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:
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[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;
}
}
}
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[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;
}
}
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

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.