Exactly. Could you also post your mod's module-file?
#651
Exactly. Could you also post your mod's module-file?
#652
Name = wardog_mod
UIName = wardog_mod
Description =
ModVersion = 2.4.0
ModFolder = wardog_mod
; Note: the engine mounts the following automat(g)ically:
; movies: GameAssets\Data\Movies
; folder: GameAssets\Locale\<lang>
Version = 1.0
UCSBaseIndex = 10000000
[attrib:common]
folder.01 = wardog_mod\DataAttrib
folder.02 = GameAssets\Data
archive.01 = GameAssets\Archives\GameAttrib.sga
[sound:common]
folder.01 = GameAssets\Data\Sound
archive.01 = GameAssets\Archives\230_sound.sga
archive.02 = GameAssets\Archives\220_sound.sga
archive.03 = GameAssets\Archives\210_sound.sga
archive.04 = GameAssets\Archives\200_sound.sga
archive.05 = GameAssets\Archives\GameSoundContainers.sga
archive.06 = GameAssets\Archives\GameSound_DELTA.sga
archive.07 = GameAssets\Archives\GameSound.sga
[sound:english]
folder.01 = GameAssets\Locale\English\Sound
archive.01 = GameAssets\Locale\English\English_230_speech.sga
archive.02 = GameAssets\Locale\English\English_200_speech.sga
archive.03 = GameAssets\Locale\English\English_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\English\English_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\English\English_GameSpeech.sga
archive.06 = GameAssets\Locale\English\English_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\English\English_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\English\English_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\English\English_SpaceMarineMPSpeech.sga
archive.10 = GameAssets\Locale\English\English_ChaosMPSpeech.sga
[sound:french]
folder.01 = GameAssets\Locale\French\Sound
archive.01 = GameAssets\Locale\French\French_230_speech.sga
archive.02 = GameAssets\Locale\French\French_200_speech.sga
archive.03 = GameAssets\Locale\French\French_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\French\French_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\French\French_GameSpeech.sga
archive.06 = GameAssets\Locale\French\French_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\French\French_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\French\French_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\French\French_SpaceMarineMPSpeech.sga
[sound:german]
folder.01 = GameAssets\Locale\German\Sound
archive.01 = GameAssets\Locale\German\German_230_speech.sga
archive.02 = GameAssets\Locale\German\German_200_speech.sga
archive.03 = GameAssets\Locale\German\German_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\German\German_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\German\German_GameSpeech.sga
archive.06 = GameAssets\Locale\German\German_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\German\German_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\German\German_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\German\German_SpaceMarineMPSpeech.sga
[sound:russian]
folder.01 = GameAssets\Locale\Russian\Sound
archive.01 = GameAssets\Locale\Russian\Russian_230_speech.sga
archive.02 = GameAssets\Locale\Russian\Russian_200_speech.sga
archive.03 = GameAssets\Locale\Russian\Russian_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\Russian\Russian_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\Russian\Russian_GameSpeech.sga
archive.06 = GameAssets\Locale\Russian\Russian_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\Russian\Russian_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpeech.sga
[sound:spanish]
folder.01 = GameAssets\Locale\Spanish\Sound
archive.01 = GameAssets\Locale\Spanish\Spanish_230_speech.sga
archive.02 = GameAssets\Locale\Spanish\Spanish_200_speech.sga
archive.03 = GameAssets\Locale\Spanish\Spanish_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\Spanish\Spanish_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\Spanish\Spanish_GameSpeech.sga
archive.06 = GameAssets\Locale\Spanish\Spanish_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\Spanish\Spanish_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpeech.sga
[sound:italian]
folder.01 = GameAssets\Locale\Italian\Sound
archive.01 = GameAssets\Locale\Italian\English_230_speech.sga
archive.02 = GameAssets\Locale\Italian\English_200_speech.sga
archive.03 = GameAssets\Locale\Italian\English_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\Italian\English_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\Italian\English_GameSpeech.sga
archive.06 = GameAssets\Locale\Italian\English_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\Italian\English_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\Italian\English_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\Italian\English_SpaceMarineMPSpeech.sga
archive.10 = GameAssets\Locale\Italian\English_ChaosMPSpeech.sga
[sound:czech]
folder.01 = GameAssets\Locale\Czech\Sound
archive.01 = GameAssets\Locale\Czech\English_230_speech.sga
archive.02 = GameAssets\Locale\Czech\English_200_speech.sga
