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

  1. #801
    Member General Kong's Avatar
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    Jan 2010
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    Tipperary, Ireland
    completly sure, they are the right logfiles, ill use the tool again and get back to you

    Edit: alright i have absoloutly no idea what to do anymore, i think ill just give up
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  2. #802
    Member Reaper297's Avatar
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    Feb 2008
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    Westford, Vermont
    Alright here is the Toolbox log.

    Toolbox Log



    And here is my DoWII Log.

    Dawn of War II Log



    So far I have the Toolbox run as Administrator automatically.
    I don't seem to get any errors in the creation process.
    Release Mod seems to work but refuses to do so if the Retribution directory is the chosen output directory.
    Test causes the game to crash even when nothing has been modified.
    When running the mod with the shortcut parameters it seems to not find the mod at all as it runs DoW II by itself. Running the game with the -dev parameter only seems to cause the game to crash.
    Creating new mods seems to yield the same results listed above every time.

    I have tried using both the DOWII and DOWII Multiplayer modules as bases, but either way the problems listed above still persist.

    'I am a Blood Raven, born into the sky on wings of hate. Hate for the alien and his opposition to Man. Hate for the treasons of brothers and fathers.'

  3. #803
    Member Thorno's Avatar
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    Ok, simple question.

    How do you edit a UCS made by the tool? If I try in notepad it reverts back to what I added last using the tool, am I missing something?

  4. Modding Senior Member  #804
    Don't use notepad; use Notepad++, set the format/encoding to UCS Little Endian and make sure lines end in Windows style, not in Unix style (CRLF instead of just CR, you may need to activate the end-of-line symbols in the view submenu). Also, don't edit the UCS while the tool is running.

    @Reaper297:
    Don't release in the Retribution directory; it'll try to overwrite the module file it uses for the current mod while it is still opened. If the crash occurs even when you don't have any modname specified, try validating your game. If that doesn't work, deinstall Retribution and reinstall it. If it still crashes when adding -dev, try deleting the sounds folder of the relevant module files or contact tech support.
    "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?

  5. #805
    Member Thorno's Avatar
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    Perfect

    Cheers.

  6. Forum Subscriber  #806
    RB2 file question, once youve extracted and repacked the files in your mods archives, what the general size? mine currently reads as 21,090 kbs using latest tools

  7. #807
    the repacked rbfs take up about 20mb if I'm not mistaken.
    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?!


  8. Modding Senior Member  #808
    Sounds about right size wise.

  9. #809
    Hi !

    I'm trying to create the mod, but the tool won't allow me.

    Here's my log :


    23:56:09 - LoggingManager - Logging system set up successfully!
    23:56:09 - ConfigManager - Setting up config system...
    23:56:10 - ConfigManager - Config system set up successfully!
    23:56:10 - Tool starting...
    23:56:10 - Could not determine last used path, setting it to default path.
    23:56:10 - Trying to get Steam path from the registry
    23:56:10 - ModManager - GameDirectory changed to c:/program files/steam\steamapps\common\dawn of war 2\
    23:56:10 - Retribution mode disabled
    23:56:10 - FE - Starting front end...
    23:56:10 - FE - FileTree controls setup started
    23:56:10 - FE - FileTree controls setup finished
    23:56:10 - FE - Front end successfully started!
    23:56:10 - PluginManager - Attempting to load plugins from plugins-folder C:\Users\Raziel\Desktop\Mod DOW II\DoW2_ToolBox_1.96\plugins\
    23:56:10 - RBFPlugin - Setup started
    23:56:10 - WARNING - RBFLib - Could not find RBF-Library tag groups file!
    23:56:10 - RBFLib - Reading RBF-Library
    23:56:11 - RBFDict - Reading RBF-Dictionary
    23:56:11 - RBFPlugin - Setup finished
    23:56:11 - PluginManager - Plugins successfully loaded!
    23:56:11 - ModManager - Language set to English
    23:56:11 - UCSManager - Initializing...
    23:56:26 - ModCreator - Creating new mod...
    23:56:26 - ERROR - ModCreator - Failed to create Mod
    23:56:26 - Exception Info
    Type: CopeIOException
    Message: Error while trying to open C:\Users\Raziel\Desktop\DOW2.module'. See inner exception.
    Exception source: cope
    Stack trace:
    at cope.IO.UniFile..ctor(String filePath, FileAccess access, FileShare share, Boolean createIfNotFound)
    at cope.DawnOfWar2.ModuleFile..ctor(String path)
    at ModTool.FE.ModCreator.WriteMod()
    at ModTool.FE.MainDialog.NewDoW2ModToolStripMenuItemClick(Object sender, EventArgs e)

