Mod The Galaxy Community Content Repository

JagoKien

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Jan 4, 2017
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Just closing the loop here for any who may stumble across this chain in the future...my issues were related to the season holiday textures that SWGEmu had loaded during the time period. They were messing up my client side and not allowing me to generate items.

Special thanks to Lasko for being readily available to help me figure everything out at the drop of a hat!!! He's a rockstar!
 

ekre

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Dec 31, 2016
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thanks for this great work!

first of all, sorry for my english. im using zonamadev with the mtg repo files, and it seems to be great.
my big question is, how can i add them as in game draft-schematics, so i could add those schematics to crafter profession boxes.

btw, someone may be intresested in mtg and zonamadev easy way merging.

0 - first of all, you must have a working zonamadev enviroment
1  - download the mtg tre files as a zip, from mega
2 - download the mtg github repo as a zip file (as i guess, if you know github, you can do the whole process with it, but im a github newbie :))
3 - install the mtg tre files on server (put the tres in the servers tre folder, add them in config.lua aswell)

and now, the most important thing, merging the mtg lua files into your zonamadev enviroment:

4 - unzip the mtg github repo zip into your vm machine, for example into /home/vagrant/workspace - mtg
5 - make a backup of your workspace directory (/home/vagrant/workspace)
6 - make sure you have "meld" installed in your zonamadev enviroment

7 - launch app meld, and click on compare directories. for example add /home/vagrant/workspace - mtg to the left, /home/vagrant/workspace to the right. it will scan and compare the directories and the files, and then marks the modified files with green. click on them, and then you will see the differences, marked as green. click on the right arrow icon on the bubble, and save the file. now the mtg and zonamadev files are merged.
on the right panel, when you see a "missing content", just click on the arrow icon, and meld will copy the scripts from "/home/vagrant/workspace - mtg"

8 - build

a howto video for meld: https://www.youtube.com/watch?v=TgrhAnTN-sE

for the first time, it will take about 20-30 minutes, but i think its an easy way to integrate mtg into zonamadev (without the proper knowledge of github :))

ps.: about my question, i can include the mtg stuffs in the loot table, am i right? :)
 

Lasko

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The way ZD was designed, at least for the moment, makes it easy to just swap the repo address in Core3/git/config. Just make a full clone of the stock ZD image and change address in the clone. That's how I have it set up.

See this post for how.

You just need to swap the refs from unstable to master in the same file as the mtg repo uses the master branch as default.

As for loot tables, all the weapons, NGE houses, BARC and a few others are already set up, you just have to add the loot group to the mob you want to drop it. The stuff that is not done yet will be done in time, but as I'm doing this on my own, you can probably appreciate the size of my ToDo list.
 

ekre

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Dec 31, 2016
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Lasko said:
The way ZD was designed, at least for the moment, makes it easy to just swap the repo address in Core3/git/config. Just make a full clone of the stock ZD image and change address in the clone. That's how I have it set up.

See this post for how.

You just need to swap the refs from unstable to master in the same file as the mtg repo uses the master branch as default.

As for loot tables, all the weapons, NGE houses, BARC and a few others are already set up, you just have to add the loot group to the mob you want to drop it. The stuff that is not done yet will be done in time, but as I'm doing this on my own, you can probably appreciate the size of my ToDo list.
thanks for the info about git. 
a few hours ago i succesfully added the loot groups to a the mobs, thanks! :)

btw, do you know where should i look to change the skill cap's text? i mean, i have modified the skill limits but the / 250 is there as a fix. tried to look for it in UI tables with SIE, but without any success. (sorry for the noob questions)
 

ekre

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Dec 31, 2016
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hm, it seems i didnt succesfilly add them to the loot table :(

just tried to add a few things to axkva min, so i modified scripts/mobile/dathomir/axkva_min.lua, the loot group looks like this:


Code:
	lootGroups = {
		{
			groups = {
				{group = "crystal_kuns_blood", chance = 2600000},
				{group = "g_ns_hut_house_loot_deed", chance = 2600000},
				{group = "g_lance_nightsister", chance = 2600000},
				{group = "g_lance_nightsister_legendary", chance = 2600000},
				{group = "power_crystals", chance = 900000},
				{group = "nightsister_common", chance = 2600000},
				{group = "pistols", chance = 1000000},
				{group = "rifles", chance = 1000000},
				{group = "carbines", chance = 1000000},
				{group = "melee_weapons", chance = 2000000},
				{group = "armor_attachments", chance = 500000},
				{group = "clothing_attachments", chance = 500000},
				{group = "wearables_rare", chance = 500000}
			}
		},
it doesnt work, axkva doesnt drop anything from the new items. so, i tried with axkva_min group, like this (scripts/loot/groups/npc/axkva_min.lua):


Code:
	lootItems = {
		{itemTemplate = "nightsister_lance_schematic", weight = 4000000},
		{itemTemplate = "crystal_kuns_blood", weight = 4000000},
		{itemTemplate = "g_ns_hut_house_loot_deed", weight = 4000000},
		{itemTemplate = "g_lance_nightsister", weight = 4000000},
		{itemTemplate = "g_lance_nightsister_legendary", weight = 4000000},
		{itemTemplate = "nightsister_vibro_unit", weight = 6000000}
	}
now she drops only kuns blood from the new items, nothing else. 
what did i wrong? (still sorry for my crappy english)
 

Lasko

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Your weights are off. They should total exactly 10,000,000. Your example adds up to 26,000,000.