archive.03 = GameAssets\Locale\Czech\English_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\Czech\English_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\Czech\English_GameSpeech.sga
archive.06 = GameAssets\Locale\Czech\English_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\Czech\English_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeech.sga
archive.10 = GameAssets\Locale\Czech\English_ChaosMPSpeech.sga
[sound:tchinese]
folder.01 = GameAssets\Locale\TChinese\Sound
archive.01 = GameAssets\Locale\TChinese\English_230_speech.sga
archive.02 = GameAssets\Locale\TChinese\English_200_speech.sga
archive.03 = GameAssets\Locale\TChinese\English_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\TChinese\English_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\TChinese\English_GameSpeech.sga
archive.06 = GameAssets\Locale\TChinese\English_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\TChinese\English_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\TChinese\English_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\TChinese\English_SpaceMarineMPSpeech.sga
archive.10 = GameAssets\Locale\TChinese\English_ChaosMPSpeech.sga
[soundolish]
folder.01 = GameAssets\Locale\Polish\Sound
archive.01 = GameAssets\Locale\Polish\English_230_speech.sga
archive.02 = GameAssets\Locale\Polish\English_200_speech.sga
archive.03 = GameAssets\Locale\Polish\English_GameSpeechContainers.sga
archive.04 = GameAssets\Locale\Polish\English_GameSpeech_DELTA.sga
archive.05 = GameAssets\Locale\Polish\English_GameSpeech.sga
archive.06 = GameAssets\Locale\Polish\English_EldarMPSpeech.sga
archive.07 = GameAssets\Locale\Polish\English_OrkMPSpeech.sga
archive.08 = GameAssets\Locale\Polish\English_SpaceMarineMPSpeech_DELTA.sga
archive.09 = GameAssets\Locale\Polish\English_SpaceMarineMPSpeech.sga
archive.10 = GameAssets\Locale\Polish\English_ChaosMPSpeech.sga
[movies:common]
folder.01 = GameAssets\Data\Movies
[movies:english]
folder.01 = GameAssets\Locale\English\Movies
[movies:french]
folder.01 = GameAssets\Locale\French\Movies
[movies:german]
folder.01 = GameAssets\Locale\German\Movies
[movies:russian]
folder.01 = GameAssets\Locale\Russian\Movies
[movies:spanish]
folder.01 = GameAssets\Locale\Spanish\Movies
[movies:italian]
folder.01 = GameAssets\Locale\Italian\Movies
[movies:czech]
folder.01 = GameAssets\Locale\Czech\Movies
[movies:tchinese]
folder.01 = GameAssets\Locale\TChinese\Movies
[moviesolish]
folder.01 = GameAssets\Locale\Polish\Movies
[movies:hungarian]
folder.01 = GameAssets\Locale\Hungarian\Movies
[data:common]
folder.01 = wardog_mod\Data
folder.02 = GameAssets\Data
archive.01 = GameAssets\Archives\DLC_badges.sga
archive.02 = GameAssets\Archives\230_data.sga
archive.03 = GameAssets\Archives\220_data.sga
archive.04 = GameAssets\Archives\210_data.sga
archive.05 = GameAssets\Archives\200_data.sga
archive.06 = GameAssets\Archives\GameArt_DELTA.sga
archive.07 = GameAssets\Archives\GameArt.sga
archive.08 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
archive.09 = GameAssets\Archives\GameArtEnvironment.sga
archive.10 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
archive.11 = GameAssets\Archives\GameArtEnvironmentTextures.sga
archive.12 = GameAssets\Archives\GameMaps_DELTA.sga
archive.13 = GameAssets\Archives\GameMaps.sga
archive.14 = GameAssets\Archives\GameDefault_DELTA.sga
archive.15 = GameAssets\Archives\GameDefault.sga
UNCLE ANAESTHESIA
http://s1086.photobucket.com/albums/...e_anaesthesia/
You don't, by any chance, have a zero length file somewhere?
If not I think Cope may have more directed questions.
#654
It looks about right; have you tried validating your files via Steam?
@Copernicus
Just a sudden thought, your code injection .dll, could it be possible to put some of that funcionality into the mod launcher when built, so as to tell the game to use the mods folder as the location for custom .ucs loading?
Reason for asking:
I have Wrath of the Blood Ravens, Squad Mod, Space Hulk and my own mod in seperate folders but the .ucs ranges clash. It gets tiring switching .ucs files to and from the Dawn of War II ...\english folder.
EDIT:
That is if you haven't already.![]()
#656
fixed, seems that i had to update DOW2/CR via steam and all is well again, at least i know ive no corrupted files, thanks for help anyway very much appreciated
#657
@Chaos Godstone:
In theory it is possible but I'd need to update the DLL for every DoW2 version and I'm not sure whether I'd want to do that. I'll think about it.
If this tool is not compatible with Retribution, will you make an alternative version for it?
I highly doubt Retribution will make his tool invalid, and even if it did, he could auto-detect the game version without needing to have separate tools.If this tool is not compatible with Retribution, will you make an alternative version for it?
Although if they do significantly change how DoWII works, they'd probably have to patch all versions just to make MP compatible.