    No additonal data available.
    InnerException following

    23:56:26 - Exception Info
    Type: UnauthorizedAccessException
    Message: Access to the path 'C:\Users\Raziel\Desktop\DOW2.module' is denied.
    Exception source: mscorlib
    Stack trace:
    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
    at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
    at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
    at cope.IO.UniFile..ctor(String filePath, FileAccess access, FileShare share, Boolean createIfNotFound)

    No additonal data available.
    No InnerExpcetion

    00:03:00 - ModCreator - Creating new mod...
    00:03:00 - ERROR - ModCreator - Failed to create Mod
    00:03:00 - Exception Info
    Type: CopeIOException
    Message: Error while trying to open C:\Users\Raziel\Desktop\DOW2.module'. See inner exception.
    Exception source: cope
    Stack trace:
    at cope.IO.UniFile..ctor(String filePath, FileAccess access, FileShare share, Boolean createIfNotFound)
    at cope.DawnOfWar2.ModuleFile..ctor(String path)
    at ModTool.FE.ModCreator.WriteMod()
    at ModTool.FE.MainDialog.NewDoW2ModToolStripMenuItemClick(Object sender, EventArgs e)

    No additonal data available.
    InnerException following

    00:03:00 - Exception Info
    Type: UnauthorizedAccessException
    Message: Access to the path 'C:\Users\Raziel\Desktop\DOW2.module' is denied.
    Exception source: mscorlib
    Stack trace:
    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
    at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
    at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
    at cope.IO.UniFile..ctor(String filePath, FileAccess access, FileShare share, Boolean createIfNotFound)

    No additonal data available.
    No InnerExpcetion


    Thank you for your help !

  10. Modding Senior Member  #810
    Have you tried running the toolbox as administrator?

  11. #811
    Yes I have

    Tried running it as admin, copying the file to another spot so that I don't risk read only restrictions that usually happen on *.module files.

    Thank you for your time !

  12. #812
    hi!
    i'm trying to make a mod for retribution, but no matter what i do, i get the relic crash report when i try to test.
    I have even made a new mod, with no changes, and i get the same crash, here is the tools log

