Weapons Extended 4

Post about your finished mods here.
Drako Slyith
Fleet Officer
Fleet Officer
Posts: 1036
Joined: Wed Feb 03, 2010 4:28 am
Location: Researching how to make St. Kats star go supernova.
Contact:

I had similar problems with my pilgrims mod. The way I fixed it was I scrapped the old code and wrote another one. It seems to have fixed the problem.

Code: Select all

						;; Upgrading Weapons here:
					(block (currentWeapon bestWeapon instWeap itmInHold)
                                                (objEnumItems gSource "wI~l" instWeap
							(block nil
								(setq bestWeapon instWeap)
								(setq currentWeapon instWeap)
							)
						)
						(objEnumItems gSource "wUN~l" itmInHold
							(block nil
								(setq ItmHold itmInHold)
								(if (ls (itmGetLevel bestWeap) (itmGetLevel itmInHold))
									(setq bestWeapon itmInHold)
								)
							)
						)
						(block nil
							(if (not (eq bestWeapon currentWeapon))
								(block nil
									(shpRemoveDevice gSource currentWeapon)
									(shpInstallDevice gSource bestWeapon)
								
								)
							)
						)
                                       )
Image
Image
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

after uninstalling the weapon, it doesn't seem to me that you are removing it from the cargo of the ship ? That is a difficult problem for me, since the itmStruct changes after uninstalling a device.

Also, DSMK2 found another problem. WE4 is not compatible with changing ship, the old playership is immediately randomized the moment you switch ship.
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

I think it might be related to this: http://neurohack.com/transcendence/foru ... f=5&t=4454
Get your own Galactic Omni Device
Get it now. It's free!!
Image
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

Yep, I'm the one that suggested Starweaver to write a simple mod to test bugs when install/unistall devices in AI ships, based on the findings (hard crashes :P ) of WE4
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

WE4 is not compatible with changing ship, the old playership is immediately randomized the moment you switch ship.
fixed

Tinkered a bit with the randomizer. It seems more stable now. the game now runs without crashing immediately (it's a big improvement!)
Some ships are crashing the game as soon as they appear: repentant and atonements for example. I don't understand why. :?
08/03/2011 05:42:43 Randomizing Ship: Repentant-class gunship
08/03/2011 05:42:43 ID: 785 --- Obj: 156535232
08/03/2011 05:42:43 Level: (4 a)
08/03/2011 05:42:43 Modifier: +DarkAcid;
08/03/2011 05:42:43 removed itm:Penitent cannon
08/03/2011 05:42:43 Weapon Level String: --vcv ----- ----- -----
08/03/2011 05:42:43 Weapon Criteria: w~m -Launcher; -Ammo; +DarkAcid;
08/03/2011 05:42:43 Weapon Chosen: Nil Name: Nil
08/03/2011 05:42:43 Level: Nil
08/03/2011 05:42:43 ERROR! I'll reinstall the old weapon
08/03/2011 05:42:43 itm installed:Penitent cannon
08/03/2011 05:42:43 removed itm:Class II deflector
08/03/2011 05:42:43 itm installed:Hull plate ionizer
08/03/2011 05:42:43 Done Randomizing
08/03/2011 05:42:43 ================
08/03/2011 05:42:44 Unable to continue due to program error.

program state: OnAnimate
program state: updating object behavior
obj class: CShip
obj name: Repentant-class gunship
obj pointer: 95489c0
CStandardShipAI
Order: 3
m_State: 30
m_pDest: none
m_pTarget: 9556108 Cometfall-class missileship (CShip)
m_pNavPath: none
game state: in game
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

OK, I think I managed to fix it. Crashes are really rare now.
Please download from Xelerus and post comments if you still have problems.
Thanks and have fun!
http://xelerus.de/index.php?s=mod&id=612
george moromisato
Developer
Developer
Posts: 2997
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

BTW, I do appreciate all reproducible crash reports. I want to ultimately get to the point where a mod cannot crash the engine. If anyone has any easily reproducible crashes, I'd love to see them. Star Weaver's report was perfect: I just installed the mod, used an item and there I was in the debugger.