Open a terminal up and type:
/cd home/vagrant/workspace/MMOCoreORB/bin

Then

./core3 runUnitTests

It'll tell you what the errors are and how to fix.
 

ekre

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Dec 31, 2016
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Thanks a lot and sorry for the noob questions. Its really amazing what you guys did here on mtg, really appreciate your work and your help!
 

Lasko

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I have now added ALL the CU/NGE assets for worldbuilding. This includes all the instance bunkers, buildings and  caves. Also all the assets needed to decorate the buildings, ie. from the .ilf and .cdf files, Static/tangible/worldbuilding etc.

There's a hell of a lot of items (some 2500+), and although i have tested the vast majority of stuff, some things may have slipped through which need fixing.

Any feedback would be appreciated if you come across broken items!

Two things that spring to mind are:

The Avatar platform - Spawns as a sceneObject in a screenplay, but causes a client crash in a snapshot.
One of the standard caves has a PRTL error - dare you to find it lol.

 Tre's 18, 19 and planets are subject to change due to possible shader updates (mostly Mustafar), and continued work, but I thought I'd push it all out so folkes can start playing with it. RL time is busy for me so time to fix this is limited atm.

As is Musty works as a trn, but Kash main and hunting cause a server seg fault as it's having trouble reading the height maps.

As always everything is WIP, but i've tried to make it as complete as i can for now.

Enjoy:)
 

Pake

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Dec 8, 2011
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Sweet Lasko. I'll try putting these into one of my copies of ZonomaDev and let you know if I find any bugs.
 

Takhomasak

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Aug 17, 2014
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Did I hear heightmaps? Height maps are my specialty...

Kash is getting that special treatment now, anyway, but I bet I could use some of this to help.
 

Lasko

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Hey:)

Yeah, server seg faults when you load kashyyyk_main or kashyyyk_hunting.

The both load ok if you rename them to a regular planet and stick them in your client.

Cant remember the exact BT error message, but it was to do with not reading the heightmap (TGA file). Musty one works fine though.
 

Takhomasak

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Aug 17, 2014
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I downloaded only the planets TRE.

I noticed that it's missing kashyyyk_main_height.tga

which is the first bitmap called on in kashyyyk_main.trn!
 

Takhomasak

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Aug 17, 2014
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So I am playing with those height maps. I can't tell, looking at the server code, why they are not being read correctly. It is possible that the server can only process 512x512 (or only square? doing some trial and error...) - which is what I made all of the hoth bitmaps, they can be stretched out in the terrain code though, to any size.


--update
yep, I resized the bitmaps to 512x512, did not maintain aspect ratio (ratio is preserved in the terrain code though), and it loads... but it messes up the design and detail slightly... will continue working on it...


----update

bitmaps have to be square. final answer. made some adjusted ones and making sure they render out right with the added pixels


-------update

here's what I did. It seems to be a good fix, but I am going to make sure before sending it to anyone...

I added pixels to the bottom of three of the Kashyyyk_main TGAs, to make them square, then calculated the pixels per meter, and adjusted the size of the boundary in the terrain file so that the pixel at 80% down the Y axis (where the image ends, pixels 800 and 400 respectively) would correlate exactly to y= -824 meters, (where the old bitmap boundary ended). It seems to have worked, I have the snapshot loaded and everything seems to be snug, and the paths and flora all seem to be drawn in the correct spots.

Working serverside right now as well with the snapshot inserted as a client visual mod for now (server was having problems with the collision files for the trees, among other things)
 

Takhomasak

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Aug 17, 2014
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https://drive.google.com/open?id=0Bzb2t9aISuXja3lGRVMyMnpFbmM

These altered files should make kashyyyk_main generate properly in client and server - you'll have to disable the snapshot, even using MTG server files, some of the paths are not the same.  Working on hooking it all up, used your LUAs and changed the path to the default ROTW directories I was already using.  Still need to get a few more LUAS made before I can confidently load Timbab/Sytner's snapshot serverside.

discussion back on the kashyyyk preview thread...
 

Lasko

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**Update**

Have added Kashyyyk planets to the repo and various NGE items.

Patch 20 is not now needed.

Patch 21 and planets.tre have been updated.

They are still very much WIP and not really ready for use on servers without some heavy modification, but you can teleport into them and see the progress so far.

Screenplays are under way for the content, and will be added over time.

Also included is Taks open world Kashyyyk. **NOTE** this is still under development, but it's included for progress.
DONT GO NEAR TREES, it'll cause a client crash.
 

Takhomasak

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Aug 17, 2014
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One may delete the kashyyyk tree collision files if they wish, to roam freely without crash, but yeah, not much to see. I am resting a minute after all that MATH
 

kissofdarknes

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https://mega.nz/#!5Oox0ZYA!ELa-jxCpKOAn24nvghxRUCRfmBVvqLjUUx2z_6w8XaY
Working Oracle VM of mtg server currently uptodate it is almost 13gb download i forgot to update screenplays so i will have an updated folder for that shortly.

I forgot the download is an egg file to unegg the file you will need the free download of alzip forund here http://www.altools.com/downloads/alzip.aspx
 

Takhomasak

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Aug 17, 2014
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I got this to work out if the box after the latest update. Genius. Building Sunrunner II and Kashyyyk off this base now.
 
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