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Messages - The Old Dragon

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51
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 14, 2015, 20:47:19 »
Great news there Sargoth, I'd love to help out where I can. Modelling is more my area - textures are so so. Passable but probably fall quite short of what's in game at the moment.

52
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 13, 2015, 00:57:03 »
Been searching the web for an answer to this one since I discovered the converter was being awkward, have you tried doing a 'clean boot'? It seems to work for some people, here's a guide I found...

https://support.microsoft.com/en-gb/kb/929135

When I get a moment, I aim to try it in my VM, just been too busy of late.

53
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 09, 2015, 22:41:10 »
Hi there Geo,

Do you get any kind of error message or does it just 'fail to appear'?

I'm assuming you've tried the old tricks of running as admin & setting the compatability...?

54
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 02, 2015, 21:37:14 »
Hi there Fleenots,

I don't think there's any hope for the converter on windows 8 and above, our only options will probably involve using previous versions of windows :(

Arparso, with regards to having to get another OS license, I think I've found a way around that one (legal as far as I know, despite how the link reads :) ). Check out this link...

http://lifehacker.com/5965889/how-to-run-windows-xp-for-free-in-windows-8?trending_test_two_c&utm_expid=66866090-68.hhyw_lmCRuCTCg0I2RHHtw.3&utm_referrer=https%3A%2F%2Fwww.google.co.uk

I've got it set up now, unfortunately the problem has changed a little...
The converter now starts and as far as the task manager is concerned, it's running. But from my point of view, the converter simply fails to appear. If anyone's got any idea's, please share.


55
Scripting / Re: Speeding up the IP drive
« on: November 24, 2015, 09:07:08 »
An alternative would be to create your own IP drive device, Arparso's Freelance mod and the B5 project shows it can be done.

56
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: November 23, 2015, 22:52:48 »
Hi Arparso,

Quick update. I copied the mod_tools folder from my laptop (windows 8) where the converter doesn't work and took it into work. The pc's there are all windows 7 and the converter works perfect. So it's got to be the differences between the two OS's causing the problem.


57
Scripting / Re: Speeding up the IP drive
« on: November 23, 2015, 22:30:43 »
Hi Mularac,

I tried looking through the files but without any luck. The only things I could find were the arrival effects in the efx.ini. There isn't really anything to adjust in the tacticstypes, so I suspect that IP drive may well be hardcoded :(

58
Scripting / Re: IDEs and custom language
« on: November 12, 2015, 23:24:17 »
Hi Mularac,

Like you, I use NP++, though I tend to set the language to C++ or Pascal.
Haven't really felt the need to tinker with the settings too much, I'm afraid.

 

59
Off-Topic / Re: Hello... Anyone here?
« on: November 11, 2015, 00:27:37 »
Hi Guys,

Glad to see some of the Nexus Vets still here.
Thanks for the link Sargoth, might be time for me to join Facebook  :)
Hey Mularac, been a very long time. Although I'm having big problems with running the game, I can still do mod missions so I'll help out wherever I can.
Hi Arparso, I think the only way you'll keep these halls clean is with moderators :(

60
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: November 11, 2015, 00:13:07 »
Hi Arparso,

I'm in exactly the same spot. I can't get either the game or the converter to run in Windows 10, yet I can create and run mod missions without any problems  ???

In event viewer, it seems to indicate that the ntdll.dll file is faulty. Here's the entry if it helps...

Quote
Faulting application name: converter.exe, version: 0.0.0.0, time stamp: 0x2a425e19
Faulting module name: ntdll.dll, version: 10.0.10240.16430, time stamp: 0x55c599e1
Exception code: 0xc0000005
Fault offset: 0x00055635
Faulting process ID: 0x1ec4
Faulting application start time: 0x01d11c0959f6ee8d
Faulting application path: B:\Program Files (x86)\Nexus - The Jupiter Incident\mod_tools\converter.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: 2ae397bf-199f-4f2b-84b7-1b52648b5765
Faulting package full name:
Faulting package-relative application ID:

Update: 16/11/2015
Went back to Windows 8.1 over the weekend and now Nexus (the actual game) runs - Hurrah.
Unfortunately, the converter still will not. Now the event viewer is pointing the finger at the 'lwolib.dll' and saying it's faulty. Tried replacing it with a different one but no joy.

At this rate, I'm thinking of finding an older machine to run the converter. Didn't have any luck with a VM.



61
Off-Topic / Hello... Anyone here?
« on: October 16, 2015, 23:18:01 »
Hi Anyone,

Just wondering if anyone actually visits these forums any more, especially Nexus modders.
Most entries lately just seem to be spam  :(


62
General Discussion / Re: I Need Nexus BSG Mod
« on: February 07, 2015, 22:55:59 »
Hi KaraThrace,

Last I heard, all BSG mods (no matter what the game) were taken down due to IP issues. There aren't any links available as far as I know.