Post a ticket to Trac if you want to track the resolution of the report. Otherwise, just send something to [email protected].
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

Thank you for your support George, I think that the problem was caused by one of the installation bugs that you squashed for 1.07 and was triggered by the use of an old version of godmod + WE4.
I think I resolved it.
Star Weaver's report was perfect: I just installed the mod, used an item and there I was in the debugger.
I'm happy that at least the new version of WE has been useful to get rid of bugs :D

Also, updated version!
reuploaded at 1795 downloads, VERSION 4.10 !!
http://xelerus.de/index.php?s=mod&id=612

- Compatible with ship change (since now the mod is run from a virtual station in the system and not from a virtual item in the cargo.)
- New dockscreen is accessed from Ship Interior "s" using <OnGlobalPaneInit>, the virtual item to "u"se is gone.
- Added Starweaver to the credits ! thanks for the nice virtual station script !
- Big thank to alterecco for the new dockscreens !
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

This may or may not be a bug, but the rapid cycle shield generator needs 140 MW to power it, and it's level 4 with 12hp with 24regen/sec. The description said that it was meant to copy the Lazarus, so I don't know if the 140 MW is intentional or not.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Laika II
Anarchist
Anarchist
Posts: 7
Joined: Fri Aug 05, 2011 6:19 pm

I'm having some trouble with the latest version of weapons extended (using transcendence 1.06a)
After I press 's' there's nothing new in the shipscreen, I guess there should be an option there for configuration of the mod. After I exit the screen an error message is briefly displayed, it's too large to fit on the screen. I made a screenshot of it anyhow, hoping that it would be usefull. Is there a way to make the entire message display?

Image

The previous version of weapons extended worked spledidly by the way, it's one of my favourite mods.
Drako Slyith
Fleet Officer
Fleet Officer
Posts: 1036
Joined: Wed Feb 03, 2010 4:28 am
Location: Researching how to make St. Kats star go supernova.
Contact:

Laika II wrote:Is there a way to make the entire message display?
If you go into your debug log (in your transcendence folder) you can scroll down until you find it. It might be there.
Image
Image
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

I'm having some trouble with the latest version of weapons extended (using transcendence 1.06a)
yeah, I know, the mod is working but the error prevents you to access the configuration dockscreen. I can fix that easily. Just replace the number 5 at line 94 of WE_weaponrandomizer.xml to -1, that will fix it.

BTW, I think I finally found out the real problem of the crashes! I sent to George an example extension that is causing the crash, hopefully everything will be sorted soon.
Also, if the crash is caused by what I think it is (AI ships have troubles with old xml beam weapons) then I can circumvent it by updating all the beam weapons in WE to the new <Beam>
Laika II
Anarchist
Anarchist
Posts: 7
Joined: Fri Aug 05, 2011 6:19 pm

digdug wrote: yeah, I know, the mod is working but the error prevents you to access the configuration dockscreen. I can fix that easily. Just replace the number 5 at line 94 of WE_weaponrandomizer.xml to -1, that will fix it.
Thanks! it works now.
CosmicKobal
Anarchist
Anarchist
Posts: 6
Joined: Wed Aug 17, 2011 2:46 pm

This is my first time trying to Mod Transcendence, and this might have already been covered somewhere else but some input would be great.

I just installed v1.06 and put the WE4 files in the 'Extension' folder, tried to run the game and got an error 'unable to load sound: WE/alarm.wav'

Did i do something wrong?
CosmicKobal
Anarchist
Anarchist
Posts: 6
Joined: Wed Aug 17, 2011 2:46 pm

CosmicKobal wrote:This is my first time trying to Mod Transcendence, and this might have already been covered somewhere else but some input would be great.

I just installed v1.06 and put the WE4 files in the 'Extension' folder, tried to run the game and got an error 'unable to load sound: WE/alarm.wav'

Did i do something wrong?

Sorry bout that, i realized my problem. i was opening the contents of 'WE4' and putting those in the extensions folder instead of just putting the entire 'we4' folder in there. i works fine so far
Post Reply