Retribution is standalone and it's not compatible with Dow II or CR though.Although if they do significantly change how DoWII works, they'd probably have to patch all versions just to make MP compatible.
#661
I doubt they'll change the format of their binary files for Retribution. What's the point?
I am an Iron Warrior! Iron Within, Iron Without!
You mean the RBF format or the game binary itself? The executable will most certainly be different enough to cause problems with .dll injection. I doubt RBF format will change, but its entirely possible they may have changed it slightly to optimize it or whatever.
#663
The DLL-injection should work with any version. I'm only using public exports, so it should still work.
@ Copernicus
Thanks for giving it consideration, as said, when making a mod, for example: the upcoming Warpstorm over Aurelia, the .ucs being loaded from it's own mod folder would be of use.
It isn't a major thing though, just a niggle with multiple mods.![]()
#666
user guide of copes dow 2 toolbox???yes few times,"please corect module file to load it" dont no what that means?
when i open with note pad i see that ModVersion = 2.3.1 does must be 2.6.0??
no it must not.
i think i understand overlaping
[attrib:common]
folder.01 = GameAssets\Data and
[data:common]
folder.01 = GameAssets\Data
must not be the same??
thanks!! did it,thank horus for using his module i copy and paste his module atrrib and data common,butt i still not understand why must be like that,or can be diferent that still works.
Last edited by demetrius; 29th Jan 11 at 11:10 AM.
#668
After going through the motions of creating a new mod but not doing anything else it would seem to be the same problem I and others had with the Wrath of the Blood Ravens mod, looking back I think I can appreciate the strain on Cope as we batted our collective heads against the same wall, ... when the door was two feet away!!
Yes Cope, you were right and when the mods referenced in post #655 were given same named .module files as the mods folder name the mods are editable in your tool. So stupid how the mind didn't put the overlapping directories and the conflicting .module issues together before, however, the mods were sorted into their own folders in December, ha ha.![]()
Hmm... I suppose age of post will forgive the double post. The tools, both Corsix and yours would not convert attributes.rbf from the Retribution .rbf set. I suppose 'convert' is the wrong word in relation to your tool as it will not open it.
Error at crash time:-
Log file:-Code:See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** cope.CopeException: Error launching plugin RBFPlugin.RBFEditorPlugin: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException() at cope.DawnOfWar2.RelicBinary.RelicBinaryFile.Read(Stream str) at cope.IO.UniFile.ReadData() at RBFPlugin.RBFEditor.LoadFile(UniFile file) at RBFPlugin.RBFEditor..ctor(UniFile file) at RBFPlugin.RBFEditorPlugin.LoadFile(UniFile file) at ModTool.Core.FileTypeManager.LaunchFromExt(String fileName, UniFile infile) --- End of inner exception stack trace --- at ModTool.Core.FileTypeManager.LaunchFromExt(String fileName, UniFile infile) at ModTool.Core.FileManager.LoadFile(UniFile file, Boolean forceText) at ModTool.FE.MainDialog.LoadFileFromTreeNode(TreeNode node, Boolean onlyVirtual, Boolean forceText) at ModTool.FE.MainDialog.CombinedInnerTreeViewNodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e) at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e) at System.Windows.Forms.TreeView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Fra...9/mscorlib.dll ---------------------------------------- CopeModToolDoW2 Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Program%20Files/Steam/Ste...odToolDoW2.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/ass...dows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/ass...em.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/ass...089/System.dll ---------------------------------------- CopeModToolCore Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Program%20Files/Steam/Ste...odToolCore.DLL ---------------------------------------- cope Assembly Version: 1.0.3995.33838 Win32 Version: 1.0.* CodeBase: file:///C:/Program%20Files/Steam/Ste...dTool/cope.DLL ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/WINDOWS/Microsoft.Net/ass...figuration.dll ---------------------------------------- cope.DawnOfWar2 Assembly Version: 1.0.4010.21500 Win32 Version: 1.0.* CodeBase: file:///C:/Program%20Files/Steam/Ste...DawnOfWar2.DLL ---------------------------------------- cope.IO Assembly Version: 1.0.3995.33839 Win32 Version: 1.0.