Sinperium Sinperium

Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

OTHER SINS HELPFUL MODDING LINKS*

*Links are updated when requested.





The Soase Idiot's Guide

Confused?  No idea where to even start?

Determined to work at it?

This is the place!

 


 

 
   

Sins Modding Wiki

ZombieRus's Eclipse Wizardry

 

     


Tutorials

MyFist0's full modding site.

Emphasis on modeling  and

texturing.                            

 

 

 




                    

REBELLION MODDING TOPICS

Rebellion Modding Q & A

Mesh Editing

Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

MyFist0's Modding Megasite!

MOD DOWNLOADS

ZombieRus5's Mod Yard

Directory of Planet Mods

STEAM

STEAM Sins Forums

DEVELOPERS

Sins Developer Journals Forum 2007 to Present

REFERENCE FILES

Research Modifier List

MyFist0's Exported Models & Files

Modifier List

Harpo's Converted Sins Reference Files 2011

THIRD PARTY TOOLS

3dS Texturing Toool & Tips

Ship Fleet Calculator

SoaSE Eclipse Plugin Project

Mesh Resizing Tool--courtesy of the Reqiuem team.

Harpo's Sins Utility Package -- Dropbox

The Sins Optimization Project (TSOP)

Artificial Unintelligence (Mod and AI info)

Sins Data Converter by BCXtreme

EXPLANATIONS & DISCUSSIONS

Rebellion Updates by Blair Frazier

How to Add a Fourth Race

User-updatable Ship Reference Chart

Sins Modding Dictionary

Adding phase Effects to other weapon types

Culture, Explanation/Discussion

Weapons, Explanation/Discusion

Shield Mitigation & Armor, Explanation/Discussion-1

Shield Mitigation & Armor, Explanation/Discussion -2

Graphic Chart of Sin's Counters

Annotated Guide to the Developer.exe

In-Game Map Creator

Weapons Banks & DPS

Combat Mechanics

Rebellion Shield Mitigation & Focus Fire testing

PARTICLE FORGE

Particle Forge Help Thread

GALAXY FORGE

Adding Artifacts

Working Template Examples

SemazRalan's Template Guide

Pirates Base Start Template

SOUND RESOURCES

[SFX] Black Sun SFX/Music Resource for Modders

MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX

XSI Texturing, Tutorial

3dS Model Exporter

3DS Max Rigging, Texturing & Exporting, Guide

Modding/Modelling/Texturing/Converting, Tutorials

WIKI'S

Sins of a Solar Empire Official Wiki

 

7,615,348 views 2,761 replies
Reply #1176 Top

Such a developer...

There's people who just hop in and fly the plane and the ones on the ground yelling at them, "Hey--you can't do It like that!".

B)

 

Reply #1177 Top

I don't use a script either.  When some joker has a bunch of files in the directory that aren't in use it surprises you with all kinds of problems. :(

Reply #1178 Top

I'm an oddball and use both a script and manually entering names. Then you get the fun part of removing things from your entity.manifest (assets that seemingly aren't in use) and hope it doesn't crash the game.

Reply #1179 Top

Quoting psychoak, reply 1177
I don't use a script either.  When some joker has a bunch of files in the directory that aren't in use it surprises you with all kinds of problems.

Well, I'm the only joker on my mod so...

And I use exclusions via ant for the dead Ironclad stuff that shouldn't be included.

 

Reply #1180 Top

You have a whole mess of bad terminations in AbilityIsDunov.

 

OnCondition's with OnDelay finish, OnDelay's with OnCondition finish.  Almost that entire asteroid buff chain has them backwards.  The OnDelays will still fire with an OnCondition finish, but the reverse is not always true.

 

You should also change BuffIsDunovCargoSpeed to finish on LastSpawnerNoLongerHasBuff, and switch it to PrioritizeOldBuffs, would be a major performance gain for that ability.  You can have 50 plus trade ships in a well pretty easy, having it reapply needlessly is a noticeable waste of cpu time.

 

The principle behind your design is sound, it might even be finished once you correct the termination flaws.  I didn't keep looking for errors once I spotted the obvious ones, so I can't be sure on that.

Reply #1181 Top

Quoting ZombiesRus5, reply 1180

Well, I'm the only joker on my mod so...

Is Batman in your mod too?

Reply #1182 Top

Quoting Volt_Cruelerz, reply 1153
Yeah, trying to make friendly ships attack each other crashes the game.  

How are you making them join your side temporarily?

 

Not switch back-and-forth, just domination + delay kill.

Reply #1183 Top

ah.  I thought you were switching them back

Reply #1184 Top

Having them switch back just requires another ability.  You nest a self replacing passive onto all the ships, or in some sort of counter-measure ability, and have it trigger off the domination ability.  Temp conversion achieved.  Might do it for a Borg counter-measure, might be too lazy, not sure yet. :)

 

Reply #1185 Top

I don't even know if that is possible..  Is player index of firstSpawner saved at the time of usage or does calling playerIndex simply check the current playerIndex.

Reply #1186 Top

Quoting Volt_Cruelerz, reply 1184
ah.  I thought you were switching them back

Yeah sorry bro.  :(

Reply #1187 Top

It's not only possible, it's a piece of cake.  In my case, I need to design a layered system of checks based on what type of assimilation ability has been used, instead of just using OwnerChanged and calling it a day.  To just make them all temporary is two files.

 

Reply #1188 Top

The ability and buff files for the "attraction" type ability I've been trying to get to work:

AbilityFRAND

BuffFRANDSpawner

BuffFRANDTarget

Trying to attract like magnetize, bring hostile ships to each other into a lump. At the moment all they do is slow down like slugs. Earlier discussion on pg 46.

