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
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?
Alright here is the Toolbox log.Toolbox Log
19:41:17 - LoggingManager - Logging system set up successfully!
19:41:17 - ConfigManager - Setting up config system...
19:41:17 - ConfigManager - Config system set up successfully!
19:41:17 - Tool starting...
19:41:17 - ModManager - GameDirectory changed to C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\
19:41:17 - Retribution mode enabled
19:41:17 - FE - Starting front end...
19:41:17 - FE - FileTree controls setup started
19:41:17 - FE - FileTree controls setup finished
19:41:17 - FE - Front end successfully started!
19:41:17 - PluginManager - Attempting to load plugins from plugins-folder C:\Users\Aurora\Desktop\William's Folder\Games\Dawn of War II\Tools\DOW2 ToolBox\plugins\
19:41:17 - RBFPlugin - Setup started
19:41:17 - WARNING - RBFLib - Could not find RBF-Library tag groups file!
19:41:17 - RBFLib - Reading RBF-Library
19:41:18 - RBFDict - Reading RBF-Dictionary
19:41:18 - RBFPlugin - Setup finished
19:41:18 - PluginManager - Plugins successfully loaded!
19:41:18 - ModManager - Language set to English
19:41:18 - UCSManager - Initializing...
19:41:25 - ModManager - Loading module file C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\test.module
19:41:25 - ModManager - GameDirectory changed to C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\
19:41:25 - Retribution mode enabled
19:41:25 - ModManager - Loading mod resources
19:41:26 - ModManager - Module file successfully loaded in 1.256 seconds
19:41:26 - FileManager - Filling file trees
19:41:30 - FileManager - File trees filled in 3.847 seconds
19:41:37 - ModManager - Trying to load the KeyProvider (FLB-file)
19:41:37 - ModManager - Successfully loaded KeyProvider from simulation\attrib\fieldnames.flb
19:41:37 - UCSManager - Trying to load UCS files...
19:41:37 - UCSManager - UCS file for current mod not found, will create a new one.
19:41:37 - UCSManager - UCS file for vanilla DoW2 found.
19:41:38 - UCSManager - Done loading UCS files!
19:43:29 - ModPacker - Releasing mod test into directory C:\Users\Aurora\Desktop\William's Folder\Games\Dawn of War II\Custom Mods\
19:43:29 - ArchiveCreator - Starting archive.exe with -c -r "C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\test\DataAttrib" -a "C:\Users\Aurora\Desktop\William's Folder\Games\Dawn of War II\Custom Mods\test\Archives\test_attrib.sga" -cf "test_attrib.sga_2011_03_17_19_43_29.sga_design" -log "test_attrib.sga_2011_03_17_19_43_29.log"
19:43:29 - ArchiveCreator - Starting archive.exe with -c -r "C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\test\Data" -a "C:\Users\Aurora\Desktop\William's Folder\Games\Dawn of War II\Custom Mods\test\Archives\test_data.sga" -cf "test_data.sga_2011_03_17_19_43_29.sga_design" -log "test_data.sga_2011_03_17_19_43_29.log"
19:43:29 - ModPacker - waiting for packers to finish
19:43:29 - ModPacker - Successfully created archives for mod test
19:43:29 - ModPacker - Successfully generated module file for mod test
19:43:29 - ModPacker - Generating installation instructions for mod test
19:43:29 - ModPacker - Successfully created installation instructions for mod test
19:43:29 - ModPacker - Generating launcher for mod test
19:43:29 - ModPacker - Successfully created launcher for mod test
19:43:29 - ModPacker - Looking for additional archives...
19:43:32 - ModPacker - Successfully released mod test
19:43:55 - ModManager - Closing current mod (if any is loaded)
19:43:55 - FileManager - Releasing file trees
19:43:55 - UCSManager - UCS file is empty, nothing to save.
19:43:55 - ModManager - Manual GarbageCollection in all generations in progess...
19:43:55 - RBFLib - Writing RBF-Library
19:43:55 - RBFDict - Writing RBF-Dictionary
19:43:55 - ModManager - Closing current mod (if any is loaded)
19:43:55 - FileManager - Releasing file trees
19:43:55 - UCSManager - UCS file is empty, nothing to save.
19:43:55 - ModManager - Manual GarbageCollection in all generations in progess...
19:43:55 - Application shutting down
And here is my DoWII Log.
