P66 Models, one by one

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Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

erm, I tried the p66 vol 1 ships. whacked them in the mod folder but I get this error on startup...Error: [string "models/ships/gelios/gelios.lua"]:28: call_model() to undefined model 'pilot_cseat_lit'. Referenced model must be registered before calling modelstack traceback:[C]: in ?[C]: in function 'call_model'[string "models/ships/gelios/gelios.lua"]:28: in function <[string "models/ships/gelios/gelios.lua"]:7>[C]: in function 'define_model'[string "models/ships/gelios/gelios.lua"]:1: in main chunk[C]: in function 'load_lua'[string "pimodwhat do i need to do to fix this? it's not just this pack either, it fails on a couple that i have tried.
Marcel
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RE: P66 Models, one by one

Post by Marcel »

Have you installed potsmoke's sub_models_alpha23_6.zip first? That contains the needed sub models. I see that it's not available to download from page 1, probably because of the forum changeover. I can post my copy here if necessary.
walterar
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RE: P66 Models, one by one

Post by walterar »

I think we need a list of dependencies for each mod.
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »


'Marcel' wrote:
Have you installed potsmoke's sub_models_alpha23_6.zip first? That contains the needed sub models. I see that it's not available to download from page 1, probably because of the forum changeover. I can post my copy here if necessary.
ah no, i did not. if you could post it here that would be great... thanks again marcel.
Marcel
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RE: P66 Models, one by one

Post by Marcel »

No problem. Let's see if I can get this new forum stuff to work...[attachment=1319:sub_models_alpha23_6.zip]By George, I think I've got it! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

hmm, the game now starts but it crashes when clicking on view ship in the shipyard for the geliosWARNING: texture './models/ships/lanner_ub/redli.png' is not power-of-two and may not display correctlyGL_INVALID_VALUEWARNING: texture './models/ships/caribou/caribou_leg.png' is not power-of-two and may not display correctlyGL_INVALID_VALUEError: [string "models/ships/gelios/gelios.lua"]:492: attempt to call global 'rand_reg' (a nil value)stack traceback:[C]: in function 'rand_reg'[string "models/ships/gelios/gelios.lua"]:492: in function <[string "models/ships/gelios/gelios.lua"]:361>and this when I view the shiftlibpng warning: Interlace handling should be turned on when using png_read_imageWARNING: texture './models/ships/lanner_ub/redli.png' is not power-of-two and may not display correctlyGL_INVALID_VALUEError: [string "models/ships/shift/shift.lua"]:14: attempt to call global 'missile' (a nil value)stack traceback:[C]: in function 'missile'[string "models/ships/shift/shift.lua"]:14: in function <[string "models/ships/shift/shift.lua"]:9>
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

Hi Vuzz, your average english is far better then my best french <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />I now have the following in my mods folder...ACME_bolts_and_nuts_alpha23_2.zipmods_buildings_kcity.zipmods_buildings_p66_alpha23.zipmods_buildings_vlastan.zipmods_groundstations_p66_alpha23_5.zipmods_groundstation_default_2.zipmods_P66ships_vol1_alpha23.zipmods_P66ships_vol2_alpha23_2.zipmods_spacestations_default_3.zipmods_systems_archive_6files.zipmods_vintage_ships_alpha23.zipPioneer Icons & Ads.zipredsol.zipships_crap_alpha23_2.zipships_FE2_vol1_alpha23.zipships_FE2_vol2_alpha23_2.zipships_FFED3D_alpha23.zipships_s2odan_alpha23.zipships_viper-x_alpha23.zipspacestations16a_alpha23.zipsub_models_alpha23_6.zipSW-XWA_mod.zipand i still get the following when clicking on the geliosError: [string "models/ships/gelios/gelios.lua"]:492: attempt to call global 'rand_reg' (a nil value)stack traceback:[C]: in function 'rand_reg'[string "models/ships/gelios/gelios.lua"]:492: in function <[string "models/ships/gelios/gelios.lua"]:361>however the yt1300 millenium falcon works fine...
Marcel
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RE: P66 Models, one by one

Post by Marcel »

That's a puzzler. I have everything except redsol and systems_archive_6files installed and I can view those ships in the shipyard. One difference is that I installed everything in their usual folders instead of using the mods folder. Maybe trying that will make a difference.Another thought - quote from page 1
Quote:
following spacestations and buildings come zipped with a directory structure for a "mod", but to get real profit of that you would have to delete the buildings and spacestations (directory & script(s)). else it's better to move them to your installation like a common model, note that the directory structure starts here with "models" instead of "data".
I've got my own spacestations.lua installed. The one I'm working on. Actually there's two of them, one with and one without potsmoke's ads in two separate installations. If you use the one with the ads, it goes in the stations folder and you must disable or delete the one in the models folder. However I can't see how that would affect the ships. Good luck!
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

ok, so i knocked up a test install. so for all the ship .zips I placed all the ship lua's in the ship folder, and all the model folders into the model folder and placed all the sub models in the sub model folder.I still get varying errorsattempt to call global 'rand_reg' (a nil value) and attempt to call global 'missile' (a nil value) on differing ships.something is definitely missing or broken. problem is i have no idea what?hmm, just done another fresh copy and started copying in the buildings, tried to run pioneer and gotError: [string "./sub_models/decals/decal.lua"]:25: attempt to call global 'rand_reg' (a nil value)stack traceback:[C]: in function 'rand_reg'[string "./sub_models/decals/decal.lua"]:25: in function <[string "./sub_models/decals/decal.lua"]:23>so as far as i can gather it keeps calling rand_reg() which is a random number which decides on what colour something is I think?? so I must be missing something that has this function in it.....
walterar
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RE: P66 Models, one by one

