Author Topic: techframework 1.2 problem  (Read 1931 times)

Offline CDR_Daxian

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techframework 1.2 problem
« on: February 27, 2011, 06:44:05 PM »
wow i must be a MAJOR Noob, but now i'm trying to get techframework 1.2 onto a foundation-QBautostart modded install with a few extensions, but other than that it's stock.

when i install the framework, all i get is the secondary targetting and Single Phaser: 1 in the tactical menu and the Dock at target in kiska's menu. nothing else

i know that the entire compiled version is from an older version and was probably made before foundation (not sure what version of foundation though)

i also know that KM 1.0 used the same framework, but since the difference is the functionability between the foundation-QBautostart/KM1.0,  i'd assume (speculation here) that the Team re-scripted it.

but really i'm trying to get this to work with foundation installed version of BC. Please :help::help::help:!!!!!!

thanks Captain_Daxian
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Offline Defiant

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Re: techframework 1.2 problem
« Reply #1 on: March 01, 2011, 06:25:13 AM »
And what exactly is wrong?

Offline Mario

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Re: techframework 1.2 problem
« Reply #2 on: March 01, 2011, 01:49:32 PM »
I'm guessing he doesn't know how to create techframework plugins...
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Offline CDR_Daxian

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Re: techframework 1.2 problem
« Reply #3 on: March 02, 2011, 05:02:26 PM »
is that not a carrier plugin?

i know about carrier plugins, they can be made with BCUT

but the problem is the buttons for selecting a shuttle/launching/returning are not appearing.
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Offline Mario

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Re: techframework 1.2 problem
« Reply #4 on: March 03, 2011, 01:17:40 PM »
Then you should have said that in the first place. Neither of us was able to decipher what you wanted to say in the initial post lol

A console report.
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Offline CDR_Daxian

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Re: techframework 1.2 problem
« Reply #5 on: March 03, 2011, 06:11:19 PM »
oh great

now i've got a probelm in a problem

i assume that i am correct in saying that the console button is the ' `~ ' button

so i press it and nothing happens

so no console report, and no shuttle launch/return

this problem just keeps getting worse.
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Offline Lurok91

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Re: techframework 1.2 problem
« Reply #6 on: March 03, 2011, 08:00:22 PM »
i assume that i am correct in saying that the console button is the ' `~ ' button
Correct. I believe it's called 'tilde' (?)

but the problem is the buttons for selecting a shuttle/launching/returning are not appearing.

Do you mean the button in Miguel/Science menu?   This is a common problem others have reported on and I've had  myself.  It's related to New Tech mutator.  Have you searched forums re: problem?  

this problem just keeps getting worse.

Few problems are insoluble.  There's a great well of experience and knowledge here that can solve most.   Clarity - not despair - will help resolve.  Express your problems clearly and succinctly.  Provide code and/or screenshots (the console report as Sov suggested).  Be specific and clear.  And those who can help, will  :)

Offline Digital_Clarity

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Re: techframework 1.2 problem
« Reply #7 on: March 03, 2011, 08:51:34 PM »
Using the console never worked for me either. Try using this program instead to get a console report.

Console Tracker 1.7: http://bridgecommander.filefront.com/file/Console_Tracker;76613

It's mutator enabled and makes things much, much easier.

Offline CDR_Daxian

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Re: techframework 1.2 problem
« Reply #8 on: March 03, 2011, 09:29:56 PM »
Do you mean the button in Miguel/Science menu?   This is a common problem others have reported on and I've had  myself.  It's related to New Tech mutator.  Have you searched forums re: problem?  
can you provide a link?

Try using this program instead to get a console report.

Console Tracker 1.7: http://bridgecommander.filefront.com/file/Console_Tracker;76613

It's mutator enabled and makes things much, much easier.

now to clarify more:

-the buttons in the science menu are not appearing, though 'single phaser' and 'secondary targeting' in the tactical menu, and 'dock at target' in the Helm menu are working.

i tried getting a console report, but upon pressing the 'tilde' (?) button it didn't appear either

i have also tried to run the 'Galaxy + Carrier' ship on BC, but QB crashed when i loaded up the enemy ship.

i have made modifications, such as QB autostart, it's fix and the addship, customwarp, and abandonship extensions as well

all other stock mutators were activated as well.

thanks! :P

i was aware there was such a program, i just could never get a good search result in BCFILES
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Offline Lurok91

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Offline CDR_Daxian

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Re: techframework 1.2 problem
« Reply #10 on: March 04, 2011, 06:36:38 PM »
okay i uninstall the carrier script from "Galaxy + Carrier" and deactivated the new technology system.

still no buttons

i tried to get console too, I'll look into the console tracker.

