Space Battleship Yamato/Star Blazers mod wanted
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Cpt_Rei_Fukai wrote:
Well, that is a strange one, as the code for the ship sale is the same, regardless which option you choose.
Only the drone is sold at planet Junyo in vanilla and the mod just adds the yamato as the second ship that is sold there.Please check the file DATA\EQUIPMENT\market_ships.ini for its contents,
It should contain the following:[Base Good] base = Ku02_04_base marketgood = kfr_package, 10, -1, 1, 1, 0, 1, 1 [...] marketgood = yamato_package, 20, -1, 1, 1, 0, 1, 1
Negative. The entire .ini file is completely missing from the mod folder. Only the MODELS folder exists in the DATA\EQUIPMENT folder.
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It’s added by the script, you have to check the actual file.
Ah, the script is using [c]append[/c] when it should be [c]sectionappend[/c]. Deactivate it, open up the mod’s [c]script.xml[/c], search for [c]market_[/c], insert [c]section[/c] before [c]append[/c], and repeat (i.e. you should change [c]market_misc[/c] and [c]market_ships[/c]), reload, reactivate and that should do it.
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adoxa wrote:
It’s added by the script, you have to check the actual file.OK, I checked the file and I found the Yamato. However, there’s an error.
Instead of being “base = Ku02_04_base” it’s added at “base = St02_01_base”.
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adoxa wrote:
It’s added by the script, you have to check the actual file.Ah, the script is using [c]append[/c] when it should be [c]sectionappend[/c]. Deactivate it, open up the mod’s [c]script.xml[/c], search for [c]market_[/c], insert [c]section[/c] before [c]append[/c], and repeat (i.e. you should change [c]market_misc[/c] and [c]market_ships[/c]), reload, reactivate and that should do it.
I’m not comfortable messing with scripts, I’m scared I’ll screw something else up. I’ll give it a shot though.
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OK, good news and bad news.
Good news is, I can now purchase the ship. (thanks Adoxa.)
The bad news is: When I target the mooring fixture it doesn’t give me the option to dock/moor (the button is greyed out.) When I target the planet or the docking ring and click the dock button, the flight controller says “Your request is denied, we are unable to accommodate ships of your size.”
So how do I dock/moor?
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Looks like the mod includes [c]moors.dll[/c], but not the [c]dacom.ini[/c] entry for it. Open up the script again and add this at the bottom (between [c][/c] & [c]<data>[/c]):
<data file="EXE\dacom.ini" method="sectionappend" options="1:2,1:3">[Libraries] <source> moors.dll</data> ```</data>
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Works on my machine :oops:
Jokes aside, my suspicion is that you are using a newer version of FLMM, hence the differences. But as always adoxa is right on track.
However the moors.dll thing is a blunder on my part, sorry for that.
To make up for my mistakes I created a new hopefully fixed Version. I didn’t find time to test this though. -
I’m using FLMM 2.0e, just like I said before.
And I’ll take care of testing, sir.
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OK, testing will take a while as when I updated the mods, all my saves got removed. I’m going to have to start the single-player campaign from scratch.
That’s not a bad thing, btw. I’m happy to do it as I LOVE this game.
Also, as a side note: Is there any way I can get you to add other SBY-themed battleships to the mix? I’m not asking for completely built-from-scratch vessels, just different-colored versions of the Yamato themed to other nations and offered at other bases.
You could have:
Space Battleship Iowa in Liberty (haze-grey-and-red Yamato reskin)
Space Battleship Warspite in Bretonia (Dunno about color here - perhaps add a camouflage pattern?)
Space Battleship Bismarck in Rheinland (black and red skin)Also, is there a way you can make other stations have ship merchants?
Like sticking a dedicated battleship merchant in the various Shipyards, for example. You don’t need to do this last bit; it’s pure quality of life as it’s a little awkward buying a ship the size of the Yamato at a place designed to hold much smaller ships. -
No, your saves are not gone, they just lie in a different folder.
Because the mod folder in FLMM\mods\ is called differently, FLMM thinks it is a different mod and separates the save files.
Now you have got three options(in order of my recommendation):
-Move the files manually:
They are in C:\Users$USERNAME\My Documents\My Games\Freelancer\Accts\SinglePlayer\yamatoshipmod
and move them to the V1.2 folder-Turn off the mod and FLMM and rename the mod folder to match the old name
-Turn off the automatic save file moving im FLMM
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As for your questions:
-Changeing colors ranges from easy to hard,
depending on how the textures were created in the first place.In case of the yamato in this mod it is rather easy as the
textures contain simple shapes and no normal mapping.The other texture is an example I made, where you pretty much need
the source files to change anything easily.-Other ships are a lot of work, because even if you find
models online you need to all the hardpoints to them,
create surs, export models, code all the equipment and ship
entries for them, add effects and sounds, etc.
And then you need to test everything and hunt down mysterious bugs and crashes.
As an example just this one ship needed ~800 Lines of code(not counting the ale code)-Adding ship merchants is easy, but adding new ships
to existing vendors is even easier, so do that.But anyways, I won’t do this for you, but if you are serious,
we should meet in mumble/teamspeak/discord -
I don’t use Discord anymore, as it’s become a hive of cyber-criminals, hackers, terrorists and traitors to the United States, among other reasons. And who uses Teamspeak these days?
I have a Guilded account, and a server if you want to use that. It’s primarily a clean sci-fi/fantasy crossover roleplay server - hope you don’t mind furries because everyone there likes dragons.
Here’s an invite link to my Guilded server, should you desire to speak to me there. It’s a lot like Discord, just more secure.
https://www.guilded.gg/i/EzrwodJE
I also play and chat on Steam and have a backup group chat for my server there.
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Cpt_Rei_Fukai wrote:
As for your questions:-Changeing colors ranges from easy to hard,
depending on how the textures were created in the first place.In case of the yamato in this mod it is rather easy as the
textures contain simple shapes and no normal mapping.The other texture is an example I made, where you pretty much need
the source files to change anything easily.-Other ships are a lot of work, because even if you find
models online you need to all the hardpoints to them,
create surs, export models, code all the equipment and ship
entries for them, add effects and sounds, etc.
And then you need to test everything and hunt down mysterious bugs and crashes.
As an example just this one ship needed ~800 Lines of code(not counting the ale code)-Adding ship merchants is easy, but adding new ships
to existing vendors is even easier, so do that.But anyways, I won’t do this for you, but if you are serious,
we should meet in mumble/teamspeak/discordI am willing to try Teamspeak again for you. I’ll have to download it though - what is your name on there?
Other than that it’s Guilded.
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I sent you a PM.
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Cpt_Rei_Fukai wrote:
I sent you a PM.I didn’t get it.
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Cpt_Rei_Fukai wrote:
I sent you a PM.Got it, replied. Did you get mine?
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PMs on the site don’t seem to be working for me. I don’t have anything in my outbox despite selecting stuff to go there. When I send a PM a black box shows up with the link to close the window, and when I do so, no PM is sent.