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1upD

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  1. Actually, by disabling XMLs, I've been able to isolate the bugs in one file. The Metroid file. Everything Metroid. Conveniently located in one XML. Why I am so freaking stupid? >_> Anyways, I already lost two XML entries while trying to fix the bug...My computer is acting really creepy. 0_o EDIT: I found the bugger! Here's the specific entry that causes FoC to close: <!--Pirate Carrier thingy--> <GroundVehicle Name="ATC"> <Text_ID>TEXT_UNIT_ATC</Text_ID> <Encyclopedia_Good_Against> Stormtrooper Underworld_Merc </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker Underworld_Mass_Driver_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_ATC</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class> <Icon_Name>i_button_gallofree_htt.tga</Icon_Name> <Select_Box_Scale>520</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Land_Model_Name>PV_ATC.ALO</Land_Model_Name> <Land_Model_Anim_Override_Name>RV_GallofreeHTT26.alo</Land_Model_Anim_Override_Name> <Mass>1.0</Mass> <Scale_Factor>.30</Scale_Factor> <Deploys>Yes</Deploys> <Affiliation>Underworld</Affiliation> <Max_Speed>2.5</Max_Speed> <Min_Speed>0.1</Min_Speed> <OverrideAcceleration> 0.15 </OverrideAcceleration> <OverrideDeceleration> 0.15 </OverrideDeceleration> <Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <Hover_Height>80.0</Hover_Height> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <PathFrameDelay> 0 </PathFrameDelay> <Armor_Type> Armor_T2B </Armor_Type> <Shield_Armor_Type>Shield_Tank</Shield_Armor_Type> <Size_Value>70</Size_Value> <Damage>6</Damage> <Shield_Points>200</Shield_Points> <Tactical_Health>275</Tactical_Health> <Shield_Refresh_Rate>10</Shield_Refresh_Rate> <Energy_Capacity>9999</Energy_Capacity> <Energy_Refresh_Rate>9999</Energy_Refresh_Rate> <Mouse_Collide_Override_Sphere_Radius>35</Mouse_Collide_Override_Sphere_Radius> <Behavior> SELECTABLE </Behavior> <LandBehavior>IDLE, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, SHIELDED, TURRET, TARGETING, WEAPON, POWERED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, SURFACE_FX, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, GARRISON_HOVER</LandBehavior> <Is_Affected_By_Gravity_Control_Field> Yes </Is_Affected_By_Gravity_Control_Field> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <SurfaceFX_Name>Hover</SurfaceFX_Name> <Garrison_Category> Infantry, Vehicle </Garrison_Category> <Num_Garrison_Slots>10</Num_Garrison_Slots> <Garrison_Bone_Names>b_garrison_00</Garrison_Bone_Names> <Garrison_Exit_Dist>0</Garrison_Exit_Dist> <Garrison_Enter_Dist>0</Garrison_Enter_Dist> <Garrison_Radius>20</Garrison_Radius> <Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>320.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust> <Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees> <Turret_Bone_Name>b_turret</Turret_Bone_Name> <Barrel_Bone_Name>b_barrel</Barrel_Bone_Name> <Turret_Rotate_Speed>5.0</Turret_Rotate_Speed> <Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis> <Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis> <Turret_Targets_Ground_Vehicles> 2 </Turret_Targets_Ground_Vehicles> <Turret_Targets_Ground_Infantry> 1 </Turret_Targets_Ground_Infantry> <Turret_Targets_Air_Vehicles> 4 </Turret_Targets_Air_Vehicles> <Turret_Targets_Anything_Else> 3 </Turret_Targets_Anything_Else> <Projectile_Types>Proj_Rebel_HTT_Gun</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.2</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.02</Projectile_Fire_Pulse_Delay_Seconds> <Fire_Weapon_When_Deployed>Yes</Fire_Weapon_When_Deployed> <Fire_Weapon_When_Undeployed>Yes</Fire_Weapon_When_Undeployed> <Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds> <Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates> <Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX> <Remove_Upon_Death>true</Remove_Upon_Death> <Death_Explosions>Large_Explosion_Land</Death_Explosions> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead> <Wind_Disturbance_Radius>50</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>4</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha> <Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle> <SFXEvent_Fire>Unit_Tank_T2B_Fire</SFXEvent_Fire> <SFXEvent_Select>Unit_Select_Gallofree_HTT</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Gallofree_HTT</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Gallofree_HTT</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Gallofree_HTT</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Gallofree_HTT</SFXEvent_Guard> <SFXEvent_Turret_Rotating_Loop> Vehicle_Turret_Motor </SFXEvent_Turret_Rotating_Loop> <SFXEvent_Assist_Move> </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> </SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Engine_Idle_Loop> Unit_T2B_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_T2B_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>65.0, 50.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <CategoryMask> Air </CategoryMask> <MovementClass> Lancet </MovementClass> <Property_Flags> CanContainGarrison </Property_Flags> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Has_Land_Evaluator>Yes</Has_Land_Evaluator> <AI_Combat_Power>50</AI_Combat_Power> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Guard_Chase_Range>0.0</Guard_Chase_Range> <Attack_Move_Response_Range>50.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>50.0</Autonomous_Move_Extension_Vs_Attacker> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <FormationSpacing> 1.5 </FormationSpacing> <FormationOrder> 4 </FormationOrder> <FormationGrouping> Solo </FormationGrouping> <FormationRaggedness> 0.5 </FormationRaggedness> <MaxJiggleDistance> 0 </MaxJiggleDistance> <MinimumPushReturnDistance> 100 </MinimumPushReturnDistance> <UseSecondaryFacing> false </UseSecondaryFacing> <Custom_Hard_XExtent> 130.