[EDIT] i looked into the tracker

here's the result

it's saying there is a problem with AddshipGUI

here's the tracker screenshot
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Offline Lurok91

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Re: techframework 1.2 problem
« Reply #11 on: March 04, 2011, 07:06:19 PM »
okay i uninstall the carrier script from "Galaxy + Carrier" and deactivated the new technology system.

The New Tech mutator should be activated/on for shuttlelaunch buttons to work ok.

Offline CDR_Daxian

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Re: techframework 1.2 problem
« Reply #12 on: March 04, 2011, 07:19:18 PM »
thanks

trying it now

[EDIT] Failed

looking up console tracker

[EDIT2] same as before addshipGUI problem (see last post for reference)
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Offline Defiant

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Re: techframework 1.2 problem
« Reply #13 on: March 05, 2011, 08:29:12 AM »
Quote
"AddShipGUI Ship Select window problem"
Wow, how lazy.

Offline CDR_Daxian

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Re: techframework 1.2 problem
« Reply #14 on: March 05, 2011, 11:34:53 AM »
Wow, how lazy.
\

huh?

what are you implying?
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Offline Lurok91

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Re: techframework 1.2 problem
« Reply #15 on: March 05, 2011, 11:52:00 AM »
\

huh?

what are you implying?

I think he might be implying that you could possibly find solution yourself  :idk:  Although it's not a particularly friendly or helpful comment for a Tech Support thread  :nono:   Have you tried googling 'AddShipGUI'?   It's a problem that's cropped up on several forums so you'll probably find solution in one or more of those.  Good luck  :) 

Offline CDR_Daxian

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Re: techframework 1.2 problem
« Reply #16 on: March 05, 2011, 12:26:17 PM »
okay i searched the addshipGUI.py file and came up with this code, it's the same thing on the console tracker

here's the code

Code: [Select]
modul = __import__("Custom.Autoload.Mvam." + fileName)
                        MVAMMaster = modul.MvamShips[0]
                        MVAMchilds = modul.MvamShips[1:]
                        mvamships[MVAMMaster] = MVAMchilds
        except:
print("AddShipGUI Ship Select window problem")
       
     --except:
      print("AddShipGUI Ship Select window problem")--

so, based on what i know, it says that it needs to load all MVAM ships, and if this fails: it's supposed to print this on the Console,

(or more likely for me the Console Tracker)

but i don't have MVAM Infinite

so in the thread 'Problem with AddShipGUI.py' it says that LordReserei has a problem with the ships not appearing (i tested the function \
myself; still added ships and still could display them all) then mentions that he has a KM install and that he installed the CGI Voyager pack. (i haven't touched the ships as far as installing them individually, but techframework did install the 'Galaxy + Carrier' ship which i uninstalled) so he uninstalled the MVAM voyager (i think it's LC's intrepid, correct me if i'm wrong) and everything went fine in terms of the GUI

so now i don't have any MVAM ships installed, heck, everything in terms of Bridges and ships are stock (for the moment) but the similarity is that it's still printing that there's an 'AddShipGUI Ship Select window problem' which i tested and it's working fine

i wonder if there's another mod that's in play here, or that there is another problem with the GUI which i can't find. i'll test it again (load ships from all species, friend, enemy, and neutral, use names on/off)

hmm......

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Offline Defiant

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Re: techframework 1.2 problem
« Reply #17 on: March 06, 2011, 04:09:48 AM »
This is not a critical message.

Offline Mario

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Re: techframework 1.2 problem
« Reply #18 on: March 06, 2011, 12:29:55 PM »
I don't think he fully understands, so to kind of simplify.

Code: [Select]
__import__("modules/test.py")

print 'test'
print 'test'

will throw out an exception in python if no module is present to be imported and the code which comes after will not be executed.

Code: [Select]
ImportError: No module named modules/test.py

try except is used for exception handling.

Code: [Select]
try:
    __import__("modules/test.py")
except:
    print 'No such module and we ain\'t breaking anything this way.'
print 'test'
print 'test'

and you get this

Code: [Select]
No such module and we ain't breaking anything this way.
test
test

So with this crude example I'm trying to say that this line should be ignored in your case.
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