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Frankenstein’s Monster is Alive!!

Posted: Mon Apr 02, 2012 6:12 am
by travists
I have been trying to update the exe for WCU, and I have a minor success to report.

Using Parallel Universe as my base, I dropped in the current SVN bin folder (I’m using Windows btw) and it worked. It took some fighting, but I was then able to cross over the mesh, mission, units, and galaxy information from WCU. The apparent result? The expanded data set and universe from WCU mated to the latest engine. While I have not tried to play it yet, it now will launch through to the menu screen. (Way more than I got on my first several attempts.)
Two questions:
1: How do I go about modernizing the config file to the current standard?
2: Any idea why the dramonCVL entry in units.csv (or the lack thereof) allows the game to load (or not respectively) past main_menu.jpg?

Also, is there enough interest in this experiment for me to bother posting it somewhere?

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Apr 02, 2012 10:47 am
by pheonixstorm
Might as well, though I don't remember anything about wcu but we need an updated WC game up to make the priv fans happy. Nice work! :)

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Apr 02, 2012 5:26 pm
by travists
I'll make sure it is playable, double check that the Priv story line is there, clean out junk files, and zip it.

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Apr 02, 2012 6:20 pm
by klauss
The main_menu mission that is loaded must set the player's ship to that dramonwhatever (which reads as it should be drayman).

In VS, we set it to some missile unit since it's very fast to load (ie, to speed up loading).

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 2:16 am
by travists
Well, he's alive but not fully conscious. Why would simply viewing folders in .pu (same as .vegastrike) cause it to die when loading? :? Defiantly not ready to get up off the slab yet. :x

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 5:17 am
by travists
Working output
stderr wrote:

Code: Select all

GOT SUBDIR ARG = 
Found data in C:\Program Files\Vega Strike\Copy of PrivaterPU\bin/../data
Using C:\Program Files\Vega Strike\Copy of PrivaterPU\data as data directory
USING HOMEDIR : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/.pu As the home directory 
CONFIGFILE - No config found in home : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/.pu/vegastrike.config
CONFIGFILE - No home config file found, using datadir config file : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/vegastrike.config
MISSION_NAME is empty using : main_menu.mission
error in csv, line 672:  has no keyerror in csv, line 673:  has no keyerror in csv, line 674:  has no keyerror in csv, line 675:  has no keyerror in csv, line 676:  has no keyerror in csv, line 677:  has no keyerror in csv, line 678:  has no keyerror in csv, line 679:  has no keyerror in csv, line 680:  has no keyerror in csv, line 681:  has no keyerror in csv, line 682:  has no keyerror in csv, line 683:  has no keyerror in csv, line 684:  has no keyerror in csv, line 685:  has no keyerror in csv, line 686: 1 has no keyerror in csv, line 686:  has no keyerror in csv, line 687:  has no keyAttempt to call ReadFull on a bad file units.csv -1 C:\Program Files\Vega Strike\Copy of PrivaterPU\data/units/units.csv
running import sys
print sys.path
sys.path = [r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\builtin",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\quests",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\missions",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\ai",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\bases"] + sys.path
testing VS randomrunning import sys
print sys.path
  Initializing renderer...
GDI Generic software driver reported, trying to reset.
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Creating planet Empty A with texture stars/white_star.png and technique  - unitlevel <= 2
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 1000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 90
Loading a starsystem
Loading Star System Special/Empty
FOUND MODIFICATION = test2 FOR PLAYER #0
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Traceback (most recent call last):
  File "main_menunightprivateer.py", line 2, in <module>
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_mission.py", line 8, in <module>
    import dynamic_universe
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_universe.py", line 7, in <module>
    dnewsman_ = dynamic_news.NewsManager()
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news.py", line 261, in __init__
    self.data = DynamicNewsData()
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news.py", line 120, in __init__
    import dynamic_news_content
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news_content.py", line 293
SyntaxError: Non-ASCII character '\xe2' in file C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news_content.py on line 293, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details
ERROR: there are no rooms in basefile "main_menunight.py" ...
Traceback (most recent call last):
  File "<string>", line 5, in <module>
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\privateer.py", line 2, in <module>
    from random_encounters import random_encounters
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\random_encounters.py", line 9, in <module>
    import news
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\news.py", line 7, in <module>
    dnewsman_ = dynamic_news.NewsManager()
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news.py", line 261, in __init__
    self.data = DynamicNewsData()
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news.py", line 120, in __init__
    import dynamic_news_content
  File "C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news_content.py", line 293
SyntaxError: Non-ASCII character '\xe2' in file C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\dynamic_news_content.py on line 293, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details
Shutting down renderer...
stdout wrote:

Code: Select all

In path C:\Program Files\Vega Strike\Copy of PrivaterPU\bin
Windows version 5 1
Vega Strike  
See http://www.gnu.org/copyleft/gpl.html for license details.

