modding the starting system
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- Confed Special Operative
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modding the starting system
i am just modding around a bit with priv remake as a basis for our vegatrek mod. now my question: how can i change the starting system and the starting ship ? in priv remake, all games start in gemini/troy with a tarsus.begin. Where can i change this ?
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- Confed Special Operative
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- Confed Special Operative
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- Elite Hunter
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Simply browse /Sectors/Gemini files. Assuming you want the game to start at Perry Naval Base, check the coordinates using Notepad:
There is a possibility that the value "stardate" could influence the position of the planet/station you're willing to start the game (like e.g. a planet moving throught its orbit); I do not know anything about this value, so if the game is still starting in open space you could ask one of the devs or browse the wiki to find out what the stardate needs to be set to to place all objects to zero.
After you wrote down the coordinates, paste them into /privateer.100/save/New_Game using Wordpad. Change this linePerry.system file wrote:<unit name= "Perry_Naval_Base" file="perry" faction="confed" x="14000" y="17500"/>
toNew_Game for PR1.2 wrote:Gemini/Troy^2900.000000^tarsus.begin 17972.762846 516.810020 517.512846
to (hopefully) pop up at Perry Naval Base. Like this, you shouldn't have any pre-spawned flight groups or map information.New_Game for VegaTrek wrote:Gemini/Perry^2900.000000^tarsus.begin 14000 17500 0
There is a possibility that the value "stardate" could influence the position of the planet/station you're willing to start the game (like e.g. a planet moving throught its orbit); I do not know anything about this value, so if the game is still starting in open space you could ask one of the devs or browse the wiki to find out what the stardate needs to be set to to place all objects to zero.
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- Elite Hunter
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- Confed Special Operative
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in a new install, there is no new_game file, this is created at the very beginning.
and when i delete the New_game file , and i start a new game, then a new new_game savefile is added with the usual starting coordinates and the starting ship.... so the initial values must be located somewhere else....
and when i delete the New_game file , and i start a new game, then a new new_game savefile is added with the usual starting coordinates and the starting ship.... so the initial values must be located somewhere else....
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- Elite Hunter
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I'm not sure if this is correct, though it visually appears to be. I have a backup of a fresh PR1.2 installation in another folder, and the New_Game file exists in its respective directory.
It is possible that the game calls the whole list the very first time you make use of the savegame mask, this'd explain why you don't see it when you first enter the list. After browsing the files I cannot imagine where the game could collect the information from if not from there.
It is possible that the game calls the whole list the very first time you make use of the savegame mask, this'd explain why you don't see it when you first enter the list. After browsing the files I cannot imagine where the game could collect the information from if not from there.
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- Confed Special Operative
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nevertheless-we have a different map, different systems and different sectors. When i use our universe file and start with the usual new_game file, then i have no flight groups or bases in our systems because the new_game file was created with the old universe file. (Editing this by hand is a lot of work, even more when i dont know what most of the stuff in this file says....). when i then delete the new_game file, and start anew, then a new new_game file is created-with a mini universe consisting only of the gemini/troy system..... our systems and sectors in the new universe file are ignored (probably because we dont have a gemini/troy in our universe. Somewhere this shitty start point must be coded and the easiest thing would be to simply change this....
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- Confed Special Operative
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just did it.... and it worked.... at least for the creation of a new_game file that looks more or less ok.
However, when i start this way i get my well known "there are no rooms in basefile" error. I guess the relevant parts of the stderr are the following:
However, when i start this way i get my well known "there are no rooms in basefile" error. I guess the relevant parts of the stderr are the following:
Anyone able to translate this ?dot -0.000445Traceback (most recent call last):
File "mining_basesunsetklingon.py", line 11, in ?
File "C:\Program Files\Vegastrike\arbeitskopie von Privateer/modules/dynamic_mission.py", line 719, in CreateMissions
contractMissionsFor(basefac,baseship,minsys,maxsys)
File "C:\Program Files\Vegastrike\arbeitskopie von Privateer/modules/dynamic_mission.py", line 559, in contractMissionsFor
for kk in faction_ships.enemies[faction_ships.factiondict[thisfaction]]:
KeyError: Federation
dot -0.000445ERROR: there are no rooms in basefile "mining_basesunset.py" ...
xyzwAsking to undock
neutral_nav/default/nav.png, not found
xyzw
neutral_nav/default/generic.png, not found
xyzwdot 0.030317Traceback (most recent call last):
File "mining_basesunsetklingon.py", line 11, in ?
