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 Loading problems? 
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Joined: Sun Mar 07, 2010 9:55 am
Posts: 7
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Post Loading problems?
I'm having a problem with two of my weapons in my little mod.
At the loading screen, it will simply stop loading my mod as soon as it gets to those two guns, skipping the rest of my mods content entirely, and just jumping to the next module.

Anyone have an idea of what's going on?


Wed Jun 23, 2010 11:58 am
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Post Re: Loading problems?
Probably a tabbing error. You have too many or too little tabs on the last line that it reads. Try typing in nonsense and moving back until you find the line, then correct it.


Wed Jun 23, 2010 12:03 pm
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Post Re: Loading problems?
I looked at the .ini, and i found quite a lot of extra tabs, but it didn't seem to fix my problem.

Here's the file, for your viewing pleasure.
Code:
////////////////
// Particles

AddEffect = MOPixel
   PresetName = Particle FIRELOL 1
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/YellowTiny.bmp
   EffectStartTime = 0
   EffectStopTime = 1000
   EffectStartStrength = 0.75
   EffectStopStrength = 0.2
   Mass = 1
   AirResistance = 0.032
   GlobalAccScalar = 0.8
   LifeTime = 1100
   Sharpness = 0.4
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 226
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 234
         G = 129
         B = 28
      TrailLength = 1

AddEffect = MOPixel
   PresetName = Grenade Fragment Fire
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/YellowTiny.bmp
   Mass = 100 // kg
   LifeTime = 10
   Sharpness = 100
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 157
      G = 239
      B = 115
   Atom = Atom
      Material = Material
         CopyOf = Mega Metal
      TrailColor = Color
         R = 157
         G = 239
         B = 115
      TrailLength = 1      

AddEffect = MOPixel
   PresetName = Particle FIRELOL 2
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/YellowBig.bmp
   EffectStartTime = 0
   EffectStopTime = 30
   EffectStartStrength = 0.7
   EffectStopStrength = 0.2
   Mass = 0.1
   AirResistance = 0.03
   GlobalAccScalar = 0.8
   LifeTime = 800
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 255
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 255
         G = 226
         B = 0
      TrailLength = 7

AddEffect = MOPixel
   PresetName = Particle FIRELOL 3
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/YellowSmall.bmp
   EffectStartTime = 0
   EffectStopTime = 730
   EffectStartStrength = 0.75
   EffectStopStrength = 0.0
   Mass = 1.2
   AirResistance = 0.03
   GlobalAccScalar = 0.8
   Sharpness = 4
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 234
      G = 153
      B = 28
   Atom = Atom
      Material = Material
         CopyOf = Wet Concrete
         PresetName = Sticky Napalm 1
         Stickiness = 0.5
      TrailColor = Color
         R = 250
         G = 246
         B = 145
      TrailLength = 4

AddEffect = MOSParticle
   PresetName = Fire Puff Small Napalm Flamer
   Mass = 3
   RestThreshold = -1
   LifeTime = 310
   Sharpness = 0.1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/Pyro/FirePuffSmall.bmp
   FrameCount = 6
   SpriteOffset = Vector
      X = -8
      Y = -8
   AngularVel = 0
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailLength = 0
   Framerate = 0

/////////////////
// Burning

AddEffect = AEmitter
   PresetName = Flamethrower Mk1 Fire
   Mass = 0.001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Ronin.rte/Devices/Explosives/MolFlame00.bmp
   FrameCount = 5
   SpriteAnimMode = 1
   SpriteAnimDuration = 250
   SpriteOffset = Vector
      X = -5
      Y = -6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 0
      Depth = 5
   EffectStartTime = 0
   EffectStartStrength = 1.0
   EffectAlwaysShows = 1
   BurstTriggered = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   ParticlesPerMinute = 0
   BurstSize = 0
   BurstScale = 0
   BurstSpacing = 0
   EmissionDamage = 0
   FlashOnlyOnBurst = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Grenade Fragment Fire
            GlobalAccScalar = 0.2
            LifeTime = 10
         ParticlesPerMinute = 80
         BurstSize = 2
         Spread = 0.02
         MaxVelocity = 50
         MinVelocity = 45
         PushesEmitter = 0

//////////////////
// Flame Launcher

AddAmmo = AEmitter
   PresetName = Particle Flamethrower Mk1
   Mass = 4
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   LifeTime = 1
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 0
/*
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Tiny Smoke Ball 1
         PresetName = Tiny Smoke Ball Flamer Heavy 2
         GlobalAccScalar = 0.2
         LifeTime = 460
      ParticlesPerMinute = 1
      BurstSize = 2
      Spread = 0.02
      MaxVelocity = 16
      MinVelocity = 10
      PushesEmitter = 0
*/
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Fire Puff Small Napalm Flamer
      ParticlesPerMinute = 1
      BurstSize = 2
      Spread = 0.02
      MaxVelocity = 24
      MinVelocity = 20
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = AEmitter
         CopyOf = Flamethrower Mk1 Fire
      ParticlesPerMinute = 3
      BurstSize = 3
      Spread = 0.0
      MaxVelocity = 45
      MinVelocity = 35
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   BurstTriggered = 1