Using .pu as the home directory
['C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin\\python27.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin']
['C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\builtin', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\quests', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\missions', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\ai', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\bases', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin\\python27.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin']
1 joysticks were found.

The names of the joysticks are:
    Logitech Extreme 3D Pro USB
axes: 4 buttons: 12 hats: 1
name conflict Uninhabited has texture minimal and Minimal has texture minimal
Compiling python module modules/dj.py
SITUATION IS 1force change 1 bool 1
SITUATION IS RESET TO 1
Ppeace
Compilation of technique fixed successful
Compilation of technique highend_simple successful
using NV_CUBE_MAP
Initializing optimizer
Compilation of technique highend successful
pox 119990000000.000000 -9000000.000000 -109990000000.000000
Purging...
INIT_StartSystemCount
{'pirates': 0, 'planets': 0, 'upgrades': 0, 'miggs': 0, 'reismann': 0, 'kroiz': 0, 'cargo': 0, 'kilrathi': 0, 'unknown': 1, 'toth': 0, 'retro': 0, 'landreich': 0, 'seelig': 0, 'merchant': 0, 'privateer': 0, 'border_worlds': 0, 'AWACS': 0, 'hunter': 0, 'nephilim': 0, 'riordian': 0, 'neutral': 0, 'confed': 0, 'kilrathi_rebels': 0, 'default': 0, 'garrovick': 0, 'kilrathi_insys': 0, 'militia': 0, 'steltek': 0, 'firekkan': 0}
INIT_EndSystemCount
reflist is []
curfaclist is ['neutral', 'cargo', 'upgrades', 'default', 'confed', 'kilrathi', 'kilrathi_insys', 'nephilim', 'merchant', 'retro', 'pirates', 'hunter', 'militia', 'unknown', 'landreich', 'border_worlds', 'firekkan', 'privateer', 'steltek', 'AWACS', 'kilrathi_rebels', 'planets', 'riordian', 'seelig', 'kroiz', 'miggs', 'toth', 'garrovick', 'reismann']
generating ships... ... ...
reading base names confed
reading base names kilrathi
reading base names nephilim
reading base names merchant
reading base names retro
reading base names pirates
reading base names hunter
reading base names militia
reading base names unknown
reading base names landreich
reading base names border_worlds
reading base names firekkan
reading base names AWACS
reading base names kilrathi_insys
reading base names kilrathi_rebels
placing ships... ... ...
Assign Special/Empty to unknown
SPECIAL CASE: Prevent empty explored system, minimum 1 base
SPECIAL CASE: Unexplored system, only scripted bases here
There are 0 specified bases
PLAY_StartSystemCount
{'pirates': 0, 'planets': 0, 'upgrades': 0, 'miggs': 0, 'reismann': 0, 'kroiz': 0, 'cargo': 0, 'kilrathi': 0, 'unknown': 2, 'toth': 0, 'retro': 0, 'landreich': 0, 'seelig': 0, 'merchant': 0, 'privateer': 0, 'border_worlds': 0, 'AWACS': 0, 'hunter': 0, 'nephilim': 0, 'riordian': 0, 'neutral': 0, 'confed': 0, 'kilrathi_rebels': 0, 'default': 0, 'garrovick': 0, 'kilrathi_insys': 0, 'militia': 0, 'steltek': 0, 'firekkan': 0}
PLAY_EndSystemCount
Force feedback support disabled when compiled
Loading active missions True
Writing Save Game Autosave-explore_wcuniverseThank you for playing!
Writing Save Game Autosave-explore_wcuniverse
Not Working
stderr wrote:

Code: Select all

GOT SUBDIR ARG = 
Found data in C:\Program Files\Vega Strike\Copy of PrivaterPU\bin/../data
Using C:\Program Files\Vega Strike\Copy of PrivaterPU\data as data directory
USING HOMEDIR : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/.pu As the home directory 
CONFIGFILE - No config found in home : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/.pu/vegastrike.config
CONFIGFILE - No home config file found, using datadir config file : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/vegastrike.config
MISSION_NAME is empty using : main_menu.mission
error in csv, line 672:  has no keyerror in csv, line 673:  has no keyerror in csv, line 674:  has no keyerror in csv, line 675:  has no keyerror in csv, line 676:  has no keyerror in csv, line 677:  has no keyerror in csv, line 678:  has no keyerror in csv, line 679:  has no keyerror in csv, line 680:  has no keyerror in csv, line 681:  has no keyerror in csv, line 682:  has no keyerror in csv, line 683:  has no keyerror in csv, line 684:  has no keyerror in csv, line 685:  has no keyerror in csv, line 686: 1 has no keyerror in csv, line 686:  has no keyerror in csv, line 687:  has no keyAttempt to call ReadFull on a bad file units.csv -1 C:\Program Files\Vega Strike\Copy of PrivaterPU\data/units/units.csv
running import sys
print sys.path
sys.path = [r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\builtin",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\quests",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\missions",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\ai",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\bases"] + sys.path
testing VS randomrunning import sys
print sys.path
  Initializing renderer...
GDI Generic software driver reported, trying to reset.
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Creating planet Empty A with texture stars/white_star.png and technique  - unitlevel <= 2
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 1000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 90
Loading a starsystem
Loading Star System Special/Empty
FOUND MODIFICATION = test2 FOR PLAYER #0
stdout wrote:

Code: Select all

In path C:\Program Files\Vega Strike\Copy of PrivaterPU\bin
Windows version 5 1
Vega Strike  
See http://www.gnu.org/copyleft/gpl.html for license details.

Using .pu as the home directory
['C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin\\python27.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin']
['C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\builtin', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\quests', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\missions', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\ai', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\bases', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin\\python27.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin']
1 joysticks were found.

The names of the joysticks are:
    Logitech Extreme 3D Pro USB
axes: 4 buttons: 12 hats: 1
name conflict Uninhabited has texture minimal and Minimal has texture minimal
Compiling python module modules/dj.py
SITUATION IS 1force change 1 bool 1
SITUATION IS RESET TO 1
Ppeace
Compilation of technique fixed successful
Compilation of technique highend_simple successful
using NV_CUBE_MAP
Initializing optimizer

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 5:19 am
by klauss
Did you see the non-ascii trace?

That's a SyntaxError, it can't be good. You should check it out.

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 6:15 am
by travists
– qualify as the "non-ascii" trace? all instances deleated.
stderr wrote:

Code: Select all

GOT SUBDIR ARG = 
Found data in C:\Program Files\Vega Strike\Copy of PrivaterPU\bin/../data
Using C:\Program Files\Vega Strike\Copy of PrivaterPU\data as data directory
USING HOMEDIR : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/.pu As the home directory 
CONFIGFILE - No config found in home : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/.pu/vegastrike.config
CONFIGFILE - No home config file found, using datadir config file : C:\Program Files\Vega Strike\Copy of PrivaterPU\data/vegastrike.config
MISSION_NAME is empty using : main_menu.mission
error in csv, line 672:  has no keyerror in csv, line 673:  has no keyerror in csv, line 674:  has no keyerror in csv, line 675:  has no keyerror in csv, line 676:  has no keyerror in csv, line 677:  has no keyerror in csv, line 678:  has no keyerror in csv, line 679:  has no keyerror in csv, line 680:  has no keyerror in csv, line 681:  has no keyerror in csv, line 682:  has no keyerror in csv, line 683:  has no keyerror in csv, line 684:  has no keyerror in csv, line 685:  has no keyerror in csv, line 686: 1 has no keyerror in csv, line 686:  has no keyerror in csv, line 687:  has no keyAttempt to call ReadFull on a bad file units.csv -1 C:\Program Files\Vega Strike\Copy of PrivaterPU\data/units/units.csv
running import sys
print sys.path
sys.path = [r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\builtin",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\quests",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\missions",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules\ai",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\modules",r"C:\Program Files\Vega Strike\Copy of PrivaterPU\data\bases"] + sys.path
testing VS randomrunning import sys
print sys.path
  Initializing renderer...
GDI Generic software driver reported, trying to reset.
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Creating planet Empty A with texture stars/white_star.png and technique  - unitlevel <= 2
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.
 