Dawn of War II Log
19:48:55.75 -- DOW2 Warnings Log --
19:48:55.75 c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution\DOW2.exe started at 2011-03-17 19:48
19:48:55.75 OS NT 6.0, 4087 MB Physical Memory, 2208 Mb Physical Available, 3350 Mb Virtual Available
19:48:55.75 RUN OPTIONS: -modname test
19:48:55.75 WORKING DIR: 'c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution'
19:48:55.75 USER: 'Aurora'
19:48:55.75 LOAD COMPLETE GlobalInit Core Systems 0.005
19:48:55.80 MOD -- Initializing mod 'test', version '1.0', locale 'english'.
19:48:55.83 LOAD COMPLETE GlobalInit MOD & Filesystem 0.080
19:48:55.83 APP - Multi-threading Enabled
19:48:55.83 XTHREAD: Detected 8 core(s) with 8 hardware thread(s)
19:48:55.84 LOAD COMPLETE GlobalInit Init XThread 0.002
19:48:55.84 LOAD COMPLETE GlobalInit Render Window 0.000
19:48:55.84 LOAD COMPLETE GlobalInit Scene 0.000
19:48:55.84 LOAD COMPLETE GlobalInit Load Scheduler 0.000
19:48:55.84 LOAD COMPLETE GlobalInit FileLogger 0.000
19:48:55.84 LOAD COMPLETE GlobalInit Resource Tags 0.000
19:48:55.84 LOAD COMPLETE GlobalInit Unique Check 0.000
19:48:55.86 ParentalControls: Games Explorer found.
19:48:55.86 ParentalControls: Module found.
19:48:55.86 ParentalControls: IGameExplorer::VerifyAccess() call succeeded (0x00000001).
19:48:55.86 ParentalControls: access granted.
19:48:55.86 LOAD COMPLETE GlobalInit Parental Control 0.025
19:48:55.86 LOAD COMPLETE GlobalInit App Lua 0.000
19:48:55.86 LOAD COMPLETE GlobalInit Profile Manager 0.000
19:48:55.98 LOAD COMPLETE GlobalInit System Config 0.123
19:48:55.98 LOAD COMPLETE GlobalInit Relic Online Data 0.000
19:48:55.98 NetworkManager::Create - creating network manager
19:48:55.99 SteamService: region is US
19:48:55.99 Net::ThreadFunction - Entering network thread function...
19:48:55.99 MessageInternal::CreateChannel: Created channel GSTP
19:48:55.99 Session::Initialize - info, initializing session object, using threads.
19:48:55.99 Transport::Connection request to lan://255.255.255.255:6112
19:48:55.99 AutomatchInternal: Instantiating
19:48:55.99 PartyInternal: Instantiating
19:48:55.99 MessageInternal::CreateChannel: Created channel PRTY
19:48:55.99 MessageInternal::CreateChannel: Created channel QCKM
19:48:55.99 Session::Initialize - info, initializing session object, using threads.
19:48:55.99 Transport::Connection request to lan://255.255.255.255:6112
19:48:55.99 LOAD COMPLETE GlobalInit NetworkGlobal 0.004
19:48:55.99 LOAD MANAGER END << GlobalInit >> 0.239
19:48:55.99 GAME -- Dawn of War 2, EXE Version: 3.13, Build 5955
19:48:55.99 LOAD MANAGER BEGIN << LoadDevicesInit >>
19:48:55.99 LOAD COMPLETE LoadDevicesInit System Tests 0.000
19:48:55.99 LOAD COMPLETE LoadDevicesInit Load/Save Config Settings 0.000
19:48:56.44 LOAD COMPLETE LoadDevicesInit Command DB 0.455
19:48:56.48 Detected Device Vendor:0x1002 DeviceID:0x9442, Product:0x0008, Version:0x0011, Subversion:0x000A, Build:1065
19:48:56.53 ShaderDatabase : shader [DATA:Shaders\TERRAINOVERLAY.SHADER] specifies an undefined inputlayout terrainbasemesh.
19:48:56.56 VIDEO -- Driver Name = aticfx32.dll Desc = ATI Radeon HD 4800 Series
19:48:56.56 VIDEO -- Driver Vendor = 0x1002 Device = 0x9442 SubSys = 0x05021028 Rev = 0x0000
19:48:56.56 VIDEO -- Driver Version Product = 0x0008 Version = 0x0011 SubVersion = 0x000A Build = 0x0429 (1065)
19:48:56.56 VIDEO -- Driver GUID = {D7B71EE2-D702-11CF-B177-0825BEC2C535}
19:48:58.20 VIDEO -- Detected Display Video Memory [2292 MB]
19:48:58.20 VIDEO -- 64bit OS Detected
19:48:58.20 VIDEO -- Calculating real dedicated video memory amount using Vista 64 code path
19:48:58.20 VIDEO - (DXGI) - Description: ATI Radeon HD 4800 Series
19:48:58.20 VIDEO - (DXGI) - DedicatedVideoMemory: 504
19:48:58.20 VIDEO - (DXGI) - DedicatedSystemMemory: 0
19:48:58.20 VIDEO - (DXGI) - SharedSystemMemory: 1787
19:48:58.20 VIDEO -- Dedicated Video Memory (DXGI) [2291MB]
19:48:58.20 VIDEO -- Dedicated Video Memory [2291 MB]
19:48:58.20 VIDEO -- Graphics Card Memory [2291 MB] Texture Memory Available [2283 MB].
