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 Post subject: Re: BigBeef
PostPosted: Sun 13 Jan, 2013 2:03 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
DestinyAtlantis wrote:
Can you edit the OP post, because :
- Find a way to increase the total Rez amount per clockworks size increase
- Find a way to increase the total Goon amount per clockworks size increase
in the ToDo List, are already done?
TY.


Checked up the 1st post and marked them up. :)

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 Post subject: Re: BigBeef
PostPosted: Tue 02 Jul, 2013 1:38 am 
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Shortbus

Joined: Tue 02 Jul, 2013 1:33 am
Posts: 1
Whenever I use this mod, the game crashes at the Title Screen and says that the "TorqueGameLauncher has stopped working" nothing else, is there any reason?


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 Post subject: Re: BigBeef
PostPosted: Tue 02 Jul, 2013 7:28 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Seiryuu wrote:
Whenever I use this mod, the game crashes at the Title Screen and says that the "TorqueGameLauncher has stopped working" nothing else, is there any reason?

Maybe it's something else wrong with your system, cause I haven't touched BigBeef for quite a while, due to the lack of time.
However. The latest version should be stable and without errors.

Could you perhaps post your console.log file?
It really helps in finding any issue between SPAZ and BB. (if it's a problem with BB)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Fri 05 Jul, 2013 5:58 pm 
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Shortbus

Joined: Fri 05 Jul, 2013 5:54 pm
Posts: 3
I'm gettin' a "Invalid Weapon! TractorEmitter_huge" error from the clockwork 2.. Did i miss a fix for this or am i the only one who got this yet?


Attachments:
Tractorbeamss.jpg [42.43 KiB]
Not downloaded yet
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 Post subject: Re: BigBeef
PostPosted: Fri 05 Jul, 2013 8:14 pm 
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Shortbus

Joined: Fri 05 Jul, 2013 8:07 pm
Posts: 2
There was an error in one of the Manta Ray designs, can't rememeber exactly where, but search in hugeDesigns.cs for "hurge" and replace with "huge" :)


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 Post subject: Re: BigBeef
PostPosted: Fri 05 Jul, 2013 8:58 pm 
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Shortbus

Joined: Fri 05 Jul, 2013 5:54 pm
Posts: 3
Fergun wrote:
There was an error in one of the Manta Ray designs, can't rememeber exactly where, but search in hugeDesigns.cs for "hurge" and replace with "huge" :)

Did that, still the same error in the same place. Any other ideas? :|


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 Post subject: Re: BigBeef
PostPosted: Sat 06 Jul, 2013 8:57 am 
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Shortbus

Joined: Fri 05 Jul, 2013 8:07 pm
Posts: 2
Sorry, that was meant to be a general bug report, not related to your problem :)


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 Post subject: Re: BigBeef
PostPosted: Sat 06 Jul, 2013 5:44 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Bierbart12 wrote:
Did that, still the same error in the same place. Any other ideas? :|


GTX2GvO wrote:
Could you perhaps post your console.log file?
It really helps in finding any issue between SPAZ and BB. (if it's a problem with BB)

:| :|

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Sat 06 Jul, 2013 8:29 pm 
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Shortbus

Joined: Fri 05 Jul, 2013 5:54 pm
Posts: 3
GTX2GvO wrote:
Could you perhaps post your console.log file?
It really helps in finding any issue between SPAZ and BB. (if it's a problem with BB)

Here it is.


Attachments:
console.log [4.96 KiB]
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 Post subject: Re: BigBeef
PostPosted: Wed 17 Jul, 2013 6:46 pm 
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Shortbus

Joined: Wed 17 Jul, 2013 6:43 pm
Posts: 7
I hope whatever it is, it's fixed soon.


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 Post subject: Re: BigBeef
PostPosted: Wed 17 Jul, 2013 7:28 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
I can't find any invalid TractorEmitter_huge inside the mod files.
So it's not a bug by editing.

However...