* CodeBase: file:///C:/Program%20Files/Steam/Ste...ol/cope.IO.DLL ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/ass...System.Xml.dll ---------------------------------------- FreeImageNET Assembly Version: 3.13.1.1 Win32 Version: 3.13.1.1 CodeBase: file:///C:/Program%20Files/Steam/Ste...eeImageNET.DLL ---------------------------------------- ImageViewerPlugin Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Program%20Files/Steam/Ste...ewerPlugin.DLL ---------------------------------------- lua51 Assembly Version: 0.0.0.0 Win32 Version: CodeBase: file:///C:/Program%20Files/Steam/Ste...ypes/lua51.DLL ---------------------------------------- LuaInterface Assembly Version: 2.0.0.16708 Win32 Version: 2.0.0.16708 CodeBase: file:///C:/Program%20Files/Steam/Ste...aInterface.DLL ---------------------------------------- RBFEditorPlugin Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Program%20Files/Steam/Ste...itorPlugin.DLL ---------------------------------------- cope.Script Assembly Version: 1.0.3995.33838 Win32 Version: 1.0.* CodeBase: file:///C:/Program%20Files/Steam/Ste...ope.Script.DLL ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/ass...ystem.Core.dll ---------------------------------------- 3g5pcnik Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/ass...089/System.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
Code:22:01:05 - LoggingManager - Logging system set up successfully! 22:01:05 - ConfigManager - Setting up config system... 22:01:05 - ConfigManager - Config system set up successfully! 22:01:05 - Tool starting... 22:01:06 - FE - Starting front end... 22:01:06 - FE - FileTree controls setup started 22:01:06 - FE - FileTree controls setup finished 22:01:06 - FE - Front end successfully started! 22:01:06 - PluginManager - Attempting to load plugins from plugins-folder C:\Program Files\Steam\SteamApps\common\dawn of war 2\Tools\CopeDoW2ModTool\plugins\ 22:01:07 - RBFPlugin - Setup started 22:01:08 - RBFLib - Reading RBF-Library 22:01:08 - RBFDict - Reading RBF-Dictionary 22:01:08 - RBFPlugin - Setup finished 22:01:08 - PluginManager - Plugins successfully loaded! 22:01:09 - UCSManager - Initializing... 22:01:22 - ModManager - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Gordon_Bennett.module 22:01:22 - ModManager - Loading mod resources 22:01:25 - ModManager - Module file successfully loaded in 2.734375 seconds 22:01:25 - FileManager - Filling file trees 22:01:27 - FileManager - File trees filled in 2.0625 seconds 22:01:32 - UCSManager - Trying to load UCS files... 22:01:32 - UCSManager - UCS file for current mod not found, will create a new one. 22:01:32 - UCSManager - UCS file for vanilla DoW2 found. 22:01:33 - UCSManager - Done loading UCS files! 22:01:41 - FileTypeManager - Error launching plugin RBFPlugin.RBFEditorPlugin 22:01:41 - Exception Info Type: ArgumentOutOfRangeException Message: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index Exception source: mscorlib Stack trace: at System.ThrowHelper.ThrowArgumentOutOfRangeException() at cope.DawnOfWar2.RelicBinary.RelicBinaryFile.Read(Stream str) at cope.IO.UniFile.ReadData() at RBFPlugin.RBFEditor.LoadFile(UniFile file) at RBFPlugin.RBFEditor..ctor(UniFile file) at RBFPlugin.RBFEditorPlugin.LoadFile(UniFile file) at ModTool.Core.FileTypeManager.LaunchFromExt(String fileName, UniFile infile) No InnerException 22:46:02 - ModManager - Closing current mod (if any is loaded) 22:46:02 - FileManager - Releasing file trees 22:46:03 - UCSManager - UCS file is empty, nothing to save. 22:46:03 - ModManager - Manual GarbageCollection in all generations in progess... 22:46:03 - Application shutting down 22:46:03 - RBFLib - Writing RBF-Library 22:46:03 - RBFDict - Writing RBF-Dictionary 22:46:03 - ModManager - Closing current mod (if any is loaded) 22:46:03 - FileManager - Releasing file trees 22:46:03 - UCSManager - UCS file is empty, nothing to save. 22:46:03 - ModManager - Manual GarbageCollection in all generations in progess...
Last edited by Chaos Godstone; 2nd Feb 11 at 4:21 PM.
#672
Version 1.9 released
Changelog:
DownloadV1.9 - 03/05/2011
General:
- first steps to Retribution-compatibility
- you can now select to test mods using Retribution
- when releasing your mod you can now choose to create a launcher for Retribution
- improved logging
- new config system: the settings for plugins are now (finally!) stored in plugins.config instead of plugins.config.config
- the tool will now attempt to automatically open DoW2's FLB file from ATTRIB:simulation\attrib\fieldnames.flb
- general code cleanup
RBF-Editor:
- complete rewrite of the RelicBinaryFile-code (faster, cleaner and easier to work with/expand)
- added options to open/save files as Retribution-RBFs
- removed XML mode (might return but nobody was using it anyway, right?)
PlugIns:
- merged cope.dll and cope.IO.dll
- updated UniFile class to be more consistent with regard to method accessibility
#673
What did the XML mode do, exactly? Simply store the data locally as a (set of) XML document(s)?
#674
Good job!
The automatically .flb-detect doesn't work for me. Any idea where i've to extract it?