19:48:58.20 VIDEO - Using shader profile 'sm3'
19:48:58.20 SHADER -- variable [g_bPostProcessingEnabled] declared in [effectpool.shader] but not in .fx.
19:48:58.20 SHADER -- variable [g_useTerrainLightmap] declared in [effectpool.shader] but not in .fx.
19:48:58.23 SHADER -- variable [textureSize] declared in [terrain_splatongeometry.shader] but not in .fx.
19:48:58.97 SHADER -- variable [dirtVisibility] declared in [dow2_unit_2uv.shader] but not in .fx.
19:48:59.08 VIDEO -- Texture Memory Start Device Reset: Video [2291MB] Total [2283MB] Available [2283MB] Used [0MB].
19:48:59.09 VIDEO -- Texture Memory End Device Reset: Video [2291MB] Total [2283MB] Available [2279MB] Used [4MB].
19:48:59.14 LOAD COMPLETE LoadDevicesInit Graphics 2.698
19:48:59.14 LOAD COMPLETE LoadDevicesInit Network 0.000
19:48:59.14 LOAD COMPLETE LoadDevicesInit Havok 0.001
19:48:59.14 RTREF - Creating RenderTarget <shadow texture dummy>
19:48:59.15 LOAD COMPLETE LoadDevicesInit Render Anim 0.003
19:48:59.15 LOAD COMPLETE LoadDevicesInit Inventory 0.000
19:48:59.68 LOAD COMPLETE LoadDevicesInit UI System 0.536
19:48:59.68 LOAD COMPLETE LoadDevicesInit Debug Render 0.000
19:48:59.69 LOAD COMPLETE LoadDevicesInit Fonts 0.006
19:48:59.69 LOAD COMPLETE LoadDevicesInit Cursor 0.006
19:48:59.76 LOAD COMPLETE LoadDevicesInit Special FX 0.062
19:48:59.76 LOAD COMPLETE LoadDevicesInit Statgraph 0.000
19:48:59.76 LOAD COMPLETE LoadDevicesInit Debug Console 0.001
19:48:59.76 LOAD COMPLETE LoadDevicesInit Movie Manager 0.000
19:48:59.76 SOUND -- FMOD System Initializing...
19:48:59.88 SOUND -- Speaker output configuration set to Stereo
19:48:59.93 SOUND -- FMOD System Initialized on device Speakers (2- High Definition Audio Device).
19:49:00.42 SOUND -- SIR Filter 1 initialized
19:49:00.42 SOUND -- SIR Filter 2 initialized
19:49:00.42 SOUND -- Initializing ...
19:49:00.43 SOUND -- 128 voices selected, using 96 LOD settings
19:49:00.56 SOUND -- Initialization completed!
19:49:00.56 LOAD COMPLETE LoadDevicesInit Sound 0.803
19:49:00.56 LOAD COMPLETE LoadDevicesInit Camera Settings 0.000
19:49:00.56 LOAD COMPLETE LoadDevicesInit SimVis 0.001
19:49:00.56 LOAD MANAGER END << LoadDevicesInit >> 4.572
19:49:00.56 1 GameObj::m_loadState = LOAD_None
19:49:00.56 LOAD MANAGER BEGIN << FrontEndInit >>
19:49:00.56 LOAD COMPLETE FrontEndInit Profile Reset 0.000
19:49:00.56 LOAD MANAGER END << FrontEndInit >> 0.000
19:49:00.56 GAME -- Beginning FE
19:49:00.57 starting fe
19:49:00.57 ScaleformFrontEnd - Loading Front End
19:49:01.07 starting fe done
19:49:01.07 APP -- Resetting fp control word.
19:49:01.12 SteamLoginService::SetConnected: Steam connection established
19:49:01.12 OnConnect: successful connection established, enabling reconnect
19:49:01.12 LastStandManager -- not connected / Deactivate.