It's possible old Pre-mod designs might be contaminating post-mod designs.
So.
Load your save file without the BigBeef mod loaded and remove all tractor emitters from your designs in ALL designs.
(including all A, B & C variants)
Save the game again.
Load up BigBeef with your save that has no loaded Tracktor emitters and see if it's possible to fix up your designs.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Wed 08 Jan, 2014 11:47 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
There's an Update to this mod.
Yes. An Actual UPDATE! :o

Finally had some time to start with updating the stations.

This is Part one of a 2 part station update.
(did you guys knew the beacons are part of the station files? :D )

The Update involves the Beacons for the Player.
3 BRAND NEW beacons to use in your travels. Old ones are left intact in the datafiles, for other game parts to use. (just in case)
1 Old design (but not used in vanilla) made available for the weakest Mothership. (BeaconBase_03 now assists Clockworks Zero)

BeaconBase_03
This is the first Beacon you now get During the Tutorial phase of the Game.
Image

The second beacon is the first custom one, that you now get after you leave the Tutorial systems into the beginning of chapter 2
Image
Attachment:
File comment: BeaconPlayer_01
beacon1.jpg [64.18 KiB]
Not downloaded yet


The Third Beacon you'll receive after you collected the parts and upgraded to Clockworks_B. (which you'll use for the remainder of chapter 2 and 3)
Image
Attachment:
File comment: BeaconPlayer_02
beacon2.jpg [28.69 KiB]
Not downloaded yet


The Final beacon is the one you get after you get sucked into Chapter 4 and is pretty much a small mobile station on it's own.
Image
Attachment:
File comment: BeaconPlayer_03
beacon3.jpg [67.39 KiB]
Not downloaded yet


Whereas the vanilla Beacons are all 128x128 in size the biggest two beacons are 192x192 in size now.

I'll do the remainder of the stations on a later date.
When I'm in the mood again to mess with the data files again.
I just wanted to get these beacons out of my system. (and I'm still not 100% content with the results)

As usual the updated mod files will be downloadable from the FIRST post shortly after this one is posted.

Have fun. :D 8-)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Thu 09 Jan, 2014 12:00 am 
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Hound
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
I highly approve of this. First one looks familiar; was there a similar one in the game files already?

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 Post subject: Re: BigBeef
PostPosted: Thu 09 Jan, 2014 12:05 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
EvilNinja wrote:
I highly approve of this. First one looks familiar; was there a similar one in the game files already?

Yep. It was there ALL ALONG!
So not similar. It Was There.
Just not used.

I even used it as a temporary beacon for the Chapter4 mothership during the previous updates.
It was basically using the same beacon in vanilla for Clockworks 2 as it did for Clockworks 1B.

But now it has shiny new beacons for all Clockworks variations.

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Thu 09 Jan, 2014 1:13 am 
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Hound
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
GTX2GvO wrote:
EvilNinja wrote:
I highly approve of this. First one looks familiar; was there a similar one in the game files already?

Yep. It was there ALL ALONG!
So not similar. It Was There.
Yeah, I suspected, but boy would it have been awkward had you made it yourself and I'd asked if you took it from the game files. :roll:

So yeah, this is awesome, and I approve.

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 Post subject: Re: BigBeef
PostPosted: Mon 13 Jan, 2014 12:56 am 
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Shortbus

