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[TOOL] Cope's DoW2 Toolbox - V1.991h released! [09/01/2012]

  1. Modding Senior Member  #651
    Exactly. Could you also post your mod's module-file?
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  2. Forum Subscriber  #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

  3. #653
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    You don't, by any chance, have a zero length file somewhere?

    If not I think Cope may have more directed questions.

  4. Modding Senior Member  #654
    It looks about right; have you tried validating your files via Steam?

  5. #655
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    @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.

  6. Forum Subscriber  #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

  7. Modding Senior Member  #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.

  8. #658
    If this tool is not compatible with Retribution, will you make an alternative version for it?

  9. #659
    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.

    Although if they do significantly change how DoWII works, they'd probably have to patch all versions just to make MP compatible.

  10. #660
    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.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  11. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #661
    Retired Compliance Fairy Gorb's Avatar
    Join Date
    Jul 2006
    Location
    In the past
    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!

  12. #662
    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.

  13. Modding Senior Member  #663
    The DLL-injection should work with any version. I'm only using public exports, so it should still work.

  14. #664
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    @ 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.

  15. #665
    i am trying to open Dawn of War 2: Codex Edition mod with this tool but i get??

  16. Modding Senior Member  #666
    Did you read the user guide as stated in the message?

  17. #667
    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.

  18. Modding Senior Member  #668
    Yes, just as the user guide says.

  19. #669
    now i am able to change codex mod as i wont,for myself.

  20. #670
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    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.

  21. #671
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    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:-
    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.
    Log file:-
    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.

  22. Modding Senior Member  #672
    Version 1.9 released

    Changelog:
    V1.9 - 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
    Download

  23. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #673
    Retired Compliance Fairy Gorb's Avatar
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    What did the XML mode do, exactly? Simply store the data locally as a (set of) XML document(s)?

  24. Modding Senior Member  #674
    It converted RBFs to XML to allow manual editing.

  25. #675

  26. #676
    Member MasterMadman's Avatar
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    The automatically .flb-detect doesn't work for me. Any idea where i've to extract it?

  27. Modding Senior Member  #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.

  28. #678
    Member MasterMadman's Avatar
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    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...

  29. Modding Senior Member  #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.

  30. #680
    Member MasterMadman's Avatar
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    Ok, thank you!!

  31. #681
    Member MegaHurtzMPG's Avatar
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    Doing the backstroke in a sea of pain...
    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?

  32. Modding Senior Member  #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.

  33. #683
    Member MasterMadman's Avatar
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    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.

  34. Modding Senior Member  #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.

  35. #685
    Member MegaHurtzMPG's Avatar
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    Thanks Cope - that's what I need.

    Can I do all this and avoid using an SGA archive? - that is just the RBFs?

  36. Modding Senior Member  #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.

  37. #687
    Member MegaHurtzMPG's Avatar
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    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.

  38. Modding Senior Member  #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. .

  39. #689
    Quote Originally Posted by Copernicus View Post
    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.
    Retribution still crashes when I use the new SGA without the RB2 in it. I have all of the necessary files in it. Any idea what I might be doing wrong?

  40. Modding Senior Member  #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.

  41. #691
    Quote Originally Posted by Copernicus View Post
    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?)

  42. Modding Senior Member  #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.

  43. #693
    Quote Originally Posted by Copernicus View Post
    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



    As you can see, it just stops at 13:01:10.82 (where the crash occurs).

  44. Modding Senior Member  #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.

  45. #695
    Still no luck.

    Here's the SGA I packed.
    www . mediafire . com/?dja1yf5ota8tm73
    (anti-spambot thing...)

  46. Modding Senior Member  #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.

  47. #697
    Quote Originally Posted by Copernicus View Post
    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



    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.

  48. Modding Senior Member  #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.

  49. #699
    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.

  50. #700
    Member MegaHurtzMPG's Avatar
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    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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