KrdaxDrkrun KrdaxDrkrun

[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

version 0.801

 

TotalEffects now conforms to TSOP standards. Huge thanks to Soase Maelstrom!

Thanks Stant for the updated Diplomacy version.

 

 

Anyone may use this mod in their own mod however they like, as long as proper credit is given.

 

 

 

Enjoy

Diplomacy 1.034:

 

http://www.gamefront.com/files/21093989/TotalEffectsDiplomacy1.34.zip

 

 

.zip

7.69 mB

 

I have now included the Readme here for those who do not wish to download the mod at the moment.

 

Credit to Bailknight, Mansh00ter, and Zorodius for their corresponding graphical mods and inspirations.
Also credit to Gas Powered Games' Supreme Commander for some of the textures.




This mod is an attempt to make another graphical mod that goes with the current list.
It contains a mixture of particle effects of my own creation(the majority), effects from bailknight's graphical mod, effects from Mansh00ter's mod, and effects from Zorodius' Solarflair mod.
I would like critique on my particle effect skills and what looks nice and what does not.

GameInfo changes:
Better range for the Jarrasul drain planet ability so that it actually has the same range as its bombing range. If the gameinfo folder is removed the drain planet effect will look funny.
Cleansing Brilliance has a muzzle effect. (bailknight)
Assault Specialization has an effect when it hits structures.
Charged Missiles now has a different beam texture and hit effect.
Disintegration bounceback has more attached effects and Disintegration itself has an actual muzzle effect.
Volatile Nanites now has an effect when a ship dies.
Tweaked a bit with all of the Vasari capship weapon attachments.
Changed the capship explosion. Getting rid of gameinfo will change the capship explosion back to Solarflair's.
I changed the Argonev's explosion to the same as the other starbases so as not to generate lag on death. If the GameInfo is deleted, the game will lag every time this starbase dies. (How d'ya like 1000000 particles onscreen at once? Attempt at your own risk)
Synced the Skarovas' and the Kortul's wave cannons to fire at a single point.

DELETING THE GameInfo FOLDER WILL CAUSE THE GAME TO CRASH.

The Solanus now has a muzzle effect
The Garda's shots also travel faster.
The Destra Crusader's plasma shots now fire at a single point on a mesh.
Added custom phase travel effects for each race. (Bailknight for TEC, Zorodius for advent, me for Vasari)
The Transcencia starbase now has Beam weapons instead of plasma. No damage change.
The Dunov's shield Restore ability now has a muzzle effect.

There is also a change in the theme music, one that I like more. (NO CRITIQUE ON THIS PLEASE)
Numerous other surprises relating to just particle effects.

 

I have removed all of the changes that would have anything to do with imbalance or game tweaks. All of the above changes are aesthetic only.

Showcase of Destra, Kodiak, Iconus, and Domina effects:

750,581 views 298 replies
Reply #176 Top

yes,

I need to get it all together...

sorry,

Reply #177 Top

Quoting KrdaxDrkrun, reply 176
yes,

I need to get it all together...

sorry,

No worries, mate, just excited is all.

Reply #178 Top

Working, working, working...

School, school, school.

I WILL HAVE IT UP BY TOMORROW, EVEN IF ALL ELSE FAILS!

MWAHAHAHAHAHA!

Reply #179 Top

ARRRGGH

I got Particle Forge 1.1 working on my computer and found 67 corrupt particle effect files, that's why I didn't upload yesterday.

Has IC done anything to affectors or emitters recently that would invalidate those files? They look absolutely fine to me...

Reply #180 Top

Finished the last one.

Everything in my mod validates correctly as I look through it, and the dev.exe catches nothing no matter what situation, yet I get horribly inconsistent crashes most of the time...

experiments on Point Blank map in Diplomacy:

4 TEC vs. Vasari games- crash at about first to fifth frigate death

3 TEC vs. Advent games- no crash for 2 games, crash later in-game for some reason in third game.

4. TEC vs. TEC games- 3 games crash at first battle, 1 game runs fine

1 Advent vs. Vasari game- crash at first battle

2 Advent vs. Advent games- never crashed, ran fine

2 Vasari vs. Vasari- 1 success, ran fine, 1 failure

 

experiments on Point Blank map in Entrenchment:

2 TEC vs. TEC- crash at first battle

1 Advent vs. TEC- crash at first battle

1 Vasari vs. Advent- crash at first battle

1 Advent vs. Advent- ran fine

 

Why is this happening? There's nothing wrong as far as I can tell!

Reply #181 Top

PM me a link where I can download it and I'll have a look through.  Dev.exe is good, but it really only catches problems with the data structure or things that are missing.  Small things that send the program into a loop or make it crunch massive amounts of data in a short time will make the game crash while not being broken themselves and thus, not get caught.

Reply #183 Top

Quoting Stant123, reply 181
PM me a link where I can download it and I'll have a look through. Dev.exe is good, but it really only catches problems with the data structure or things that are missing. Small things that send the program into a loop or make it crunch massive amounts of data in a short time will make the game crash while not being broken themselves and thus, not get caught.

