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Hmm--possibly. Let me fix that last level as that might do the trick. Thanks man.
I have another one of those "annoying random things".
I was doing some quick changes to planets and suddenly simply modifying the resource asteroid numbers produces game-crashing errors. These are things I have edited before with no issue. In fact, one remains functioning with no problem, two work but one is bugged and the rest just crash.
I modified the stock game ones through a mod and understand that asteroid belts and asteroids may have some other coding at issue behind them but simply zeroing all the resource asteroids and mining outputs of other worlds shouldn't break the game.
Sounds like time for a re-install of am I not understanding something here? Does the game require at least one ressource asteroid per planet that normally has them?
Nope. No Developer or log errors either?
Also are you sure you modified the correct asteroid types (I.e. don't put buildable resource asteroids in uncolonizable gravity wells).
No I am simply talking about removing resource asteroids from each planet well by reducing all their values to "0". No dev error--just a "bad call" message and termination. One of the ones I zeroed works fine. One did and then stopped and the others won't play. I've done them collectively and individually.
Probably going to have to see the files you've edited. If done correctly the game will play with no resource asteroids. Are you sure you've got no spaces in the files terminating them early? Proper data structure?
The dev.exe can minidump without giving an error because it crashes before it can report or log.
Yeah--I checked the dev log.
I'll paste one here with the portion I edited. I have used planet entities from two sets of reference files converted by someone else--which have worked fine up to now.
Here's a snippet (the only part I edited) from the PlanetDesert.entity:
planetResourceSetupInfo asteroidSpawnAngleVariance 3.141593 totalMaxResourceAsteroids 0 metalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.000000 refineryRate 0.000000 maxRefineryCount 0 crystalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.000000 refineryRate 0.000000 maxRefineryCount 0 neutralMetalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.000000 refineryRate 0.000000 maxRefineryCount 0 neutralCrystalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.000000 refineryRate 0.000000 maxRefineryCount 0isAsteroid FALSE
All that is altered is the total/min/max and extract/refine rates. i've also done them inNotepad++ and checked for invisible characters or line breaks, etc.
P.S. I found three blank debug logs from last night. That's out of about a dozen crashes. Totally blank--nothing in them at all.
You're probably forgetting to go into the galaxy scenario def file and removing the metal and crystal extractors from the quick start sets... The game has players and militia owning planets and placing extractors and if you've removed the asteroids, I would expect the game to crash since it has nothing to put these extractors on.
Nope, you can put extra extractors on planets. I think even types its not allowed to have.
When exactly does the game crash? On game load or what?
I actually did do that.
@Goa--lol--I've tried this so many ways I'll have to make another change and get the exact details for you again. Right at start though. Intro screen, crash.
FYI, i tried replacing the Space Junk and Asteroid Belts with colonizable worlds by simply swapping the entity files with an already working planet. It works for space junk but the asteroid belt ignores it like it's not there. I'll have to go back and carefully look through that one though. I haven't scoured through it for errors yet.
Okay, well instead of continuing to let me throw out guesses as to what it could be, why don't you package up the files you've edited and let me see them like I originally asked? Tends to work out better if I have a set I can actually see and drop into my own game.
Edit:
Tired of waiting on you.
http://sites.google.com/site/steelers086/gamefiles/GameInfo.rar
Here is a set of gravity well files from out of the core game with all of the resource asteroids removed. It works without crashing, I played through a quick game with it (only way to get metal and crystal is to buy it from the black market), so if you drop these into your mod and it still crashes then it's because you screwed something else up and you'll definitely have to package up the files you've edited and let me have a set so I can go through and fix them...
Lol--I had to go to sleep. Thanks though.
I actually was doing it as an experiment and was surprised that it suddenly broke. I am also having ships flying off far away from the gravity well with no mods running so I am really thinking my install is bjorked.
Wait...can you refer to me and use the words "screwed up"!?
