the link to v1.55 in your first post is broken
but i bet you already knew that
the link to v1.55 in your first post is broken
but i bet you already knew that
All of my previous errors resolved, I think my computer was just being retarded, sorry about that. New error with 1.55 though.
This occurs when trying to save as RBF or XML. I have your app on a network shared drive (Zand I have DoW2 & Mod on an internal secondary drive (E
, and I'm running it with administrator permissions.
Crap that .NET spat at me
Code:See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed. at System.Security.CodeAccessSecurityEngine.Check(Object demand, StackCrawlMark& stackMark, Boolean isPermSet) at System.Security.CodeAccessPermission.Demand() at System.IO.Directory.CreateDirectory(String path, DirectorySecurity directorySecurity) at cope.IO.UniFile.WriteDataTo(String path) at RBFEditorPlugin.RBFEditor.SaveFile(String path) at RBFEditorPlugin.RBFEditor.btnSaveRBF_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.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) The action that failed was: Demand The type of the first permission that failed was: System.Security.Permissions.FileIOPermission The first permission that failed was: <IPermission class="System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Read="D:\Steam\steamapps\common\dawn of war 2\Codex\Attrib\simulation\attrib\upgrade\pvp\race_marine\troops\."/> The demand was for: <IPermission class="System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Read="D:\Steam\steamapps\common\dawn of war 2\Codex\Attrib\simulation\attrib\upgrade\pvp\race_marine\troops\."/> The granted set of the failing assembly was: <PermissionSet class="System.Security.PermissionSet" version="1"> <IPermission class="System.Security.Permissions.EnvironmentPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Read="USERNAME"/> <IPermission class="System.Security.Permissions.FileDialogPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Unrestricted="true"/> <IPermission class="System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Read="Z:\Modding\Cope's Tool\plugins\filetypes\" PathDiscovery="Z:\Modding\Cope's Tool\plugins\filetypes\"/> <IPermission class="System.Security.Permissions.IsolatedStorageFilePermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Allowed="AssemblyIsolationByUser" UserQuota="9223372036854775807" Expiry="9223372036854775807" Permanent="True"/> <IPermission class="System.Security.Permissions.ReflectionPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Flags="ReflectionEmit"/> <IPermission class="System.Security.Permissions.SecurityPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Flags="Assertion, Execution, BindingRedirects"/> <IPermission class="System.Security.Permissions.UIPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Unrestricted="true"/> <IPermission class="System.Security.Permissions.UrlIdentityPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Url="file:///Z:/Modding/Cope's Tool/plugins/filetypes/RBFEditorPlugin.dll"/> <IPermission class="System.Security.Permissions.ZoneIdentityPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Zone="Intranet"/> <IPermission class="System.Net.DnsPermission, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Unrestricted="true"/> <IPermission class="System.Drawing.Printing.PrintingPermission, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" version="1" Level="DefaultPrinting"/> </PermissionSet> The assembly or AppDomain that failed was: RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The method that caused the failure was: Void SaveFile(System.String) The Zone of the assembly that failed was: Intranet The Url of the assembly that failed was: file:///Z:/Modding/Cope's Tool/plugins/filetypes/RBFEditorPlugin.dll ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- CopeModToolDoW2 Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/CopeModToolDoW2.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- cope.DawnOfWar2 Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/cope.DawnOfWar2.DLL ---------------------------------------- cope.IO Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/cope.IO.DLL ---------------------------------------- cope Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/cope.DLL ---------------------------------------- CopeShared Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/CopeShared.DLL ---------------------------------------- RBFEditorPlugin Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/plugins/filetypes/RBFEditorPlugin.dll ---------------------------------------- CopePlugIn Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/CopePlugIn.DLL ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- gza12kda Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Core Assembly Version: 3.5.0.0 Win32 Version: 3.5.30729.4926 built by: NetFXw7 CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- CopeRelicChunky Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/CopeRelicChunky.DLL ---------------------------------------- cope.Script Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///Z:/Modding/Cope's%20Tool/cope.Script.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.
It doesn't happen when your tool is located locally, but it would be nice to be able to keep your tool on a network drive without this error.
I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
Eagerly awaiting DoW3 with mod tools. You hear me Relic?!
I like it; kinda sounds like music for a computer game but in metal formAlso, music .
Hmm, i'm just running this tool from the desktop, which is station on my one main drive C:/It doesn't happen when your tool is located locally, but it would be nice to be able to keep your tool on a network drive without this error.
Just dl'd 1.55; going to try it out
(and installing net4 as i type)
Well from what i've tested so far, if there are more than 1 opened .rbf files there is a chance i`ll get an error report upon saving.
That's the only error of experienced until now.![]()
#154
@Promythyus:
I'll be able to add an appropriate error message but I can't promise that I'll be able to fix that error.
@Z405:
"Die Affeninsel" actually means "Monkey Island", so it is based on a computer game.
Will try to solve that error with multiple files asap.
-cope.
To be presice, the error only occurs when i have opened 2 or more .rbf files and editted both files without saving them; then once i want to save 1 file, the error pops upWill try to solve that error with multiple files asap.
