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MarkBell

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Reply with quote  #16 
Ok, so I tried setting the fleet_ai commonality to 0 for the 4 stages of evolution, but it also didn't like that.  For whatever reason, it hardcore expects a biomech type to be present in the game.  So, I'll set it in, I'll put it at the bottom, and hope that it gets sorted soon so I can take it back out.  It's a very Star Trek kind of encounter, though - maybe I'll leave it in?  Thoughts?
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MarkBell

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Reply with quote  #17 
OK, folks, this is it thus far.  I had to comment out planets, drones, and the drydock since I can't keep them from appearing as of yet.  They're in the vesseldata file, just can't access them.  The biomech enemies are also currently included, since 2.0 hangs if none are present.  Most of the UI sounds are stock, since there were only 6 or so sounds before, and now there are 27. (The 6 that were there before are still there).  Taunts were created, let me know if you've got better ones Otherwise, it should be good to go.  It works here, see if it works for you!  If it works for everyone, we can put some time into getting the other 21 UI sounds set up and seeing if Thom will fix the fleet_ai commonality and biomech issues that have come up.

Get it here


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MarkBell

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Reply with quote  #18 
Ok, done for now.  All enemies have descriptions added, the biomech types are really reduced in fleet_ai commonality (hope it helps) and most of the NPC not-ships have been commented out.  Once these odd bugs get resolved, I'll update to re-introduce the non-ship assets and such.  Also, I've already started finding 21 beeps and bloops to add back into the game

Thanks again to Tre for making this great mod and Vorus & Martok for their mod and their help.

Here it is.

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Slider_z

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Reply with quote  #19 
Mark Thanks for the awesome work you do. ive been really into the TNG mod.

Im having a prob with TMP... it loads fine everything operates seemingly okay but when an enemy ship is destroyed it reports a client error and the server crashes every time.

Any ideas?
MarkBell

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Reply with quote  #20 
Glad you enjoy it! More enemies coming in the 2.0 release, too

Thanks for checking! Hm. Could be a sound effect file not being defined... I'll have to double check that.

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MarkBell

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Reply with quote  #21 
Just double checking, you're running 2.0 and loading from the mod batch file?
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Slider_z

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Reply with quote  #22 

yeah, I did a fresh arti install then ran the bat file. That's what I was assuming but I don't know what file governs the sound effects

Heres the error its throwing:

Assertion Failed

ProgramS C:\Users\Syvar\Desktop\Artemis\Artemis.exe
File: ..\helper\FatString.cpp
Line: 133

Expression: lpsz != NULL

russjudge

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Reply with quote  #23 
That error is probably from using an old version of the mod--that's what you get when the efficiency parameter is not set.  Double-check that you are using the new one that Mark provided above.
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Slider_z

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Reply with quote  #24 
Thanks for the reply.

Yes its a fresh install of artemis and I redownloaded the link a few posts above... efficiency ratings are in the ship files... still the same error after shooting an enemy a lot (Im assuming its right on their destruction cause its the only thing that triggers it
MarkBell

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Reply with quote  #25 
Found it:  in 2.0 there's a sound trigger cueAIShipExplode.  In 1.7, it was cueEnemyExplode.

Fixed, reupdated.  Please try again!

https://www.dropbox.com/s/megum2a9ldlxo4o/ST_TMP_20_Mod_Full.zip



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Slider_z

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Reply with quote  #26 
wish I could say success...

did another fresh install/backup and ran batch.

got into a long fight with a romulan cruiser and alas after his shields were dropped and the final phaser shot was fired... the same error and crash

I see the new audio que in the ini file

is there a list of the sound triggers somewhere? or are we stuck using the ini file?
MarkBell

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Reply with quote  #27 
Bugger. I really thought that'd do it. Unfortunately, all we get us the ini file. I wonder if it has to do with the explosion fx? I didn't notice any other obvious things that changed in the ini file... Although I missed the enemy sound fx thing, so anything is possible
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Slider_z

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Reply with quote  #28 
Ive been digging through putting parts in place trying to isolate it... have you had this issue or is it just me?
MarkBell

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Reply with quote  #29 
Haven't blown anything up yet, actually - just been verifying everything loads properly
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Slider_z

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Reply with quote  #30 
I GOT IT!

Something in the artemis.ini file... if I run the batch file then replace the artemis.ini with the original again afterwards it works just fine. killing many ships without a crash
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