Topic: Trekmods ships at Battleclinic  (Read 9972 times)

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Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #40 on: August 11, 2005, 08:54:38 am »
That is wierd, Pierce, I tested those specs four times before I put them in the ReadMe, and even tested taking them out of the ReadMe and pasting them into the specs.  You've got a kinky game.... :P
 
Try this, reinstall the game and the patch, and paste the ship's specs on the bottom of the appropriate specs, and I mean the bottom..... I had these kind of troubles when I started out modding, I don't know why the game all of a sudden started working for me, but thank God it did.....

yochenhsieh

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Re: Trekmods ships at Battleclinic
« Reply #41 on: August 11, 2005, 10:16:10 am »
AIIIIIIIIIIIIIIIIIIIIIIIIIGH!!!  What is it with this game that, no matter what I do, new ships either crash it or just don't show up?!?

You can find a text file called "Invalid Ships.txt" in your sfc3 folder. It contains important debug messages about what's wrong in your specs that caused the game to crash, or why new ships didn't show up.

Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #42 on: August 11, 2005, 05:14:56 pm »
Finished the Romulan V-11 Stormbird, get it here: http://www.battleclinic.com/docks/dock.php?id=2718

Offline Captain Pierce

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Re: Trekmods ships at Battleclinic
« Reply #43 on: August 11, 2005, 06:12:17 pm »
That invalid ships file is telling me that the V-6 has invalid hardpoints.

I'll try putting it at the bottom of the files; I had it worked into the middle of the Romulan ships.  Do you think a full reinstall is necessary, or could I just revert to the saved copies I made sure to keep of the original Core and Loadout files?

Thanks to you both for helping me through this, BTW.  :)
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Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #44 on: August 11, 2005, 07:06:56 pm »
Venture Scoutship's finished, get it here: http://www.battleclinic.com/docks/dock.php?id=2719
 
Pierce, did you use both Core and Loadout files supplied in the ReadMe?  I don't know how you could be getting an "Invalid Hardpoints" message, because the LoadOut was left blank....

Offline Captain Pierce

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Re: Trekmods ships at Battleclinic
« Reply #45 on: August 11, 2005, 07:38:09 pm »
 :-[  Ok, this is where I have to admit to being an idiot.   :-[ 

When you talked about customizing, I for some reason got it in my head that I was supposed to copy stats from another ship, rather than use the in-game customization screen, which I only barely remember from my limited experience.

So this is all pretty much down to me.   ::) 

I'm just going to go hide in the corner now...   :banghead:
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yochenhsieh

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Re: Trekmods ships at Battleclinic
« Reply #46 on: August 11, 2005, 07:53:36 pm »
That invalid ships file is telling me that the V-6 has invalid hardpoints.
Check the spec of V-6 in DefaultCore and DefaultLoadout, and V-6.gf & V-6.mod, make sure all the hardpoints corresponds.
For example, if V-6 has 6 hardpoints set in DefaultCore, but it has 7 hardpoints loaded with weapons in DefaultLoadout, that would cause such problems.

Offline Captain Pierce

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Re: Trekmods ships at Battleclinic
« Reply #47 on: August 11, 2005, 08:27:02 pm »
Yeah, that's what I screwed up.  I was apparently trying to make it use the hardpoints of another ship.

As Homer Simpson once said, "Lord help me, I'm just not that bright."  ;)
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Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #48 on: August 11, 2005, 08:34:28 pm »
Don't worry, Pierce, I've had those complete moron moments as well..... just know your not alone out there. ;)
 
Done the K'Vort; however, Battleclinic's upload feature doesn't seem to be working tonight, gonna tackle it tomorrow....

Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #49 on: August 11, 2005, 09:00:35 pm »
I just discovered that Battleclinic does not accept .jpeg images but rather .jpg
 
Get the K'Vort here: http://www.battleclinic.com/docks/dock.php?id=2720

Offline MrCue

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Re: Trekmods ships at Battleclinic
« Reply #50 on: August 11, 2005, 10:11:29 pm »
Wierd, where did it tell you that jpeg wasnt accepted?

Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #51 on: August 12, 2005, 07:22:54 am »
When for the third time it wouldn't accept the upload (Kept going to a "Page could not be found"), then I changed the extention to .jpg and it worked.....

Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #52 on: August 12, 2005, 12:54:06 pm »
Finished the D-7, get it here: http://www.battleclinic.com/docks/dock.php?id=2723
 
Well, all the ships have been converted, got any more coming soon? ;D

Offline Captain Pierce

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Re: Trekmods ships at Battleclinic
« Reply #53 on: August 12, 2005, 08:33:44 pm »
One thing I've noticed about the V-6, which is the only one I've managed to play with yet...

(Just for those of you of a certain age: "I could've had the V-8!")

It seems that some of the hardpoints I set up to be the heavy weapons in SFC2 are showing up as regular weapon hardpoints, and vice versa. 

Exhibit A:


The HP's circled in red there were all supposed to be for plasma torpedos in SFC2.  The others were for phasers, IIRC.

Exhibit B:


These were all designed to be phaser hardpoints in SFC2. 

I seem to recall seeing something on these boards before that suggested that SFC3 didn't use the hardpoints in the same way SFC2 did, but can't remember anything specific.  It does seem that something odd is going on here, though, but I don't know enough about SFC3 to say what...  ;)

Not to try and diss you or anything, GŪ33N, cause I think you're doing a good job (hell, the V-6 is the first ship I've ever managed to put into SFC3 :D )... 

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yochenhsieh

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Re: Trekmods ships at Battleclinic
« Reply #54 on: August 12, 2005, 09:14:36 pm »
It seems that some of the hardpoints I set up to be the heavy weapons in SFC2 are showing up as regular weapon hardpoints, and vice versa. 
I seem to recall seeing something on these boards before that suggested that SFC3 didn't use the hardpoints in the same way SFC2 did, but can't remember anything specific. 
SFC3 uses HP1~11 for Primary weapons, and HP12~21 for Heavy weapons.

Offline Captain Pierce

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Re: Trekmods ships at Battleclinic
« Reply #55 on: August 12, 2005, 09:36:20 pm »
Which does seem largely bass-ackwards from the way SFC2 did it...
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Offline Greenvalv

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Re: Trekmods ships at Battleclinic
« Reply #56 on: August 13, 2005, 01:00:22 am »
You can use any HP for any weapon, you can use HP 21 for a Primary for all the game cares.....

Offline TheStressPuppy

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Re: Trekmods ships at Battleclinic
« Reply #57 on: August 14, 2005, 05:10:46 pm »
Is there a way to get older versions of stuff removed from battleclinic? I posted my Constellation model, and found a WAY older version there. I see alot of duplicate models there from the same authors

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Re: Trekmods ships at Battleclinic
« Reply #58 on: August 15, 2005, 03:52:13 pm »
May need to talk to Mr.Cue in Battleclinic's forums....

Offline Captain Pierce

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Re: Trekmods ships at Battleclinic
« Reply #59 on: August 15, 2005, 07:27:50 pm »
You can use any HP for any weapon, you can use HP 21 for a Primary for all the game cares.....

But that's assuming you know how to assign the weps in one of the "defaultWTFever" files, right?  The in-game "refit" screen seems to only recognize certain HP's for primary, and certain other HP's for heavy, as illustrated above.

Unless I'm doing something wrong again, of course.  ;)  This is a possibility that can never be ruled out...  :D
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