I love computer metal ^^"Die Affeninsel" actually means "Monkey Island", so it is based on a computer game .
The Black Mages - The Decisive Battle (FFVI) - youtube
The Black Mages - One Winged Angel (FFVII) - youtube![]()
Last edited by Z405; 16th Apr 10 at 4:51 AM.
#156
I've already found and fixed that bug. I'm currently rewriting some parts of the tool and thus the next release will take some more time, sorry. Oh , and I quite liked The Black Mages
Cope, Fair enough I guess. Your tool is still amazing anyways. Another small request though; integration with your mod packer. I find your packer a handy little tool, and if you integrate both the packer and a launcher (aka the Test Mod button) then your tool would pretty much be a complete studio for coding, without having to leave it.
Hey Cope, found out another bug, though maybe it's working as intended>>
/lazymodeon:
select a random .rbf file and then click on "GameData" with your right mouse button and then "copy value", then selecting another .rbf and selecting this new "GameData" and "paste value" which will result in an error bug which forces me to shutdown.
#159
Just FYI, this tool is not dead. I'm just rewriting large parts of it (some parts of the tool were just thrown together and now I'm doing a proper re-code). Hopefully this will make writing plugins somewhat easier (no more events with TreeNodes as tags etc.). I'm not planning to feature thousands of new things in the next release but to have a tool that actually works. Oh, and I've finally found time to integrate a FileSystemWatcher, thus eliminating the need to constantly refresh any folders
.
-cope.
Excellent, Looking forward to it. Especially not having to refresh the folders![]()
One thing that would be nice is to have multiple file/folder views, primarily to to view and re-extract originals even if you have a local custom version of it or to at least view them so you see original values and/or copy tables.
#162
Here comes version 1.6. Hopefully it's somewhat less buggy, I tried to test everything.
This tool is .NET4 based. Download .NET4
DOWNLOAD
Changelog
V1.6 - 05/02/2010
General:
- added a possibility to launch the mod (Tools -> Test Mod), take a look into the Options-menu to set your steam path etc.
- added a logging system (see log.txt)
- reworked the directory view: you don't need to refresh anything anymore
- added a "virtual only" directory view which only displays files from the archives
- various smaller fixes
RBF-Editor:
- fixed a bug which occured when having multiple files opened at a time
PlugIns:
- improved and simplified plugin-support:
- all the important stuff can now be found in CopeModToolCore.dll (and cope.IO.dll for the UniFile class)
- saving is much simpler now, you don't need to care for any tags of the UniFile
- you can write to the logfile using LoggingManager.SendMessage(...)
I basically reworked huge parts of the code; most of the time has been spent fixing the RBF-Editor saving bug and simplifying saving in PlugIns -- I had to rewrite the whole system for file-handling.
@Clonesa:
I added a view that displays only the virtual files from the SGAs. Having another view (local-only) turned out to be more difficult and somewhat useless as you can simply mark all the local files in red.
Last edited by Copernicus; 2nd May 10 at 11:45 AM.
I was just about to write a plugin for UCS files for your tool... but you changed it to .Net 4.0.![]()
When I get VS2010 I'll have a go, but not having looked at your plugin system, do you give the ability to save settings in any way? If not, its possible I could dynamically create, read and write an XML settings file, but it would be nicer if you gave a pointer to the settings file.
Oh and the other thing. Can we only use one control for each plugin, or am I mis-interpreting the plugin text file?
Hi,
Can I use this programme to change the number of marines in a squad in campaign, and if so, can I use it to add a Techmarine, Chaplain and/or Apothecary to the FC squad?
Thanks...
#166
@Pohl:
Yes, you can do that with this tool. Take a look into the How-To/Tutorials section to get help on this issue.
I hope to be able to write up a small tutorial like Your first DoW2 Mod using Cope's Whatever but I won't do this until I'm somewhat sure to finally have a stable version. Actually, this version seems to be pretty stable.
@Miguel:
I'm using VS2010 Express Edition, you shouldn't hesitate to get it yourself.
Currently there's no possibility to save custom settings but I'll try to find a way. Maybe I'll grant plug-ins access to the general settings but I'd first have to standardize it; sounds like this is a feature for the next version. You can of course write an settings-XML yourself, you can in fact use everything you'd normally be able to use.
Right now your plug-in can only have one main-control. My tool checks what file the user attempts to open and looks up which plug-in has been selected for that file-type. It'll then create a new instance of the main-control, put it into a new tab and call the method for loading files of that instance. Your control can of course show more dialogs and stuff. I don't see any limit.
The point about UCS files is that my tool doesn't load UCS files yet. It just loads the paths and archives specified in the module-file (thus enabling it to load up module files placed outside the DoW2 directory); however, it's no problem to make it load UCs files as well.
For the future I'm planning to add some possibility for global plugins: As said, in the current version the tool launches a new instance everytime you open a new file. An UCS plug-in might work that way but actually it could be even more useful if the user specified one UCS file (in addition to the vanilla DoW2 UCS file) in the module file and then a static (in the C#-sense of static, meaning that there's just one instance etc...) plugin would load up these files and provide an interface for adding and looking up UCS strings. That way I could e.g. change my RBF editor not to display UCS values but actual UCS strings and add new strings on the fly (so that you don't need to care for numbers anymore).