File "C:\Program Files\Vegastrike\arbeitskopie von Privateer/modules/dynamic_mission.py", line 719, in CreateMissions
contractMissionsFor(basefac,baseship,minsys,maxsys)
File "C:\Program Files\Vegastrike\arbeitskopie von Privateer/modules/dynamic_mission.py", line 559, in contractMissionsFor
for kk in faction_ships.enemies[faction_ships.factiondict[thisfaction]]:
KeyError: Federation
dot 0.030317ERROR: there are no rooms in basefile "mining_basesunset.py" ...
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- Confed Special Operative
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just a remark: i think i found the answer to the initial question. There is a file in the missions folder named explore_universe. If you change the starting system and the starting ship there, then the new new_game file has the appropriate starting point and ship. Obviously, the engine gets its information from there.
However, the above mentioned python problem remains....
However, the above mentioned python problem remains....
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- Elite Hunter
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Looks like the game is trying to place your starting ship onto a stock PR mining base - as you tried, so this is okay. However, since you don't have any dynamic missions at the moment I'd temporarily change /bases/mining_base.py and take out the following lines:stderr.txt wrote:File "mining_basesunsetklingon.py", line 11, in ?
...
dot 0.030317ERROR: there are no rooms in basefile "mining_basesunset.py"
which seem to cause the crash.mining_base.py wrote:import dynamic_mission
dynamic_mission.CreateMissions()
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- Confed Special Operative
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i am sure that works-thats what i did initially 3 months ago in vegatrek. but then i am as far as i was 3 months ago-with a static universe and no missions. that one we already have. remember-i started modding with priv remake because i want exactly those 2 things (missions and dynamic un iverse...) to work....
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- Elite Hunter
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Yes, but stderr refers to this:
The game tries to create dyn missions for hunters, merchants, confeds, etc - so it seems you missed to alter something, like i.e. faction_ships.
It seems that you set a Federation faction/key somewhere which doesn't fit the entries within the python modules.KeyError: Federation
The game tries to create dyn missions for hunters, merchants, confeds, etc - so it seems you missed to alter something, like i.e. faction_ships.
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- Confed Special Operative
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- Elite Hunter
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- Confed Special Operative
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Do not underestimate the power of communication ! Even if you cant say "the problem is X, do y and it disappears" talking about a problem often brings the solution closer, even if it is not visible immediately.
But next question (please dont beat me...):
How can I get rid of the storyline ? I guess we dont need it in vegatrek....
But next question (please dont beat me...):
How can I get rid of the storyline ? I guess we dont need it in vegatrek....
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- Elite Hunter
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I won't beat you
Initially, there is no need to get rid of the storyline for the Star Trek universe won't have the two system where the storyline starts, those are
New Detroit in New Detroit
and
Bodensee in Tingerhoff
However, the relevant file is campaigns.py
Deleting the first two lines should do it:
You might have noticed the additional table fixers popping up from time to time. Those assumably can be erased by opening /bases/fixers.py and deleting the following block:
Note that I haven't tested this, so here's my favourite quote especially for esgaroth:
Initially, there is no need to get rid of the storyline for the Star Trek universe won't have the two system where the storyline starts, those are
New Detroit in New Detroit
and
Bodensee in Tingerhoff
However, the relevant file is campaigns.py
Deleting the first two lines should do it:
Code: Select all
import campaign_bonus
campaignsloaders=[lambda:LoadMainCampaign(),lambda:LoadRFCampaign(),lambda:LoadRFMurphyCampaign(),lambda:LoadRFGoodinCampaign(),lambda:LoadRFTaylaCampaign(),lambda:LoadRFLynchCampaign(), lambda:campaign_bonus.LoadBonusCampaign()]
Code: Select all
def RandFixer (room,which):
fixer=mission_lib.CreateRandomMission(which)
if fixer==():
return NoFixer()
return Fixer(fixer[1].split(' ')[-1].lower(),fixer[1],[],fixer[0],"bases/fixers/generic%d.py"%which)
Anyway, I feel pretty sure this should work.The guys reading the lotto numbers on the german ARD channel wrote:"Alle Angaben ohne Gewähr!"