    07:29:06 - LoggingManager - Logging system set up successfully!
    07:29:06 - ConfigManager - Setting up config system...
    07:29:06 - ConfigManager - Config system set up successfully!
    07:29:06 - Tool starting...
    07:29:06 - Could not determine last used path, setting it to default path.
    07:29:06 - Trying to get Steam path from the registry
    07:29:06 - ModManager - GameDirectory changed to c:/program files (x86)/steam\steamapps\common\dawn of war ii - retribution\
    07:29:06 - Retribution mode enabled
    07:29:06 - FE - Starting front end...
    07:29:06 - FE - FileTree controls setup started
    07:29:06 - FE - FileTree controls setup finished
    07:29:06 - FE - Front end successfully started!
    07:29:06 - PluginManager - Attempting to load plugins from plugins-folder C:\Users\declan\Desktop\dow tool\plugins\
    07:29:06 - RBFPlugin - Setup started
    07:29:06 - WARNING - RBFLib - Could not find RBF-Library tag groups file!
    07:29:06 - WARNING - RBFLib - Could not find RBF-Library
    07:29:06 - RBFLib - Reading RBF-Library (legacy)
    07:29:06 - WARNING - RBFDict - Could not find RBF-Dictionary
    07:29:06 - RBFDict - Reading RBF-Dictionary (legacy)
    07:29:06 - RBFPlugin - Setup finished
    07:29:06 - PluginManager - Plugins successfully loaded!
    07:29:06 - No DoW2 language found, setting it to default (English)
    07:29:06 - ModManager - Language set to English
    07:29:06 - UCSManager - Initializing...
    07:31:03 - ModCreator - Creating new mod...
    07:31:03 - ModCreator - Generating module file for new mod
    07:31:30 - ArchiveCreator - Starting archive.exe with -c -r "C:\Users\declan\Desktop\dow tool\temp" -a "c:/program files (x86)/steam\steamapps\common\dawn of war ii - retribution\myfirstmod\Archives\GameAttrib_orig.sga" -cf "GameAttrib_orig.sga_2011_03_22_07_31_30.sga_design" -log "GameAttrib_orig.sga_2011_03_22_07_31_30.log"
    07:31:59 - ModCreator - New mod successfully created!
    07:31:59 - ModManager - Loading module file c:/program files (x86)/steam\steamapps\common\dawn of war ii - retribution\myfirstmod.module
    07:31:59 - ModManager - GameDirectory changed to c:/program files (x86)/steam\steamapps\common\dawn of war ii - retribution\
    07:31:59 - Retribution mode enabled
    07:31:59 - ModManager - Loading mod resources
    07:31:59 - ModManager - Module file successfully loaded in 0.7332013 seconds
    07:31:59 - FileManager - Filling file trees
    07:32:01 - FileManager - File trees filled in 1.5444027 seconds
    07:32:05 - ModManager - Trying to load the KeyProvider (FLB-file)
    07:32:05 - ModManager - Successfully loaded KeyProvider from simulation\attrib\fieldnames.flb
    07:32:05 - UCSManager - Trying to load UCS files...
    07:32:05 - UCSManager - UCS file for current mod not found, will create a new one.
    07:32:05 - UCSManager - UCS file for vanilla DoW2 found.
    07:32:05 - UCSManager - Done loading UCS files!
    07:32:09 - UCSManager - UCS file is empty, nothing to save.
    07:32:09 - DebugManager - Current user has insufficient rights to use advanced debugging.

