To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
No, the log is prior to you uploading the file. Saw the updated file after I got past "space trap". Should I still install it to stabilize the rest of the program?
Stucuk, If I offended, I apologize. I, in no way meant to dismiss the work you've done and am very grateful for it. I just want the bloody thing to work properly and have the polish it deserves. The A.I. has GOT to be fixed and upgraded and admittedly I don't have the skills needed for that so... Like I said, I was just curious. But if you're building an SDK, between that and the LUA files, something's gotta give.
Btw, Joystick support is fuller than I thought. Got the rudder to work last night...
The file would only effect that mission. I wouldn't recommend using it as what i modified was bugged(If i understand how lua works then it would invalidate the two DestroyObj's, which technically would stop them from crashing your game).
You didn't offend. I was just saying id be annoyed if it went Open Source after i spent months working on a SDK (Which wouldn't be needed with Open Source). Funnily enough it was because i wanted it to work properly that i asked for the Source Code in 2009. In the mission where a space station explodes it would generally crash when it exploded, which annoyed me(Was the first bug to be crushed). Oddly most of the bugs in Tarr Chronicles/Dark Horizon are actually due to the Lua and not the Delphi code.
The "Mod Pack" was a quick release of what i had at the time. The SDK which i am working on is the next step with a more proper SDK.
In the SDK the LUA source is split into 3 folders: TC, DH and Shared. The Lua Source has had some optimisations done with code removed which is not needed but there is still alot left to do. LuaPack was re-made to support mods as well as the shared folder concept. LuaSearch (A tool i made at the end of 2010) will be included, its designed to show you which files in a project contain a search phrase as well as where in the files the term appears. Included in the SDK is Documentation of the functions the engine supplies to LUA, including the parameters they take(Since i wrote it, it may be wrong in places when it comes to things like Descriptions). I also wrote some basic modding tutorials(Don't expect alot).
Screenshots:
The SDK released in February is the first release, i will continue to work on it over 2012 and beyond. Plugins for example need to be expanded further so you can access internal variables without going through LUA, currently the Plugin System only exposes LUA. The LUA Source also needs to be further refined as there is code left over from Enosta: Discovery Beyond which is never used(After Enosta was cancelled it was turned into Tarr Chronicles). So there will still be things to do later on.
P.S Id guess that the AI is designed to be able to ram the player. At times the AI seems to follow from a distance and other times you get ones which like to ram you. Based on the story it doesn't seem out of place(Whole thing about the enemy being dead and controlled by the Mirk which wants to destroy and envelope everything).
From the looks of the code it seems to take every joystick action and send it as if a key was pressed on the keyboard(Fakes a KeyDown and KeyUp message). I don't know if the controls are properly configured ingame however (Bit you can change the key mapping). I know that it is buggy with at least one key mapping ( Roll Left is always reset to D. I have never been able to find out why).
begin
DeskTop.ParseKey(JOYSTICK_AXIS_LX_INC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_LX_INC, false);
end;
if cState.lX < -100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_LX_DEC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_LX_DEC, false);
end;
if cState.lY > 100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_LY_INC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_LY_INC, false);
end;
if cState.lY < -100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_LY_DEC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_LY_DEC, false);
end;
if cState.lZ > 100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_LZ_INC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_LZ_INC, false);
end;
if cState.lZ < -100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_LZ_DEC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_LZ_DEC, false);
end;
if cState.lRx > 100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_RX_INC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_RX_INC, false);
end;
if cState.lRx < -100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_RX_DEC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_RX_DEC, false);
end;
if cState.lRy > 100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_RY_INC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_RY_INC, false);
end;
if cState.lRy < -100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_RY_DEC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_RY_DEC, false);
end;
if cState.lRz > 100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_RZ_INC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_RZ_INC, false);
end;
if cState.lRz < -100 then
begin
DeskTop.ParseKey(JOYSTICK_AXIS_RZ_DEC, true);
DeskTop.ParseKey(JOYSTICK_AXIS_RZ_DEC, false);
end;
It supports upto 32 buttons (Joysticks can have upto 32???????) and 2 Sliders (Whatever a slider is).
