Staredit Network > Forums > Modding Assistance > Topic: problem with techs and upgs
problem with techs and upgs
Aug 9 2008, 3:09 pm
By: I)eathBringer  

Aug 9 2008, 3:09 pm I)eathBringer Post #1



I'm making a mod but I have a crash when I try to research Stasis Field or Recall or Leg Enhancements or Khaydarin Core.



None.

Aug 9 2008, 3:27 pm FlyingHat Post #2



Details, details.....

Can you tell the moddery community what you've changed? Maybe put up a few screenshots?



None.

Aug 9 2008, 4:45 pm Polaris Post #3



You probably set the research time to 0, right? Well, you cant do that. Set it to 1, because a 0 buildtime for anything crashes the game.



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Aug 9 2008, 5:06 pm O)FaRTy1billion[MM] Post #4

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Quote from Polaris
You probably set the research time to 0, right? Well, you cant do that. Set it to 1, because a 0 buildtime for anything crashes the game.
That is only true for units and buildings. Techs and upgrades can have 0 build time.



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Aug 9 2008, 5:20 pm Polaris Post #5



Quote from O)FaRTy1billion[MM]
Quote from Polaris
You probably set the research time to 0, right? Well, you cant do that. Set it to 1, because a 0 buildtime for anything crashes the game.
That is only true for units and buildings. Techs and upgrades can have 0 build time.
Not according to Datedit.

"Basic research time for the upgrade, in 1/24ths of a second (at Fastest speed). A value of 0 will crash the game."

"Research time of the technology in 1/24ths of a second (at Fastest speed). Value of 0 will crash the game."



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Aug 9 2008, 5:39 pm O)FaRTy1billion[MM] Post #6

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In maps and with Operation CWAL the time for upgrades and techs goes to 0. >.>



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Aug 9 2008, 7:59 pm I)eathBringer Post #7



In my mod I've changed grps, iscript.bin, stat_txt, units.dat, weapons.dat, images.dat, upgrades.dat. The mod runs on 1.15.1. I've used 2 unused upgs for protoss buildings weapons and armor.



None.

Aug 10 2008, 6:37 pm I)eathBringer Post #8



can anyone help me?



None.

Aug 10 2008, 7:42 pm FlyingHat Post #9



Okay, you've described what most mods contain in general. Lets focus on upgrades.dat and grafting.

What have you changed in upgrades.dat and in Firegraft? Please be very specific so that we're able to help you effectively.



None.

Aug 11 2008, 12:33 am Hercanic Post #10

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

What building do you have the upgrades at? If the building lacks the appropriate iscript, that will cause a crash, too.




Aug 11 2008, 11:41 am I)eathBringer Post #11



in firegraft I've created a button for firebat to cast irradiation, a button for pylon to cast recall, two buttons for forge to research buildings armor and weapons, then I have set the amount of returned resources to 10. In upgrades.dat I've modified the max level of all the armors and the weapons to 5, the max level of scarab damage to 3 and I've used Unknown45 and Unknown46 for buildings armor(max level: 3) and weapons(max level: 3)



The upgrades are at the original buildings.




Aug 11 2008, 5:37 pm Da_Fenix Post #12



did you set the requirement to the techs and upgrades?



None.

Aug 11 2008, 6:15 pm I)eathBringer Post #13



I haven't modified the techs and the upgs that gives me the error.



None.

Aug 11 2008, 6:48 pm Fyrinite Post #14



What GRP's have you changed?

Also, when exactly does it crash?



None.

Aug 11 2008, 7:10 pm I)eathBringer Post #15



I've changed only fleet beacon and photon cannon for protoss.

It crashes when you click on the button.



None.

Aug 11 2008, 8:27 pm Fyrinite Post #16



Well, I can either guess at the problem(which I would say you accidentally edited the arbiter tribunal and citadel of adun somewhere), or you can send me the crash log. To make sure it's the right one, clear out the Errors folder in your SC installation. Then, run the game once and cause the crash. The .err file inside there will tell me where the crash is in SC, and you can fix it afterward. You can PM it to me or post it here(make sure that if you want to do this you make sure any personal info is not in the file).

Other than that, I'd double check the iscript for those two buildings and the upgrade and tech_data .dat files.



None.

Aug 14 2008, 3:35 am Hercanic Post #17

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

What tools did you use and what version of SC are you working on?




Aug 14 2008, 7:27 pm I)eathBringer Post #18



mod runs on 1.15.1
I use firegraft, datedit, pygrp, ice



None.

Aug 14 2008, 8:56 pm Fyrinite Post #19



Ice is the likely problem in what you've listed, and considering the problem that I mentioned to you, I would suggest that you have a corrupted iscript.bin file. I would redo the entire iscript in IceCC or, if you feel confident in with poiuy's programming, PyIce. The biggest problem is Ice likes to corrupt scripts that you haven't even touched. Also, it doesn't tell you about shared code, so you may have edited one script and inadvertently edited another.

Second, if you haven't solved it after that, be sure to double check the frame count against the iscript for every grp you've edited. The problem sounds like the shadow for one of the buildings doesn't have frames for the working animation but the building might(it might not if SC tried to do the shadow first, but normally the main grp would display fram first...so I don't know what exactly to expect).

(Btw, for those who are helping, he gave me a crash log and I determined that particular crash was a missing frame that was attempted to be graphically rendered using palette #10, the shadow palette)



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