True, but it has other ways of showing information that is relevant for everything else. Besides the log it generates, if you think its a resource limit problem you can get the dev.exe to display counts of every time of entity/particle and how many resources they are taking up.

Reply #185 Top

It dies near the beginning...

I seriously doubt that it's a resource problem.

Reply #186 Top

Also, the error

maxNumFrames exceeded 2575...etc.

signifies that an effect hasn't terminated when it was expected to, so it terminates the effect. I think.

Reply #187 Top

Still using it for 1.021 huh?  Downloaded and looking at things now.

Reply #188 Top

You can delete the gameinfo if it's the particles that are to blame...

I haven't updated since 1.021, but the problem existed before then, so it probably shouldn't matter.

Reply #189 Top

I took a look at your mod and i think i might have an idea of what the problem is. 1st you have 3 Buff files with errors

Buff_BonusModuleDamageTarget ---->  attach type "Surface" ( needs to be Above, Center or Aura )

Buff_DisruptiveStrikesTarget -----> attach type "Surface" ( same as above)

Buff_CannonShellPhaseSpawn -----> space "Phased"  ( needs to to be "Phase" )

2nd, I see you converted all your textures to .dds . Some of your particle files are calling for some .tga textures that are not in the base game. ( I changed a few of the particle files but then added all the .tga textures from the bailknights mod and your mod worked fine for me. I would suggest going thru all of your particle files to make sure they are referencing textures that are in your texture file.)

Hope this helps a little

Reply #190 Top

Updating everything to Diplomacy 1.34  [COMPLETE]

See page 6 for my post about the surface and phased errors. [FIXED] [FIXED] [FIXED]

AbilitySelfDestruct has three levels, however BuffSelfDestructSelf only has ranges for 2 levels.  That makes the third useless. [FIXED]

BuffBonusModuleDamageTarget.entity
Label: abilityIndex
Line Number:16
Line Contents:        smallEffectName "CapitalAbility_AssaultSpecializationHit" [FIXED]

BuffDisruptiveStrikesTarget.entity
Label: abilityIndex
Line Number:16
Line Contents:        smallEffectName "Buff_Disruption" [FIXED]

Plasma Weapons cause C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine\Math\RandomStream.h(66): assert! [maxV >= minV] when it shoots. [FIXED] [FIXED] [FIXED]

All Phase missiles cause C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Render\Particle\ParticleAffector_ColorOscillator.cpp(37): assert! [m_TransitionPeriod > MathConst::ZeroWithErrorTolerance()] [FIXED] [FIXED] [FIXED] [FIXED] [FIXED]

Phase Wave heavy causes C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Render\Particle\ParticleAffector_ColorOscillator.cpp(37): assert! [m_TransitionPeriod > MathConst::ZeroWithErrorTolerance()] [FIXED]

Max Frames Exceeded error tracked down to be something involved with the TEC Scout explosion, Frigate1 explosion to be exact. [FIXED]

 Occasionally get a frigate jitter particle error when the speeds are turned up to 6x and 8x, but so far no crashes or otherwise at normal speed.

 

Not quite done going over every little bit but I keep getting interrupted by people coming over, so I may as well just post you a link of my completed work and let you enjoy it.  I'll work on it some more tomorrow when I have some free time.

http://sites.google.com/site/steelers086/gamefiles/TotalEffectsDiplomacy1.34.part1.rar
http://sites.google.com/site/steelers086/gamefiles/TotalEffectsDiplomacy1.34.part2.rar

 

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Reply #191 Top

MANY THANKS

Now if you could explain EXACTLY what you have done, I would be very happy...

I am wondering what might be happening that I will need to avoid in the future.

 

Also, what about BonusModuleDamage and DisruptiveStrikes did you fix? The effects are supposed to be there... Are they on the right lines?

Reply #192 Top

Quoting KrdaxDrkrun, reply 191
Now if you could explain EXACTLY what you have done, I would be very happy...

Okay.

Quoting Stant123, reply 190
Updating everything to Diplomacy 1.34 [COMPLETE]

There's lots of little things to do here, mostly involving the changes made to the player entity files.  When you're missing lines, such as the ones that were added in the 1.30 update, you're going to crash every single time.  Sound lines, quest lines, research lines, they all had little things that needed to ne fixed.  Very simple enough to figure out by comparing your files to the unmodded game files and just adding in what was missing.

Quoting Stant123, reply 190
See page 6 for my post about the surface and phased errors. [FIXED] [FIXED] [FIXED]

Like I pointed out before, and Rick just pointed out recently, those are errors, but they don't crash the game.  You opted not to fix them the last time, I fixed them this time.

Quoting KrdaxDrkrun, reply 191
AbilitySelfDestruct has three levels, however BuffSelfDestructSelf only has ranges for 2 levels. That makes the third useless. [FIXED]

Just added a range in for the third one that followed the same pattern as the first two range levels.