Joined: Mon 04 Jun, 2012 10:05 pm
Posts: 7
Location: Classified
Hey its me again, it has been awhile since I posted on the front page and a while since I've checked spaz. Over the winter break I pulled out spaz again and started a new playthrough with this mod which has been extremely satisfying. I do have some questions/comments/suggestions that I would like to state though so here goes:
1. I have been playing the post beacon update so if I want to play the most recent version should I uninstall the previous version of bigbeef and add in the new one?
2. Also if I update to the new update will my save from the older version no longer be compatible?
3. I noticed a few issues when doing the bounty hunter arenas with this mod, I think if possible a rebalance may be in order for some of them ex: one event I am a ranger vs a dart, shortbus, and a grasshopper (gold level btw) which without mods was easy but now with Bigbeef installed I can deal with the shortbus and dart with relative ease but the grasshopper now has turrets with lasers that out range me which kill me before I can get close enough to use my overload emitters also due to this I cannot defeat the outpost on gold event because the darts new missile mounts
4. I have noticed some minor spelling/grammar mistakes in some of the ships descriptions where you added in the extra bit of text talking about the new mounts added on
5. I also have noticed that one bit of text for the ships said that it had a turret mount when It did not(believe it was the gopher will check?
6. Glad to see your moving onto the stations because I warped to a lvl 3 civilian space station when I was allied with both the uta and the civs and the uta ships warped in with 3 larges I didn't want to lose reputation with the uta so I did not intervene and the 3 larges destroyed the base thus destroying the sectors infrastructure this has happened as well with the mining and colony lvl 3 bases
7. Finally if possible could me have even MOAR goons? The amount of rez is massive but I feel more goon storage is needed
sorry for this long winded post but I just wanted to leave my thoughts and questions, keep up the brilliant work!
also I noticed that the beacon for the tutorial has a turret while the beacon for ch 2 does not? maybe for ch 1 the turret could be replaced with a point defense system and one of the point defense mounts on the ch 2 could be replaced with a turret? again just some rambling but I thought it would be good to include this.)
(EDIT: will copy down the misspelled text/ grammar issues in the next coming days and be sure to list it so you don't have to hunt as much for it)


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 Post subject: Re: BigBeef
PostPosted: Mon 13 Jan, 2014 2:44 am 
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Shortbus

Joined: Mon 04 Jun, 2012 10:05 pm
Posts: 7
Location: Classified
I undownloaded the old big beef and redownloaded the new one I guess its not compatible because I don't have the changed beacons I had just finished farming all the huge bounty hunter ships took an hour to get ERROR INVALID WEAPON HurgeEmitter_Heavy 600253 it has an extra r in it

edit: heres another INVALID WEAPON ! HurgeEmitter_Heavy 930595


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 Post subject: Re: BigBeef
PostPosted: Mon 13 Jan, 2014 12:03 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Colonel_Andrew wrote:
I undownloaded the old big beef and redownloaded the new one I guess its not compatible because I don't have the changed beacons I had just finished farming all the huge bounty hunter ships took an hour to get ERROR INVALID WEAPON HurgeEmitter_Heavy 600253 it has an extra r in it

edit: heres another INVALID WEAPON ! HurgeEmitter_Heavy 930595


Thanks for this error report. It was in the design of a bounty huntership. (so it's actually an old error)
Already fixed the coding, so it will go life with either the station update or sooner. (not yet decided)

About your other questions:
1.Replacing the old folder is always advised. The game compiles all the .cs script files into .cs.dso files and if these are found in a mod folder any new script file will be ignored.
2. The Beacon update specifically added new beacons that would be loaded for the incoming player ships. Old beacons can still be loaded via other missions etc. It should be compatible with most older saves.
3. I have yet to decide if I'm going to rebalance the arena events.
4. Tell me the mistakes, so I can fix them. ;)
5. I would like it if you can tell me which ship exactly has that issue/fault, so I can correct it one way or another.
6. By the time I'm finished with the stations, you'll be hoping for even bigger beefier ships to use. :twisted:
7. Even More goons? Might think about it.

The beacon in the tutorial is actually a bigger better vanilla beacon that has actually not been used in the game itself.
And yes. The inconsistency between the tutorial and chapter 2 are a sore in my eyes too.
So I'll definitely go through the beacons once more, when I have the time.

