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Adding a new planet - help me understand..
#1
So I've followed the rough guide to adding a new planet - here's what I've done:

I've made a new, clean (except for a starport at 0,0) snapshot/taanab.ws

I've added taanab to the misc/planet_crc_string_table.iff

I've added a single-entry taanab.iff file to datatables/clientregion

I've added a a taanab.iff file to datatables/environment (copied talus, essentially)

I've added taanab to the datatables/travel.iff

I've added an entry for taanab in /string/en/planet_n.stf

I've packed all of those files in the correct structure to custom.tre - added it to swgemu_live.cfg, and added it server side to workspace/tre

Server side, I've uncommented taanab and added custom.tre in both config.lua files, I've added taanab to the planetmanager.lua and a few other .luas

Now, I build my server, run_dev... and it hangs on loading static spawns. I'll get a warning from [planetmanager] about not being able to find config files.

Soooooooo.... trying to figure out which files I might have possibly not covered!

I'm still trying fixes, but running out of ideas. next up is making sure my .tre files are consistent I guess, between server and client. I dunno. I've had the server working for a couple of years now and have slowly learned to make edits, it's only recently that I've begun actually adding and changing game features and such... but I have had success in modifying .tres and adding items/things in the past. Guessing I'm just still missing files/references to the taanab.trn that's in the .tre?

Any help would be appreciated. If I don't figure it out tonight, gonna start fresh tomorrow with one of the other terrain files.

oh holdup, I think it's a problem with my snapshot file... new to this type of editing so maybe I didn't do it right.
 
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#2
Well HEY!

I got it to work!

I think what I did wrong was not typing a valid region in the clientregion file, was screwing it up.

Taanab is beautiful! I have to say, very satisfying to set foot on my first new SWG planet in almost a DECADE today!
 
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#3
I am trying to re-implement Taanab on the latest Core3 build, I've already done everything as you outlined, but when I try to: /teleport 0 0 taanab it will always crash me. Any ideas?
 
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#4
first off, make sure your custom .tre file is in both the client files, and in the server files. the server needs that .tre file to load the assets. does the server just crash, give a seg fault, or give an error then crash? crc strings correct? double check the scripting on the server side to ensure you're pulling the correct data?

Does the server loading spam show that your planet loaded with the planet manager and snapshot counts? It's entirely possible that the current core won't work with the procedure I can up with. it has been over a year or two now. :-)
 
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#5
(2015-04-17, 03:23 AM)duffstone Wrote: first off, make sure your custom .tre file is in both the client files, and in the server files. the server needs that .tre file to load the assets. does the server just crash, give a seg fault, or give an error then crash? crc strings correct? double check the scripting on the server side to ensure you're pulling the correct data?

Does the server loading spam show that your planet loaded with the planet manager and snapshot counts? It's entirely possible that the current core won't work with the procedure I can up with. it has been over a year or two now. :-)

Hey Duff,

Yeah I have the serverside TRE working.

However I get a CTD on the client (not the server) when I try to load in, quite puzzling.
 
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#6
(2015-04-18, 12:38 AM)Valkyra Wrote:
(2015-04-17, 03:23 AM)duffstone Wrote: first off, make sure your custom .tre file is in both the client files, and in the server files. the server needs that .tre file to load the assets. does the server just crash, give a seg fault, or give an error then crash? crc strings correct? double check the scripting on the server side to ensure you're pulling the correct data?

Does the server loading spam show that your planet loaded with the planet manager and snapshot counts? It's entirely possible that the current core won't work with the procedure I can up with. it has been over a year or two now. :-)

Hey Duff,

Yeah I have the serverside TRE working.

However I get a CTD on the client (not the server) when I try to load in, quite puzzling.

as I recall, this is one reason why it took me 3 or 4 tries to make it work. I think... it's possible that it's your taanab.iff planet file. try pulling one out of a different .tre, or more probably a toc file.

do it like this, keep your .tre file loading as you want it, but make folders like you were modding & testing files. Grab a different (fresh) copy of your taanab.iff planet file, and put it in the file structure. if the crash continues, then move on by putting an unmodified copy of the snapshot in the file structure (renamed ofcourse, but otherwise unaltered).

Keep replacing files with renamed yet unaltered files until you get zoned in. Since it's client side, just getting function is more important than detail at this point. I'd bet it's the planet file tho. I seem to remember that happening to me, and I had to rebuild all my .tre files.

-Duff
 
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#7
Managed to get this working, it was a problem with my taanab.iff environment datatable.
 
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#8
was on vacation the past few days... can't wait get back to work on this stuff...

between this thread and the new planet guide thread, it's all there, just needs to be collected and organized. maybe I can do that when I'm back... for my own reference as much as others.

you know how it is when you get in mod mode... gotta ride it while you feel it... get all these temp folders built up... double and triple backups and safe versions... before you know it, it's 6a.m. and you've spent the whole night making sure your work is foolproof and seamlessly integrated...

and learning on the fly.... I posted this thread prematurely, answered my own questions..
 