Vertex shader(s) linked, fragment shader(s) linked.

Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 1000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 90
Loading a starsystem
Loading Star System Special/Empty
FOUND MODIFICATION = test2 FOR PLAYER #0
stdout wrote:

Code: Select all


 In path C:\Program Files\Vega Strike\Copy of PrivaterPU\bin
Windows version 5 1
Vega Strike  
See http://www.gnu.org/copyleft/gpl.html for license details.

Using .pu as the home directory
['C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin\\python27.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin']
['C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\builtin', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\quests', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\missions', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules\\ai', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\modules', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\data\\bases', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin\\python27.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\Program Files\\Vega Strike\\Copy of PrivaterPU\\bin']
1 joysticks were found.

The names of the joysticks are:
    Logitech Extreme 3D Pro USB
axes: 4 buttons: 12 hats: 1
name conflict Uninhabited has texture minimal and Minimal has texture minimal
Compiling python module modules/dj.py
SITUATION IS 1force change 1 bool 1
SITUATION IS RESET TO 1
Ppeace
Compilation of technique fixed successful
Compilation of technique highend_simple successful
using NV_CUBE_MAP
Initializing optimizer
dj.py at fault?

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 6:18 am
by klauss
Those "has no key error" seem to be anomalous too.

No clue as to where they come from tho.

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 4:59 pm
by travists
I have noticed them too. Little success in hunting them down.
Here is what I can do:
Launch to menu, or currently an empty base as I'm trying to isolate issues.
Load some saved games -different units.csv so that makes sense
Get into space

If I modify anything in .pu OR try to start a new game it will not even fully launch.
(IE starting a new game causes the game to crash then I have to drop the old .pu info back into the folder before the game will start again. :? :? )

Ah well, such is to be expected when reanimating the nearly dead. I'm finding it rather enjoyable too. I suspect some would call me a sadist for liking the debugging side of things.

--Sorry, my C is too rusty and I don't know nearly enough python to be of much help elsewhere.

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 5:02 pm
by klauss
Debug away... I hate debugging so it's greatly appreciated :)

You should pay attention to the errors reported when starting a new game - I think they would be quite enlightening. It would also pay to launch VS with --debug=3 to better know the context in which the errors happen.

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 7:15 pm
by pheonixstorm
travus, if you need some new programming books find some of the cheapy ones on amazon for .50-4.00 with 3.99 shipping, thats what I'm going to do over the next few months.

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Apr 03, 2012 8:10 pm
by travists
I still even have my textbook from college, though likely seven years old or more now. Never got beyond text programs in C though, and 3D is a league of it's own. If need be, I'll dig that deep, but I don't think so...

Re: Frankenstein’s Monster is Alive!!

Posted: Sun Apr 08, 2012 1:22 am
by travists
Rubilding my monster:
The PU data with the bin folder from VS SVN for a brain seems to work just fine. My troubles must be in somewhere crossing the WCU data over. I'll see what I can break! :twisted:

Re: Frankenstein’s Monster is Alive!!

Posted: Sun Apr 08, 2012 1:52 am
by loki1950
That may be wolpin's script on the PU svn server as he had it set up to pull the bin from our svn as an external then added something IIRC so that may be the source of the corruption :shock: if you pulled everything as per the instructions at the WCJ forum.Since I have the PU data in my local svn repo will try and replicate your success :mrgreen:

ps: what did you do with the imlib2 and vhook folders that where in PU's bin folder.
Enjoy the Choice :)

Re: Frankenstein’s Monster is Alive!!

Posted: Sun Apr 08, 2012 3:26 am
by travists
Here is how I did it (I use Windows XP):
  1. Create A new folder
  2. Copy Everything from PU into this new folder
  3. Create a new folder named "data" in this new folder
  4. Drop everything except bin from the new folder into the just created data folder
  5. Rename the remaining bin folder (I'm testing it can probably meat the trash bin)
  6. Copy the bin folder from your SVN of VS UTCS
So, what did I do with the imlib2 and vhook folders that where in PU's bin folder? Nothing, I ignored the PU bin entirely!