#677
Just extract it so it's located at Attrib:simulation\attrib. If your mod references GameAttrib.sga it will automatically find it.
You could also post your log file, maybe it contains useful information on this issue.
Extracted the GameAttrib.sga to the following directory:
"D:\Program Files (x86)\Steam\SteamApps\common\dawn of war ii - retribution\GameAssets\Archives\GameAttrib\ATTRIB\simulation\attrib"
Then I tried to create a new mod, got the error.
Code:16:46:55 - LoggingManager - Logging system set up successfully! 16:46:55 - ConfigManager - Setting up config system... 16:46:55 - ConfigManager - Config system set up successfully! 16:46:55 - Tool starting... 16:46:56 - FE - Starting front end... 16:46:56 - FE - FileTree controls setup started 16:46:56 - FE - FileTree controls setup finished 16:46:56 - FE - Front end successfully started! 16:46:56 - PluginManager - Attempting to load plugins from plugins-folder K:\Games\Warhammer 40.000 - Dawn Of War\DoW 2\DoW2_ToolBox_1.9\plugins\ 16:46:56 - RBFPlugin - Setup started 16:46:56 - RBFLib - Reading RBF-Library 16:46:56 - RBFDict - Reading RBF-Dictionary 16:46:56 - RBFPlugin - Setup finished 16:46:56 - PluginManager - Plugins successfully loaded! 16:46:56 - UCSManager - Initializing... 16:47:22 - ModCreator - Creating new mod... 16:47:22 - ModCreator - Generating module file for new mod 16:47:22 - ModCreator - New mod successfully created! 16:47:22 - ModManager - Loading module file K:\Games\Warhammer 40.000 - Dawn Of War\DoW 2\Studio.Release\Mad_Retribution-project\Test.module 16:47:22 - ModManager - Loading mod resources 16:47:22 - ModManager - Module file successfully loaded in 0,0050003 seconds 16:47:22 - FileManager - Filling file trees 16:47:22 - FileManager - File trees filled in 0,0060003 seconds 16:47:22 - ModManager - Trying to load the KeyProvider (FLB-file) 16:47:24 - ERROR - ModManager - Failed to load FLB-file from path simulation\attrib\fieldnames.flb 16:47:24 - UCSManager - Trying to load UCS files... 16:47:24 - UCSManager - UCS file for current mod not found, will create a new one. 16:47:24 - UCSManager - UCS file for vanilla DoW2 not found; we might operate in some strange place other than the DoW2 directory. 16:47:24 - UCSManager - Done loading UCS files! 16:47:31 - ModManager - Closing current mod (if any is loaded) 16:47:31 - FileManager - Releasing file trees 16:47:31 - UCSManager - UCS file is empty, nothing to save. 16:47:31 - ModManager - Manual GarbageCollection in all generations in progess... 16:47:31 - Application shutting down 16:47:31 - RBFLib - Writing RBF-Library 16:47:31 - RBFDict - Writing RBF-Dictionary 16:47:31 - ModManager - Closing current mod (if any is loaded) 16:47:31 - FileManager - Releasing file trees 16:47:31 - UCSManager - UCS file is empty, nothing to save. 16:47:31 - ModManager - Manual GarbageCollection in all generations in progess...
#679
The path you mentioned is certainly not referenced in your module file. Put it into your mod's attrib folder e.g. MyMod\DataAttrib\simulation\attrib.
Ok, I am really lost here - is there any chance you could post a general step by step process? As in, do I still need to use the extractor and converter tools? Sorry for the noob questions.
D-uh, which button makes dis thing go?
#682
Yes, you will still need to use them. And yes, I'm also planning to write a step-by-step tutorial for Retribution, but for now I need a little break.
So, you go like this:
1. Extract the Toolbox.
2. (so it was for me) I had to create the mod-directories and copy the fieldnames.flb in there like cope wrote, e. g. MyMod\DataAttrib\simulation\attrib\fieldnames.flb
3. The I created a new mod with the Toolbox and voila, the error's gone
I hope this helped a bit.
#684
Quick step-by-step:
1. Extract GameAttrib.sga
2. Extract the RB2 file using my extractor, don't tick the conversion-checkbox.
3. Put the extracted FLB + all the extracted RBFs + attribute.rbf + autoblueprints.scar into a new folder
4. Pack that folder into a new SGA (call it GameAttrib_origRBFs.sga or something along these lines) and make its structure so it resembles that of GameAttrib.sga.
5. Change your mod's module file to use that SGA instead of GameAttrib.sga
6. Start the toolbox, load your mod and you can mod as usual.
Thanks Cope - that's what I need.
Can I do all this and avoid using an SGA archive? - that is just the RBFs?
#686
Yes, you can. But keep in mind that the Toolbox will only load the first attrib-folder. If you decide not to use an extra SGA you won't be able to distinguish your modified RBFs from those you haven't touched yet.
