Weapons Extended 4

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Drako Slyith
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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)
								
								)
							)
						)
                                       )
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digdug
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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.
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alterecco
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I think it might be related to this: http://neurohack.com/transcendence/foru ... f=5&t=4454
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digdug
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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
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digdug
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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
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digdug
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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
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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].
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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 !
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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.
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Laika II
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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?

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The previous version of weapons extended worked spledidly by the way, it's one of my favourite mods.
Drako Slyith
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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.
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digdug
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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
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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
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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
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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
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