New species for SWGEmu Core3 beta 0.5

Timbab

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Zelarwen said:
It's impossible to add a new specie atm, if it is not already hardly-coded in this file manager. As Chiss, Nautolan, Nightsister, Singing Mountain Clan and Togruta aren't there in creature_manager.lua, there is no speciesId for them, so no name specie in game.
I added them in this file, but no success, because in game : blank (no name) in species.
Yes, it's because SOE was retarded and hardcoded the enum of the species, instead of having it in a datatable.

It should be possible to allow for more species in the future when I have my client expansion setup done properly, might even be fairly easy depending on how hard coded it is beyond just the enum and server talking.

I suspect (Didn't look at any server code or the client in Olly for this yet) that they send packets back and forth with that enum and because of that, if you add a new thing server side, it'll blank out in the client as it can't look the enum value up.
 

Zelarwen

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Species Update with Master Image Designer :

Success :

- Aqualish : Muscle, Height, Weight, Torso, Skin Color.

- Bith : Muscle, Height, Weight, Torso, Skin Color.

- Chiss : Muscle, Height, Weight, Torso, Face, Eyes, Nose, Skin Color, Eyes Color, Hair Customization, Hair Color.

- Devaronian : Muscle, Height, Weight, Torso, Skin Color.

- Gotal : Muscle, Height, Weight, Torso, Skin Color (Fur).

- Gran: Muscle, Height, Weight, Torso, Skin Color.

- Hutt : Fur Color (Skin), others param are bugged (no variables, very distant character => small hutt).

- Ishi Tib : Nothing. (sic)

- Nautolan : Muscle, Height, Weight, Torso, Skin Color.

- Nightsister : Muscle, Height, Weight, Face, Eyes, Nose, Skin Color, Hair Customization, Hair Color, Tatoo Pattern, Tatoo Color.

- Nikto : Muscle, Height, Weight, Torso, Skin Color.

- Quarren : Muscle, Height, Weight, Torso, Skin Color.

- Singing Mountain Clan : Muscle, Height, Weight, Face, Eyes, Nose, Skin Color, Hair Customization, Hair Color, Tatoo Pattern, Tatoo Color.

- Talz : Height, Skin Color, Fur Color.

- Weequay : Muscle, Height, Weight, Torso, Skin Color.
 

Halyn

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FYI, I've got an update for the original download on the backburner as a project with the new info that Zelarwen has found.

Unfortunately, Talz will need to be pulled for now. I can't say I tested extensively because they use the same animation set as other humanoids, but they actually have their own skeleton...which lacks hold_r and hold_l. Any equipped weapon simply vanishes, though the Talz animates correctly (minus the weapon actually showing up). Until we have a skeleton editor, or I get ambitious enough to figure out a manual fix (unlikely given my SWG project backlog), it needs to come out of the available species.
 

ekre

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something is really wrong on my side. 

when i try to run the server, i get this error:

Code:
Core3[16102]>> (36 s) [VendorOutfitManager] Loaded 2876 unique outfits
Core3[16102]>> (36 s) [PerformanceManager] Loaded 154 performances.
Core3[16102]>> (36 s) [SkillManager] ERROR - overwriting skill name
Core3[16102]>> core3: ../../../src/server/zone/managers/skill/SkillManager.cpp:91: void server::zone::managers::skill::SkillManager::loadClientData(): Assertion `0 && "skill name hashcode error"' failed.
Core3[16102]>> 

Core3[16102]>> Program received signal SIGABRT, Aborted.
Core3[16102]>> 0x00007ffff5a9e067 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
Core3[16102]>> 56 ../nptl/sysdeps/unix/sysv/linux/raise.c: No such file or directory.
Core3[16102]>> (gdb)
i guess my skills.iff is broken, but im just guessing (skillmanager.cpp at line 91 is using skills.iff) or is it a crc error? 
may i ask you to have a look at on it? skills.iff is attched. 

load order in swgemu_live.cfg
searchTree_00_28=species_skills.tre  (contains skills.iff and the crc iff file)
searchTree_00_27=species.tre
searchTree_00_26=taanab.tre

skills.iff
object_template_crc_string_table.iff

thanks!
 

ekre

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Halyn said:
You've got Gotals in your skills.iff file twice. I'd bet that's your problem.
i should sleep, i didnt even notice, just tried to find a typo or anything for hours, but i didnt see that i've gotals twice ::)
sorry, i think i must sleep now :)
 

Halyn

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The giveaway was...

Core3[16102]>> (36 s) [SkillManager] ERROR - overwriting skill name

...so you had two skills of the same name, as indicated by the overwrite. Then it was just finding the problem entry. :)
 

ekre

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yep, i read that, tried to look for the redundancy, but did not find it. just after you open up my eyes :D
thanks, now its time to sleep :)

ps.: if you wish, you may add the skills.iff to your zip (without the second gotals line ofc :)), its a vanilla skills.iff, i only added the species skills.

thanks again!
 

Halyn

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I'll put that on my to-do list. I do want to get around to making an updated version of the public release, but I'm so damn busy all the time.
 

ekre

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i would like to ask for your help, again :)

today i started to add the races in the items luas (just for a few). now i can equip items with the new species, but for example, when i equip a cdef pistol, i have a system message: "you lack the necessary skills to use this weapon properly. Damage with this weapon will be greatly reduced".

so i opened up skills.iff, but as i see, nautolan (and all new species) has cert_pistol_cdef in command column (when i added species to skills.iff, i just copied it from human) .  how can i fix it? i guess i just missed something and i must change something, somewhere.
thanks!

sorry for the noob questions, lua scripting and the whole swg modding is totally new to me.
 

Halyn

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Skills.iff is your problem - there's a technical reason for why this isn't working correctly, but basically, remove your species restriction from your species skill. (Example: you have the Gotal species skill restricted to the Gotal species. Remove the restriction, create a new Gotal, and he'll now have the skills, modifiers, and certifications from the new race.)
 

ekre

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okay, all weapons are working, backpacks also. but how can i allow to the new species to equip armors?
when im trying to equip, i have a "you lack the necessary requirements to wear this object" system messasge.
already included new species into wearables lua files, tried to append appearance_table.iff with new species columns (but i guess its not the problem, because new species are handled as human by game logic, right?) without any success.
what steps i missed?
 

Lasko

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You need to add the new species to any wearable item that you would like them to wear, to the playerRaces = { list.

ie. the object files in:
object\custom_content\tangible\wearables\armor\blah

or for existing wearables:

object\tangible\wearables\armor\bone\blah

The new species need to be added to EVERY object file. Just look at an existing and copy the format. Including normal clothes, backpacks, armor etc.
 

ekre

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thanks, i know, already did it. weapons are working, backpacks are working, armors (and maybe clothes, didnt try it yet) does not.
ill recheck the wearable luas, and ill copy one of them into a new post. (im using kfilereplace for this kind of editing, so i dont need to add it in every single file by hand, it does the dirty work, my job is just to validate it).
i used the same playerRaces = { list } for all items, i mean for weapons, wearables. i guess i just missed something, because weapons, backpacks are working (vanila and mtg).

guys, i really appreciate your support.
 

ekre

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ok, i did a huge mistake. i used kfilereplace to add the races to the playerraces list, but because of the vendors the lua file is a little bit different (it contains the vendors also, not just player characters). i was too tired when i checked the files, but now i just opened up one of the composite armor's lua and tadam :)
 
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