The reason why I ask is that I had trouble packing the SGA and always just modded the RBFs. I think what you mean is that they are all highlighted red, right? So they all appear to be modded? That's fine then. But I still need to set up a seperate mod and not use the DoW2 module right? And just to clarify: In your mod folder, the Data folder is where RBFs go, and Data Attrib is where the SGA would go right?
Alright, last salvo of inane questions, I promise. It's just that I always used the Gameassets/Data/Simulation folder in the other game and just had the modded RBF files there. But if that won't work then I'll just have to adapt here.
#688
They will all appear modded, yes. You will need to create a new mod, at least that's the easiest way to accomplish it. Use the Toolbox to do this.
RBFs go into DataAttrib (better: DataAttrib\simulation\attrib, DataAttrib is like your mod's GameAssets, but only for attrib files). The Data folder is just for graphics, scar files etc. .
#690
More information please. What are you trying to load? Does your new archive have the right structure? Did you pack the FLB?
Edit:
If your game already crashed before, validate your files, delete all your modifications and redo your modified RBFs. They might be faulty.
Just trying to load the repacked DoW2 SGA instead of the original. I packed everything but the RB2 (including all the unpacked/unmodified RBFs). The file structure should be exactly the same. And the game only crashes when I load that SGA instead of the default one. Nothing in the warnings log that's of any help, it just crashes while loading the mod. Would it help if I uploaded & posted the SGA? (or would Relic have a problem with that?)
#692
Post your warnings.log. Have you referenced your new SGA in the module file and removed the reference to the old SGA? The game will crash if it can't find an archive.
Of course, I checked several times to make sure it's referencing the correct file.
Warnings log:
Spoiler
13:01:00.03 -- DOW2 Warnings Log --
13:01:00.03 c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution\DOW2.exe started at 2011-03-06 13:01
13:01:00.03 OS NT 6.1, 4096 MB Physical Memory, 2385 Mb Physical Available, 3344 Mb Virtual Available
13:01:00.03 RUN OPTIONS: -modname BDKS_Retri
13:01:00.03 WORKING DIR: 'c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution'
13:01:00.03 USER: 'Kyle'
13:01:00.03 LOAD COMPLETE GlobalInit Core Systems 0.011
13:01:00.26 MOD -- Initializing mod 'BDKS_Retri', version '3.11', locale 'english'.
13:01:00.30 LOAD COMPLETE GlobalInit MOD & Filesystem 0.267
13:01:00.30 APP - Multi-threading Enabled
13:01:00.30 XTHREAD: Detected 4 core(s) with 4 hardware thread(s)
13:01:00.30 LOAD COMPLETE GlobalInit Init XThread 0.002
13:01:00.30 LOAD COMPLETE GlobalInit Render Window 0.000
13:01:00.30 LOAD COMPLETE GlobalInit Scene 0.000
13:01:00.30 LOAD COMPLETE GlobalInit Load Scheduler 0.000
13:01:00.30 LOAD COMPLETE GlobalInit FileLogger 0.000
13:01:00.30 LOAD COMPLETE GlobalInit Resource Tags 0.000
13:01:00.30 LOAD COMPLETE GlobalInit Unique Check 0.000
13:01:00.31 ParentalControls: Games Explorer found.
13:01:00.31 ParentalControls: Module found.
13:01:00.34 ParentalControls: IGameExplorer::VerifyAccess() call succeeded (0x00000001).
13:01:00.34 ParentalControls: access granted.
13:01:00.35 LOAD COMPLETE GlobalInit Parental Control 0.042
13:01:00.35 LOAD COMPLETE GlobalInit App Lua 0.001
13:01:00.35 LOAD COMPLETE GlobalInit Profile Manager 0.000
13:01:00.48 LOAD COMPLETE GlobalInit System Config 0.136
13:01:00.48 LOAD COMPLETE GlobalInit Relic Online Data 0.000
13:01:00.48 NetworkManager::Create - creating network manager
13:01:00.49 SteamService: region is US
13:01:00.49 MessageInternal::CreateChannel: Created channel GSTP
13:01:00.49 Net::ThreadFunction - Entering network thread function...
13:01:00.49 Session::Initialize - info, initializing session object, using threads.
13:01:00.49 Transport::Connection request to lan://255.255.255.255:6112
13:01:00.49 AutomatchInternal: Instantiating
13:01:00.49 PartyInternal: Instantiating
13:01:00.49 MessageInternal::CreateChannel: Created channel PRTY
13:01:00.49 MessageInternal::CreateChannel: Created channel QCKM
13:01:00.49 Session::Initialize - info, initializing session object, using threads.
