Vulcan Mod - Bug Thread -1 reply

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Dan1025

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24th February 2007

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#1 9 years ago

Can you please post any errors/bugs you find with my Vulcan full race mod here, as it saves me trying to answer every problem via the mods comments section.




DarkEnergy

a basin of water

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12th April 2006

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#2 9 years ago

first of all, thank you for a great new race. but with every fresh mod out there are some questions and problems that arise. here is what i found so far and what I dont understand yet

Good news: I had NO problem installing. your instructions are detailed, logical (hey, sure) and easy to follow. after I changed the vulcan race.odf as suggested to a lower number, everything went fine. I people have a problem here, It must be because they made a mistake installing.

Bad news: -my freighters mine no latinum. -either this is intended as a private joke or a bug: the researchstation1 has the white spider box right in its middle. -the ships are build outside the yard. big yard, big ship - means they stick there nose in another station while build (as we all tend to build as compact as possible for defense purposes). having them build INSIDE the yard would look much better. -the phaser textures are more or less white and big. much bigger than torpedos, even bigger than the drones - looks kinda funny and cartoonic -you hijacked your research system from another great mod. fine. I did like it there too. but I can build all ships if I only research the hull classes. researching the different systems in station 2 does not make them behave different, does not give them special weapons I can see via buttons or such - in short, it is confusing. Which system is important for which ship? how does it make a ship better? -last but not least: I know that vulcans and romulans share a common history. but does that mean that we need the same music ingame?

all asked in due respect and with the wish to make this great race even grater to play ;)




DarkEnergy

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12th April 2006

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#3 9 years ago

AND I cant colonize a planet, small ship yard and advanced one have the same build cost and I have no trade station - sorry, left out the obvious.




TiberiousKirk

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8th July 2008

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#4 9 years ago

I had the problem of making the Vulcans too high on the "Vulcan.odf" file too. Thanks for this thread.




Dan1025

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#5 9 years ago

Ameba: First of all thanks for the thourough bug report, very helpful in fixing errors for the 1.1 version :)

ameba;4715778Good news: I had NO problem installing. your instructions are detailed, logical (hey, sure) and easy to follow. after I changed the vulcan race.odf as suggested to a lower number, everything went fine. I people have a problem here, It must be because they made a mistake installing.[/quote] Glad to hear that :)
ameba;4715778-my freighters mine no latinum.[/quote] Fixed.
ameba;4715865Small ship yard and advanced one have the same build cost.[/quote] Fixed.
ameba;4715865I have no trade station[/quote] Becuase I didn't include one, or a cargo ship, both will be made available in the 1.1 version.
ameba;4715778-either this is intended as a private joke or a bug: the researchstation1 has the white spider box right in its middle.[/quote] I've just realised why thats happened, in my game I replaced the spider box with a blank sod file, so the research pods aren't visible and neither is the spider box (asI intended it) I should have included a blank sod for the pods so that the spider box doesn't show up. Fixed
ameba;4715865I cant colonize a planet
No I left colony ships out of the Vulcans deliberatly, colonising planets with civilians in the middle of a warzone didn't seem very logical to me. If you absolutly have to have colonisation, I will need to retexture a new ship to use as the Vulcan colony ship. [quote=ameba;4715865]-last but not least: I know that vulcans and romulans share a common history. but does that mean that we need the same music ingame?
Making music for the races is beyond my abilities, and I'm not sure what music I could use include in the mod that would fit the vulcans and would not infringe on the new sound copyright rules. In the absence of better music I used the closest stock one at hand, the Romulan one. Right I've fix as many of the bugs you've reported as I can, but there are a few things that need clarification: [quote=ameba;4715865]-the phaser textures are more or less white and big. much bigger than torpedos, even bigger than the drones - looks kinda funny and cartoonic
The phasers should be green not white and they should be scaled according to each ship. That sounds like the phaser texture (Wvulphas) is missing from your RGB folder, make sure that you copied it across and that the weapon sprite entries are the same as they are in the readme. If both of these are fine could you please provide a screenshot of how the phaser appears in your game? [quote=ameba;4715865]-you hijacked your research system from another great mod. fine. I did like it there too. but I can build all ships if I only research the hull classes. researching the different systems in station 2 does not make them behave different, does not give them special weapons I can see via buttons or such - in short, it is confusing. Which system is important for which ship? how does it make a ship better?
The second research system gives you access to the special weapons, could you check that the special weapon buttons are showing up on the ships? [quote=ameba;4715778]-the ships are build outside the yard. big yard, big ship - means they stick there nose in another station while build (as we all tend to build as compact as possible for defense purposes). having them build INSIDE the yard would look much better.
I've just checked all of the ships, and the only thing I can see is that the Vul'Tres sticks its nose a tiny amount out of the yard, could you check this again please and esure you havn't changed the scaling? TiberiousKirk: [quote=TiberiousKirk;4716037]I had the problem of making the Vulcans too high on the "Vulcan.odf" file too. Thanks for this thread.

