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RE: Tarr Chronicles and Dark Horizon Modding

Posted: Wed Jan 11, 2012 1:12 am
by kev11106
I'll PM you.

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Wed Jan 11, 2012 7:28 am
by Stucuk
I started work on an application called CMView on the 9th. The Goal is to make a model viewer which in the future has the ability to convert between COLLADA and Quazar's CM format. Currently it just renders Mesh's from CM files.

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Fri Jan 20, 2012 5:05 am
by Stucuk
@kev11106: I can't reproduce your error, though i have looked at the correct lua script this time(I was looking at Mission 3 Part 2). I may have found the bit of code which caused you the problem, though Tau2 and Tau 3 are hard to kill. In any case i have wrapped the code with an if statement which "should" check they exist before trying to destroy them.Attached is the updated lua script. Extract the contents to Tarr Chronicles.

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sat Jan 21, 2012 2:09 am
by kev11106
New one if it helps...General InfoApplication : tarrVersion : 1.0.6.0ErrorText : engine_Execute error: ýëåìåíòàobj.mission3_3tau.events.onDestroyed íå ñóùåñòâóåòParams : ParamCount : 0LUA DebugDebug 2 : Source: setHook("->onEndTime->events->time_condition71511208->effects->Scene->obj->_G",destroyObj("mission3_3tau")); destroyObj("mission3_3tau"); emptyHook(); : What: main : NameWhat: : LineDefined: 0 : CurrentLine: 1 Debug 1 : Source: @data\scripts\funcs\obj_funcs.lua : What: Lua : Name: destroyObj : NameWhat: global : LineDefined: 10 : CurrentLine: 11 Debug 0 : Source: =[C] : What: C : Name: engine_Execute : NameWhat: global : LineDefined: -1 : CurrentLine: -1 Windows InfoProduct : Windows XP ProfessionalWin32MajorVersion : 5Win32MinorVersion : 1BuildNumber : 2600ServicePack : Service Pack 3ServicePackMajor : 3ServicePackMinor : 0Hardware InfoPhysical Memory : 2048MBCPU Name : Intel(R) Core(TM)2 Quad CPU @ 2.93GHzCPU Clock : 2133Mhz"Actual" CPU Speed : 2133MhzVideoCard : NVIDIA GeForce GTS 250Resolution : 1840x1036However, it is of no matter. A.I., schmay I. As of tonight, I have personally defeated "Space trap" and have moved on(with friends over, watching no less). Three years is quite enough, thank you very much. Timing figures, but thank you for the help. P.S. - I know I'm pushing it but I'm curious. Have you heard any whispers from Paradox or Akella about sales, as in "lack of"? Enough of a lack to, say, go freeware? Open-source seems to be all the rage these days...

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sat Jan 21, 2012 12:50 pm
by Stucuk
This log is after the updated file? (Found a bug in what i modified which should render the two DestroyObj lines invalid)Open Source is highly unlikely, Dark Horizon was added to Desura last year. Companies also don't generally go down the open source route even if they are no longer getting sales. Especially when Publishers own the IP Rights(As they can sell them on if they need some extra cash). It would annoy me if it went open source after all the work i have put in over the last two months to add mod support and create an SDK. Open Source is not needed, the vast majority of the game is in the LUA scripts, and with the addition of plugins in the next version you can extend it further (Though plugins will not give direct access to TC/DH Engines internals at this stage, you would still have to go through LUA to get them). The concept of the plugins is to allow people for example to add multiplayer support.Open Source is all the rage, but that doesn't mean it would bring benefits. There are countless open source projects where the only person that contributes is its original Author(s) with maybe a handful of contributions by others over years. If you look at some Open Source projects they are bloated, like QuArK (Quake Army Knife), which has been added to and added to without any noticeable overalls to how it works internally (So they just slap some new code on top of old code), which as a result make it slower and far more complex than it needs to be. Open Source is not the be all and end all, its only good if it will bring benefits. Same with Closed Source. All depends on the situation.P.S I have no contact with CDV, Paradox or Akella. Im only in contact with Quazar Studio(Well its CEO.. or former CEO...Not 100% on Quazar's status as the company seems to be legally alive but doing nothing).

