new ammo problem in CS

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new ammo problem in CS

Postby Grump642 on 01 Jan 2009 04:24

OK, I have not given up on adding 44 Mag ammo into CS. I rewrote the text, added it to weapons.ltx, added icon, and the game loads fine. But when I add the new desert_eagle.ltx using new ammo, the game will not load. Log file shows;

FATAL ERROR

[error]Expression : error handler is invoked!
[error]Function : invalid_parameter_handler
[error]File : E:\priquel\sources\engine\xrCore\xrDebugNew.cpp
[error]Line : 791
[error]Description :

Anyone have any thoughts? ](*,)
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Re: new ammo problem in CS

Postby EggChen on 01 Jan 2009 13:43

Well I am completely guessing here, as I have not touched CS....

Try renaming the ammo... invalid parameter makes me wonder if you have it named with an invalid character in the section name.

Or it could be that you are trying to define a parameter for the ammo that CS cannot handle, did you copy an existing CS ammo entry for your starting point? It may be a property that SHOC ammo could have but not CS, so it is throwing a barney.
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Re: new ammo problem in CS

Postby Grump642 on 01 Jan 2009 16:21

I took a .45 file and modified it. I have no clue at this point. Unless, as you say, the name itself is offlimits??
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Re: new ammo problem in CS

Postby EggChen on 01 Jan 2009 17:01

Paste the text of the original .45 and your new one, maybe a fresh pair of eyes will see something.
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Re: new ammo problem in CS

Postby Grump642 on 01 Jan 2009 18:48

This is the ammo section I added to weaons.ltx;
[ammo_44_Magnum]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_44_Magnum" ; option for Level Editor
class = AMMO
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_11.43x23_fmj.ogf
description = ammo-44-Magnum_descr
$prefetch = 64

cost = 500

box_size = 50 ;20

inv_name = ammo-44-Magnum
inv_name_short = ammo-44-Magnum_s
inv_weight = .3

inv_grid_width = 2;1
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 33

k_dist = 1.2
k_disp = 1.2
k_hit = 1.2
k_impulse = 1.3
k_pierce = 0.1
k_ap = 0.1
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.05
I checked and I used the vanila desert eagle to comvert to 44 Magnum. Someone made a .50cal for the eagle and I don't see where he did anything different. I renamed ammo to 50_Magnum and it still did not work. ](*,)

This is what I added to text files;

<string id="ammo-44-Magnum">
<text>44 Magnum rounds</text>
</string>
<string id="44-Magnum_s">
<text>44 Magnum</text>
</string>
<string id="44-Magnum_desc">
<text>44 Magnum rounds for the Desert Eagle</text>
</string>
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Re: new ammo problem in CS

Postby EggChen on 01 Jan 2009 19:08

I don't think its your ltx edits anymore....

I checked out another guys ammo mod, and he also added the ammo to scripts/spawn_items, in the ammo table. Try that with your ammo.

This did not have to be done in SHOC, but I gather many things changed to make modding CS just that bit harder*. Remember I have never touched CS, this is just what I would think is the problem looking at his mod and yours. So what I am saying is.... I could be wrong!!

* Which is why I will never mod the thing, damn GSC L-)
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Re: new ammo problem in CS

Postby Grump642 on 01 Jan 2009 19:13

You're right. CS is a lot different to mod. New set of rules to follow and I don' have a clue about the changes right now. But i NEVER GIVE UP, so I will learn them while I work on SoC, also.
I had the ammo in the scrips/spawn_items file. Still did not work.
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Re: new ammo problem in CS

Postby EggChen on 01 Jan 2009 19:43

OK, last thing... the mod I looked at used an ammo called ammo_223_fmj for the .50 cal....

Is that in the vanilla spawn_items file? It may be that he used an existing ammo, rather than created a new one. It could be that you cannot add new ammo, only mod existing ones. Or that new ammo has to be added somewhere else as well, like another script.