Post by walterar »

I'm testing my Google Docs to share my files.[url]https://docs.google.com/file/d/0B8NyRVKtvTCFS1QxTklFeEFlYzg/edit?pli=1[/url] you will find the typhoon mod for alpha-24 or the latest nightly builds of Pioneer binary downloaded from here:[url]http://sourceforge.net/projects/pioneerspacesim/files/nightly/[/url] all the necessary dependencies.No need to replace anything, just put typhoon_pioneer_a24.zip without decompressing (Pioneer will handle that) in the MOD folder.View [url]https://github.com/pioneerspacesim/pioneer/wiki/Modding[/url] for details.Gernot lives! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »


'walterar' wrote:
I'm testing my Google Docs to share my files.
I downloaded and dropped the file into my alpha 23 mod folder, works like a charm!
walterar
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RE: P66 Models, one by one

Post by walterar »

Everything is impossible.Let's take part by part, said Jack. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »


'Metamartian' wrote:
Error: [string "models/ships/gelios/gelios.lua"]:492: attempt to call global 'rand_reg' (a nil value)stack traceback:[C]: in function 'rand_reg'[string "models/ships/gelios/gelios.lua"]:492: in function <[string "models/ships/gelios/gelios.lua"]:361>
ok, so i went into the gelios.lua and did some fiddling. I commented out the offending rand_reg()--rand_reg()--if rand_100 < 34 then-- set_material('body', .6,.8,.6,1,1,.9,.85,20)--elseif rand_100 < 67 then-- set_material('body', .8,.7,.6,1,1,.9,.85,20)--else-- set_material('body', .7,.7,.6,1,1,.9,.85,20)--endthen i copied the file set up from walterar's .zip file for the typhoon and copied the submodels folder and the missile.luai now have both the shift and gelios working from the mods folder, time to go and do the rest...
walterar
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RE: P66 Models, one by one

Post by walterar »

Here are the modifications that prevent the execution of the gernot models.[url]https://github.com/pioneerspacesim/pioneer/pull/1317[/url] new feature set greatly simplifies things selector.lua
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

yeah I do not understand any of that <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//fie.gif[/url] class='bbc_emoticon' alt=':fie:' />never mind, I'll continue going through and hacking files so I can run them as mods...
walterar
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RE: P66 Models, one by one

Post by walterar »

I'll try to put in a mod, the magnificent ground stations and orbital built by Gernot and Marcel.But Pioneer MOD format.
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

yeah, I have kind of got the hang of it now..I even managed to get the caiman with 2 mcu into the pioneer mod format (that stumped me for a while!)I am having to replace the random numbers generated by rand_reg() with static numbers though but they are working now <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />*Update* phew, took me a while but I now have all the following working from self contained .zip files located in the users/mods folder!adc.zipatomic1.zipbloodrunner.zipcaiman.zipdefender1.zipgelios.zipgunboat.ziphullcutter.zipimp_shuttle.zipmcu.zipmillfalc.ziporion.ziprapier.zipr_41.zipsepia.zipshift.zipsupafighter.zipterra.ziptyphoon.zipx-wing.zipI also have the original basic ships also working from self contained zip files but seeing that you do not need to replace the core sub_models folder now these are kind of redundant. (unless there are other modifications to them that I have not spotted yet).
Marcel
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RE: P66 Models, one by one

Post by Marcel »

Metamartian, one thing that's changed in the eagles is that the pilots were over sized. Gernot corrected that in his last release.Walterar, if you want I can send you my latest version of spacestations.lua that includes Gernot and spazeman's randomly changing adverts. I'm not finished with it yet but it works. Are you going to update Gernot's version of the big_crappy too? I don't think he'll mind if we keep playing with his cool toys.
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

I'm going to check on the ships later once I can get everything I can get hold of running as mods....which brings me onto...spacestations16a_alpha23 - I'm working on the ground_station bit. I can get it running from the mods folder but ONLY if I disable/delete the original ground_station.lua from the main install folder. i get this error if I do not disable/delete the original ground_station.luaError: [string "models/stations/ground_stations.lua"]:339: attempt to perform arithmetic on local 'lod' (a nil value)stack traceback:[C]: in function '__mul'[string "models/stations/ground_stations.lua"]:339: in function 'createLandingPad'[string "./models/stations/ground_stations.lua"]:198: in function <[string "./models/stations/ground_stations.lua"]:196>any ideas on what this is doing? as far as I can make out this error is from the original ground_station.lua and not the one in the mod folder which is what it should be reading?**update**I have the spacestation.lua also now working from the mods directory but again you have to disable/delete the original spacestation.lua file (although i get no errors this time if you don't, the new .lua file just will not be read). I suspect the modding functionality is not working the way the devs thought it should as it seems it is not taking the mod directory as the priority in all cases.
walterar
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RE: P66 Models, one by one

Post by walterar »

Marcel, I think I have all your models, along with those of Gernot and graphics of Spaceman. I selected the ones I like and I have them running. But if there are new things I could not live without them. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />Metamartian, there are things that do not work as mods yet. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//sad.gif[/url] class='bbc_emoticon' alt=':(' />I think it is convenient to separate the models and not create a mod with all together.
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