Anyone else still need a SUR generator?
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You mean this?
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Wow, thanks so much, LS. I for one love using your sur builder and found it makes amazing surs if you use the multi-part mode.
Thanks for this!
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Thanks LS.
Can you please clarify for me on how to use Sur Builder to make a sur from several failed runs as you mentioned?
And on this thought, could this method be used to add a shield bubble to a ship, by making a sur bubble sur in Sur Builder, and adding it to a ship sur run?
Or have I got it all wrong (wouldn’t be surprised)?
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1 - Create the first sur, if any are missed, select the second folder
2 - Build the sur again using different settings
3 - As you get missing parts, copy just those parts into the first folder
4 - Once you get every piece, reselect the first folder and click ‘Build Sur’, it will pull every file in there to build your surAs far as making a shield bubble, why not add a bubble to your model as a separate group. Then create a sur for it, then simply delete the sphere before adding it to your mod. That may work (shot in the dark).
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it will even work, LS, though in any case the shield bubble wouldn’t disappear when shield is gone. the shield bubble seems to have a special format and only to function if the spaceship is defined as FIGHTER class. if its part of the regular sur, it will be there always.
besides, if you don’t want to see your (mesh)bubble ingame, why should you have a vmeshlibrary in the cmp in your mod, that contains it? waste of hard disc space imo. -
LS - I used Sur Builder in the past few days to make new surs for several ships - all fail in testing, 10 minutes+ of continually blasting the same single ship type and FL Server crashes.
I have confirmed these as sur problems by replacing the sur for the same ship with a vanilla liberty elite sur and ran that for over 12 hours without any crash or failure. I test by giving the ship to hostile NPCs and they get blasted as they attack my ship base (the huge TCS Midway). I observe from above in my Excalibur but changed it for a vanilla Corsair Titan after two crashes, to be sure it was not the Excalibur causing the problem. It wasn’t, but I kept using the Titan to be certain.
I am very disappointed and frustrated, because I don’t understand why. The surs look splendid - of course when one is generated badly it’s immediately obvious and I changed the settings until I got good ones (Type 2/Type1, multi part, duplicate radius 0.1 (assuming MilkShape units, this is not clear?).
I tried all combinations. One ship was generating wild surs on one wing and I fixed that model, easy to do.
But no sur worked past 20 minutes, the FL Server crashed each time.
No messages in FLSpit/FLSpew.
No messages in fl-server-errors.log apart from one for when I removed an asteroid zone in the system for troubleshooting but didn’t remove the [Asteroids] section - so at least we know the message log is working, but none of the crashes left any message.
I don’t know if there is a way to get FLServer messages at the time of death?
By the way, is there a way to get Sur Builder to release memory when it is killed? I need to restart every time to get back the memory after using Sur Builder.
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@ST
I’m not saying the sur builder isn’t the issue but i haven’t been having issues with it at all. No crashes anywhere and no memory eating issues either. Are you using multipart models that you created surs for? Mine are for single group models which might be why mine don’t crash
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Gibbon wrote:
@STI’m not saying the sur builder isn’t the issue but i haven’t been having issues with it at all. No crashes anywhere and no memory eating issues either. Are you using multipart models that you created surs for? Mine are for single group models which might be why mine don’t crash
I have created 5 multiple part .surs that work perfectly, so I’m unsure why ST is having all this trouble. I think the sur generator works fabulously. That being said, I’m making .surs without a shield bubble which may be the issue?
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Do you guys have with the SUR Builder the problem, that just the root sur accepts collisions if the player flies the ship?
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Nova the cmp remapper splices an existant model with an other, so you can make great sur, if I’ve clearely understood.
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Skotty. wrote:
Do you guys have with the SUR Builder the problem, that just the root sur accepts collisions if the player flies the ship?I currently have this problem with Nova’s carrier model, exept that in my case only the two front groups don’t register collision when flown by a player. They register shots though. Also everything works when it’s used a solar.
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Yes it’s just a problem if any player uses that ship! NPCs and Solars have no problems!
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Just to let you know this is the power that LSs sur generator has currently given the FW:ToW mod. To prepare the model took me a little under an hour and it works perfectly in game.
So those of you that are having trouble creating working .surs, I think the problem is in your creation process.
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Hi guys
No I’m not doing shield bubbles, just ensuring there are enough vertices in each cmp group so that the Builder can form sur parts for all of them.
Sur Builder is a MAGIC tool - that’s why I got so pissed that it isn’t going to be perfected with the *** …. well you know the rest. Hope LS sees me in his sleep now! And if I find him in the Ghostly Directory I’ll haunt him for a few years when I go. rofl.
OK - have you all tried extended testing? Give your ship and sur to NPCs attacking a base and let them be killed in waves until you get a crash. Or hopefully not.
All my attempts fail, some take up to 20-30 minutes but they all fail, testing them one at a time.
When I change the same ship’s sur to a vanilla one (not even resizing), the game runs for over 12 hours without problems.
I’ve not tried single-part surs, I would like to get to the bottom of this problem.
Here are a couple of the surs that fail, you can try them on one of your small ships and let me know if you also crash - then maybe we can diagnose together, or if you don’t get a failure for several hours, then it has to be my laptop environment…
Thanks in advance.
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StarTrader wrote:
OK - have you all tried extended testing? Give your ship and sur to NPCs attacking a base and let them be killed in waves until you get a crash. Or hopefully not.
Tested it for over 2 hrs without an issue for all the LS made .surs
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What would be wrong with an sur that would take it 20 - 30 mins, or any real length of time to cause a crash, why wouldn’t it just crash straight away if something was wrong? I’ve made loads for single part ships and never had a crash, but can’t comment on any multiparts.
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ST says is true, i’m not saying bad to LS’s good tool (Actually i’m not saying LS’s tool), but the problem in sur will lead random crash, no matter if you don’t believe it.
I don’t know why but i really observed it on my previous test mod. I remember i just copy some ship(model, sur and setting) from other mod (include WTS, Discovery and other, too long time before) to that mod for NPCs without any change, FLServer crashs when i killed some ships (in 3 hours boring test, crash me 1 time). Notice that i don’t change any other things like NPC AI so i can almost sure the problem come from a bad sur file. -
NeXoSE wrote:
ST says is true, i’m not saying bad to LS’s good tool (Actually i’m not saying LS’s tool), but the problem in sur will lead random crash, no matter if you don’t believe it.
I don’t know why but i really observed it on my previous test mod. I remember i just copy some ship(model, sur and setting) from other mod (include WTS, Discovery and other, too long time before) to that mod for NPCs without any change, FLServer crashs when i killed some ships (in 3 hours boring test, crash me 1 time). Notice that i don’t change any other things like NPC AI so i can almost sure the problem come from a bad sur file.I have had the two new hitboxes I made with LSs tool in a constant battle for over 4 hours now without crashing. For whatever reason, the issue that seems to have affected both of you isn’t affecting my mod.