Anyway, I'm glad you're interested in writing a plug-in and I'll of course do my best to support you.
@all:
I'm not totally sure what made me name this tool Cope's Whatever (for DoW2!) (and I generally don't oppose the idea of continuing using that name) but actually it's a bit uninformative and misleading for newcomers. I'd like to avoid Cope's ModStudio (as CMS already is Corsix' ModStudio); feel free to suggest more informative names.
-cope.
#167
Cope's Bag of Tricks (CBT/CBoT/Cbot/C-bot, take your pick).
As usual, thanks for the updates. I really should get around to looking at it in more detail.
I am an Iron Warrior! Iron Within, Iron Without!
Very nice stuff. You know I thought MS was full of shit, but the .Net 4 stuff does kind of look better. Its hard to describe, but the UI is very clean. I installed the 2010 beta and it was bugged. Refused to open code, but I didn't muck around much. I'll have to give it another shot.
Well atm Microsoft's download site is down, so I might as well wait two days for the full version.
I think regarding settings it would be nice if you programatically created (on first run) a settings file using something in System.Configuration, which would have new settings added with the installation of every new plugin.
Of course I also just remembered that even if we can only use one control per plugin, I can simply use a panel which would contain all my controls
Finally regarding UCS implementation, I see where you're going with that idea, but there is no way of telling if an rbf value refers to a UCS string or it is simply an integer value, so you can't abstract (hide) the user from the concept of UCS numbers.
As such I think that every time you load a mod, you should just check gameassets for a UCS file of the same name as the module (since that's how UCS files are loaded) and load that too, which my plugin could edit.
I wanted to report a bug, it's no big deal, but i thought to share it anyway:
Whenever i deleted multiple editted files from the within the explorer and Whatever needs to update this, it does fine, but also generates some sort of error and then needs to shut down.
-------------------------------
Besides that, this really works alot better though![]()
#171
it crashes when i changed the playable from false to true on the ig race file and save it.
Tutorials_And_Helpful_Sites_Here <-link
Want a 3d model commissioned? I may do so. Pm me!
http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.
#172
I'll look into fixing those asap; can you please take a look at the log file and tell me if there's any relevant information?
I'll try to further improve crash-handling in future version, providing more information about crashes.
-cope.
#173
Download
Changelog
V1.61 - 05/05/2010
General:
- improved logging system
- fixed a crash occuring when deleting folders or multiple files
Okay, this update fixes the most critical bug (which is the one mentioned Z405. I unfortunately wasn't able to reproduce horusheretic's. However, now the tool should be able to provide me with much more information upon crashing. Whenever the tool crashes make sure to immediately upload the log.txt from the tool's directory. It will help me fix the bug. Thanks.
-cope.
PS: The update also includes some untested methods for storing settings from plug-ins, look for SetSetting(key, val) and GetSetting(key). The log-file may btw also be useful for debugging plug-ins.
#174
The editor doesnt seem to load any attribute files that are not originally from an sga archive. even with the hundreds of extra attrib files added to the WoA mod, they dont even show up. ive looked in both the virtual and combined folder trees.Code:01:48:55 - Logging system set up successfully! 01:48:55 - Setting up config system... 01:48:55 - Config system set up successfully! 01:48:55 - Tool starting... 01:48:55 - Attempting to load plugins from plugins-folder 01:48:55 - Plugins successfully loaded! 01:48:56 - Starting front end... 01:48:56 - Front end successfully started! 01:49:00 - Loading module file C:\Program Files\Steam\steamapps\common\dawn of war 2\Dow40k2WoA.module 01:49:01 - Module file successfully loaded! 01:49:01 - Expensive Operation: Building new FileTree from path and SGAs 01:49:02 - Finished building FileTree! 01:49:02 - Expensive Operation: Building new FileTree from path and SGAs 01:49:02 - Finished building FileTree!
my attribute files are there in both trees, the ATTRIB and DATA, not sure why theres two as im putting everything in DATA but im not compainingI selected my mod from the .module
whenever i open an rbf from any tab and then save it without making changes it causes 'whatever' to close. i should say that it only happens when i save a blue file that i havnt extracted.
bug report
03:52:52 - Logging system set up successfully!
03:52:52 - Setting up config system...
03:52:52 - Config system set up successfully!
03:52:52 - Tool starting...
03:52:52 - Attempting to load plugins from plugins-folder
03:52:52 - Plugins successfully loaded!
03:52:52 - Starting front end...
03:52:52 - Couldn't determine last used path, asking user for help.
03:52:52 - Front end successfully started!
03:52:57 - Loading module file C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\CombatSquads.module
03:52:58 - Module file successfully loaded!
03:52:58 - Expensive Operation: Building new FileTree from path and SGAs
03:53:00 - Finished building FileTree!
03:53:00 - Expensive Operation: Building new FileTree from path and SGAs
03:53:00 - Finished building FileTree!