You're welcome, the 1.1 version readme will include an added instruction related to the race number problem, so hopefully no one else will encounter this error.




DarkEnergy

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12th April 2006

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#6 9 years ago

Dan1025;4716043 No I left colony ships out of the Vulcans deliberatly, colonising planets with civilians in the middle of a warzone didn't seem very logical to me. If you absolutly have to have colonisation, I will need to retexture a new ship to use as the Vulcan colony ship.[/quote]

up to you - its your mod.:)

Dan1025;4716043 The phasers should be green not white and they should be scaled according to each ship. That sounds like the phaser texture (Wvulphas) is missing from your RGB folder, make sure that you copied it across and that the weapon sprite entries are the same as they are in the readme. If both of these are fine could you please provide a screenshot of how the phaser appears in your game?[/quote]

will do after I am back from work - but it looks as if the plasma phaser txt is missing - the one the defense drones and the artillery ship use. I copied them all en bloc into the game. [quote=Dan1025;4716043] The second research system gives you access to the special weapons, could you check that the special weapon buttons are showing up on the ships?

no special weapon buttons beside self destruction. hmmm - maybe I DID make a mistake coping after your instructions - will check when home. [quote=Dan1025;4716043] I've just checked all of the ships, and the only thing I can see is that the Vul'Tres sticks its nose a tiny amount out of the yard, could you check this again please and esure you havn't changed the scaling?

havent changed scaling, but ALL ships are build at a HP outside the yard completely.

maybe the community could help: IS IT JUST ME OR DO OTHERS HAVE THE SAME PROBLEMS??? ;)




Dan1025

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#7 9 years ago
ameba;4716810It looks as if the plasma phaser txt is missing - the one the defense drones and the artillery ship use. I copied them all en bloc into the game.[/quote] Yeah thats my fault I added an old version of the texture to the mods folder, easily fixed with a simple file replacement. How did no one else notice this? lol.
ameba;4716810no special weapon buttons beside self destruction. hmmm - maybe I DID make a mistake coping after your instructions - will check when home.
Another case of old files that needed replacing, the special weapons weren't assigned to the ships (I hadn't designed them when I wrote the original odf files). Fixed. [quote=ameba;4716810]havent changed scaling, but ALL ships are build at a HP outside the yard completely.

Right I've re-imported the shipyards I included in the mod, and it looks like they're the older versions I did when I started the mod, and are still using an old hardpoint structure. Basically I replaced the stations ODF files without replacing the .sod files. Fixed. So far most of the errors seem to be my fault for not adding the right files to the mod folder, so the version I use in my game works while the one I released doesn't. I sincerely apologise for this rather stupid oversight on my part, and assure you that it will not happen again. At this point I think I'll declare the first version a beta release and once a little more time has passed for more people to report any problems, I'll release what will hopefully be a fully working and complete version :)




Jetfreak

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20th April 2007

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#8 9 years ago
No I left colony ships out of the Vulcans deliberatly, colonising planets with civilians in the middle of a warzone didn't seem very logical to me. If you absolutly have to have colonisation, I will need to retexture a new ship to use as the Vulcan colony ship.

Ah, well this explains it.




Dan1025

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#9 9 years ago

If there's a big enough demand for a Vulcan colony ship, I'll add one into the 1.1 version.




TiberiousKirk

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#10 9 years ago

If the Colony Ships are left out, then the Vulcans need a new way of building up crew. A player could always Conquer a planet, but that does not seem vulcan like either...:)