    thanks in advance if you are able to help me

  13. Modding Senior Member  #813
    Please post your warnings.log.

  14. #814
    heres the warnings:
    07:32:10.33 -- DOW2 Warnings Log --
    07:32:10.33 c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution\DOW2.exe started at 2011-03-22 07:32
    07:32:10.33 OS NT 6.1, 6136 MB Physical Memory, 4011 Mb Physical Available, 3348 Mb Virtual Available
    07:32:10.33 RUN OPTIONS: -dev -modname myfirstmod -nomovies
    07:32:10.33 WORKING DIR: 'c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution'
    07:32:10.33 USER: 'declan'
    07:32:10.33 LOAD COMPLETE GlobalInit Core Systems 0.000
    07:32:10.41 MOD -- Initializing mod 'myfirstmod', version '1.0', locale 'english'.
    07:32:10.44 LOAD COMPLETE GlobalInit MOD & Filesystem 0.109
    07:32:10.44 APP - Multi-threading Enabled
    07:32:10.44 XTHREAD: Detected 4 core(s) with 4 hardware thread(s)
    07:32:10.44 LOAD COMPLETE GlobalInit Init XThread 0.000
    07:32:10.44 LOAD COMPLETE GlobalInit Render Window 0.000
    07:32:10.44 LOAD COMPLETE GlobalInit Scene 0.000
    07:32:10.44 LOAD COMPLETE GlobalInit Load Scheduler 0.000
    07:32:10.44 LOAD COMPLETE GlobalInit FileLogger 0.000
    07:32:10.44 LOAD COMPLETE GlobalInit Resource Tags 0.000
    07:32:10.44 LOAD COMPLETE GlobalInit Unique Check 0.000
    07:32:10.44 ParentalControls: Games Explorer found.
    07:32:10.44 ParentalControls: Module found.
    07:32:10.45 ParentalControls: IGameExplorer::VerifyAccess() call succeeded (0x00000001).
    07:32:10.45 ParentalControls: access granted.
    07:32:10.45 LOAD COMPLETE GlobalInit Parental Control 0.016
    07:32:10.45 LOAD COMPLETE GlobalInit App Lua 0.000
    07:32:10.45 LOAD COMPLETE GlobalInit Profile Manager 0.000
    07:32:10.52 LOAD COMPLETE GlobalInit System Config 0.062
    07:32:10.52 LOAD COMPLETE GlobalInit Relic Online Data 0.000
    07:32:10.52 NetworkManager::Create - creating network manager
    07:32:10.52 SteamService: region is GB
    07:32:10.52 Net::ThreadFunction - Entering network thread function...
    07:32:10.52 MessageInternal::CreateChannel: Created channel GSTP
    07:32:10.52 Session::Initialize - info, initializing session object, using threads.
    07:32:10.52 Transport::Connection request to lan://255.255.255.255:6112
    07:32:10.52 AutomatchInternal: Instantiating
    07:32:10.52 PartyInternal: Instantiating
    07:32:10.52 MessageInternal::CreateChannel: Created channel PRTY
    07:32:10.52 MessageInternal::CreateChannel: Created channel QCKM
    07:32:10.52 Session::Initialize - info, initializing session object, using threads.
    07:32:10.52 Transport::Connection request to lan://255.255.255.255:6112
    07:32:10.52 LOAD COMPLETE GlobalInit NetworkGlobal 0.000
    07:32:10.52 LOAD MANAGER END << GlobalInit >> 0.187
    07:32:10.52 GAME -- Dawn of War 2, EXE Version: 3.13, Build 5955
    07:32:10.52 LOAD MANAGER BEGIN << LoadDevicesInit >>
    07:32:10.52 LOAD COMPLETE LoadDevicesInit System Tests 0.000
    07:32:10.52 LOAD COMPLETE LoadDevicesInit Load/Save Config Settings 0.000
    07:32:11.09 LOAD COMPLETE LoadDevicesInit Command DB 0.577
    07:32:11.11 Detected Device Vendor:0x10DE DeviceID:0x0CA4, Product:0x0008, Version:0x0011, Subversion:0x000C, Build:5915
    07:32:11.14 ShaderDatabase : shader [DATA:Shaders\TERRAINOVERLAY.SHADER] specifies an undefined inputlayout terrainbasemesh.
    07:32:11.14 VIDEO -- Driver Name = nvd3dum.dll Desc = NVIDIA GeForce GT 340
    07:32:11.14 VIDEO -- Driver Vendor = 0x10DE Device = 0x0CA4 SubSys = 0x2154174B Rev = 0x00A2
    07:32:11.14 VIDEO -- Driver Version Product = 0x0008 Version = 0x0011 SubVersion = 0x000C Build = 0x171B (5915)
    07:32:11.14 VIDEO -- Driver GUID = {D7B71E3E-4FE4-11CF-E063-58011CC2C535}
    07:32:12.81 VIDEO -- Detected Display Video Memory [3797 MB]
    07:32:12.81 VIDEO -- 64bit OS Detected
    07:32:12.81 VIDEO - NVIDIA card version [65552], memory, dedicated [1024 MB], system [0 MB], shared [2811 MB]
    07:32:12.81 VIDEO -- Dedicated Video Memory [1024 MB]
    07:32:12.81 VIDEO -- Graphics Card Memory [1024 MB] Texture Memory Available [3774 MB].
    07:32:12.81 RTREF - Creating RenderTarget <worldscene render target>
    07:32:12.81 RTREF - Found Reservation
    07:32:12.81 RTREF - Creating RenderTarget <depth pre-pass render target>
    07:32:12.81 RTREF - Found Reservation
    07:32:12.81 RTREF - Creating RenderTargetTexture worldscene render target texture
    07:32:12.81 RTREF - Found RTT Reservation
    07:32:12.81 RTREF - Creating RenderTargetTexture post process bright pass texture
    07:32:12.81 RTREF - Found RTT Reservation
    07:32:12.81 RTREF - Creating RenderTargetTexture depth pre-pass render target texture
    07:32:12.81 RTREF - Found RTT Reservation
    07:32:12.81 VIDEO - Using shader profile 'sm3'
    07:32:12.81 SHADER -- variable [g_bPostProcessingEnabled] declared in [effectpool.shader] but not in .fx.
    07:32:12.81 SHADER -- variable [g_useTerrainLightmap] declared in [effectpool.shader] but not in .fx.
    07:32:12.83 SHADER -- variable [textureSize] declared in [terrain_splatongeometry.shader] but not in .fx.
    07:32:13.03 SHADER -- variable [dirtVisibility] declared in [dow2_unit_2uv.shader] but not in .fx.
    07:32:13.06 VIDEO -- Texture Memory Start Device Reset: Video [1024MB] Total [3774MB] Available [3723MB] Used [51MB].
    07:32:13.07 VIDEO -- Texture Memory End Device Reset: Video [1024MB] Total [3774MB] Available [3718MB] Used [56MB].
    07:32:13.14 LOAD COMPLETE LoadDevicesInit Graphics 2.044
    07:32:13.14 LOAD COMPLETE LoadDevicesInit Network 0.000
    07:32:13.14 LOAD COMPLETE LoadDevicesInit Havok 0.000
    07:32:13.14 RTREF - Creating RenderTarget <shadow texture dummy>
    07:32:13.14 LOAD COMPLETE LoadDevicesInit Render Anim 0.000
    07:32:13.14 LOAD COMPLETE LoadDevicesInit Inventory 0.000
    07:32:13.56 LOAD COMPLETE LoadDevicesInit UI System 0.421
    07:32:13.56 LOAD COMPLETE LoadDevicesInit Debug Render 0.000
    07:32:13.57 LOAD COMPLETE LoadDevicesInit Fonts 0.016
    07:32:13.57 LOAD COMPLETE LoadDevicesInit Cursor 0.000
    07:32:13.65 LOAD COMPLETE LoadDevicesInit Special FX 0.078
    07:32:13.65 LOAD COMPLETE LoadDevicesInit Statgraph 0.000
    07:32:13.65 LOAD COMPLETE LoadDevicesInit Debug Console 0.000