03:57:06 - ERROR - APPCRASH
03:57:06 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
03:57:06 - Exception Info
Message: Object reference not set to an instance of an object.
Exception source: CopeModToolCore
Stack trace: at ModTool.Core.FileTreeControl.t_NodeAdded(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FileTreeDirChangedEventHandler.Invoke(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FileTree.InvokeNodeAdded(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FSNodeDir.AddChildIntern(FSNode child)
at ModTool.Core.FSNode.set_Parent(FSNodeDir value)
at ModTool.Core.FSNodeDir.TryAddFileFromRelativePath(String path)
at ModTool.Core.FileTree._watcher_Created(Object sender, FileSystemEventArgs e)
at System.IO.FileSystemWatcher.OnCreated(FileSystemEventArgs e)
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(Int32 action, String name)
at System.IO.FileSystemWatcher.CompletionStatusChanged(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
03:57:06 - END OF APPCRASH INFO
Last edited by Quozzo; 4th May 10 at 8:02 PM.
#176
@quozzo:
Please ensure that you've got a separate path for DATA and ATTRIB set in your module file. That will solve both problems.
@horusheretic:
Strange, always works for me. I'd recommend taking a closer look at your module file. My tool currently does not support more than one DATA- and one ATTRIB-directory (and I'm not going to change it because there's no reason to do so -- it also forces people to keep their mod clean and not cross-reference to vanilla DoW2 directories etc...); make sure that these point to your mod's directories.
No idea if this is at all useful to you, but here goes. Had another crash after deleting some files.
Spoiler
17:43:00 - Logging system set up successfully!
17:43:00 - Setting up config system...
17:43:00 - Config system set up successfully!
17:43:00 - Tool starting...
17:43:00 - Attempting to load plugins from plugins-folder
17:43:01 - Plugins successfully loaded!
17:43:01 - Starting front end...
17:43:01 - Couldn't determine last used path, asking user for help.
17:43:01 - Front end successfully started!
17:44:21 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405Rising.module
17:44:25 - Module file successfully loaded!
17:44:25 - Expensive Operation: Building new FileTree from path and SGAs
17:44:27 - Finished building FileTree!
17:44:27 - Expensive Operation: Building new FileTree from path and SGAs
17:44:27 - Finished building FileTree!
17:50:31 - Creating new mod...
17:50:31 - New mod successfully created!
17:50:31 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Vanilla_Rising.module
17:50:32 - Module file successfully loaded!
17:50:32 - Expensive Operation: Building new FileTree from path and SGAs
17:50:33 - Finished building FileTree!
17:50:33 - Expensive Operation: Building new FileTree from path and SGAs
17:50:34 - Finished building FileTree!
18:05:05 - ERROR - APPCRASH
18:05:05 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
18:05:05 - Exception Info
Message: The process cannot access the file 'C:\Program Files\Steam\SteamApps\common\dawn of war 2\Vanilla_Rising\Data\config\' because it is being used by another process.
Exception source: mscorlib
Stack trace: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
at System.IO.Directory.EnumerateFiles(String path)
at ModTool.Core.FSNodeDir.CheckForNew()
at ModTool.Core.FileTree._watcher_Created(Object sender, FileSystemEventArgs e)
at System.IO.FileSystemWatcher.OnCreated(FileSystemEventArgs e)
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(Int32 action, String name)
at System.IO.FileSystemWatcher.CompletionStatusChanged(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
18:05:05 - END OF APPCRASH INFO
#178
That log was indeed helpful, Z405. I think I managed to fix that bug thanks to the log file.
-cope.
Edit: Version 1.62 Released
I know, I'm again releasing waaaaay to frequent but I guess people actually prefer to have bugs fixed asap rather than having to wait for the next update to fix some critical stuff...
Download
Changelog
V1.62 - 05/05/2010
General:
- further improved logging system (which will now show which directories and archives are loaded)
- added a log message indicating that a mod has overlapping attrib and data directories
- settings are now saved correctly
- fixed a bug which prevented warnings from showing up
- fixed the icon for files in the Directory View
- fixed various crashes
Last edited by Copernicus; 5th May 10 at 9:54 AM.
#179
i fail to see why i would need to check my module file when the game still loads up the changes and such, and it was showing the extra files all the way up to 1.4ish. i then dled the latest version the other day along with installing the .net 4.@horusheretic:
Strange, always works for me. I'd recommend taking a closer look at your module file. My tool currently does not support more than one DATA- and one ATTRIB-directory (and I'm not going to change it because there's no reason to do so -- it also forces people to keep their mod clean and not cross-reference to vanilla DoW2 directories etc...); make sure that these point to your mod's directories.
i also dont use the dow2 mod folder or more than one attrib or data directory. i use a set up mod for that very reason
Edit: the changes i make are even being saved to the dow2 attrib folder instead of the WoA module file i selected upon opening a mod.
Last edited by horusheretic; 5th May 10 at 11:51 AM.
#180
My tool reads all the directories it uses from the module file and from nowhere else. If your changes are saved to the DoW2-attrib folder then that very folder is listed in your module file. To me it still sounds like you've got the DoW2-attrib directory as a first attrib-folder but as you (for whatever reason) refuse to double-check that, we'll never know.