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 40.0 </Custom_Hard_YExtent> <Ranking_In_Category>7</Ranking_In_Category> <Weather_Category>Flying</Weather_Category> <Converted_To_Enemy_Die_Time_Seconds>45</Converted_To_Enemy_Die_Time_Seconds> <Score_Cost_Credits>100</Score_Cost_Credits> <Influences_Capture_Point> False </Influences_Capture_Point> <Is_Supercrusher>Yes</Is_Supercrusher> <Tactical_Bribe_Cost>450</Tactical_Bribe_Cost> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> </Unit_Abilities_Data> <Should_Reinforcements_Move> false </Should_Reinforcements_Move> </GroundVehicle> <GroundCompany Name="F9TZ_Cloaking_Transport_Company"> <Text_ID>TEXT_UNIT_G-HTT_TRANSPORT_COMPANY</Text_ID> <Encyclopedia_Good_Against> Stormtrooper Underworld_Merc </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker Underworld_Mass_Driver_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_G-HTT_TRANSPORT</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class> <Icon_Name>i_button_gallofree_htt.tga</Icon_Name> <GUI_Row> 1 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>100</Damage> <Autoresolve_Health>450</Autoresolve_Health> <Affiliation>Rebel</Affiliation> <Build_Cost_Credits>700</Build_Cost_Credits> <Build_Time_Seconds>45</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Tech_Level>3</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>U_Ground_Vehicle_Factory</Required_Special_Structures> <Required_Planets /> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>1800</Slice_Cost_Credits> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>4</Formation_Priority> <Is_Escort>no</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Underworld_Vehicle_Transport</Company_Transport_Unit> <Company_Units>Gallofree_HTT_Transport_P</Company_Units> <Score_Cost_Credits>1000</Score_Cost_Credits> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>1</Population_Value> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>25</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites>RC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>RHD_Vehicle_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Gallofree_HTT</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Gallofree_HTT</SFXEvent_Fleet_Move> <Unit_Abilities_Data SubObjectList="Yes"> </Unit_Abilities_Data> </GroundCompany> It wasn't completely finished. BTW, I don't think the fact that it replaces an existing unit caused the bug. I have a unit replacing the Defiler and it works fine, other than that I can still build Defilers.
  2. Hmm...I haven't messed with many of those. What files in particular could cause this? I didn't have any errors at all, the game just closed itself down. Normal FoC works fine, as does the first version of the mod.(Did you download it yet?)
  3. DISTRESS SIGNAL: My Zann Consortium
  4. http://files.filefront.com/TUM+Unfinishedrar/;10909285;/fileinfo.html FIXED LINK!
  5. lol It's actually not as hard as most people who can't skin think.
  6. Well, it could be my fault. I'm more of a wimpy reskinner than a full skinner.
  7. lol... That would ruin the entire mod... By, 'we'd lose Zann', I meant the Zann Consortium, not Zann himself.
  8. Well, the question wasn't really whether or not to start from scratch, but whether or not to replace the consortium. I could slowly replace ships and vehicles one by one to make the faction look unique. The pirates would get corruption. But we'd lose Zann.
  9. Well, I was aiming for low items, in which case it's not beaten until you have 15%. So I failed anyways. :'( I got Samus helmet off anyways. I just got MPH! Anyways, I realised nobody answered my question. What do you all think of replacing the Consortium with the Space Pirates? I asked my friend, and he said 'that would work'. I'm wondering whether I should start mostly from scratch like I did with the CIS, or build around the Consortium for a more complete faction.
  10. Wow, that looks cool! Sorry, I spent the entire day yesterday playing Metroid Zero Mission. My save feature broke, so I can't turn my DS off without losing all of my saves. : I still beat it though!48% items, 2:51 time.
  11. I'm thinking about replacing the Consortium with the space pirates. It would save a lot of time, and give corruption to the pirates.(Phazon corruption FTW!) What do you guys think?
  12. That's ok. I'm working on the pirate faction now.
  13. Sorry... I've never really messed with the Eclipse superlaser...
  14. Ah, that's kind of what I meant. Any idea when you can animate it? EDIT: Wait...You still haven't tried out Samus' awesome new moveset?
  15. It's not animated? So, does it hover or something? ???
  16. You fixed the skin? Could I have screenies? I like screenies. Screenies make me smile.
  17. ... I thought I put blue on the head... I was afraid there would be inconsistancies between the leg and head. Could you send some screenies anyways?
  18. I finished the kneecap, as well as depinking the foot. I'm kind of embarrassed at how much these so called skins suck. Hopefully no other skinners will see them. At least they work.
  19. * gasp * D803's a lurker!
  20. Awesome! I got a wii instead of a 360 since I figure I could get most 360 games for the PC.(Orange Box, Halo 1, 2, and someday 3)
  21. Then start downloading it for Pete's sake! What the heck am I suppossed to write for the description this time? I can't remember all the credits! Plus I think I defiled the TUM folder after uploaded and I deleted the original .rar...Dangit, this could take a while. At least it brought some people back to this thread.
  22. I have no idea why the link stopped working... It's gone! I don't know why, but the file's been deleted! I'll have it back up later. I g2g in about an hour, so I don't have time now.
  23. I found a new never before seen easter egg! In the alo viewer, find EaW's model.meg(Not FoC's) and scroll down to missing.alo. It's...very strange...
  24. Yeah, will do. I can also start on the kneecap now.

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