It depends on the errors and how you integrated it. Some of those errors are just from the project and have nothing to do with the mod...
maybe do a dump here?
all the taanab files do is add another zone, connected to the travel system, and add things related to it only... so even if it doesn't work, the base game should be unaffected. IF you installed the files correctly
didja use my readme? I think I had some pretty good instructions in there.
I take it you are using the dev env... it's likely because they have updated the server file structure since I released that, it's still mostly made for publish 8, but you might have to rearrange or rename some files. I was planning on updating it with the Hoth release to be a little more convenient
Yeah I was thinking that too .... yes I'm using SWGEmu VM server v1.1 by Erusman .... so this is what I did .... I went though file by file and added them or added the lines missing from my server files ... atm I am doing a rebuild to see if that helps ..... fingers cross lol....
I tried adding tan ab to my server and it crashed it so I'm setting up a test server that I can test it out before I add new stuff to my play server.... not sure what I did wrong but I'm sure I will figure it out soon
Step 2 in the guide below should show you. You will have to do this for all the new objects.
I'll say again, as well, if one is pulling from latest swgemu, there may even be file structure changes they need to be monitored and taken into account. server side, that is, client-side, numerous things could cause crashes. One thing to be mindful of is the order in which you load the TREs... I have noticed a bad reaction if you place the default.tre above them in the list ( as I have seen some do by default when they add their own)
though I have had one hell of a time the past two weeks, getting my test tools to work, I am sitting down today to wrap up what I can.
I am testing to see if my mounted nerfs and tauntauns finally work, implementing the new terrain and environment scheme I have been imagining... I did a fresh drag-and-drop of my taanab today too and it still works with the current code
designed some brand new terrain/regions today, solidified my lighting and sky, tidied up some terrain code, and learned some new tricks. putting in another full day tomorrow, and hoping to have it live for testing within the next day or two...
I appreciate. I will need help once it's live and released to make an update that will hopefully fix the obvious bugs... just like with Taanab I'm hoping people will email me or post on the release thread to work it out.
Here's a video of one of the things that took me quite a while, getting the exact right balance for the environment lighting: ( this is not the final version, but the first custom color ramp I made that actually worked! )
Oh yeah, just taking a bit. I probably put 20 hours in this week on it. I'd like to be done next week, of course, but there are just a couple little sticking points which leave unfinished or exploitable materials exposed.
Totor, not sure what you mean. The program I had been using for all of my graphics was corrupting the color ramps, so I had to buy photoshop. Also, there is a razor thin line between gray and nuclear white... so it took me dozens of combinations of sky, lighting color ramp, and texture tinting to find an aesthetic that most people would find acceptable... that is, I didn't want people to have to constantly adjust and readjust their brightness traveling on and off the planet... the default NGE shaders and colorramps for Hoth, as they were, created a nauseating visual experience in the preCU client.
I added a significant bit of content today...
what I have now is FAR better then what I was near releasing a couple of months ago, trust me
I am hopeful, though, I can get it out this week. To be honest, I'm a little embarrassed when I read back over this thread, my style is kind of frantic at times... I get sidetracked easily... and I'm a perfectionist. The good news is that I have already released a planet, so I know I can do it. It just has to be better than the last.
I have redesigned almost all of the terrain code now, and have 100% coverage (until I decided on the look of the borders, it kind of faded off into 'the Matrix' near the edges). I may fine tune a few POI areas, add a new shader or two still.
I have six caves or caverns now, including Echo Base - and this mysterious guy...
Echo Base is 50% populated, three of the caves are fully populated, two of them are being worked on.
I wanted to make the planet consistent with what ESB and the NGE laid out... so I took out the volcano for good and added in that new cavern... which certainly expands upon the ideas from the steam room in Echo Base.
There is a new mountain complex in the north with four ice caves, full of Wampas, and each will have one of the giant Wampa bosses at the bottom.
I have a new sky, new weather/environments, I've redesigned my frozen lake concept... I am pretty proud of the 'comeback' work I've done in the past week or two.
Just have to take a serious look at a few features - if I can't get them working acceptably, they'll have to be scrapped or replaced with something else. Also I still have to make an easy way to disable Echo Base and the GCW - should be easy enough work, but it's been one of the lower priorities the whole time.
Anyway, just an update for the faithful. I appreciate those who are still tracking this. I still love doing it, can't wait to finish and play it a little, and am already full steam ahead on the next.