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#9
Hi All,

Have got Taanab working like you guys and (in the absence of a .trn editor (Not poking ya SytSmile,)), I have just redone a moon of Tattoine using the Tat .trn as a base and have removed everything from the .ws file and basically started to fill it again as a complete new planet to do stuff on.

I was going to write a full guide, and will when I get some free time but here's some of my notes to get on with for the moment if you'd like to take things a little further. They are by no means complete, but seeing what you've done already you'll have no trouble filling in any gaps. And if you cant, just askSmile

So Far I have added, POI's, New bunkers, caves and buildings, A new racetrack (with its own badge), its own random spawns and Term destroy missions....You get the idea....stuff to do.

So.....In no particular order.....


POI's - Edit datatable and string files.

/datatables/clientpoi/clientpoi.iff

Edit this and add the waypoint and name of your poi. Needs to be a unique relevant name.

/string/en/clientpoi_n.stf
/string/en/clientpoi_d.stf

just copy the same format and use the same name used in the datatable for your poi and add its description.

If you want to give a badge for visiting the POI then...

Add your new badge to the system... See later. and then....

Edit serverside:

/bin/scripts/managers/spawn_managers/"Planet".lua

Just follow the naming convention in the bottom section of the file for badges & POI's, which is: Name, Co-ords, Waypoint observer radius and badge No (badge.h).

This adds it to your planetary map and menu.

BADGES.

Edit strings and datatables.

String files.
/string/en/badge_n.stf
/string/en/badge_d.stf

Again follow the convention and add your badge and description.


Datatable

/datatables/badge/badge_map.iff

Obviously you'll need to rebuild the server once you complete this bit.

CAVES & BUNKERS.

Straight editing of the .ws file. not going into detail here as it's covered else where. But there is just one minor problem atm and thats adding child of child objects in Timbabs great editor. Like furniture or sounds in starports. I've spoken to Timbab about this and at some point he might make a plugin for Sytners Iff Editor. But the world is your oyster for adding stuff....new or old.

If you make changes to the snapshot file, you will need to delete the clientobject.db file in /bin/databases/

There are currently no checks by the server to auto update this db file so it has to be done manually by deleting the file and letting it rebuild itself when the server restarts. I found its best to start the server, once you get to core initialised, save, then carry on. It's an easy file to break if it's not saved correctly before you close the server.

RACETRACKS.

Well, its a screenplay. So cut n paste, changing the details for your new racetrack. Add your badge etc. etc...

As for the convo handlers, .stf files..

/string/en/theme_park/racing/racing.stf
/string/en/conversations/racing_"your_new_race_here".stf

you can copy an existing convo stf and change it to suit, and you need to add to your racing.stf, the waypoint numbers, names,etc. Just, again, follow the convention.

Also, remember to create the conversation Lua file:

/scripts/mobile/conversations/racetracks/"your_new_racetrack"conversation.lua, adding the convo strings.

Usual rules apply here, follow the format, check spelling and syntax and make sure you add to the appropriate serverobjects.lua and the:

/scripts/mobile/conversations.lua

NBZ, for POI's Cities etc.

Edit the datatable, /datatables/clientregion/"planet".lua to add client regions and edit the Spawn manager file serverside to add your NBZ following the same format.

Spawns are just following the same format in the Lua files. Creating/editing for your new planet.

There's lots more but thats the concise version for nowSmile

Forgot to add...

travel.iff datatable for adding to starport terms, just edit in Syt's editor adding columns and rows with credit amounts in the place you want to allow travel to/from.
 
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#10
ALSO Forgot...

There a two files that need to be amended if you want to add the planet buttons to the starport term galaxy map:

/ui/ui_planet_map.inc
/ui/ticketpurchase.inc

These are not the easiest files to read, but once you've got the hang of them their actually quite straightforward. They contain the location data for the written planet names and the clickable planet buttons on the map (these are in pixels with top left corner of the image as 0,0). A guide on filling them out would probably make no sense what so ever (at least if it was written by me lol), so just jump in and read them. Best to break them into chunks and see how it all fits together.

EDIT....
In Notepad++ search inside the file for one particular planet name ...eg. Endor and see how the file is broken into sections for each component. Again, just cut n paste your new planet in. You may have to add/copy new images for the actual planet button pictures (the planet buttons that rotate), but you'll see what components are needed to add stuff.

As for testing these files, I found the best way is to make a /ui/ folder in the client and put the two working files in it, just like a normal mod, then edit them directly from there and once finished paste em back into your tre folder. You don't have to keep restarting the server to see the changes, just make a change, save and restart the client.
 
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