Feel free to upload your module file so I can take a look at it; however, if you refuse to do that as well, then I won't investigate this issue further.
Version 1.6 contains (as I already mentioned) a completely new file-managment system and thus behaves slightly different from version 1.5 and earlier. While older versions loaded all folders, the new version only loads the first one (for simplicity reasons).
-cope.
#181
the reason the dow2 folder is first is so that it loads the the pre-requisite files for the game to work.To me it still sounds like you've got the DoW2-attrib directory as a first attrib-folder but as you (for whatever reason) refuse to double-check that, we'll never know.
Feel free to upload your module file so I can take a look at it; however, if you refuse to do that as well, then I won't investigate this issue further.
it loads them first and then the changed files, other wise you would need to extract all the game data, which is big going around several gigs of data. else the mod doesnt load. thats why the reason of mod order is important.
otherwise you would need to keep changing the module file every 5 minutes when you need to check something of which is unnecessary hassle that should be changed for faster work flow reasons.
it should load up the default game data and then the mod data. currently it just loads the first thing which is just the dow2 stuff. you said so yourself
Code:[global] Name = Dow40k2WoA UIName = Dow40k2WoA Description = Dawn of War 2 ModVersion = 1.0 ModFolder = Dow40k2WoA ; Note: the engine mounts the following automat(g)ically: ; movies: GameAssets\Data\Movies ; folder: GameAssets\Locale\<lang> [attrib:common] folder.01 = GameAssets\Data folder.02 = Dow40k2WoA\Data folder.03 = Dow40k2WoA\locale archive.01 = GameAssets\Archives\GameAttrib.sga [sound:common] folder.01 = GameAssets\Data\Sound archive.01 = GameAssets\Archives\210_sound.sga archive.02 = GameAssets\Archives\200_sound.sga archive.03 = GameAssets\Archives\GameSoundContainers.sga archive.04 = GameAssets\Archives\GameSound_DELTA.sga archive.05 = GameAssets\Archives\GameSound.sga ; 210_ prefix defined in //DOW2/Tech/Tools/Build-dev/Targets/Framework/Config.py [sound:english] folder.01 = GameAssets\Locale\English\Sound archive.01 = GameAssets\Locale\English\English_210_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_210_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_210_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_210_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_210_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_210_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_210_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_210_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 [sound:polish] folder.01 = GameAssets\Locale\Polish\Sound archive.01 = GameAssets\Locale\Polish\English_210_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 [sound:hungarian] folder.01 = GameAssets\Locale\Hungarian\Sound archive.01 = GameAssets\Locale\Hungarian\English_210_speech.sga archive.02 = GameAssets\Locale\Hungarian\English_200_speech.sga archive.03 = GameAssets\Locale\Hungarian\English_GameSpeechContainers.sga archive.04 = GameAssets\Locale\Hungarian\English_GameSpeech_DELTA.sga archive.05 = GameAssets\Locale\Hungarian\English_GameSpeech.sga archive.06 = GameAssets\Locale\Hungarian\English_EldarMPSpeech.sga archive.07 = GameAssets\Locale\Hungarian\English_OrkMPSpeech.sga archive.08 = GameAssets\Locale\Hungarian\English_SpaceMarineMPSpeech_DELTA.sga archive.09 = GameAssets\Locale\Hungarian\English_SpaceMarineMPSpeech.sga archive.10 = GameAssets\Locale\Hungarian\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 [movies:polish] folder.01 = GameAssets\Locale\Polish\Movies [movies:hungarian] folder.01 = GameAssets\Locale\Hungarian\Movies ; 210_ prefix defined in //DOW2/Tech/Tools/Build-dev/Targets/Framework/Config.py [data:common] folder.01 = GameAssets\Data folder.02 = Dow40k2WoA\Data folder.03 = Dow40k2WoA\locale archive.01 = GameAssets\Archives\210_data.sga archive.02 = GameAssets\Archives\200_data.sga archive.03 = GameAssets\Archives\GameArt_DELTA.sga archive.04 = GameAssets\Archives\GameArt.sga archive.05 = GameAssets\Archives\GameArtEnvironment_DELTA.sga archive.06 = GameAssets\Archives\GameArtEnvironment.sga archive.07 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga archive.08 = GameAssets\Archives\GameArtEnvironmentTextures.sga archive.09 = GameAssets\Archives\GameMaps_DELTA.sga archive.10 = GameAssets\Archives\GameMaps.sga archive.11 = GameAssets\Archives\GameDefault_DELTA.sga archive.12 = GameAssets\Archives\GameDefault.sgaif you were to switch those lines then the mod loads first and then the game data, resulting in it not loading your mods changes. that would be self defeating.folder.01 = GameAssets\Data
folder.02 = Dow40k2WoA\Data
#182
I guess you're wrong about priorities: The things on top are the most important and everything following needs to check if a file already exists. As you can see at the archive listing the _DELTA (DELTA is the mathematical sign for difference between two values; DELTA archives contain patched files) are always named before the original archives, so the game will ignore all files from GameDefault.sga which are already present in GameDefault_DELTA.sga. It certainly won't hurt to put your mod's folder at top.