I'm just about to add a slew of planets but wanted to run a few tests before sticking in scores more of them.
I'll go run it today and see what happens.
FYI--the planets weren't in my main mod. I just altered a few of the vanilla planets and stuck them in a temp mod folder.
Well, running your planets as a stand-alone mod produces no effect for me. They all have resource asteroids. Restarted after adding mod and everything. I think my game has gremlins.
Lol. Oh yeah--you have no gsd in there. Me sleep then come back.
I converted a model with groups in XSI and with no additional steps was able to save the model in the groups that were imported with the OBJ file.
I just exported another and it did not save the groups. Is there a simple way to preserve groups from an OBJ file when exporting it out as XSI?
I grabbed my pc back from my son so can play a little with it now.
@Stant--not feeling well but I'll get back if I have any issues when I am up to it.
If its the top mod then it should override everything else. There is no need for a gsd as the planets themselves dictate the resource asteroids. I ran it as a stand alone mod and got nothing but planets with empty gravity wells, so I know it should work. You're probably going to have to load up impulse and verify your instal just to make sure any possible damage you've done is fixed if you think you've got gremlins.
I know it might sound stupid, but since I've done this before, are you editing the right mod and playing the right version of the game? Yeah yeah, I know, seems impossible right? Well with having 17 or 20 versions of DS in my mod folder, I have accidentally started editing one version while having a different one enabled and have gotten pissed off that my changes were having no effect. I've also been working on the vanilla version and loaded up the diplomacy version of the game and tried editing stuff and wondered why the dev.exe isn't reloading any of the files I've edited... It happens, especially when you're tired.
Oh I have had my sleep deprived mod moments--but I have no mods installed now at all. I haven't modded any directory files but I am seeing some goofy things like ships routinely flying off into infinite space now to fight.
I usually am modding after everything else is done--meaning instead of sleeping. :/
I'll do a reinstall here
Yes, but you will have to do several things in XSI first. Its kinda hard for me to explain so bear with me, and it would be a good idea to go over the section in the documentation of the forge tools "Modding_XSItoSins_ModdingSupplement" and read over the advanced section at the bottom of the page. Also read the "Note;" on steps 1 and 3 first, before you go through each step.
If you are where I think your at and it looks like this in your scene root explorer pop up (8 on key board) but all your materials have the same name under each mesh cluster;
1.Then you must ensure that each group( you mean cluster in xsi, yes? ) has its own individually named material. Go to "Get" > materials > assign material" then pick a mesh within your explorer under Cluster, it should have its own name when it is assigned. Then delete the old 1 ( you will need to go to the materials section of the explorer; press "m" with your cursor is over the explorer and delete the old materials from there also). Then you will have to hook up all the relevant texture files to each material for each cluster within the render tree(7 on key board). You may only need to do this to the clusters you assigned new materials.
Note;If each cluster's material is already different forget this first step you are good to go on with the next step.
2. Then you will have to give your model tangents. Select the whole polymsh and follow the instructions in the documentation on assigning tangents
3. You will have to put in the rootpoint and all the nulls you want also as Obj.'s cannot transfer this information either.
Note; if you can, use .Fbx. Fbx can contain more info than Obj.
If on the other hand your groups are still individual polymsh1, polymsh2 etc. and are situated straight under the light, rootpoint etc., you have a bit more of a process to go through and you must merge them all to 1 polymsh first. De-select all then Go to "Create" > "Poly.Mesh"> "Merge" and pick the mesh's to be merged, then right click. In the pop up press merge button just under "Material, UV's, VertexColors, WieghtMaps". then press "Delete" button. You should now have the different Polymsh's as Clusters. Then follow steps 1,2 & 3.
PS. sorry if it is a little unclear, I am not so good at explaining things and I assume you Know your way around xsi somewhat and differences in terminology always makes things hard.
Also I don't know why, but the Quote I did from your post Siniperium has it as from Stant123 I don't know how this is possible. Perhaps the web guy needs to take a look at it.