    Edit: oh, nevermind, i just noticed i am having the identical problem to reaper. sorry for wasting your time cope =]
    it's actually kinda funny, DOW2 is one of the only hames i'm having trouble modding

    Edit2: it used to work for vanilla DOW, but now i'm getting the same problem as i do with retri =[
    Last edited by decman117; 22nd Mar 11 at 12:30 PM.

  15. #815
    I got a couple of things;

    - I have an ability I want to be activation: "always_on";. Whenever I choose "always_on" from the drop down menu, it reverts to "timed" after I save the RBF. When I typed "always_on" (not using the dropdown menu), it didn't have this issue.

    - When I try to open an RBF i already have opened, instead of saying "Oi don't do this. You can turn it off in the options menu", your program could just take you to the already opened RBF? Of course, the option to have the same file open multiple times should still remain

    - Could you make the advanced debug mode window close after dow2.exe closes? It's abit annoying having to close it every time is all

    - When retribution is selected as your current game, the "open log directory" menu item still opens vanilla dow/cr's log folder.

    - This one is abit of a big ask, but anyway; UCS Editor? I know miguel has made an excellent one, but your tool stops other programs from changing the UCS whilst it's open, which is abit annoying. I'd prefer not having to close the toolbox to make some UCS changes, then reopen it (especially since larger mod projects can take a bit to open - not that this is an issue)

    Sorry if I'm being a bit demanding, these are just things I notice in my every day usage of your tool Even without aforementioned fixes, it has saved me hours and hours of work!

  16. Modding Senior Member  #816
    1. Try clicking somewhere else (e.g. the left part of the RBF-editor) after selecting "always_on", then save the file. It is a bit annoying but I haven't yet got rid of it.
    2. Good idea; I was planning to rewrite that part anyway.
    3. Seems reasonable.
    4. Well, creating a _very_ basic UCS editor is not actually too much work, I might look into it.

    Recently I've started to use my mod tool myself (I didn't really do any modding for a long time) and I also noticed some of your points.

    Edit:
    v1.97 released

    V1.97 - 03/23/2011
    General:
    - exchanged all icons with new ones in order to meet the license requirements (open source comes at a cost)
    - the text-field in the 'Add UCS-String' dialog is now automatically focused
    - added a function to create a local copy of files as this wasn't possible with current copy-function
    - the tool will now open the correct logging-directory when modding Retribution
    - when creating a new mod the tool now sets the game directory to the directory of the base module
    - the debug window will now close automatically when DoW2 exits
    - fixed a rare issue occurring when using advanced debugging on Vista/W7 x64
    - when trying to open a file twice without having the appropriate option checked the tool will now switch to the tab containing the file
    - various small bugfixes

    RBF-Editor:
    - swapped the hotkeys for 'Paste Value' and 'Paste Value into Table'
    Download
    Last edited by Copernicus; 23rd Mar 11 at 8:56 AM.