Even if it was the other way around that directories further down always overwrite their predecessors, that would not be a problem in this case (because GameAssets\Data) does not contain anything but the movies used by the game.
-cope.
PS: I've re-tested this right now and it works like a charm:
EDIT: Btw, your GameAssets\Data should not contain anything that's not totally vanilla 'cause it's contents will be loaded whenever -dev is used, thus causing confusion.Code:[attrib:common] folder.01 = z_MyFirstMod\DataAttrib folder.02 = GameAssets\Data archive.01 = GameAssets\Archives\GameAttrib.sga
Horus: Cope is correct. You are thinking about it the wrong way. It does not determine the order in which files are loaded. In determines the priority in which to load files. The way you have it your custom files will not be loaded as there will exist the original version, which you've set to a higher priority. The only custom files that will be loaded are those of which no original exists. Of course since GameAssets/Data does not really contain anything unless you unpack the archives you may be getting away with this and thinking you're approaching it correctly. When it comes time to pack things into an SGA your mod will cease to function.
#184
my custom files and even modified originals did and still work, even from the separate mod folder from the dow2 one in the order i have. ive been using the module file ever since MK and i have started WoA.The way you have it your custom files will not be loaded as there will exist the original version, which you've set to a higher priority.
its set up the same way in dow 1. but if your way still works then i'll change it.
awsome tool btw but ive noticed a few problems:
when double clicking on a directory to open it, a random rbf file opens too.
when i copy and paste an .rbf the tool has an error and closes
log report
08:55:20 - Logging system set up successfully!
08:55:20 - Setting up config system...
08:55:20 - Config system set up successfully!
08:55:20 - Tool starting...
08:55:20 - Attempting to load plugins from plugins-folder
08:55:20 - Plugins successfully loaded!
08:55:20 - Starting front end...
08:55:20 - Front end successfully started!
08:56:05 - Loading module file C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\CombatSquads.module
08:56:05 - Module file successfully loaded!
08:56:05 - Expensive Operation: Building new FileTree from path and SGAs
08:56:07 - Finished building FileTree!
08:56:07 - Expensive Operation: Building new FileTree from path and SGAs
08:56:07 - Finished building FileTree!
08:56:19 - ERROR - APPCRASH
08:56:19 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
08:56:19 - Mod info:
Mod DATA directory: C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\CombatSquads\Data\
Mod ATTRIB directory: System.Collections.Generic.List`1[cope.DawnOfWar2.Formats.SGA.SGAFile]
Mod DATA archives:
220_data.sga
210_data.sga
200_data.sga
GameArt_DELTA.sga
GameArt.sga
GameArtEnvironment_DELTA.sga
GameArtEnvironment.sga
GameArtEnvironmentTextures_DELTA.sga
GameArtEnvironmentTextures.sga
GameMaps_DELTA.sga
GameMaps.sga
GameDefault_DELTA.sga
GameDefault.sga
Mod ATTRIB archives:
GameAttrib.sga
08:56:19 - Exception Info
Message: Object reference not set to an instance of an object.
Exception source: CopeModToolCore
Stack trace: at ModTool.Core.FileTreeControl.t_NodeAdded(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FileTreeDirChangedEventHandler.Invoke(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FileTree.InvokeNodeAdded(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FSNodeDir.AddChildIntern(FSNode child)
at ModTool.Core.FSNode.set_Parent(FSNodeDir value)
at ModTool.Core.FSNodeDir.TryAddFileFromRelativePath(String path)
at ModTool.Core.FileTree._watcher_Created(Object sender, FileSystemEventArgs e)
at System.IO.FileSystemWatcher.OnCreated(FileSystemEventArgs e)
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(Int32 action, String name)
at System.IO.FileSystemWatcher.CompletionStatusChanged(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
08:56:19 - END OF APPCRASH INFO
my module file
[attrib:common]
folder.01 = CombatSquads\attrib
archive.01 = GameAssets\Archives\GameAttrib.sga
[data:common]
folder.01 = CombatSquads\Data
archive.01 = GameAssets\Archives\220_data.sga
archive.02 = GameAssets\Archives\210_data.sga
archive.03 = GameAssets\Archives\200_data.sga
archive.04 = GameAssets\Archives\GameArt_DELTA.sga
archive.05 = GameAssets\Archives\GameArt.sga
archive.06 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
archive.07 = GameAssets\Archives\GameArtEnvironment.sga
archive.08 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
archive.09 = GameAssets\Archives\GameArtEnvironmentTextures.sga
archive.10 = GameAssets\Archives\GameMaps_DELTA.sga
archive.11 = GameAssets\Archives\GameMaps.sga
archive.12 = GameAssets\Archives\GameDefault_DELTA.sga
archive.13 = GameAssets\Archives\GameDefault.sga
Your unique, just like everyone else
[Combat Squads | Pop Cap]
IA: Phoenix Angels
Chapter Name Creator | Chapter Library
When I run it, I get
startup error
Could not load plugin: An attempt was made to load an assembely from a network location which would have caused the assembely to sandbox in previous versions of the .NET Framework. This release of the .NET framework does not enable CAS policy by default, s this load may be dangerous. If this load is not intended to sandbox the assembely, please enable the loadFromRemoteSources switch. See (link below) for more infomation.
http://msdn.microsoft.com/en-us/libr...2(VS.100).aspx
The program then opens.
