factory, but the scout just doesn't spawn. This is... odd.
ANOTHER EDIT: They are trying to spawn in the center of the building, which is odd because I told it to spawn on the pad. I guess the building is blocking their way. Can someone tell me what's wrong with the code?
EDIT: In one map, there are two factories stuck in each other, and one is able to spawn a single scout, but no more, since he is in the way. The other map has one factory, but the scout just doesn't spawn. This is... odd.
ANOTHER EDIT: They are trying to spawn in the center of the building, which is odd because I told it to spawn on the pad. I guess the building is blocking their way. Can someone tell me what's wrong with the code?
Code: Select all
--script for the facory
local main = piece "main"
local buildspot = piece "pad"
function script.Create()
end
function script.Killed()
end
--------BUILDING---------
function script.QueryBuildInfo()
return pad --the unit will be constructed at the position of this piece
end
function script.QueryNanoPiece()
--create a new nano particle at one of the two "nano towers"
local dice = math.random (1,2)
if (dice == 1) then
return nano1
else
return nano2
end
end
function script.Activate()
SetUnitValue(COB.YARD_OPEN, 1)
SetUnitValue(COB.INBUILDSTANCE, 1)
SetUnitValue(COB.BUGGER_OFF, 1)
return 1
end
function script.Deactivate()
SetUnitValue(COB.YARD_OPEN, 0)
SetUnitValue(COB.INBUILDSTANCE, 0)
SetUnitValue(COB.BUGGER_OFF, 0)
return 0
end
function script.StartBuilding()
--animation
Spin (nano1, y_axis, math.rad(200))
Spin (nano2, y_axis, -math.rad(200))
end
function script.StopBuilding()
--animation
StopSpin (nano1, y_axis)
StopSpin (nano2, y_axis)
end
---------------------
Re: Weapon Problems.
1 being the buildprogress bar?For some reason, the factory isn't building the scout. Hmm. I can tell it to build it, but it just puts down a little "1" and nothing happens.
Make sure the factory has all tags for building set, ie workerTime.
Make sure you have resources. If you dont, use
/cheat
/atm
to get 1000 metal+energy
maybe bad startpositions on that map.EDIT: In one map, there are two factories stuck in each other, and one is able to spawn a single scout, but no more, since he is in the way. The other map has one factory, but the scout just doesn't spawn. This is... odd.
Did you scale up your factory to a size that makes sense or is it still super tiny? supertiny will cause problems.
you refer to the pieces nano1 & nano2 but they are never declared.ANOTHER EDIT: They are trying to spawn in the center of the building, which is odd because I told it to spawn on the pad. I guess the building is blocking their way. Can someone tell me what's wrong with the code?
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
The factory is a big size, and the scout can get built, but the building tries to spawn him in the center. I tell it to make the unit spawn on the "pad" which is the piece of the model on the floor. What are the nano particles anyway? Are they important, or should I just totally remove that part?
Re: Weapon Problems.
nano particles are the default build animation. Small green bubbles that float from the builders tools to his construction. Similiar to how machines had these laser things.
Play a game of http://springrts.com/wiki/Balanced_Annihilation to see.
I think you can you remove that part.
Play a game of http://springrts.com/wiki/Balanced_Annihilation to see.
I think you can you remove that part.
check in Upspring if the origin of the pad (the center, small red dot) is in the center of the piece. I usually add an "empty piece" in Upspring and and construct the unit at that piece.the building tries to spawn him in the center. I tell it to make the unit spawn on the "pad" which is the piece of the model on the floor.
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
Oh, that's a very good idea, I'll try that out.knorke wrote:I usually add an "empty piece" in Upspring and and construct the unit at that piece.

EDIT: Hmm, the empty thing inside of upspring didn't work, so I doubled the size again, and that didn't help either. =/
Re: Weapon Problems.
eh, your script is wrong:
local buildspot = piece "pad"
--------BUILDING---------
function script.QueryBuildInfo()
return pad --the unit will be constructed at the position of this piece
end
local buildspot = piece "pad"
--------BUILDING---------
function script.QueryBuildInfo()
return pad --the unit will be constructed at the position of this piece
end
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
Yup, that's what I had it set to afterward. It still doesn't seem to work.knorke wrote:eh, your script is wrong:
local buildspot = piece "pad"
--------BUILDING---------
function script.QueryBuildInfo()
return pad --the unit will be constructed at the position of this piece
end
knorke wrote: check in Upspring if the origin of the pad (the center, small red dot) is in the center of the piece. I usually add an "empty piece" in Upspring and and construct the unit at that piece.
The red dot certainly is at the center.
- Machinesrocks
- Posts: 37
- Joined: 10 Aug 2011, 20:35
Re: Weapon Problems.
Again, sorry for double posting. Never found a way to delete the old posts.
Is there a better way for me to be figuring out these problems than to be posting on the forums? Maybe a guide of some sort that could tell me why things don't work/crash? I feel stupid having to go on the forums whenever I get a problem and can't fix it.
Is there a better way for me to be figuring out these problems than to be posting on the forums? Maybe a guide of some sort that could tell me why things don't work/crash? I feel stupid having to go on the forums whenever I get a problem and can't fix it.