Forum

> > Stranded II > General > Massive Mod-Patched.
Forums overviewStranded II overviewGeneral overviewLog in to reply

English Massive Mod-Patched.

25 replies
Page
To the start Previous 1 2 Next To the start

old Massive Mod-Patched.

sirrus
User Off Offline

Quote
Hey everyone.
I patched the Massive Mod so that the two major issue-black terrain and unusable hammer are cleaned up and fixed.
I'm sure you guys have done this manually, but I thought I'd upload the fixes in an easily extractable, beginner friendly manner - all you have to do is extract it to your Stranded 2 directory - simple as that.

I take no credit for making this.

http://www.megaupload.com/?d=9FVSV3RI

old Re: Massive Mod-Patched.

sirrus
User Off Offline

Quote
Okay, It appears we have a bit of a problem; when you build a building, it doesn't grant you the ability to make different buildings, I guess I'll do some scripting and see if I can make a construction skill, that seems like it would be easier then banging out whatever is wrong with the current version...

Ugh, I'm done, I honestly can't figure this out, I'll post the script of what I have, the buildings are arranged into the original categories, I tested it for a bit and I think it's working...

I'll work on it some tomorrow if I have time... I should be able to get everything working and operating well...

Anyway, here's the code if you want to mess with it before I upload it Monday or Sunday...

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
################################ Stranded II building

################################ Buildings Group

### Tent
id=1
group=building
objectid=184
req=97
script=start
	unlockbuilding 4;
	unlockbuilding 5;
	unlockbuilding 6;
	unlockbuilding 7;
	unlockbuilding 23;
	unlockbuilding 24;
script=end

### building
id=2
group=building
objectid=165
req=24,20
req=15,30
script=start
	unlockbuilding 4;
	unlockbuilding 5;
	unlockbuilding 6;
	unlockbuilding 7;
	unlockbuilding 23;
	unlockbuilding 24;
script=end

### Bamboo Shelter
id=3
group=building
objectid=160
req=8,20
req=15,30

### Treehouse
id=9
group=building
objectid=190
req=7,10
req=24,25
req=26,30
buildspace=at object
atobject=13
atobject=16
atobject=17
script=start
	unlockbuilding 12;
	unlockbuilding 13;
	unlockbuilding 101;
	unlockbuilding 25;
script=end

### Hut
id=14
group=building
objectid=206
req=7,20
req=24,50
req=15,60
req=26,20
script=start
	unlockbuilding 12;
	unlockbuilding 13;
	unlockbuilding 101;
	unlockbuilding 25;
script=end

################################ Storages Group

### Crate
id=23
group=Storage
objectid=254
req=7,4
req=24,30

### Barrel
id=24
group=Storage
objectid=255
req=7,2
req=24,20
req=86,4

### Storage
id=7
group=Storage
objectid=181
req=7,10
req=24,20
req=23,40
req=26,10
script=start
	unlockbuilding 8;
	unlockbuilding 9;
	unlockbuilding 11;
	unlockbuilding 14;
	unlockbuilding 22;
	unlockbuilding 100;
script=end

################################ Production Group

### Trap
id=13
group=Production
objectid=205
req=24,20
req=49,25

### Bownet
id=10
group=Production
objectid=191
req=24,20
req=49,30
buildspace=water

### Torch
id=5
group=Production
objectid=166
req=24,5

### Fire 
id=4
group=Production
objectid=172 
req=24,50
req=23,10
script=start
	unlockbuilding 5;
	unlockbuilding 22;
	unlockbuilding 26;
script=end

### Well
id=8
group=Production
objectid=189
req=23,30
req=21,100
script=start
	unlockbuilding 12;
script=end

### Kiwibreeding
id=12
group=Production
objectid=201
req=24,50
req=15,80
req=26,10

### Water Trough
id=22
group=Production
objectid=187
req=7,4
req=24,8

### Herbal-garden
id=15
group=Production
objectid=207
req=7,5
req=24,5
req=21,10
req=15,30

################################ Misc. Group

### Board-Wall
id=20
group=misc
objectid=168
req=24,40
req=7,2

### Big Fence
id=21
group=misc
objectid=182
req=7,2
req=24,10
script=start
	unlockbuilding 11;
script=end

### Watchtower
id=11
group=misc
objectid=200
req=7,10
req=24,20
req=26,10
script=start
	unlockbuilding 12;
	unlockbuilding 13;
	unlockbuilding 20;
script=end