13:01:00.49 Transport::Connection request to lan://255.255.255.255:6112
13:01:00.49 LOAD COMPLETE GlobalInit NetworkGlobal 0.007
13:01:00.49 LOAD MANAGER END << GlobalInit >> 0.466
13:01:00.49 GAME -- Dawn of War 2, EXE Version: 3.12, Build 5944
13:01:00.49 LOAD MANAGER BEGIN << LoadDevicesInit >>
13:01:00.49 LOAD COMPLETE LoadDevicesInit System Tests 0.000
13:01:00.49 LOAD COMPLETE LoadDevicesInit Load/Save Config Settings 0.001
13:01:01.13 LOAD COMPLETE LoadDevicesInit Command DB 0.634
13:01:01.14 Detected Device Vendor:0x10DE DeviceID:0x05E2, Product:0x0008, Version:0x0011, Subversion:0x000C, Build:5896
13:01:01.22 ShaderDatabase : shader [DATA:Shaders\TERRAINOVERLAY.SHADER] specifies an undefined inputlayout terrainbasemesh.
13:01:01.23 VIDEO -- Driver Name = nvd3dum.dll Desc = NVIDIA GeForce GTX 260
13:01:01.23 VIDEO -- Driver Vendor = 0x10DE Device = 0x05E2 SubSys = 0x12553842 Rev = 0x00A1
13:01:01.23 VIDEO -- Driver Version Product = 0x0008 Version = 0x0011 SubVersion = 0x000C Build = 0x1708 (5896)
13:01:01.23 VIDEO -- Driver GUID = {D7B71E3E-46A2-11CF-FA4C-59321FC2C535}
13:01:02.97 VIDEO -- Detected Display Video Memory [2668 MB]
13:01:02.97 VIDEO -- 64bit OS Detected
13:01:02.97 VIDEO - NVIDIA card version [65552], memory, dedicated [896 MB], system [0 MB], shared [1791 MB]
13:01:02.97 VIDEO -- Dedicated Video Memory [896 MB]
13:01:02.97 VIDEO -- Graphics Card Memory [896 MB] Texture Memory Available [2654 MB].
13:01:02.97 RTREF - Creating RenderTarget <worldscene render target>
13:01:02.97 RTREF - Found Reservation
13:01:02.97 RTREF - Creating RenderTarget <depth pre-pass render target>
13:01:02.97 RTREF - Found Reservation
13:01:02.97 RTREF - Creating RenderTargetTexture worldscene render target texture
13:01:02.97 RTREF - Found RTT Reservation
13:01:02.97 RTREF - Creating RenderTargetTexture post process bright pass texture
13:01:02.97 RTREF - Found RTT Reservation
13:01:02.98 RTREF - Creating RenderTargetTexture depth pre-pass render target texture
13:01:02.98 RTREF - Found RTT Reservation
13:01:02.98 VIDEO - Using shader profile 'sm3'
13:01:02.98 SHADER -- variable [g_bPostProcessingEnabled] declared in [effectpool.shader] but not in .fx.
13:01:02.98 SHADER -- variable [g_useTerrainLightmap] declared in [effectpool.shader] but not in .fx.
13:01:02.99 SHADER -- variable [textureSize] declared in [terrain_splatongeometry.shader] but not in .fx.
13:01:03.27 SHADER -- variable [dirtVisibility] declared in [dow2_unit_2uv.shader] but not in .fx.
13:01:03.31 VIDEO -- Texture Memory Start Device Reset: Video [896MB] Total [2654MB] Available [2621MB] Used [33MB].
13:01:03.34 VIDEO -- Texture Memory End Device Reset: Video [896MB] Total [2654MB] Available [2616MB] Used [38MB].
13:01:03.40 LOAD COMPLETE LoadDevicesInit Graphics 2.271
13:01:03.40 LOAD COMPLETE LoadDevicesInit Network 0.000
13:01:03.40 LOAD COMPLETE LoadDevicesInit Havok 0.001
13:01:03.40 RTREF - Creating RenderTarget <shadow texture dummy>
13:01:03.40 LOAD COMPLETE LoadDevicesInit Render Anim 0.004
13:01:03.40 LOAD COMPLETE LoadDevicesInit Inventory 0.000
13:01:04.06 LOAD COMPLETE LoadDevicesInit UI System 0.661
13:01:04.06 LOAD COMPLETE LoadDevicesInit Debug Render 0.000
13:01:04.07 LOAD COMPLETE LoadDevicesInit Fonts 0.006
13:01:04.07 LOAD COMPLETE LoadDevicesInit Cursor 0.004
13:01:04.10 LOAD COMPLETE LoadDevicesInit Special FX 0.032
13:01:04.11 LOAD COMPLETE LoadDevicesInit Statgraph 0.001
13:01:04.11 LOAD COMPLETE LoadDevicesInit Debug Console 0.000
13:01:04.11 LOAD COMPLETE LoadDevicesInit Movie Manager 0.000
13:01:04.11 SOUND -- FMOD System Initializing...