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sat Jan 21, 2012 3:50 pm
by kev11106
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...

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sun Jan 22, 2012 3:40 pm
by Stucuk

kev11106 wrote:
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?
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).
kev11106 wrote:
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.
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:- LUAPack 1- LUAPack 2- LUASearchThe 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).
kev11106 wrote:
Btw, Joystick support is fuller than I thought. Got the rudder to work last night...
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).
Code:
if cState.lX > 100 then 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).

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Mon Jan 23, 2012 6:00 pm
by kev11106
A slider is either a sliding pot(button that slides) on the joystick itself or the throttle.

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Thu Jan 26, 2012 3:58 pm
by kev11106
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?

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Thu Jan 26, 2012 10:40 pm
by Stucuk

kev11106 wrote:
but now I'm getting a emulator package conflict
What is giving you this error message and what is the exact error message?

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Fri Jan 27, 2012 1:17 am
by kev11106
"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 InfoApplication : dark_horizonVersion : 1.0.6.0ErrorText : TSimpleNode.ChildByName fault: incorect name: itMissionFailedErrorText : TSimpleNode.ChildByName fault: incorect name: itHeatModeErrorText : TSimpleNode.ChildByName fault: incorect name: itFreezeModeErrorText : TSimpleNode.ChildByName fault: incorect name: itNormalizeModeErrorText : TSimpleNode.ChildByName fault: incorect name: itIsDetectedErrorText : TSimpleNode.ChildByName fault: incorect name: itStealthModeErrorText : TSimpleNode.ChildByName fault: incorect name: itBerserkModeErrorText : TIndicator.SetProperty fault: control - IndicatorArray, property - ACTIVEINDICATOR, value - itImpactParams : ParamCount : 0LUA DebugDebug 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 InfoProduct : Windows XP ProfessionalWin32MajorVersion : 5Win32MinorVersion : 1BuildNumber : 2600ServicePack : Service Pack 3ServicePackMajor : 3ServicePackMinor : 0Hardware InfoPhysical Memory : 2048MBCPU Name : Intel(R) Core(TM)2 Quad CPU @ 2.93GHzCPU Clock : 2133Mhz"Actual" CPU Speed : 2133MhzVideoCard : NVIDIA GeForce GTS 250Resolution : 1840x1036What is a boy to do...

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Fri Jan 27, 2012 7:59 pm
by Stucuk
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.

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sat Jan 28, 2012 3:35 am
by kev11106
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.

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sat Jan 28, 2012 4:27 am
by Stucuk
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.

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sat Jan 28, 2012 4:43 am
by kev11106
Sounds like a wipe and reinstall. But once I do, what's the best way to compile the scripts?

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sat Jan 28, 2012 9:23 pm
by Stucuk

[*: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

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sun Jan 29, 2012 3:14 pm
by Geraldine

Stucuk wrote:


[*: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 StucukFirstly, 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 ?

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sun Jan 29, 2012 8:26 pm
by Stucuk
No Problem.
Geraldine wrote:
I have just done all what you said above, but do I also have to add the TC_m3_3.rar fix ?
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
Code:
function destroyObj(objId) engine_Execute("obj."..tostring(objId)..".events.onDestroyed") end
To
Code:
function destroyObj(objId)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 :D .

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Sun Jan 29, 2012 9:40 pm
by Geraldine
Hi StucukThanks 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 :)

RE: Tarr Chronicles and Dark Horizon Modding

Posted: Tue Feb 07, 2012 5:41 am
by Stucuk
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.- [url]http://quazar-studio.com/bru/[/url] 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.