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  • in reply to: Why won’t my AIs buy? #54580

    Frankie
    Participant

    OK, I’ve done some further testing, with the following result: all of the recent versions of my AIs (ranging from pretty complex to extremely stripped down) work perfectly in the various singleplayer.xml modes, and all of them won’t buy in custom mode.

    Where do I find the xml that controls how custom mode operates?

    in reply to: Unknown sound file type … /(null) #54857

    Frankie
    Participant

    Thank you, that was it exactly. I had removed the activations sounds from parachute & battery. Looking forward to v42 and beyond.

    in reply to: Unknown sound file type … /(null) #54854

    Frankie
    Participant

    @gcamp wrote:

    @frankie wrote:

    So perhaps the culprit is a ->Sound() that is empty when it shouldn’t be. Any suggestions where to look?

    I’d probably suggest just leaving it for the moment if that doesn’t sounds like a cop out, the code in this area has changed drastically for v42 which should be out soon.

    Thanks, that’s good to hear.

    I was unclear. What I meant to ask was “Any suggestions where to look in the mod files that I’m working on?” Since other mods still work, it means that I mucked something up, but I can’t find it.

    I double-checked the accessories file, and every instance of WeaponExplosion, WeaponLightning, and WeaponNapalm has a valid sound tag (either a filepath or “none”). It’s entirely possible that a global replace messed up a landscape file, but the error message doesn’t give me anything to go on.

    in reply to: Unknown sound file type … /(null) #54851

    Frankie
    Participant

    @frankie wrote:

    @gcamp wrote:

    Looks like a bug in the code. (null) should be the name of a sound file, but obviously isn’t. … I seem to rememeber some sort of patch for it.

    Scorched3D : Error: Unknown sound file type "/Toys/Scorched/bin/.//share/data/wav/(null)..."

    The error only occurs in a Custom game, right before the player’s buy window in a single player game, or right before the SECOND player’s buy window in a hotseat multiplayer. (I have not tried it in server mode). But the mod loads just find in the preset single player options. 😕

    Gavin, I have read through the source, and see:
    * the message comes from SoundBufferFactory::createBuffer()
    * which is only called by Sound::createBuffer()
    * which is only called by Sound::fetchOrCreateBuffer()
    * which is used in many places, containing (char *) getDataFile(OBJECT_->Sound())

    So perhaps the culprit is a ->Sound() that is empty when it shouldn’t be. Any suggestions where to look?

    in reply to: Unknown sound file type … /(null) #54848

    Frankie
    Participant

    @gcamp wrote:

    Looks like a bug in the code. (null) should be the name of a sound file, but obviously isn’t. Was this the download from this site? I seem to rememeber some sort of patch for it.

    GCamp, thanks for the reply. Yes, I am using the Mac download from your site.

    I suspected that the error message was being truncated for length, so I shortened the pathname and got this result:

    Scorched3D : Error: Unknown sound file type "/Toys/Scorched/bin/.//share/data/wav/(null)..."

    The error only occurs in a Custom game, right before the player’s buy window in a single player game, or right before the SECOND player’s buy window in a hotseat multiplayer. (I have not tried it in server mode). But the mod loads just find in the preset single player options. 😕

    I hope that helps narrow down what is going on.

    Thrax, yes, this is a rearranged version of Superhero. I wrote to Leatherwolf about it but he has not replied yet. I have created quite a few new weapons. And the (null) above is not related to null.wav, which I renamed & relinked to blank.wav. The joys of multi-file directory-traversing find & replace. 🙂

    in reply to: is NumParse considered helpful? #54727

    Frankie
    Participant

    @thrax wrote:

    @frankie wrote:

    First question: does the actual game match those specs? Is the use of RANGE and DISTRIBUTION recommended, or is it considered unstable?

    In theory, you are correct. It would fire the effect at one of 3 random angles.

    Thanks. But is there a “But…” that follows your “In theory…”? 😕

    In theory, theory and practice are the same. But in practice, they aren’t.

    in reply to: What do the shield values mean? (also, updating Superhero) #54595

    Frankie
    Participant

    @thrax wrote:

    Well, for a start. Leatherwolf still owns and builds SuperHeroes mod. If you have any errors to report on it, you should forward them to him for correcting.

    Oh. 😳 I didn’t think it was being maintained. I see you in the credits Thrax, but there isn’t contact information anywhere in the mod. I will continue my editing as a learning exercise, and send it to Leatherwolf if you tell me where.

    @thrax wrote:

    @frankie wrote:

    How do power, removepower, penetration, etc, interact with damage? What happens differently in a direct hit vs a blast radius? What is the range for deflectfactor and what happens at 0 vs 1 vs 100?

    We usually compare to an existing shield then try new settings to see the results. trying to quanify every exact value with the results for every weapon would be exhausting sincewe make new weapons as well.

    Drat. I was hoping that someone could tell me the arithmetic functions used in the software. Suppose I could dig though the source… hmm… PhysicsParticleObject.cpp looks like the place, time for some flowcharting.

    -F.

    p.s. Gcamp, thanks for the reply, but I said:

    I’ve read the attribute specification in the Wiki, but it doesn’t include value ranges or quantitative meanings for most of them.

    in reply to: how to add mods in OSX #49698

    Frankie
    Participant

    You can manually put mod folders into ~/.scorched3d/mods

    Use command-shift-G or Terminal.app to open invisible folders.

    in reply to: How to set up a short game that starts at minimum tech? #54384

    Frankie
    Participant

    Thanks much for the info. I am delving into accessories.xml

    in reply to: Aiming guide – New Poll #28264

    Frankie
    Participant

    @boy wrote:

    3. 45 degree angle will shoot farthest for a given power with no wind.

    Not quite right. 45 degree aim will shoot farthest, with no wind, on level ground.

    The more complete rule for optimal distance angle is: 45 degrees +/- half of the line of sight angle to the target, lower when firing into a headwind, higher when firing with a tailwind (exact calculation would require numerical values for wind force and gravity).

Viewing 10 posts - 1 through 10 (of 10 total)