  17. #817
    OH NOEZ. The hotkey change totally confused me for a minute there. Serves me right for not reading Good work otherwise though

  18. Modding Senior Member  #818
    Next version will support closing tabs by middle-clicking them; I've also written a basic UCS-editor which will be included.

  19. #819
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
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    United Kingdom
    Is there going to be a look up tool for the rbf library? A lot of the modifiers and such have code changes and the likes. The quickest way of doing it I think will probably be a table look up?

    Also i've noticed the dictionary doesn't add the custom paths but only the actual game files.. and you can't really add them back into the dictionary manually to look them up any more.
    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.

  20. Modding Senior Member  #820
    What exactly is your understanding of a look-up tool? Currently you can search for a key or value using the RBF-search to find examples for the modifier.

    I'm still not quite following you on what exactly is the problem with the dictionary, but I will investigate.

  21. #821
    Member shadowninja0069's Avatar
    Join Date
    Apr 2010
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    Conover NC
    on behath of all us modders ty for this it make my life of modding way easier great job cope.
    Last edited by shadowninja0069; 24th Mar 11 at 2:22 PM.

  22. #822
    Senior Member horusheretic's Avatar
    Join Date
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    United Kingdom
    What exactly is your understanding of a look-up tool? Currently you can search for a key or value using the RBF-search to find examples for the modifier.
    Well, where you have the dictionary that can look up common values, the same could probably be done for the library too. As a lot of code has changed for retribution, it would be a huge pain to go through and manually readd and edit the already painfully searched stuff. all the library stuff is used in tables anyway and there's little point searching the whole attrib code if you don't know what to look for. If you can automatically find things like modifiers and actions, then it opens up the coding possibilities.

    For example you might have the standard health extension. you do a lot of random searching in code, and you find Suicide_ext. You wouldn't really just look for it and on the whim you do a search for it, it might be called something different. but if its already available to use, it will be used.

    Though this would likely need to have its own retribution library, as the extra/changed code will crash dow 2 and CR.

    I'm still not quite following you on what exactly is the problem with the dictionary, but I will investigate.
    Ok, say i have a the weapons_damage folder and that has the basic pvp, campaign and core stuff.

    it will show the values there fine when i want to change the armour piercing of a weapon.

    But i have a WOA folder there too. It wont show the files in the drop down from that folder. I have to type them in where as before the Xml code it loaded the paths i added to the dictionary.

  23. #823
    Good job, very nice
    KHORNE - When life gives you lemons.......BLOOD FOR THE BLOOD GOD!!!!!!!

  24. Modding Senior Member  #824
    @horusheretic:
    Ah, like a crawler which collects data for the library. I have already thought about it, detecting modifiers and actions would be fairly trivial.
    The dictionary still works fine for me. If you're still experiencing problems, post the dictionary file and the log.

  25. #825
    Member Operador's Avatar
    Join Date
    Dec 2010
    Location
    Brazil
    why is recommended to repack the gameattrib.sga for retribution?

  26. Modding Senior Member  #826
    Retribution will always prefer RBFs from RB2 files, not matter in what order the archives/folders are loaded. The only way to get Retribution to load modified RBFs that are already present in the RB2 file is to remove that RB2 file. By just repacking the SGA file you are able to continue modding in the same way as with DoW2/CR. You could of course also extract the RB2 file and put all the RBFs and the other contents of GameAttrib.sga into your mod's DataAttrib directory but that's not actually a good way to do it.
    Packing a new SGA has a obvious advantage which is that you can just repeat the procedure whenever Relic decides to update Retribution's GameAttrib.sga.

