-traceHOD usage

Firstly, THANK YOU for this :smiley:

Secondly, is there a trick to using it? :confused:

 Sat Jun 11 09:07:59 2016
 Version 2.1, Build Number 31, Changelist Number 1237961 
 Loaded Archive: 'Homeworld2.big' 
 Failed to Load Archive '..\..\DATAUPDATES\UpdateHomeworld2.big' 
 Loaded Archive: 'HW1Ships.big' 
 Failed to Load Archive '..\..\DATAUPDATES\UpdateHW1Ships.big' 
 Loaded Archive: 'HW2Ships.big' 
 Failed to Load Archive '..\..\DATAUPDATES\UpdateHW2Ships.big' 
 Loaded Archive: 'HWBackgrounds.big' 
 Failed to Load Archive '..\..\DATAUPDATES\UpdateHWBackgrounds.big' 
 Loaded Archive: 'English.big' 
 Failed to Load Archive '..\..\DATAUPDATES\UpdateEnglish.big' 
 Failed to Load Archive '..\..\DATAUPDATES\Compatibility.big' 
 Uing ..profiles\ for profiles folder 
 GAME -- Using player profile Nathanius 
 Changing from a 32 bit colour depth in winNT (6.2 build 9200), 
 Display: (0, 0, 3840, 2160) - (0, 0) 
 Switching to a 3840x2160 32bit mode 
 GL Info: 4.5 - 4.5.0 NVIDIA 361.75 
 GL Vendor: NVIDIA Corporation 
 GL Renderer: GeForce GTX 960/PCIe/SSE2 
 GL Part ID: 960 
 GL Part EX: /PCIe/SSE2 
 Loaded Archive: 'EnglishSpeech.big' 
 Failed to Load Archive '..\..\DATAUPDATES\UpdateEnglishSpeech.big' 
 Loaded Archive: 'Music.big' 
 Failed to Load Archive '..\..\DATAUPDATES\UpdateMusic.big' 
 SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created 
 SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created 
 SOUND -- created destination [ dxa streamer ], handle [ 0 ] with [ 8 ] channels created 
 SOUND -- created destination [ dxaudio ], handle [ 1 ] with [ 48 ] channels created 
 Build name: 
 Data path : G:\Games\Homeworld 2\Modding Tools\HW2TREKMOD\HWR 
 Font Load: data:UI\Font\Blender.rcf, 3840,2160 
 Font Attr: 14, Biu 
 No mapping for font 'Blender' - using 'default' 
 Movie::Play : Unable to find sound file data:Sound/Music/ANIMATIC/logo 
 Resetting fp PC control word. 
 CmdLine: -datapath G:\Games\Homeworld 2\Modding Tools\HW2TREKMOD\HWR -overrideBigFile -luatrace -traceHOD 
 9 Races Discovered 
 Race Filtering: STC_DEATHMATCH_TOS rules - @Deathmatch 
 Starting Level: DATA:\LevelData\Multiplayer\stc_random\2P Random Map.level 
 Unknown mesh group type (1) -- FATAL EXIT -- basicmesh/602:! --stack trace--       
 Restoring video mode 
 Display: (0, 0, 100, 100) - (11, 45)

Me two, with or without, it’s the same result.

No change with that … Any clue to use this ? @BitVenom .

If I still have a pre-2.0 HOD somewhere in my files, will this flag tell me which ship is the problem ship?

Theoretically, this thread is about why the parameter seems to have no result

I have search with my Notepad++ to view if i found this command in HWRM executable. And it’s NOT traceHOD . It’s traceHODs (With ‘s’ … Yeah, one mistake …).

And you have now this line with other :

 HOD Trace: data:SubSystem\TAU_RESEARCH_MODULE\TAU_RESEARCH_MODULE.hod 
 Unknown mesh group type (1) -- FATAL EXIT -- basicmesh/602:! --stack trace--     

Personally. I have pass all old HOD with RODOH into DAE, after that, pass all DAE into new HOD but still some problem. I will wait next patch for this tools to recreate HOD.

1 Like

-traceHODs typo! Doh!

It was a very, very long day.

And you will have to convert EVERY SINGLE HOD. The format is different to an extreme - 99% of the data is compressed and encoded into a single block.

5 Likes

I have pass :
Art folder
Sub folder
Ship Folder
Ressource folder.

But some hod generate log warning. So, i will see this later.

HODOR/RODOH should be ready early next week. Also, we’re planning to make a ‘beta’ branch in Steam that will be public for those that want to see any pre-release edits we do. That DOES NOT mean there will be a ton of frequent patches (there won’t be, this project is moving into a much less active phase), but small edits and fixes will be done, and updated on occasion. I’ll post more about this once we get it set up and running.

3 Likes

Before 2.0, the command -debug work. And now, doesn’t work … Any change of this command ? By the way …

Yes, when we cleaned up the dozen or so DLLs the way that the debug interface was hooked up changed. You can’t use it in public builds any longer.

In the past, I use this to see what I need to (re)work in my mission.
Now just need to go into the log. But don’t refresh in live. ^^

[check time : 3:00AM (Paris), i think i go to sleep … :smile: ]