//////////////
// Weapon
AddAmmo = Round
   PresetName = Round Flamethrower Mk1
   ParticleCount = 1
   Particle = AEmitter
      CopyOf = Particle Flamethrower Mk1
   Shell = MOSParticle
      CopyOf = Small Smoke Ball 1
   FireVelocity = 15
   ShellVelocity = -3
   Separation = -5

AddAmmo = Magazine
   PresetName = Magazine Flamethrower Mk1
   Mass = 6
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = SkeleCarps Crap.rte/Devices/Weapons/Sprites/Non-Particle Based Weapons/FlamethrowerMk1MagA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -2
   JointOffset = Vector
      X = 0
      Y = -3
   ParentOffset = Vector
      X = 6
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 3
      Depth = 1
   DeepCheck = 0
   JointStrength = 200
   JointStiffness = 1
   DrawAfterParent = 0
   RoundCount = 200
   RTTRatio = 0
   RegularRound = Round
      CopyOf = Round Flamethrower Mk1
   TracerRound = None

AddDevice = HDFirearm
   PresetName = Flamethrower Mk1
   AddToGroup = Weapons
   AddToGroup = SkeleCarps Crap
   Description = Napalm flamethrower.
   Mass = 12
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = SkeleCarps Crap.rte/Devices/Weapons/Sprites/Non-Particle Based Weapons/FlamethrowerMk1A.bmp
   FrameCount = 2
   SpriteOffset = Vector
      X = -13
      Y = -5
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 160
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 0
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -6
      Y = 2
   DrawAfterParent = 0
   StanceOffset = Vector
      X = 6
      Y = 6
   SharpStanceOffset = Vector
      X = 9
      Y = 2
   SupportOffset = Vector
      X = 4
      Y = 1
   SharpLength = 80
   Magazine = Magazine
      CopyOf = Magazine Flamethrower Mk1
   Flash = Attachable
      CopyOf = Muzzle Flash Shotgun
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Coalition.rte/Devices/Weapons/HeavyFlamerFire.wav
      LoopSetting = -1
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadEnd.wav
   RateOfFire = 3200
   ReloadTime = 4000
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 1
   SharpShakeRange = 1
   NoSupportFactor = 2
   ParticleSpreadRange = 3
   ShellSpreadRange = 8
   ShellAngVelRange = 0
   MuzzleOffset = Vector
      X = 18
      Y = -1
   EjectionOffset = Vector
      X = 15
      Y = -1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 9
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 9
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 9
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 13
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 14
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Coalition Weapons Gib I
      Count = 1
      Offset = Vector
         X = 2
         Y = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Coalition Weapons Gib J
      Count = 1
      Offset = Vector
         X = 3
         Y = -1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Coalition Weapons Gib K
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Coalition Weapons Gib A
      Count = 1
      Offset = Vector
         X = -3
         Y = 0
   GibWoundLimit = 6
   


Wed Jun 23, 2010 12:13 pm
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Post Re: Loading problems?
It's easier for us if you find exactly where the incorrect tabbing is, via the method described above. That being said, it looks like that first emitter block has the emitter's definitions one tab too far out, making it incorrectly in line with the emitted particle itself.


Wed Jun 23, 2010 1:15 pm
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Post Re: Loading problems?
I found out that my gun stopped loading at line 100, but I dont see any problems at all at that line.

I'm mystified.


Wed Jun 23, 2010 3:55 pm
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Post Re: Loading problems?
Is this from AbortScreen.bmp? If so, it will only be precise to the nearest 50. It could be line 149 with the problem.


Thu Jun 24, 2010 8:13 am
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Post Re: Loading problems?
411570N3 wrote:
Is this from AbortScreen.bmp? If so, it will only be precise to the nearest 50. It could be line 149 with the problem.

No, this is from looking at the loading, and taking a screenshot of when it stopped loading my pack.


Mon Jun 28, 2010 7:33 am
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Post Re: Loading problems?
That'd be no different than Abortscreen.bmp.. Does it give an error? or just close the window? if it gives an error it should have two windows pop up, one after you close the other.. If it does that. What does it say? Better yet post a screenshot of it...


Mon Jun 28, 2010 8:02 am
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Post Re: Loading problems?
The problem is, it doesn't give me any errors, it just skips the rest of my module entirely.


Tue Jun 29, 2010 7:00 pm
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Post Re: Loading problems?
have you tried checking Index.ini? maybe you forgot the rest.


Mon Jul 26, 2010 3:09 am
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Post Re: Loading problems?
411570N3 wrote:
Probably a tabbing error. You have too many or too little tabs on the last line that it reads. Try typing in nonsense and moving back until you find the line, then correct it.
As I said, this is the way to go. It is incredibly difficult to find the error if you don't do this.


Mon Jul 26, 2010 7:38 am
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Post Re: Loading problems?
Try highlighting the code you posted, I think you will find your problem.

For the lazy and unco-operative, the error is on line 52, which has a ton of spaces after it. I think this might have been a tab, which I'm pretty sure breaks it.

Also, remember to post long documents on pastebin.com.


Mon Jul 26, 2010 10:14 am
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