Quoting Stant123, reply 190
BuffBonusModuleDamageTarget.entity
Label: abilityIndex
Line Number:16
Line Contents: smallEffectName "CapitalAbility_AssaultSpecializationHit" [FIXED]

Line 16 is supposed to have an ability index notation.  You were missing that.  Any time you attach an effect to an ability, it needs to have a reference point.  You were missing the line that tells it what index point to use.  I used 1 as the index point.

Quoting Stant123, reply 190
BuffDisruptiveStrikesTarget.entity
Label: abilityIndex
Line Number:16
Line Contents: smallEffectName "Buff_Disruption" [FIXED]

Same as above.

Quoting Stant123, reply 190
Plasma Weapons cause C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine\Math\RandomStream.h(66): assert! [maxV >= minV] when it shoots. [FIXED] [FIXED] [FIXED]

This is one of those times an inexperienced modder would get really confused.  Every time a plasma weapon would fire, this error would pop up, so I went to the travel particle for the plasma weapons.  Everything looks legit.  The min and max numbers were minus some number in the hundreds with the max having the larger of the two numbers and the minimum half of the max number.  Seems fine right?  But what's easy to overlook is that the numbers were negative numbers, meaning that the max number was actually twice as small as the min number, thus you get this error.  Removing the minus fixes it just as easily as reversing the numbers does.  Fixed for all three effects.

Quoting Stant123, reply 190
All Phase missiles cause C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Render\Particle\ParticleAffector_ColorOscillator.cpp(37): assert! [m_TransitionPeriod > MathConst::ZeroWithErrorTolerance()] [FIXED] [FIXED] [FIXED] [FIXED] [FIXED]

In similar fashion to the previous issue, if you looked at the color oscillation section for each travel particle, the numbers were some really low decimal point number.  While mathematically it should work because it is above zero, it doesn't.  Made it a larger number.  Problem solved.

Quoting Stant123, reply 190
Phase Wave heavy causes C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Render\Particle\ParticleAffector_ColorOscillator.cpp(37): assert! [m_TransitionPeriod > MathConst::ZeroWithErrorTolerance()] [FIXED]

Same as above.

Quoting Stant123, reply 190
Max Frames Exceeded error tracked down to be something involved with the TEC Scout explosion, Frigate1 explosion to be exact. [FIXED]

This error popped up every time my scouts got blown up.  I pointed it out last time as well, but never got back to tracking it down.  This time I did.  Again it was the color oscillator section causing the problem.  It was set to infinite life time.  I made that false and gave it a 4 second lifetime.  The error ended with that change.

Quoting Stant123, reply 190
Occasionally get a frigate jitter particle error when the speeds are turned up to 6x and 8x, but so far no crashes or otherwise at normal speed.

Not quite sure what's causing that, can only get it to show up on the increased speeds settings and things are going too fast for me to accurate pin it down...  So for now, I'm willing to let it slide.

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Reply #193 Top

Quoting KrdaxDrkrun, reply 191
Also, what about BonusModuleDamage and DisruptiveStrikes did you fix? The effects are supposed to be there... Are they on the right lines?

You might want to play with the abilityIndex number if it's not showing up in the right spot.  Change to 0, or 2 or whatever to cover all of the positions that work until you find the right spot for it.  I used 1 because I see that number used a lot, so I figure it's the default/best spot.  Could be wrong, but I'm more interested in getting things to work.  Making it look pretty is your department.  ;P

Reply #194 Top

Okay....

The errors are Particle Forge's fault...

normally numbers are automatically adjusted so that max is equal to or higher than min, but it seems that this one was missed...

Oh well...

I only got an error about color oscillations that I couldn't track, so the errors that you found successfully escaped me.

Also, is there a difference between part 1 and part 2?

KARMA FOR YOU.

Reply #195 Top

Part one is only half of the file, part 2 is the other half, you need both to unrar it successfully.  I just don't have a reliable place to upload files bigger then 5Mb, so I split it up.

Reply #196 Top

Everything was going great with your version of the mod!

Was playing through several games with TEC vs. Advent and hit no crashes or lags at all through the game.

Then I played as Vasari and got a crash right away.

Then I played as Advent vs. Vasari and got a crash at the first battle...

 

Haven't had the time to do the Dev.exe yet, so I shall when I have the time to do so...

 

Thanks for your help!

Reply #197 Top

Hmm, strange, didn't happen to me.  Will look into it more this weekend.

 

Edit: to narrow down the possibilities, I assume it's something Vasari related since you can play TEC and Advent and not have any issues.

Reply #198 Top

Brilliant, Sherlock! ;D

Just kidding

Ran dev.exe and got no errors yet again...

 

But I saved over all of my explosions, fixing 'em, and I played as Vasari and have yet to have a crash.

It must be the explosions...

Reply #199 Top

Hows it looking buddy?

Send me a link when you get a new version going. I been wanting to see your work good sire.

Reply #200 Top

Going great, Carbon.

 

I am currently picking through several hours of recorded in-game video with my mod running, so I should have a video up soon.

 

The mod is functional and I have no crashes as of now, so I shall post when occasion permits...