On my attempt to get WCU going again, Units is giving me troubles of the oddest sort. Where is the script that populates the universe with ships? What seems to be happening is it is trying to populate with PU ships so when it finds an hk or cvl variant it can't do it and momentarily hangs. multiply that by every ship and it kills the game!

Re: Frankenstein’s Monster is Alive!!

Posted: Sun Apr 08, 2012 4:07 am
by loki1950
That may be because WCU used a very old version of the exec with several custom functions that may well have included a custom way of handling the units.csv file.And remember that WCU declared it's it's self finished before we added shader support to the engine so I think getting it to work with our current binaries would require some extensive patches to the source which may be well beyond you skills ATM :wink: And John vehemently rejected the whole PU concept so the rejection of the hk and cvl variants does not surprise me at all as they where not part of the original Wing Commander game.

Enjoy the Choice :)

Re: Frankenstein’s Monster is Alive!!

Posted: Sun Apr 08, 2012 6:31 am
by travists
It is actually the WCU, Not GG, data set that interests me. Every ship from the Wing Commander universe! 8) With my previous attempt I had limited success updating the Units.csv to the current. Should be able to bring that data set online if I can figure out where it is calling those dang cvl and hks from.
For the record: I'm not a Privateer purest. I have the original game and it works fine through DosBox. If I want the original I'll play the original. I also have WC 1-4, Academy, and Armada. I never did get Prophecy, but at that point I was stubbornly hanging onto my DOS computer.

Folders successfully imported from WCU to PU
Universe
Mission
Cockpits
Textures
Meshes
Bases
Sprites
Animations

Successful Files:
New_Game
Weapons_list.xml
Factions.xml
MasterPartsList.csv

The Modules folder will port, but causes some abnormalities in the game.

I'll need to splice the vegastrike.config file considerably to access some newer features.

Current issues:
Cannot load WCU units.csv due to calls of PU ships. (I may drop that data in if I need to)
Nav screen is wonky, but functional. I think it's a background conflict

Kicking around an idea for a Privateer offshoot, but right now I know more about the universe it takes place in than any plot.

Re: Frankenstein’s Monster is Alive!!

Posted: Sun Apr 08, 2012 6:06 pm
by pheonixstorm
I've got prophecy still I think

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Apr 09, 2012 1:01 am
by travists
Cool! Happen to have the manuals? That way we can crosscheck the ship data.

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Apr 09, 2012 8:18 am
by pheonixstorm
somewhere, tend not to throw stuff out :lol:

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Apr 09, 2012 2:49 pm
by loki1950
Yeah! another pack rat 8) still have some IBM360 assembly listings about :mrgreen:

Enjoy the Choice :)

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Apr 09, 2012 4:34 pm
by travists
Fear not, loki1950, for I too am a pack rat. While degraded and likely unusable I have the original WCI disks in my collection and junk from grade school kicking around.

Re: Frankenstein’s Monster is Alive!!

Posted: Mon Nov 19, 2012 4:57 am
by travists
What I have is here

Re: Frankenstein’s Monster is Alive!!

Posted: Tue Nov 20, 2012 8:43 pm
by ermo
travists wrote:What I have is here
My unzip program tells me that the archive is not a .zip archive, which sounds kind of strange. I'll try on another platform and let you know how it goes. FWIW, the sha1sum checks out, but here's the complete output:

Code: Select all

[ermo@dante Downloads]$ unzip -l travists_privateer_gg2.zip 
Archive:  travists_privateer_gg2.zip
  End-of-central-directory signature not found.  Either this file is not
  a zipfile, or it constitutes one disk of a multi-part archive.  In the
  latter case the central directory and zipfile comment will be found on
  the last disk(s) of this archive.
unzip:  cannot find zipfile directory in one of travists_privateer_gg2.zip or
        travists_privateer_gg2.zip.zip, and cannot find travists_privateer_gg2.zip.ZIP, period.
[ermo@dante Downloads]$ unzip
UnZip 6.00 of 20 April 2009, by Info-ZIP.  Maintained by C. Spieler.  Send
bug reports using http://www.info-zip.org/zip-bug.html; see README for details.
Which application did you use to create the file?