A slider is either a sliding pot(button that slides) on the joystick itself or the throttle.
So I tried to compile the scripts(installed the mod pack and double clicked luapack within the TC folder) but now I'm getting a emulator package conflict. Should I reinstall or is there something else I can try?
What is giving you this error message and what is the exact error message?
"Conflict with disk emulator software detected. See http://www.securom.com/emulation detected for more details."
If I try to run it within the program, I get this...
General Info
Application : dark_horizon
Version : 1.0.6.0
ErrorText : TSimpleNode.ChildByName fault: incorect name: itMissionFailed
ErrorText : TSimpleNode.ChildByName fault: incorect name: itHeatMode
ErrorText : TSimpleNode.ChildByName fault: incorect name: itFreezeMode
ErrorText : TSimpleNode.ChildByName fault: incorect name: itNormalizeMode
ErrorText : TSimpleNode.ChildByName fault: incorect name: itIsDetected
ErrorText : TSimpleNode.ChildByName fault: incorect name: itStealthMode
ErrorText : TSimpleNode.ChildByName fault: incorect name: itBerserkMode
ErrorText : TIndicator.SetProperty fault: control - IndicatorArray, property - ACTIVEINDICATOR, value - itImpact
Params :
ParamCount : 0
LUA Debug
Debug 3 : Source: @data\interface\interface.lua
: What: main
: NameWhat:
: LineDefined: 0
: CurrentLine: 140
Debug 2 : Source: =[C]
: What: C
: Name: engine_Include
: NameWhat: global
: LineDefined: -1
: CurrentLine: -1
Debug 1 : Source: @data\interface\game\indicators.lua
: What: main
: NameWhat:
: LineDefined: 0
: CurrentLine: 448
Debug 0 : Source: =[C]
: What: C
: Name: set
: NameWhat: global
: LineDefined: -1
: CurrentLine: -1
Windows Info
Product : Windows XP Professional
Win32MajorVersion : 5
Win32MinorVersion : 1
BuildNumber : 2600
ServicePack : Service Pack 3
ServicePackMajor : 3
ServicePackMinor : 0
Hardware Info
Physical Memory : 2048MB
CPU Name : Intel(R) Core(TM)2 Quad CPU @ 2.93GHz
CPU Clock : 2133Mhz
"Actual" CPU Speed : 2133Mhz
VideoCard : NVIDIA GeForce GTS 250
Resolution : 1840x1036
What is a boy to do...
You are trying to use Tarr Chronicles LUA files with Dark Horizon(Which won't work). 1.0.6.0 and onwards do not use any kind of DRM Software(Aka things like Securom) and doesn't require the disk to be in the drive.
I haven't. It's Tarr. Nor have I used an emulator. When I try to run it without the disk in, I get...
"No disk inserted. Please insert the original"Tarr Chronicles 2nd" CD/DVD.
which it didn't ship with.
Well the error log states its Dark Horizon and Tarr Chronicles does not know about "itFreezeMode"(Its a Dark Horizon Interface Element), so the exe you ran to get that error log is from Dark Horizon.
1.0.6.0 does not contain any protection crap(As in it won't ask for a CD/DVD to be present), i know it won't ask for a Disk due to the fact that i have not had to put in a Disk since i started to maintain Tarr Chronicles/Dark Horizon, the source code for both games does not contain anything which requires a CD/DVD(I don't own a Disk for Dark Horizon as Quazar sent me a copy). Older versions like 1.0.4.0 will contain protection crap that asks for a CD/DVD. It is the Publishers who add protection to game EXEs, and they have not had anything to do with 1.0.6.0 and onwards.
It sounds like you have installed an older patch. BTW Securom is evil and can just throw errors stating you have emulation software/etc if it doesn't like your DVD drive for example.
Sounds like a wipe and reinstall. But once I do, what's the best way to compile the scripts?