Also - I notice your config does not have a k_air_resistance value like other ammo configs have... try adding that.
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Re: new ammo problem in CS

Postby Grump642 on 01 Jan 2009 19:48

I will try that plus another thing I am trying. Willing to try anything at this point. Can't believe how hard this is. Added it to SoC with one try.
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Re: new ammo problem in CS

Postby Grump642 on 01 Jan 2009 19:57

K_air_resistance only seems to be used for shotgun ammo from what I can tell. The .223 ammo is just the American name for 5.56x45 NATO. It's in vanilla, for some reason. I'll keep trying my other thought. I have all 3 brain cells on overtime right now. :)
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Re: new ammo problem in CS

Postby EggChen on 01 Jan 2009 20:10

Well that guy used the 223 ammo to create his .50 cal.... maybe you have to overwrite an existing ammo?

Other than that I am stumped, someone like Victim would surely know, he has modded CS. You can PM him from this forum.
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Re: new ammo problem in CS

Postby Grump642 on 02 Jan 2009 05:04

Well, I never could get it to work, just changing the ammo. Sooo.., I made a whole new weapon. Desert Eagle1. New textures, .ltx file, icons, everything. And it uses 44 Magnum!!! =D> Game loads and all, I just have to add it to the traders. Too bad I am almost thru the game and I don't think there are any more traders. :-Q Well, at least I can use the icons and textures in SoC. Thanks for your help EggChen. I would sure like to know wtf tho.
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Re: new ammo problem in CS

Postby EggChen on 02 Jan 2009 14:29

... and me buddy, though my "wtf" would be directed towards GSC in general!!!

Glad you got it sorted.
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Re: new ammo problem in CS

Postby ket on 02 Jan 2009 20:56

CS = big gay man. So much stuff is hardcoded into DLLs its not even worth modding. I intend to buy CS, but I doubt I will play it more than once. I primarily want it to rip it apart and add much of it to TK. Screw GSC, if I'm not making money off my mod they can't do a damn thing, HA!
Mobo: MSI X570 Tomahawk
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RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
GPU: Powercolor 6800XT Red Devil
Sound: Asus Xonar DX 7.1 PCI-E, Realtek ALC1200
HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
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Re: new ammo problem in CS

Postby Grump642 on 03 Jan 2009 00:23

Just finished it. Ending very very lame and linear. Since I got my 44 magnum working, I thought I would start it again. Will not start! ! Can't find texture 'lights\lights_blamplight'
stack trace:
I checked the unpacked files and I can't find it ether! So it will not load because it can't find something that does not exist! ](*,)
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Re: new ammo problem in CS

Postby ket on 03 Jan 2009 01:43

LOL! Big round of applause for GSCs epic FAIL, Clear Sky!! =D>
Mobo: MSI X570 Tomahawk
CPU: R7 3700X @ 4.4GHz 1.3v
RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
GPU: Powercolor 6800XT Red Devil
Sound: Asus Xonar DX 7.1 PCI-E, Realtek ALC1200
HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
Opticals: DVD-RW, Blu-Ray
PSU: eVGA 1000w G2 Supernova
Case: NZXT Phantom 530

STALKER: Singularity (SIN) homepage
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Re: new ammo problem in CS

Postby NatVac on 03 Jan 2009 19:00

Grump642, I think the references in [ammo_44_Magnum] need to match real entities in the XML text files. You have this in your desert_eagle.ltx:
Code: Select all
description = ammo-44-Magnum_descr
...
inv_name = ammo-44-Magnum
inv_name_short = ammo-44-Magnum_s

and this in your corresponding XML text file:
Code: Select all
<string id="ammo-44-Magnum">
...
<string id="44-Magnum_s">
...
<string id="44-Magnum_desc">

The second set might work (at least in SoC) if you used this:
Code: Select all
<string id="ammo-44-Magnum">
...
<string id="ammo-44-Magnum_s">
...
<string id="ammo-44-Magnum_descr">

Note that the letter "r" is added to the end of the description label. Everything must match exactly.

Thanks for posting the "code". More eyes on the code almost always help find the problems.
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Re: new ammo problem in CS

Postby Grump642 on 03 Jan 2009 19:55

Damn! Good catch NatVac. I will try that. This is about to drive me nuts. Spending way more time on this then it's worth. Thanks for the help.
Nope, made the change and still CTD when I enter traders level. It HAS to be something specific to CS. I think. I have all this in SoC with no problems.
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