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- Confed Special Operative
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Thanx, Ill try it.
Next question (i know I can be annoying...):
I just tried to perform one of the cargo missions and was badly disappointed. I accepted to bring some cargo to planet xyz, launched, flew to said planet, was ambushed by the evil guys, defeated them, and landed. So far everything was ok, but then nothing happened. On the target planet, i could not finish the mission. In the mission screen, i could read that i have to land on exactly this planet to fulfil mission- just nothing happened. Any idea what is wrong ? No error message, just not possible to finish mission. Repeated similar missions some times now-everytime the same.
I would very much appreciate any suggestions....
Next question (i know I can be annoying...):
I just tried to perform one of the cargo missions and was badly disappointed. I accepted to bring some cargo to planet xyz, launched, flew to said planet, was ambushed by the evil guys, defeated them, and landed. So far everything was ok, but then nothing happened. On the target planet, i could not finish the mission. In the mission screen, i could read that i have to land on exactly this planet to fulfil mission- just nothing happened. Any idea what is wrong ? No error message, just not possible to finish mission. Repeated similar missions some times now-everytime the same.
I would very much appreciate any suggestions....
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- Elite Hunter
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Yes, we had that problem while experimenting with the planetary scales from WCU.
I guess VT uses larger scales for planets and bases like privateer had. This is no problem for landing, but might be a problem for completing missions. For completing a cargo mission the game not only requires you to land, but also to come to a certain distance to the base before landing. For example, after entering the final system you see two lines on your objective screen:
Go to Sol => Green means this objective is completed, you're in the Sol system
Deliver cargo to Earth => Brown means you still have to move close enough to Earth.
In PR, this "completion radius" is about 5000km from the planet's center. And it works there, for planets have a radius of about 1200km. Then "Deliver cargo to" line turns green then, and you can dock.
VegaTrek has larger planets, right? You can test my theory by editing a system and making one of the planets smaller. If your cargo mission works then, you got the answer.
However, you're not damned to make tiny planets then. Since VegaStrike also has large planets, there must be a way to change the "objective radius" - I didn't stumble over such a script yet, but maybe ace123 knows.
I guess VT uses larger scales for planets and bases like privateer had. This is no problem for landing, but might be a problem for completing missions. For completing a cargo mission the game not only requires you to land, but also to come to a certain distance to the base before landing. For example, after entering the final system you see two lines on your objective screen:
Go to Sol => Green means this objective is completed, you're in the Sol system
Deliver cargo to Earth => Brown means you still have to move close enough to Earth.
In PR, this "completion radius" is about 5000km from the planet's center. And it works there, for planets have a radius of about 1200km. Then "Deliver cargo to" line turns green then, and you can dock.
VegaTrek has larger planets, right? You can test my theory by editing a system and making one of the planets smaller. If your cargo mission works then, you got the answer.
However, you're not damned to make tiny planets then. Since VegaStrike also has large planets, there must be a way to change the "objective radius" - I didn't stumble over such a script yet, but maybe ace123 knows.
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- Confed Special Operative
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You saved my day ! It seems that your guess is right. Most of our planets have real size, and i checked it, if i fly an eternity and come very very close to the planet then i can complete the mission.
Most likely, this distance is somewhere in the vegastrike.config , but i certainly dont know where...
Most likely, this distance is somewhere in the vegastrike.config , but i certainly dont know where...
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- Confed Special Operative
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yes, we may need a broader audience to answer this question.
2 more things :
1. how can i get rid of the intro video ?
and, more important:
2. purchasing a new ship.
In the weapons.lib for example in the part where you can buy a orion i have changed "orion" to "akira", but when i buy it, nothing happens. I can buy the akira (if i have the money), but i still have the ship i started with when i fly away. Any idea what i have to change ? buying a galaxy works, for we also have a galaxy class.... i guess there is another script involved, but i dont know which.
2 more things :
1. how can i get rid of the intro video ?
and, more important:
2. purchasing a new ship.
In the weapons.lib for example in the part where you can buy a orion i have changed "orion" to "akira", but when i buy it, nothing happens. I can buy the akira (if i have the money), but i still have the ship i started with when i fly away. Any idea what i have to change ? buying a galaxy works, for we also have a galaxy class.... i guess there is another script involved, but i dont know which.