  27. #827
    Senior Member horusheretic's Avatar
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    May 2006
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    United Kingdom
    I think you should put up a Faq on the first page XD Then you wouldn't have to retype and repeat everything... except for "look at the Faq"

  28. Modding Senior Member  #828
    I don't actually retype it. It's simple copy-paste .

    Although I thought about writing an FAQ (that's when I noticed that there are hardly any useful up-to-date resources people can use to learn modding).

  29. #829
    Member Cozmo's Avatar
    Join Date
    Oct 2006
    Location
    Bristol, England
    have you/can you add an "are you sure" to the delete option, I keep accidentally clicking it...

  30. Modding Senior Member  #830
    What delete option? Deleting files or deleting entries in RBFs?

    Edit: V1.98 released

    Changelog:
    V1.98 - 03/26/2011
    General:
    - you can now close tabs by clicking them with the middle mouse button
    - added a very basic UCS-editor

    RBF-Editor:
    - the RBF-Search now searches for both values and keys at at ime
    - added RBF-Library builder:
    o backup your library first
    o it collects lots of data: squad extensions, entity extensions, actions, modifiers, buffs, requirements, targets and expendable actions
    o read the tool tip regarding filter groups
    o make sure to have proper tag groups to be used by the builder (e.g. use the rbf_library_tag.xml accompanying this release)
    Download
    Last edited by Copernicus; 26th Mar 11 at 10:18 AM.

  31. #831
    Member Tyron's Avatar
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    Norwich, England
    Cope are you going to add a .lua plugin? So that we can edit .lua files to?

  32. #832
    Senior Member horusheretic's Avatar
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    Just right click open as text.

    Though if it opened it in scite or a better text editor, then it would be a lot better XD

  33. #833
    Member Tyron's Avatar
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    Norwich, England
    @horusheretic thanks
    Youtube of Dow2 Mods
    Lords of the Warp [Closed]
    Black Templar Campaign

    Tyron: Creator of:
    - Lords of the Warp
    - Black Templar Campaign

  34. #834
    Good job Copernicus I really like your tool, its very close to corsix tool. It whould be nice if you made it so you can go in the coding and edit files just like the dawn of war mod studio that everyone used before this. I really like that tool but it dose not work with retribution. I also really like yours, its much easier to set up a mod.

  35. #835
    Member Tyron's Avatar
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    Norwich, England
    it does work with retribution. Go to Plugins at the top and make sure these box's are ticked, Load RBF retribution thingy and save rbh retribution thingy

  36. #836
    I tried to test a mod with the new tools (V1.98 ) but it only gives me an error what should I do?


    Edit: "relic crash report "

  37. #837
    I noticed something when I opened the copes tools on top where start,tools,view,plugins is.

    When you open "tools" go to "option" the panel that says "testing" you can choose between DOW2 , CR , Retribution

  38. #838
    Recently had some time to sit down and do some modding Ret with the new versions of this tool. The Advanced Debug mode dynamic attrib data updating mechanic does not seem to work for me. The tool's console seems to display a successful setup and the log shows nothing abnormal:

    16:28:26 - DebugManager - Initializing DebugManager
    16:28:26 - DebugManager - Initialization finished
    16:28:26 - DebugManager - Advanced mode started
    However, neither the game console nor tool's console shows anything happening when I edit and save an rbf file. Is this feature still supposed to be working?

    I'm running the tool as an admin and have confirmed the 'Test Mod' option works with this one exception. Only other issue I've found is that when i first ran Test Mod it crashed because I did not set Retribution as my game (even though the log shows this as automatically detected). This dynamic seems a bit odd and is probably leading some users to become confused and experience the crashes reported earlier.

    In terms of doing some coding on the tool. I've been thinking I might mess around with the UI. See if I can streamline it a bit, change it a bit to more windows standardized and context sensitive option menus, etc. A little bit of a personal taste thing though. Also a text editor plugin with lua syntax highlighting.

  39. #839
    Hey cope can u pls release a version that doesnt check for dow2 and stuff?
    it doesnt work for me and i cant just delete and install my gaem again ( Ive done so much stuff to it that it would take forever just to reedit the rbfs i changed.)
    Thanks man!

  40. Modding Senior Member  #840
    @Clonesa:
    I'll investigate. Feel free to change the UI to the better; the main form currently is one of the oldest parts of the tool and is in dire need of refactoring.