And thank you for liking my mod. :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Tue 14 Jan, 2014 12:31 am 
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Shortbus

Joined: Mon 04 Jun, 2012 10:05 pm
Posts: 7
Location: Classified
So, I technically have the mod running correctly but I wont be able to use the new beacons till I start a new game? As said, I put in the new update thinking that the beacons would be replaced. Is the game choosing to use the old beacons because that is what has been used previously throughout the save? Sorry if im just not getting it, Im just confused.
edit think I figured it out turns out there is a space pirates and zombies folder and a spacepiratesandzombies folder and within both there is a mods folder and a mods_ folder ... seems that all of these are not the true ones so I was able to find the real non imposter mod file deleted the file but then the folder doubled twice and I cant delete the second COMPUTAH STAHP hopefully soon ill sort it out and start up the correct version
edit2: got the new beacons working and another bug Weapon Invalid ! HurgeEmitter_Heavy 890593
(if I run into any more errors they will be added to this post)


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 Post subject: Re: BigBeef
PostPosted: Tue 14 Jan, 2014 10:08 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
The old beacons should not be stuck on you via an old save.
It all has to do with file loading preferences by the system.

When you first install a mod all it's folder will contain are .cs files and image files. (in their respective subfolders)
The game will compile the .cs files into .cs.dso files and RUN THOSE.
Next time you load up the mod it will detect the .cs.dso files and run them directly. Ignoring any .cs files.
Now comes the not so funny part.
When you install a mod's update, all it will be updating are the image files and the .cs files.
So. When you'd load up the game without cleaning out the .cs.dso files from the old mod install.
It's THOSE .cs.dso files that will be loaded up, instead of the newer .cs files.
Hence old beacons in ones game.

Run the file cleanCompiledScriptFiles.bat before playing BigBeef (and definitely before installing an update) should fix this.

Also the "HurgeEmitter_Heavy" is an error that existed in only one entry on one bounty hunter ship configuration.
I'm already aware of that error and it will be fixed next update. :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Tue 14 Jan, 2014 11:08 pm 
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Shortbus

Joined: Mon 04 Jun, 2012 10:05 pm
Posts: 7
Location: Classified
Do the numbers at the end of the error mean where it is? Because as posted I've got three hurge errors with different number codes after? Are they all the same error for the same ship load out or are they different?


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 Post subject: Re: BigBeef
PostPosted: Wed 15 Jan, 2014 12:15 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
I'm not completely sure what they are, but they seem to be random numbers/codes the game itself uses for that current instance of the ship/game.


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 Post subject: Re: BigBeef
PostPosted: Tue 25 Feb, 2014 8:25 pm 
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Shortbus

Joined: Mon 24 Feb, 2014 1:08 am
Posts: 6
Invalid Weapon! HurgeEmitter_Heavy 3202259, on a Manta (can't remember if Zombie or another faction). Chapter 3.

No idea if it's the same error mentioned above (which you said you'll fix in a later update).


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 Post subject: Re: BigBeef
PostPosted: Tue 25 Feb, 2014 10:00 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
It's the same error (only found it once in the files)

So yes. It will be fixed in a later update.
In the mean while you could fix your own files. (till I post the actual fixed file with the next update)

- Run the file "cleanCompiledScriptFiles.bat" within the root of BigBeef to get rid of the .cs.dso files.
- Find the file HugeDesigns.cs within "~\BigBeef\gameScripts\datablocks\ships\Designs"
- Open with notepad(++)
- Search for "Hurge" (it's only there once)
- Remove the r so it's "Huge" now
- Save the file (make sure it's saved as a .cs file and not as a .txt)
- You just applied the fix yourself :)
- Have fun

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Tue 25 Feb, 2014 11:15 pm 
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Shortbus

Joined: Mon 24 Feb, 2014 1:08 am
Posts: 6
Life saving intervention.

Thanks for the tip :)

Also another small issue (probably not a bug): on the full components page (F3, All component data) i get two Triple Mount Turrets. One named Tripple Mount Turret and one named Huge Tripple Mount Turret (at the very end of the list).

There's no issue with equipping ships themselves. Just that it appears twice on the list :)


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