Edit; I forgot to mention it is ok! and in fact ideal if the top cluster -New_Mesh in the picture shares the same material as the material in the (Scene_Root) as shown on the very bottom line in the picture. The little round purple icons for them have 2 ticks on them to confirm this.
Thanks for the reply. I'm just wondering now how it auto-did it by itself the first time. I'm off to bed but will try tomorrow.
Perhaps you did what was needed in the program you exported the Obj. from. IDK. In any case I don't think obj's can hold tangent and definitely they don't transfer null/ hardpoint info.
Never mind I've got it figured out with GoaFan77's help.
Okay, what I would like to do is have a template setup (for say Asteroid Belts or Dead Asteroids) where the first group below (dubbed Group 1) will spawn with a parameter of .4 and IF Group1 spawns, then Group 2 has a .1 chance of spawning. Is there a way to make this work within the planetItemsTemplate? I don't want to have the Group 2 ship spawn by itself but rather have it sometimes spawn if Group 1 has spawned.
planetItemsTemplate templateName "Template:LocalPirateMilitiaWeakUncolonizable" subTemplates 0 groups 2 group condition type "Always" param ".4" owner "Pirate" colonizeChance 1 items 2 item "Pirate:Frigate:Scout item "Pirate:Frigate:AntiFighter" group condition type "Always" param ".1" owner "Pirate" colonizeChance 1 items 1 item "Pirate:Frigate:Siege"
Is this possible?
I don't think what you want is possible.
Sadly not, otherwise my random encounters would be a lot easier.
thanks for the info guys.
I have been working (with permission) to take the Random Encounters from GoaFan77's 4X Mod and set them up as a mini-mod compatible with Distant Stars. I have everything working as intended with the exception of Asteroid Belts. Currently I would like to spawn the same pirate ships that are present sometimes in Magnetic Clouds or Plasma Storms (1 Pirate Scout & 1 Pirate Flak I believe) but with a .4 percent chance to appear in Asteroid Belts (without changing the templates used by said Plasma Storms and Magnetic Clouds). I also have (from GoaFan77's 4X Mod) a TEC 'militia' fleet that I could like to have spawn with a .2 percent chance to appear in Asteroid Belts as well. The idea is that if both end up appearing on the same Asteroid Belt, they will fight each other (hence one being Pirate and one being Militia). I've gotten this mechanic to work out well for my Dead Asteroids but I can't seem to get ANYTHING to spawn on Asteroid Belts.
Below are the relevant lines of code. Is there anything obvious that I am missing so far? Dev.exe (Diplo) doesn't show any errors.
planetItemsTemplate templateName "Template:DefaultStart_AsteroidBelt" subTemplates 2 template "Template:LocalPirateMilitiaVeryWeakUncolonizable" template "Template:RandomTechMilitaryDrill"
planetItemsTemplate templateName "Template:LocalPirateMilitiaVeryWeakUncolonizable" subTemplates 0 groups 1 group condition type "NoPlanetOwnerWithChance" param ".4" owner "Pirate" colonizeChance 0 items 2 item "Pirate:Frigate:Scout" item "Pirate:Frigate:AntiFighter"
planetItemsTemplate templateName "Template:RandomTechMilitaryDrill" subTemplates 0 groups 1 group condition type "NoPlanetOwnerWithChance" param "0.2" owner "RandomMilitia" colonizeChance 0 items 7 item "Tech:Frigate:Light" item "Tech:Frigate:Light" item "Tech:Frigate:LongRange" item "Tech:Frigate:LongRange" item "Tech:Frigate:Heavy" item "Tech:Frigate:AntiFighter" item "Tech:Frigate:Utility0"
It should work Boshimi. The plasma storm random encounter I did was basically just that, its just the pirates would spawn all the time.
Just double check that the asteroid orbit body type is pointing to "Template:DefaultStart_AsteroidBelt".
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