 

Edit: Re-linked

Reply #1189 Top

Got a question to go with those links?

Reply #1190 Top

I'm finding that all three links link to the same thing, BuffRANDTarget.entity...

Reply #1191 Top

Well this is a little embarrassing as it is baby stuff and I am sure it's got to be a typo somewhere but...I've added some new planet types to the GSD and keep getting an error that results in a minidump.

The error on Rebellion start with the mod loaded is:

GalaxyScenarioDef Error: Invalid EntityDefName(PlanetPlasmaStorm) found for 'PlasmaStorm'.

On actually trying to start a game with the mod loaded I get this:

GalaxyScenario type name is not valid. The EntityDefName is not available. TypeName:'WeightedRandom' -> EntityDefName:'PlanetPlasmaStorm'.

After that error pops up, I get 

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

Which is followed immediately with the minidump.

 

Here's the pastebin of the debug file: http://pastebin.com/b84UbMAN

Here's the mod GSD contents: http://pastebin.com/xGkryxDN

Here's a list of the new planets to make it easier: http://pastebin.com/XPpDLkMN

I didn't change existing planets or any other files aside from the GSD and the added new planet entries.  I didn't insert them in strict alphabetical order either (I don't think anyway)

Usually when I get an error in a file that I haven't touched it means a count is off or a line has been cut or space left open just before or just after it.

Just would like another eyeball--mine are tired and too multitasked right now. I've gone through and recounted entries and the like (I think it may be off some now after playing with changes but the errors remain the same throughout).

Reply #1192 Top

Just a thought Sinperium, but perhaps there is a hardcode limit on how many different planetTypes can reference the same orbitBodyType...it seems you have 7 planetTypes that use PlasmaStorm, and with just a quick glance the most I saw of any other planetType is 6....so, maybe 6 is a hard limit...

I'd say see if removing one of your plasma storm planetTypes fixes the issue...IIRC you had 6 gas giants so we know 6 works fine....

Reply #1193 Top

You have a whole mess of planet entities, but the references in GSD are for the vanilla entities.

 

Edit: DesignName is NOT the entity reference, OrbitBodyType sets the entity with EntityDefName.

Reply #1194 Top

@psychoak...I'm seeing my new ones in there.

Yeah Seleuceia..I remember someone on the DS team a long time ago saying Sins was picky about names--unfortunately they didn't elaborate.

The planets are all combinations that already occur in native vanilla.  The idea was to let people set up exact map reseources per planet without allowing combinations thaty don't already randomly occur--though it requires making custom maps.

As it turns out, Plasma Storm was the only one with seven variants.  I'll delete one and see what happens.

Thanks.

Reply #1195 Top

Quoting CoronalFire, reply 1189
The ability and buff files for the "attraction" type ability I've been trying to get to work:

AbilityFRAND

BuffFRANDSpawner

BuffFRANDTarget

Trying to attract like magnetize, bring hostile ships to each other into a lump. At the moment all they do is slow down like slugs. Earlier discussion on pg 46.

Edit: Re-linked

 

Sorry redone

Reply #1196 Top

They're in there, they simply have nothing at all to do with the entity file.  You're trying to use the design name to reference them.

Reply #1197 Top

onReapplyDuplicateType "PrioritizeNewBuffs"

instantAction
    buffInstantActionType "ResetPhysicsState"
    instantActionTriggerType "OnBuffFinish"

 

Every .5 seconds, BuffRANDTarget is replaced, triggering the reset to it's physics state.

Reply #1198 Top

Quoting psychoak, reply 1197
They're in there, they simply have nothing at all to do with the entity file.  You're trying to use the design name to reference them.

I didn't want to add new string files at this point as they will essentially be identical in terms with the vanilla ones. I updated the manifest to be through ans as I might introduce new strings in the future.

Here's the update...

Taking Seleuceia's suggestion--since the Plasma Storm was the only one with seven variants--I deleted one variant of the Plasma Storm and deleted it's count and entries in the manifest and GSD.

Now it doesn't show a debug error or minidump.

So unless it's serendipity, apparently six variants of an orbit body type are all that's allowed.  If anyone has a better answer, I'd like to hear it as well.  I hate assuming.

On the other thing psychoak, you appear to be right.  I need to create string files for each then don't I?

Reply #1199 Top

No.  Your entity files aren't being used at all.  Those 45 new planets are folder decoration, nothing more.

 

orbitBodyType  
        typeName "Terran"
           entityDefName "PlanetTerran"
        defaultTemplateName "Template:DefaultStart_Terran"    
 
This is where the entity is references, not in PlanetBodyType.  The string entry is irrelevant.

 

Reply #1200 Top

Sinperium, I'm not exactly sure what your problem is, and I haven't looked at the file, but it doesn't sound like you know what you're doing. So in general this is what you have to do to the GSD to add a planet.

1. Add a entry in the OrbitBody section. There will be exactly one entry for every planet entity file you have. typeName is the name you will use to refer to it else where in the GSD. entityDefName is the name of the planet entity file. Both of these should be unique to each entry, you should not reference the same entity file or name more than once.

2. Using the new OrbitBodyTypes you created, add them to the various planetTypes, using the typeName. Here you can have multiple OrbitBodys, and reference OrbitBodys more than once if you want to give that body a better chance of appearing. When a map specifies a planet type, it will pick a OrbitBody at random from the list and spawn that planet entity file. There is no limit to the number of OrbitBodys you can have in a planetType.

If you are making new planetTypes, you should add new strings, but if you leave it blank it will only be noticeable in the map designer. They aren't used anywhere else.