    @General_Greivus:
    Removing this check requires more effort than it may seem and I don't want to develop to versions in parallel, so no, sorry.

  41. #841
    Hi Cope will you release a new version that fix this...

    (I tried to test a mod with the new tools (V1.98 ) but it only gives me an error what should I do?

    "relic crash report " )

  42. Modding Senior Member  #842
    I can't help you without a proper crash report (logfiles). That said, I've read way too many DoW2-logfiles in the past few weeks and due to personal reasons I'm not currently working on the tool. Anyway, feel free to post your logfiles, I'll look at them later on.

  43. #843
    Where'd the quote button go? :P

    Anyway, re Quik-Silver777:

    Make sure you launch the tool with administrator rights and that you've selected the correct game to launch. Tools->Options->Select Retribution under 'Steam Executable'

  44. #844
    it's ok all, I ran it as administrator and it worked and I also created the mod and uploaded it thanks...

  45. #845
    Nvm It turned out i just extracted it wrong and stuff like that so nvm. Oh but one problem is that the option repack gameattrib.sga is greyed out for me and now im stuck halfway through my mod with egg on my face pls help??

    TY Cope!

    ----------

    Oh and is there an retribution rbf converter that can change rbf to text and back? the corsix one only works on preRetri rbfs and ur toolbox rbfeditor displays a error everytime i click a retribution type rbf. im planning to do a mod which changes all soldiers to veterans ( all epic armor and commander armor lol!) and make bodies stay ( Heroes, unlike grunts, need to be actually remembered) and, if I gain enough skills, put entirely new units ( hoping for Hardened vets, dire avengers, chaos chosen terminators\ or just regular CSM termies, greyknights squad, deathwatch team, Demon prince, swarmlord, Cadian snipers and other interesting shit mind u, no promises).

  46. #846
    Senior Member horusheretic's Avatar
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    Ok, something very funky has happened when i updated the new code archive :S

    I created a new mod so it would repack the new code for the mod and then replaced the old archive, however some of the wargear strings tables etc dont have the correct values or data :O

    Heres a pic to show:

    This only happened on the unchanged game data and this is for retribution (Latest update)

    Its like that with code extensions too :/

    EDIT: Fixed, i needed to update the module file too with the new archives.

    Edit 2: ok it majorly screws up the changed mod code now in the same way :S I dont want to have to start it all again >_<
    Last edited by horusheretic; 12th Apr 11 at 12:26 PM.

  47. #847
    I would guess that it has something to do with our old friend, the RB2 file. Let me see if I understand the problem; you are trying to repack the native SGA (since it was updated with the recent patch), but still run your old modified RBFs on top of it, right? Well, it might be related to the latest patch introducing some new keys, and perhaps the way the keys are indexed between the old files (which may not contain the new keys) and the new (post-patch) files causes them to be off. Just a theory, I really don't know exactly how it works, but if this is the case then it's going to be a pain to update mods when new patches come out. I've been wishing for a tool to merge RBF files for a while (like WinMerge), but this could make it even more necessary.

  48. #848
    Senior Member horusheretic's Avatar
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    I am sure it is the rb2 file, as it had worked fine with the old one, but the new code goes funky. I delete and re-extract it and the new code is fine, but the mod code is majorly screwed up. This is bad news indeed... But at least redoing it all means you have the latest code.

    This is like the 4th time i have to redo the code now >_>

  49. Modding Senior Member  #849
    BigDawgKS is perfectly right. The pre-patch FLB file uses different indices for the keys, so when you just copy them over they're all mixed and screwed. I'd suggest the following solution:
    1. Get the pre-patch FLB file.
    2. Convert your RBFs to pre-Retribution format using my RBF-Updater (specify the pre-patch FLB file as the FLB file to use).
    3. Get the post-patch FLB file.
    4. Convert the RBFs to Retribution format using my RBF-Updater (specify the post-patch FLB file as the FLB file to use).

  50. #850
    Hope I'm not annoying you too much, but a really useful addition would be the hiding of .svn folders. I'm using subversion for version control, which puts a .svn folder in every versioned directory, which makes them show up in the file tree (http://i.imgur.com/ZEIsW.png). It gets in the way a bit :/

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