-
[*:3hx6hff2]Install Tarr Chronicles
[*:3hx6hff2]Install v1.0.4.0 (Either
CDV's (USA) or Paradox Interactive's (European) version (As far as i understand both should be identical except for the CD/DVD protection used but i am not 100% sure)
[*:3hx6hff2]Install 1.0.6.1
[*:3hx6hff2]Install the Mod Pack for Tarr Chronicles
[*:3hx6hff2]Run LuaPack which should be in your tarr chronicles directory
-
[*:zf9558md]Install Tarr Chronicles
[*:zf9558md]Install v1.0.4.0 (Either
CDV's (USA) or Paradox Interactive's (European) version (As far as i understand both should be identical except for the CD/DVD protection used but i am not 100% sure)
[*:zf9558md]Install 1.0.6.1
[*:zf9558md]Install the Mod Pack for Tarr Chronicles
[*:zf9558md]Run LuaPack which should be in your tarr chronicles directory
Hi Stucuk
Firstly, thank you for putting all this together. Tarr is a really good game and I am glad indeed there are people like yourself still out there supporting it 🙂
I have just done all what you said above, but do I also have to add the TC_m3_3.rar fix ?
No Problem.
Its proberly safer not to. It would be better to do the following:
Go into the source folder(Which should be in your Tarr Chronicles Directory) supplied in the "Mod Pack" and open Scripts\funcs\obj_funcs.lua in a text editor (Wordpad, Notepad, etc).
Modify
engine_Execute("obj."..tostring(objId)..".events.onDestroyed")
end
To
if isObj(objId)==1 then
engine_Execute("obj."..tostring(objId)..".events.onDestroyed")
end
end
Run LuaPack and hit the compile button(Think it sais compile, should only be one button anyway).
That should fix any instance where a script tries to fire an objects onDestroyed event on an object that has been destroyed as it will now check to see if the object exists first.
P.S I live in Scotland too 😀 .
Hi Stucuk
Thanks for the advice, I will give that a try. Having just re-installed the game I am stuck at the mission with protecting the miner. Damn thing keeps getting destroyed. I think I will have to re-think my ships load out again 🙂
Version 1.0.7.0 has been released. There is also now an official website for the BRU Engine (The Engine used by both Tarr Chronicles and Dark Horizon) which now supersedes Tarr Support. It will always have the latest versions of Tarr Chronicles/DarkHorizon/BRU Engine SDK listed on its downloads page.
- http://quazar-studio.com/bru/
P.S One thing to note about CMView is the first time its ran it will take a while while it builds preview images of all CM Models.
U dman.
Btw, if you get errors in the missions please enable -luadebug (Either by modifying a shortcut or using the "Run" bit of the start menu). -luadebug will make the game log all errors that LUA has which are normally hidden from sight and show them at the end as an error log. The downside to it is that every time you use it you may get an error log appearing at the end as i never had time to go through all the missions and crush the LUA Errors that are reported(Which is why its not enabled by default. Once im sure that you can play both Tarr Chronicles and Dark Horizon without getting a single LUA Error message then it will be enabled by default).
Anybody know how to find the transports? Got the first one...
You can now download some sample 3DS Max models for use with the maxscripts provided in the BRU Engine SDK. They are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License (Basically you can do what you want with them as long as you give credit to Quazar Studio and what you use them for is not commercial).
- BRU Engine SDK - Sample Models
One is by the station, the other you should be able to see from your starting point if you rotate your view around.
Ok, next hurdle...
Found both transports a few days ago but when I come out of the cut scene to dogfight, I'm already exploding and dead. I've even tried "god mode" and it still happens. Any ideas?
Once you have the two transports are your engines at the lowest setting? (So you shouldn't be moving)
P.S Please use -luadebug and post any lua errors.
No, I'm at full speed and already turning, trying to anticipate being hit while the cutscene is playing. Also hasn't given me a lua report. I'll keep trying.
Its best to always have your engines off when a cutscene is about to happen so your ship doesn't bash into things. The transports should not be near where the cutscene happens(Well they shouldn't be in fireing range).
They're not. I'm running even before I come out of the cutscene to try to avoid the fire but it doesn't work. When I run, I'm always in an open area for the 2 seconds I survive. And this is multiple tries later. God mode or no, makes no difference.
Wondering if this could be a part of it...
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