Then, when I try to edit an .rbf, I get:
Trying to open .rbf error
Can't open selected file (filename).rbf, no suitable plugin found!
I have looked at the link and not really understood it. I have the plugin fron Clonsea, and latest version of .NET. Can you help?
18:21:23 - Logging system set up successfully!
18:21:23 - Setting up config system...
18:21:23 - Config system set up successfully!
18:21:23 - Tool starting...
18:21:23 - Attempting to load plugins from plugins-folder
18:21:23 - ERROR - Could not load plugin: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
18:21:25 - Exception source: mscorlib, stack trace: at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence)
at System.Reflection.Assembly.LoadFile(String path)
at ModTool.Core.PluginManager.LoadPlugins()
18:21:25 - Plugins successfully loaded!
18:21:25 - Starting front end...
18:21:25 - Couldn't determine last used path, asking user for help.
18:21:25 - Front end successfully started!
18:21:38 - Loading module file C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\h.module
18:21:39 - Module file successfully loaded!
18:21:39 - Expensive Operation: Building new FileTree from path and SGAs
18:21:40 - Finished building FileTree!
18:21:40 - Expensive Operation: Building new FileTree from path and SGAs
18:21:41 - Finished building FileTree!
18:21:51 - ERROR - Can't open the selected file imperial_guard.rbf, no suitable plugin found!
18:21:57 - Application shutting down
I have tried various files and I get the same thing
i assume youve tried it without clonsa's plugin? and you have .NET4?
check that you have the rbf plugin in
1.62 folder\plugins\filetypes\RBFEditorPlugin.dll
does versoin 1.55 work? as that doesnt need .NET4
I have .NET4 - and I only downloaded the plugin because it did not work.
Older version works
Last edited by nathaniak; 12th May 10 at 9:06 AM.
Just another crash report to help out:
Spoiler
20:20:52 - Logging system set up successfully!
20:20:52 - Setting up config system...
20:20:52 - Config system set up successfully!
20:20:52 - Tool starting...
20:20:52 - Attempting to load plugins from plugins-folder
20:20:52 - Plugins successfully loaded!
20:20:52 - Starting front end...
20:20:52 - Front end successfully started!
20:20:57 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising.module
20:20:58 - Module file successfully loaded!
20:20:58 - Expensive Operation: Building new FileTree from path and SGAs
20:20:59 - Finished building FileTree!
20:20:59 - Expensive Operation: Building new FileTree from path and SGAs
20:21:00 - Finished building FileTree!
00:35:22 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising.module
00:35:25 - Module file successfully loaded!
00:35:25 - Expensive Operation: Building new FileTree from path and SGAs
00:35:59 - Finished building FileTree!
00:35:59 - Expensive Operation: Building new FileTree from path and SGAs
00:36:00 - Finished building FileTree!
00:43:22 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising.module
00:43:23 - Module file successfully loaded!
00:43:23 - Expensive Operation: Building new FileTree from path and SGAs
00:43:25 - Finished building FileTree!
00:43:25 - Expensive Operation: Building new FileTree from path and SGAs
00:43:25 - Finished building FileTree!
11:43:40 - ERROR - APPCRASH
11:43:41 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
11:43:41 - Mod info:
Mod DATA directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising\Data\
Mod ATTRIB directory: System.Collections.Generic.List`1[cope.DawnOfWar2.Formats.SGA.SGAFile]
Mod DATA archives:
220_data.sga
210_data.sga
200_data.sga
GameArt_DELTA.sga
GameArt.sga
GameArtEnvironment_DELTA.sga
GameArtEnvironment.sga
GameArtEnvironmentTextures_DELTA.sga
GameArtEnvironmentTextures.sga
GameMaps_DELTA.sga
GameMaps.sga
GameDefault_DELTA.sga
GameDefault.sga
Mod ATTRIB archives:
GameAttrib.sga
11:43:50 - Exception Info
Message: Object reference not set to an instance of an object.
Exception source: System.Windows.Forms
Stack trace: at System.Windows.Forms.Control.MarshaledInvoke(Control caller, Delegate method, Object[] args, Boolean synchronous)
at System.Windows.Forms.Control.Invoke(Delegate method, Object[] args)
at ModTool.Core.FileTreeControl.t_NodeAdded(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FileTreeDirChangedEventHandler.Invoke(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FileTree.InvokeNodeAdded(FSNodeDir sender, FileTreeDirChangedEventArgs e)
at ModTool.Core.FSNodeDir.AddChildIntern(FSNode child)
at ModTool.Core.FSNode.set_Parent(FSNodeDir value)
at ModTool.Core.FSNodeDir.AddDirFromRelativePath(String[] parts, Int32 startIndex)
at ModTool.Core.FSNodeDir.TryAddDirFromRelativePath(String[] parts)
at ModTool.Core.FSNodeDir.TryAddFileFromRelativePath(String path)
at ModTool.Core.FileTree._watcher_Created(Object sender, FileSystemEventArgs e)
at System.IO.FileSystemWatcher.OnCreated(FileSystemEventArgs e)
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(Int32 action, String name)
at System.IO.FileSystemWatcher.CompletionStatusChanged(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
11:43:50 - END OF APPCRASH INFO
Spoiler
11:46:49 - Logging system set up successfully!