63
Help / Technical Support / Re: [GUIDE] Widescreen support
« on: February 07, 2015, 22:46:51 »
Hi Xankar,

You need to unpack the game first to find those files.
At this point, I'm assuming you downloaded the version of DaTool with instructions? Without further info, I can only ask if you've got the directory path right...

64
Scripting / Re: Question on how to edit rp in campaign
« on: February 07, 2015, 22:01:30 »
Hi Brashin,

Doing what you want is possible, though you'll need to 'unpack' the Nexus_00.dat file first (with a program called 'DaTool') to locate the episode files you need. But these are quite delicate and Nexus is easy to break. So be careful


65
Help / Technical Support / Re: Tweaking Original Ships
« on: October 25, 2014, 21:14:34 »
Hi Opulus,

To make any changes to the game, you'll need to unpack it first. If you follow the below link, you should be able to download a file called 'DaTool'...

http://www.moddb.com/groups/the-nexii/downloads/elfartos-datool

I think it comes with full instructions. Once you've unpacked and removed the now defunct Nexus_00.dat file, navigate to Universe/Tactics folder where you should find TacticsTypes.ini - editing this file will achieve your desired aims but be careful as Nexus is really touchy about having it's files played with.


66
Game Assets / Re: Nexus Shipyard defunct
« on: August 24, 2014, 23:06:17 »
Damn, this is indeed sad news  :(

However, I do have a copy of the shipyard and it's models saved. I've also attached a copy of said files compressed with 7z, no password.

67
General Discussion / Re: Where's the NexusWiki??!!!
« on: August 16, 2014, 00:29:18 »
Hi Arparso,

Great to see you again, for a while I thought Nexus's last guardian had been vanquished ;)
Thank you for bringing back the wiki, there are some things in there that are easier to find than searching through my files.
When going through the wiki though, I've only got the option to move unwanted pages, otherwise I'd look into helping to remove the unwanted spam.

Catch you later....

68
Scripting / Re: Problem with new Command
« on: July 30, 2014, 23:54:50 »
Hmmm, I'm a little intrigued. Would you care to share any more?

69
General Discussion / Re: Where's the NexusWiki??!!!
« on: July 30, 2014, 23:47:10 »
That's a pity, guess he's somewhat busy these days.
Even if it was only a locked version, it'd be nice to have access to the wiki again...

70
General Discussion / Re: Where's the NexusWiki??!!!
« on: July 29, 2014, 23:45:05 »
Hey Geo,

Have you managed to contact Arparso recently?  I've tried popping an email through here and there but with no reply and it's been an age since I last saw him here.

71
Scripting / Re: Problem with new Command
« on: July 29, 2014, 23:42:21 »
Well, that took some doing. But it now works with one ship in play, multiple ships could be a problem but I'll cross that bridge later...

As suspected, any input manual control bar doesn't just stop the 'tick' part of the command, but the entire command and any attached 'includes' as well. In order to get around that, I've got to make the new command record some variables at 'U' level, which a rule from another machine can then read and check against. If the rule in the second machine can't find either the expected value or the exit value, it re-issues the command.

In trials, my ship now approaches the intended target untill an enemy tries to get too close. In which case it'll try to fly around the enemy, and if fired upon will then engage said enemy. Finally, with the enemy neutralised, our ship proceeds to it's initial destination.

Still a few things to sort out, but it's promising...

72
Help / Technical Support / Re: Error when I open a mod.
« on: July 19, 2014, 11:19:51 »
What i mean is sometimes the game will save it's folders outside of the Nexus folders, another forum member had this a while back. Please read through this thread and hopefully that should help you find the offending mission.

http://arparso.de/nexus/forum/index.php/topic,429.msg2682.html#msg2682

73
Help / Technical Support / Re: Error when I open a mod.
« on: July 18, 2014, 23:52:22 »
Hi there WTFBOOM,

The first thing that comes to mind is that the game has decided to save your mission files in an alternative location, do a quick search of your pc to find where they are.

Not sure what's causing your CTD's though, sorry.

74
Scripting / Re: Problem with new Command
« on: July 14, 2014, 23:29:39 »
Hmmm...

I've looked through the Tutorial command itself. Unfortunately, I don't think it'll help as it's initially called from an event as opposed to clicking on a command button. From there, it starts off a chain of called rule events.

Darn the manual command panel!! Doing anything with it appears to stop the command from running... or it takes it out of the current state...? Would explain why changing the tick to a timer doesn't work.

Off to experiment...

75
Scripting / Re: Problem with new Command
« on: July 11, 2014, 23:13:52 »
Good to hear Geo,

Apologies for the prolonged absence, my poor old laptop fell over in a rather major way so I had to get another :(
Then I ended up playing The Witcher 2 to test new machine (my old one stuggled, this beastie made it fun again).

Back to business at hand though, the general commands on the left (behaviour, how much power to assign to systems) don't affect the command, but all the manual commands along the centre (the bit to turn on specific devices or target weapons, etc) and those on the right interupt the tick so we proceed to the last set destination.
So I'd go along with your assumption of manual command interuption is correct.

So the question then becomes 'How to capture these manual events?' if it's at all possible.

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