### Anvil
id=26
group=misc
objectid=5000
req=23,30
req=21,20
req=85,10
req=86,10

### Dock
id=25
group=misc
objectid=178
req=7,10
req=24,40
buildspace=water

### Fence
id=6
group=misc
objectid=163
req=24,10
script=start
	unlockbuilding 21;
script=end


################################ Vehicles Group

### Logboat
id=100
group=vehicle
unitid=31
req=7,5
buildspace=water
script=start
	unlockbuilding 101;
script=end

### Sailraft
id=101
group=vehicle
unitid=30
req=7,10
req=24,30
req=26,50
req=49,30
req=96,25
buildspace=water
edited 1×, last 25.05.08 03:44:39 am

old Re: Massive Mod-Patched.

Chopii
User Off Offline

Quote
Are you foul? Or did you never heard, to copy the code?
When you dson't know that, you must highlight the code and do it in the items_****.inf
But I think,...

old Re: Massive Mod-Patched.

Raven Shadow
User Off Offline

Quote
sirrus has written
Okay, It appears we have a bit of a problem; when you build a building, it doesn't grant you the ability to make different buildings, I guess I'll do some scripting and see if I can make a construction skill, that seems like it would be easier then banging out whatever is wrong with the current version...

Ugh, I'm done, I honestly can't figure this out, I'll post the script of what I have, the buildings are arranged into the original categories, I tested it for a bit and I think it's working...

I'll work on it some tomorrow if I have time... I should be able to get everything working and operating well...

Anyway, here's the code if you want to mess with it before I upload it Monday or Sunday...

To get a custome building into the game it has to be declared in 2 different files.
objects_buildings.inf
buildings.inf

I'll use the Big Storage as an example.
1. Find an unused ID by looking through the files
with names that begin with objects_
2.Looking in objects_buildings.inf you'll see that
the Big storage is declared with the following code:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
### Big Storage
id=214
name=Big Storage
group=building
icon=gfx\bigstorage.bmp
model=gfx\bigstorage.b3d
health=700
scale=2.2
mat=wood
script=start
	on:use {
		exchange "self";
	}
	on:build_finish {
		event "bigstoragebuild",0,0;
	}
script=end
maxweight=250000
description=start
You can store items inside this storage.
description=end

This defines the object so it can used in the game,
but it need to be defined in buildings.inf before
the player can build it in game.

3. Look though buildings.inf for an unused ID.
in the Big Storage's case ID 15 was used.
4. Object ID's are different then Building ID's
looking inbuildings.inf you'll see that the
Big Storage is defined as a player buildable structure
with the following code:

1
2
3
4
5
6
7
8
9
10
11
### Big Storage
id=15
group=storage
objectid=214
req=7,20
req=24,30
req=23,50
req=26,15
script=start
	unlockbuilding 16;
script=end

id= Is used to refere to this building in scripts
     and must be unique (i.e. no other buildings
     use the same number)
group= determines where you want the building to
     listed on the build menu. In this case it'll be      shown under Buildings when you right click
     while holding the hammer. Without a correct
     value for Group, the building will not be
     listed.
objectid=214 tells the game which Object to use
     as a Building. in this case, it tells the game to
     use the Object whose ID=214, which is
     defined in objects_buildings.inf
req=X,Y Tells the game what materials the
     player needs to build it.
     X is the ID of 1 material defined in one
     of the "Items_" files.
     Y is the amount of X that is needed.
unlockbuilding 16 tells that game that building
     the Big Storage unlocks the Butterfly Garden
5. Your new building doesn't need to unlock anything
But, it must be unlocked by another building.
by looking through buildings.inf, you'll see that
it's unlocked by building the Treehouse, which is
unlocked by building the regular Storage, which is
unlocked by building the Camp Fire, which is
unlocked by building the Shelter, which is a starter
building.