11:46:49 - Setting up config system...
11:46:49 - Config system set up successfully!
11:46:49 - Tool starting...
11:46:49 - Attempting to load plugins from plugins-folder
11:46:49 - Plugins successfully loaded!
11:46:49 - Starting front end...
11:46:49 - Front end successfully started!
11:46:54 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising.module
11:46:55 - Module file successfully loaded!
11:46:56 - Expensive Operation: Building new FileTree from path and SGAs
11:46:57 - Finished building FileTree!
11:46:57 - Expensive Operation: Building new FileTree from path and SGAs
11:46:57 - Finished building FileTree!
12:00:42 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising.module
12:00:43 - Module file successfully loaded!
12:00:43 - Expensive Operation: Building new FileTree from path and SGAs
12:00:45 - Finished building FileTree!
12:00:45 - Expensive Operation: Building new FileTree from path and SGAs
12:00:45 - Finished building FileTree!
12:39:08 - ERROR - APPCRASH
12:39:08 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:39:08 - Mod info:
Mod DATA directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising\Data\
Mod ATTRIB directory: System.Collections.Generic.List`1[cope.DawnOfWar2.Formats.SGA.SGAFile]
Mod DATA archives:
220_data.sga
210_data.sga
200_data.sga
GameArt_DELTA.sga
GameArt.sga
GameArtEnvironment_DELTA.sga
GameArtEnvironment.sga
GameArtEnvironmentTextures_DELTA.sga
GameArtEnvironmentTextures.sga
GameMaps_DELTA.sga
GameMaps.sga
GameDefault_DELTA.sga
GameDefault.sga
Mod ATTRIB archives:
GameAttrib.sga
12:39:09 - Exception Info
Message: Object reference not set to an instance of an object.
Exception source: CopeModToolCore
Stack trace: at ModTool.Core.FileTree._watcher_Deleted(Object sender, FileSystemEventArgs e)
at System.IO.FileSystemWatcher.OnDeleted(FileSystemEventArgs e)
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(Int32 action, String name)
at System.IO.FileSystemWatcher.CompletionStatusChanged(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
12:39:09 - END OF APPCRASH INFO
Last edited by Z405; 13th May 10 at 3:40 AM.
#192
@quozzo:
Thanks for the report.
@Z405:
Thanks as well, could you please explain what you did when it crashed? What exactly did you add / remove? Thanks again.
-cope.
If i remember it correctly, i think i deleted a couple of files from the data folder all at once. Mostly .dds files, or .lua files i think.
#194
Mainly bug fixes this time -- but hey, everybody loves fixes for annoying bugs!
Download!
Changelog:
I'd really like to thank Z405 who's probably the most intensive user of the tool and is never getting tired of reporting bugs! Thanks to all the other users as well!V1.63 - 05/13/2010
General:
- disabling "Mark Changed Directories" now actually does something
- improved performance
- enabled tooltips for the directory view
- fixed crashes when deleting and / or moving directories
-cope.
You deserve all the credit for making such an awesome tool; i`m just helping outI'd really like to thank Z405 who's probably the most intensive user of the tool and is never getting tired of reporting bugs! Thanks to all the other users as well!![]()
i second that.You deserve all the credit for making such an awesome tool
ive noticed a bug tho'. when selecting a booleÅn command (true or false) from the drop down menu it doesn't save, but copy 'n' paste works
(see what i did with boolean)
#197
I can't confirm that bug, it works for me.
Edit: Next version will use checkboxes anyway. Heck, why didn't I use checkboxes in the first place?
it was on a required_squad_upgrade extension and ive just tried it and still doesn't work, but as your using check boxes, i guess it doesn't matter and i'll get back to modding lol
btw that opening a random rbf when double click directories to open them is still happening and i found that way back in v1.62
it only happens when the list in the directory being opened is too big for the little window and the window need to move
Last edited by Quozzo; 14th May 10 at 9:57 AM.
Cope: The problem with true and false has been there since ver 1. I think I reported it a while back. Anyway I haven't had time to use the most recent version, but it sounds like a similar issue. It seems to be a matter of case-sensitivity and the drop down boxes in ui for a selected variable has 'True' and 'False' options when it only seems to actually accept 'true' or 'false'. This can be bypassed by the user by selecting the table and selecting 'true' or 'false' from this view.
#200
i believe i also reported it on the IG race playable thing. it seems to work on some things and not on others, which is why i posted a more direct reference.I can't confirm that bug, it works for me.
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