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Postby xander » Tue Feb 27, 2007 10:50 pm

combineguy wrote:I want a spam email to blow up when a solar panel comes on

You need version 1.5 of Darwinia, or better (i.e. Vistawinia). In that version, there is a command to blow up a building. You can't really do that in anything before 1.5. You might be able to spawn team 2 virii (they should be invisible), and they may attack and destroy the spam, but there is no direct way to do it.

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Postby combineguy » Tue Feb 27, 2007 11:19 pm

dang... how would I get ahold of the newest version of darwinia? (and will I have to start my mod over if I do?)
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Postby xander » Tue Feb 27, 2007 11:53 pm

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Postby Testrie » Wed Feb 28, 2007 12:52 am

zander!!! NDA! NDA!

but then i guess vistawinia... but still... in case it's not in there...

NDA! NDA!!!

eyra
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Postby xander » Wed Feb 28, 2007 1:03 am

Testrie wrote:zander!!! NDA! NDA!

but then i guess vistawinia... but still... in case it's not in there...

NDA! NDA!!!

eyra

  1. That link is to the News forum, and is open to the public.
  2. You are purposefully misspelling my name, just to be annoying. You are like a child with a crush on someone. With regards to that:
    1. I am married.
    2. I don't date children.
  3. Hush.

xander
Last edited by xander on Wed Feb 28, 2007 2:43 am, edited 1 time in total.
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Postby Testrie » Wed Feb 28, 2007 1:09 am

xander wrote:
Testrie wrote:zander!!! NDA! NDA!

but then i guess vistawinia... but still... in case it's not in there...

NDA! NDA!!!

eyra

  1. That link is to the News forum, and is open to the public.
  2. You are purposefully misspelling my name, just to be annoying. You are like a child with a crush on someone. With regards to that:
    1. I am married.
    2. I don't hate children.
  3. Hush.


What happened to your practice of signing your posts?
And no, I am not trying to annoy you. You may remember my post about the three versions of your name I came up with?
Xander for when youre mean
zander was made up by NeoThermic

And you DO hate me.

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Postby combineguy » Wed Feb 28, 2007 3:50 pm

Ok, got a couple of questions for you guys now!

number one and most important, there's a level linked to another level, but I don't want them to be linked. I deleted the trunkport, and still they show up linked on the map. I even removed the map and mission files for the second level, (it's empty, I didn't actually delete them, I just took them out.) and still it shows up on the map and still linked... Oh, wait I think I fixed it. I just set it as unavailable and set the mission to null. that oughta do it. duh.

anyway, how do I change the shape of a building? I mean, make it use a differant model, like the anthills in stricken souls.
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Postby combineguy » Wed Feb 28, 2007 11:27 pm

combineguy wrote:Ok, got a couple of questions for you guys now!

number one and most important, there's a level linked to another level, but I don't want them to be linked. I deleted the trunkport, and still they show up linked on the map. I even removed the map and mission files for the second level, (it's empty, I didn't actually delete them, I just took them out.) and still it shows up on the map and still linked... Oh, wait I think I fixed it. I just set it as unavailable and set the mission to null. that oughta do it. duh.

anyway, how do I change the shape of a building? I mean, make it use a differant model, like the anthills in stricken souls.


Ok is somebody gonna help me with this?
And also, I have a problem. everytime I try to save a level, darwinia crashes. AND it deletes the whole mission file for that level! The only thing I can think of is that it's cause of the factories but... I kinda need those...
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Postby Testrie » Wed Feb 28, 2007 11:32 pm

First question: overwrite the shape (.shp) file in your mods/yourmod/shapes/ folder.
Second Question: See the crashing guide.

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Postby combineguy » Wed Feb 28, 2007 11:36 pm

crash on save is not covered in the crashing guide. :cry:

Ok, I made a shapes folder in my mods folder, and I put the .shp I wanted in there... but it didn't work. Is that all I have to do?
also, how do I specify which building to replace?

Ok I fixed the crashing problem... but still... about the shapes...
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Postby The GoldFish » Thu Mar 01, 2007 2:16 am

Even if you've alreay solved it, crash on save is either

Typo in game.txt (usually in events section) or unlinked control tower.

To do the shapes, it replaced building by filename, so for example if I wanted a different anthill building, I'd change anthill.shp, and put it in my mod folder. If you change buildings you should have a 'please restart darwainia after loading the mod!' message or something, as this is one of the few things which still requires it. This might be why it didn't seem to work for you.

Map links are created by looking down the buildings list in game.txt for type 11, and link the location they're in to the link location specified in the file.