I appologize for the length of this post and hope the
answer to your problem is in there somewhere.

old Re: Massive Mod-Patched.

sirrus
User Off Offline

Quote
Thanks.
And also, I've worked it out so that it has the same starting buildings and the same-ish building progression.
Re-uploading eventually.

old Re: Massive Mod-Patched.

sirrus
User Off Offline

Quote
chrisseren has written
Erm The game wont start ... it says "Invalid OBJECT ID for BUILDING (0)"

What do i do?

I've never had that problem before. I'll take a look at it a little bit later, I'm busy with some other stuff right now...

old Re: Massive Mod-Patched.

Raven Shadow
User Off Offline

Quote
chrisseren has written
Erm The game wont start ... it says "Invalid OBJECT ID for BUILDING (0)"

What do i do?


open the file buildings.inf (located in the
"mods\stranded II \sys\" subfolder
of the Stranded II install location)
look for an entry that says id=0,
if it doesnt exist then look for id=1.
a little below it, it will say "objectid="
tell us what the whole line says.
edited 1×, last 03.06.08 08:53:30 pm

old Re: Massive Mod-Patched.

Raven Shadow
User Off Offline

Quote
chrisseren has written
it was the tent and here is the Object ID

objectid=184

I have an earlier verson of massive mod then you
and my version doesn't have that error.

open "objects_buildings.inf" and find then tent's entry.
it should look something like this:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
### Tent
id=184
name=Tent
group=building
icon=gfx\tent.bmp
model=gfx\tent.b3d
scale=2
health=100
mat=none
behaviour=cover
script=start
	on:use {
		clear;
		add "You can strike this tent in order to rebuild it on another place.";
		add "What do you want to do?";
		msgbox "Tent";
		button 0,"Strike the tent",10,"sys/scripts/tent.s2s";
		add "closemenu;";
		button 1,"Keep it here",3;
	}
	on:build_finish {
		event "tentbuild",0,0;
	}
	on:timer {
		local $id;
		$id=create("item",97);
		store $id,"unit",1;
		freevar $id;
		free "self";
		closemenu;
	}
script=end
description=start
Offers cover for sleeping
description=end

if it exists in your file and the id is different, then try
changing the objectid in buildings.inf to point to the correct tent.

if there is entry for the tent in "objects_buildings.inf"
then copy and paste the above code into it.

old Re: Massive Mod-Patched.

Guest

Quote
Thanks for the patch, but I'm getting an error. I open Stranded 2 and when it's loading Objects, it always stops at 24% and crashes. I get the error "ID between 1 and 255 expected." I can't find any objects that are not within that range. Can anyone help?

old Re: Massive Mod-Patched.

chrisseren
User Off Offline

Quote
Okay i replaced the script with the one you provided and it still crashs at the same place saying the same thing

old Re: Massive Mod-Patched.

bezmolvie
User Off Offline

Quote
Guest, don't claw through each file looking for things, go to game.inf and change the Object_limit to whatever you want. (lol)

old Re: Massive Mod-Patched.

Raven Shadow
User Off Offline

Quote
chrisseren has written
Okay i replaced the script with the one you provided and it still crashs at the same place saying the same thing


*sigh* Here I had a nice long post that rambled on
nicely, and i have to change it to a short and simple post ....

Your problem is simple, you installed Sirrus' patch on top
of your stranded II installation ..... and that's all you did.

Sirrus' patch isn't a patch for for the vanilla S2 mod.
It's a patch for the Massive Mod, thus Massive mod MUST
be installed first, then Sirrus'.

The reason the error is occuring is not because of the
tent.
It's because of the Crate.
Vanilla S2 doesn't use the crate as a buildable object,
while Massive Mod does.
edited 2×, last 04.06.08 11:23:29 pm
To the start Previous 1 2 Next To the start
Log in to replyGeneral overviewStranded II overviewForums overview