13:01:04.18 SOUND -- Speaker output configuration set to Stereo
13:01:04.27 SOUND -- FMOD System Initialized on device Speakers (High Definition Audio Device).
13:01:04.99 SOUND -- SIR Filter 1 initialized
13:01:04.99 SOUND -- SIR Filter 2 initialized
13:01:04.99 SOUND -- Initializing ...
13:01:05.00 SOUND -- 96 voices selected, using 96 LOD settings
13:01:05.17 SOUND -- Initialization completed!
13:01:05.17 LOAD COMPLETE LoadDevicesInit Sound 1.069
13:01:05.17 LOAD COMPLETE LoadDevicesInit Camera Settings 0.000
13:01:05.18 LOAD COMPLETE LoadDevicesInit SimVis 0.001
13:01:05.18 LOAD MANAGER END << LoadDevicesInit >> 4.685
13:01:05.18 1 GameObj::m_loadState = LOAD_None
13:01:05.18 LOAD MANAGER BEGIN << FrontEndInit >>
13:01:05.18 LOAD COMPLETE FrontEndInit Profile Reset 0.000
13:01:05.18 LOAD MANAGER END << FrontEndInit >> 0.000
13:01:05.18 GAME -- Beginning FE
13:01:05.19 starting fe
13:01:05.19 ScaleformFrontEnd - Loading Front End
13:01:05.84 starting fe done
13:01:05.84 APP -- Resetting fp control word.
13:01:05.89 SteamLoginService::SetConnected: Steam connection established
13:01:05.89 OnConnect: successful connection established, enabling reconnect
13:01:05.89 LastStandManager -- not connected / Deactivate.
13:01:05.89 OnConnect: this wasnt a reconnect, no need for autologin
13:01:05.89 OnLogin: no previous login, auto selecting profile not required
13:01:05.92 Profile [01100001:0222c8f9] selected on controller#0
13:01:05.92 LastStandManager -- Connect/SelectProfile -- Begin Loading.
13:01:05.92 SteamGetUserTitleData::OnComplete: result=0, length=2019
13:01:05.92 LastStandManager -- Begin GetUserTitleData.
13:01:05.92 LastStandManager -- Processing.
13:01:05.92 LastStandManager -- UserTitleData Event Successful.
13:01:05.92 LastStandManager -- Load UserTitleData Success.
13:01:05.92 LastStandManager -- End GetUserTitleData.
13:01:06.21 LastStandManager -- Load StatsData Success.
13:01:10.82 LOAD MANAGER BEGIN << Front-End Load >>
13:01:10.82 LOAD MANAGER BEGIN << ModInit >>
As you can see, it just stops at 13:01:10.82 (where the crash occurs).
#694
13:01:10.82 LOAD MANAGER BEGIN << ModInit >>
The game crashes at this point when it cannot read some RBF file. There might be other reasons for a crash at this point, but I'd reextract the RB2. Are you sure you didn't convert those RBFs to pre-Retribution format? If it still doesn't work, upload your SGA.
Still no luck.
Here's the SGA I packed.
www . mediafire . com/?dja1yf5ota8tm73
(anti-spambot thing...)
#696
Your attributes.rbf file is in pre-Retribution format. Do not modify the attributes.rbf from GameAttrib.sga, just copy it over to your archive without doing anything to it.
Yep, that did the trick. Thanks a bunch Cope, I finally got my mod to load.
Now there's only one small problem I'm having with the toolbox. I'm getting a lot of uncought exceptions when trying to insert or copy tables from other Retribution RBFs to my edited ones. Here's a trace from one of them:
Spoiler
System.NullReferenceException: Object reference not set to an instance of an object.
at RBFPlugin.RBFEditorCore.InsertToolStripMenuItemClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
It doesn't add them either, and trying to edit them keeps giving me the exception. Trying to add them as Corsix-Strings doesn't work either.
#698
Thanks for the report. I've rewritten major parts of the RBF-code so there might still be bugs. I'm currently fixing yours.
Edit:
V1.91 released
Download
Changelog:
V1.91 - 03/06/2011
RBF-Editor:
- fixed crash occurring when trying to paste a value to a value of another type
- the tool will no longer crash when copying tables
Last edited by Copernicus; 6th Mar 11 at 2:17 PM.
Copernicus, i meet a problem here. When i use 1.91 to pack my mod, it told me that it can't find the Archive.exe which should be located at <root>\tools\Archive.exe. The file is there for sure. I checked my AV and firewall, nothing stop it running. And the 1.883 worked fine on packing.
I'm having the same issue as geminikanon. But I'm actually using 1.9.
Argh - my brain hurts - so close yet so far...
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