Code: Select all

   15   0   1   11   -1   0


The above line is from stricken's game.txt, it stops the trunk port in Epitome from linking to Ghost Capital on the world map. Basically you either have a line in your mods game.txt which retains the trunk port's existance (this is very common, the editor tends to put lots of your buildings in this section for no reason, they only need to be in there if you need to prototype them first.) or you're playing with an old profile which still retains this line. When you create a file, it usually puts the status of all the global buildings in from the off, creating the trunk port network. Also the link value for trunk port buildings has no bearing at all on the location they actually link to in the map, unlike radar dishes.

To help spot which line you need to delete, it'll have a type value of 11, be in the location number of the location it used to be in, and link to the location it used to point to.
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Postby combineguy » Thu Mar 01, 2007 4:32 pm

ok thanks... now I got 2 new problems. 1 I'm trying to make a mine system, but a track junction won't link correctly to the next link in the line. (it links, but there's no line in game.)

and 2
When I try to enter the game, I get the following message: warning: uniqueid was not unique on incubator in level map/yard.txt
(or something similiar to that.) seems simple right? it's not. there's no incubators in that level. and all the IDs are unique. I checked.

UGH! more problems! now the camera is uncontrollable... when you move it in a direction, then stop, it keeps moving in that direction, at the same speed, as if you were still moving the mouse. if left alone, it'll either get to where it's pointing straight up, or straight down, either way, the screen begins rotating at high speed. (if it goes straight up, it shows the darwinian sky rotating at extreme speed... it's kinda hypnotising. I actually sat there and watched it for a good 5 minutes. @_@)

Ok... things are getting weird now. I found out the ID that was causing the problem was 2. so I set it to 2000.

Now, obviously the next time I make a building it's gonna fill the ID 2 part. so I have to change that one to 2001.

at that point, it starts telling me that there is a triffid with a unique ID problem in that map. WRONG. there are NO triffids... in my MOD. AT ALL. not one. And it's ID must be 2001... no building in my mod has an ID that high. I even removed all the other mods I have. same deal. what the HECK is going on?!
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Postby combineguy » Mon Mar 05, 2007 6:33 pm

AAAAGH!!! WHY WON'T THIS STUFF JUST WORK LIKE IT'S SUPPOSED TO!?!? *sigh*

Ok... now my yard won't work right. The pylonstart won't send energy to it. Even if it is toggled by a trunkport. (that is active) It doesn't do anything. I've got the rest of the system working... just not this.
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Postby xander » Mon Mar 05, 2007 7:00 pm

combineguy wrote:ok thanks... now I got 2 new problems. 1 I'm trying to make a mine system, but a track junction won't link correctly to the next link in the line. (it links, but there's no line in game.)

TrackJunctions don't have visible links to TrackLinks. So, you need to link a TrackJunction to a TrackLink that is in exactly the same location as the TrackJunction, then link that TrackLink to a second TrackLink in another location. That is how it works in the original campaign. From map_mine.txt :

Code: Select all

   TrackJunction       26      2281.42 2396.13 255     0.17    -0.99   0       -1      27  28 
   TrackLink           27      2282.33 2396.40 255     0.14    -0.99   0       24     
   TrackLink           28      2282.22 2396.42 255     0.17    -0.99   0       29

Notice that buildings 26, 27, and 28 are all in about the same place.

combineguy wrote:and 2
When I try to enter the game, I get the following message: warning: uniqueid was not unique on incubator in level map/yard.txt
(or something similiar to that.) seems simple right? it's not. there's no incubators in that level. and all the IDs are unique. I checked.

This is one that you should search the forum for. It has come up recently.

combineguy wrote:UGH! more problems! now the camera is uncontrollable... when you move it in a direction, then stop, it keeps moving in that direction, at the same speed, as if you were still moving the mouse. if left alone, it'll either get to where it's pointing straight up, or straight down, either way, the screen begins rotating at high speed. (if it goes straight up, it shows the darwinian sky rotating at extreme speed... it's kinda hypnotising. I actually sat there and watched it for a good 5 minutes. @_@)

You might want to check to see if all of you CamMounts are within the borders of the level.

combineguy wrote:Ok... now my yard won't work right. The pylonstart won't send energy to it. Even if it is toggled by a trunkport. (that is active) It doesn't do anything. I've got the rest of the system working... just not this.

That is a known bug in Darwinia. PylonStarts just don't work in mods, for some reason. Here is a possible workaround -- it is not pretty, but it can work. Put a bunch of SolarPanels way off in the level -- somewhere where the player can't see them from the rest of the level. Put a little bit of land there, and enough DGs to run the panels. That will get you your power. There will be an annoying wire running through the TrunkPort, but it is better than nothing.

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Postby combineguy » Mon Mar 05, 2007 8:16 pm

Thanks xander, also, I tried the solarpanel thing, it sends the energy, but the yard still refuses to make armors.
And if that's the case, why doesn't the generator work? (the original level was going to have solarpanels instead of a pylonstart, but the generator wouldn't send the energy on after it got to it.) It doesn't even show the number of volts passing through it. =(
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