Bug with 073b, 1964- custom weapon FX still not working.

Bug with 073b, 1964- custom weapon FX still not working.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Bug with 073b, 1964- custom weapon FX still not working.

Post by Argh »

Testing the latest available binary, released by MudSlugs, has revealed that my Bitmaps and Gamedata folders are still not being correctly read. In short, I cannot customize bitmaps and add new ones, unless they're put into the root... and even then, Spring does not appear to be recognizing new files, so I can overwrite the old ones, but cannot add new ones.

This is such a major new feature that I've really been wanting to get rolling on content, but this presents major stumbling blocks, obviously.

Has anybody else been able to make new FX work? If so, please tell me where I'm going wrong now. I've already been down this trail once, and the TGA should be 100% fine, since it's the one I used for the previous tests.

Here are all the relevant files:

modinfo.tdf, which calls NOTHING as a dependency.

Code: Select all

[MOD]
{
	Name=NanoBlobs v.0.60(beta);
	Description=Exponential Micro.  Credit to Argh, DRB, Das Bruce, Smoth, zszwg;
	URL=http://www.wolfegames.com/;

	ModType=1;
	NumDependencies=0;
[NTAI]
{
tdfpath=nanoblobs03series;
} 
}

RESOURCES.tdf, which specifies that a file named "LightningDefault.tga" is the file called by the ProjectileTexture LightningDefault:

Code: Select all

[resources]
{
	[graphics]
	{
		[smoke]
		{
			smoke00=smoke/smoke00.tga;
			smoke01=smoke/smoke01.tga;
			smoke02=smoke/smoke02.tga;
			smoke03=smoke/smoke03.tga;
			smoke04=smoke/smoke04.tga;
			smoke05=smoke/smoke05.tga;
			smoke06=smoke/smoke06.tga;
			smoke07=smoke/smoke07.tga;
			smoke08=smoke/smoke08.tga;
			smoke09=smoke/smoke09.tga;
			smoke10=smoke/smoke10.tga;
			smoke11=smoke/smoke11.tga;
		}
		[scars]
		{
			scar1=scars/scar1.bmp;
			scar2=scars/scar2.bmp;
			scar3=scars/scar3.bmp;
			scar4=scars/scar4.bmp;
		}
		[trees]
		{
			bark=Bark.dds;
			leaf=bleaf.gif;
			gran1=gran.bmp;
			gran2=gran2.bmp;
			birch1=birch1.gif;
			birch2=birch2.gif;
			birch3=birch3.gif;
		}
		[maps]
		{
			detailtex=detailtex2.gif;
			watertex=ocean.jpg;
		}
		[groundfx]
		{
			groundflash=groundflash.tga;
			groundring=groundring.tga;
			seismic=circles.tga;
		}
		[projectiletextures]
		{
			circularthingy=circularthingy.tga;
			laserend=laserend.tga;
			laserfalloff=laserfalloff.tga;
			randdots=randdots.tga;
			smoketrail=smoketrail.tga;
			wake=wake.tga;
			flare=flare.tga;
			explo=explo.tga;
			explofade=explofade.tga;
			test=test2.tga;
			muzzleside=muzzleside.tga;
			muzzlefront=muzzlefront.tga;
			largebeam=largelaserfalloff.tga;
                        LightningDefault=LightningDefault.tga;
		}
	}
}
And, finally, the weapon... which, as previous tests have shown, works just fine if I name the texture largebeam and stick it into Spring's root:

Code: Select all

[TRIROOKGUN]
	{
	name=Mini-Zapgun;
	rendertype=7;
	lineofsight=1;
	turret=1;
	range=700;
	weaponvelocity=1500;
	thickness=2;
	rgbcolor=0 0.5 1;
	intensity=0.6;
	reloadtime=0.5;
	areaofeffect=64;
	texture1=LightningDefault;
	soundstart=Argh_Electrical_Crackle;
	NoSelfDamage=1;
	tolerance=500;
	AvoidFriendly=0;
	CollideFriendly=0;	
	impulsefactor=0;
	impulseBoost=0; 
	craterMult=0; 
	craterBoost=0;
	//explosiongenerator=custom:SMALLPLASMA_FX;
	[DAMAGE]
		{
		default=500;
		ULTRAHEAVY=800;
		REFLEC=800;
		HEAVY=800;
		LIGHT=800;
		}
}
And, for the very last bit of this puzzle... I deleted the contents of Spring's bitmaps folder, and deleted everything out've the default Resources.tdf. I have put the contents of Bitmaps into my Bitmaps folder in my .SDD.

Results?

Basically, it appears that Spring is looking at the default Resources.tdf- it throws an error, stating that this file is empty, even though I have it defined in my mod :P

It should be looking in my mod first, then look elsewhere... and gosh-darnit, my mod's files must take precedence over defaults...

Sorry to whine about this one thing, guys, but ... er... NanoBlobs is now feature-complete for a 0.72b release, and I am trying to get everything working and ready for 0.73b, so that when it's out, NanoBlobs is ready. I can't do that unless this behavior, probably put in just to keep things stable until a mod is available that has all these things defined... is changed to how it should work.

Is anybody else able to get this going right? I was hoping that after finding that two weeks ago, this recent build would have it fixed, as it's well-nigh impossible to implement content when the structure isn't there to support it yet. I will be happy to upload the mod somewhere private if y'all just want a copy to verify my results, but I assume this is on the todo, but is just lower on the list than known crash bugs.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Also, while I'm whining about stupid stuff... the LightningGun weapon type still doesn't respect custom explosiongenerator tags :P
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

What about if you try using sdz/sd7 does it work then?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Real files are supposed to override files in the virtual file system (ie. archives). But as you say you removed all folders with gamedata (bitmaps & gamedata folders?) it seems to be a bug. No clue where tho.

Could you zip up the datadirectory and send it to me (upload & link in PM preferably) so I can strace spring to figure out why/where things go wrong?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

If at all possible please make sure that DDS works. TGA is great for high quality, but it just destroys any attempt at keeping a reasonable filesize.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

@Tobi: It's been sent.

@Caydr: I will test DDS with this version.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Fixed, see PM.

(FYI, was case sensitivity conflict between TdfParser and CTextureAtlas).

E: r2005 for the interested reader
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Thanks, I will test it further as soon as I get home from work tonight :-)
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