Problem with making an EVN ship

Whenever the engine has to display any kind of graphics for the EVN add-on ship I've just made, it immediately crashes. This includes the main screen with the pilot description.

It can be downloaded here: (url="http://"http://www.silvernetwork.net/diordna/TestPlug1.sit")http://www.silvernet...a/TestPlug1.sit(/url)

This is the first plug-in I've tried to make in a year at least. It uses shďp and spďn resource 442. The sprites are rlëD's (rlë8's included as well). I didn't know what to put for the mask ID in the spďn, since I thought rlëD's incorporated them. All the non-sprite pictures are the exact same picture, same size and all. I know that this is not the cause of the problem because it also crashes when there are no pictures present.

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You need to create a shän, specifically shän 442. spïns do not contain enough information to describe a ship animation. See the Bible.

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  1. Dude, stop living in the past. There's no such thing as a ship spïn in Nova. You use a shän.
  2. Why are they all the same size? There are two PICTs: the 128x64 target image and the 200x200 shipyard image. Optional 600x400 image for the info dialog. What do you mean, they're all the same size? You can't have anything but a 128x64 for the target PICT, 200x200 for the Shipyard pic, and (optional) 600x400 info PICT. Otherwise, Nova does not like it.

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Quote

Originally posted by orcaloverbri9:

  1. Dude, stop living in the past. There's no such thing as a ship spďn in Nova. You use a shän.

Hmm. Guess I read the Bible wrong. Fixing now.

Quote

  1. Why are they all the same size? There are two PICTs: the 128x64 target image and the 200x200 shipyard image. Optional 600x400 image for the info dialog. What do you mean, they're all the same size? You can't have anything but a 128x64 for the target PICT, 200x200 for the Shipyard pic, and (optional) 600x400 info PICT. Otherwise, Nova does not like it.

I know they're the same size, I was going to change it later. I just wanted to see if lack of a picture was the problem, and it wasn't. Anyways, I'm making the shän now. See, for some reason, I thought you could use either a spďn or a shän, so I went with the simpler one.

I haven't made any kind of plug-in at all in a long time, so please bear with me. I used to make a lot of 'em for the original EV, so I might use the wrong resources sometimes.

Will report success tomorrow.

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Quote

Originally posted by Diordna2:
**I know they're the same size, I was going to change it later. I just wanted to see if lack of a picture was the problem, and it wasn't. Anyways, I'm making the shän now. See, for some reason, I thought you could use either a spďn or a shän, so I went with the simpler one.
**

When I first went into Nova, I started looking through the spins first, but then I learned that because of all of Nova's new engine features, the spin resource was just too simple, so they created the shan resource.

Matrix

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Yup, the shän fixed it.

goes off to corner to make plug-in

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Okay, now I have a new problem. The weapon I just added makes the game crash on launch. (I also added a new s˙st and spöb, but those seem to work fine.)

Download link is the same.

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Quote

Originally posted by Diordna2:
**Okay, now I have a new problem. The weapon I just added makes the game crash on launch. (I also added a new s˙st and spöb, but those seem to work fine.)

Download link is the same.

**

Weapon spins are loaded from spins 3000 to 3255. The graphics field of the weap thus must be a value between 0 and 255.

By the way, it is traditional to use for the mask id when using RLED sprites (sprite ID)+1, and have the RLE's using only even numbers. I dont know if maskID is looked at for rle sprites.
-Az

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(This message has been edited by Azratax2 (edited 01-02-2004).)

Well, I fixed the crash-on-launch problem, but now it's become a crash-on-fire problem. Download is, again, the same.

Also, it seems that NovaTools keeps changing the value in the field that defines the ammunition type. What gives?

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