19:49:01.12 OnConnect: this wasnt a reconnect, no need for autologin
19:49:01.13 OnLogin: no previous login, auto selecting profile not required
19:49:01.13 Profile [01100001:032d4e00] selected on controller#0
19:49:01.13 LastStandManager -- Connect/SelectProfile -- Begin Loading.
19:49:01.14 SteamGetUserTitleData::OnComplete: result=0, length=2691
19:49:01.14 LastStandManager -- Begin GetUserTitleData.
19:49:01.14 LastStandManager -- Processing.
19:49:01.14 LastStandManager -- UserTitleData Event Successful.
19:49:01.14 LastStandManager -- Load UserTitleData Success.
19:49:01.14 LastStandManager -- End GetUserTitleData.
19:49:01.48 LastStandManager -- Load StatsData Success.
19:49:03.60 LOAD MANAGER BEGIN << Front-End Load >>
19:49:03.60 LOAD MANAGER BEGIN << ModInit >>
19:49:03.60 LOAD COMPLETE ModInit Family Manager 0.002
19:49:03.60 LOAD COMPLETE ModInit ModifierManager 0.000
19:49:03.60 LOAD COMPLETE ModInit ActionInfoManager 0.000
19:49:03.60 LOAD COMPLETE ModInit ModTerrainDeformation 0.000
19:49:03.60 LOAD COMPLETE ModInit TerrainDeformManager 0.000
19:49:06.15 LastStand -- Adding heroPBG sbps\core\race_eldar\survive\farseer_hero at index 0.
19:49:06.15 LastStand -- Adding heroPBG sbps\core\race_ork\survive\mekboy_hero at index 1.
19:49:06.15 LastStand -- Adding heroPBG sbps\core\race_marine\survive\tactical_marine_hero at index 2.
19:49:06.15 LastStand -- Adding heroPBG sbps\core\race_tyranid\survive\hive_tyrant_hero at index 3.
19:49:06.16 LastStand -- Adding heroPBG sbps\core\race_chaos\survive\chaos_sorcerer_hero at index 4.
19:49:06.16 LastStand -- Adding heroPBG sbps\core\race_imperial_guard\survive\ig_commander_hero at index 5.
19:49:07.47 PBGM Loaded in 3.864000 seconds.
19:49:07.47 LOAD COMPLETE ModInit Property Bag Manager 3.865
19:49:07.48 LOAD COMPLETE ModInit ModEBP 0.008
19:49:07.48 LOAD COMPLETE ModInit StatLogging 0.000
19:49:07.48 LOAD COMPLETE ModInit DestinationFormation 0.000
19:49:07.48 LOAD COMPLETE ModInit VoiceChatManager 0.000
19:49:07.48 LOAD MANAGER END << ModInit >> 3.875
19:49:07.48 LOAD MANAGER BEGIN << ModLoadInit >>
19:49:07.49 LOAD COMPLETE ModLoadInit World Manager 0.014
19:49:07.56 LOAD COMPLETE ModLoadInit Cursors 0.071
19:49:07.58 MessageInternal::CreateChannel: Created channel TMCB
19:49:07.70 LOAD COMPLETE ModLoadInit TeamColour Manager 0.141
19:49:07.70 LOAD MANAGER END << ModLoadInit >> 0.226
19:49:07.70 LOAD COMPLETE Front-End Load Mod Init 4.102
19:49:07.71 LOAD COMPLETE Front-End Load Mod Setup/Create 0.002
19:49:07.77 LOAD MANAGER BEGIN << ProfileInit >>
19:49:07.77 LOAD MANAGER END << ProfileInit >> 0.000
19:49:07.77 GAME -- Using player profile MASON-PC
19:49:07.77 LOAD COMPLETE Front-End Load Player Profile 0.001
19:49:10.56 MessageInternal::CreateChannel: Created channel CAMP
19:49:10.56 MessageInternal:estroyChannel: Destroyed channel CAMP
19:49:10.56 LOAD COMPLETE Front-End Load Precache front end graphics 2.791
19:49:11.03 SteamGetChatChannelsAsync::StartRequest: calling RequestLobbyList (iteration:0, limit:50, distance:3/Worldwide, type="chat", instance>=1, instance NEAR 1)
19:49:11.28 LOAD COMPLETE Front-End Load Load Resources 0.694
19:49:11.28 LOAD MANAGER END << Front-End Load >> 7.590
19:49:11.28 FactoryT - CreateForm transition_movie
19:49:11.29 FactoryT - CreateForm main_menu
19:49:11.29 VIDEO -- Texture Memory Before Shrink Memory: Video [2291MB] Total [2283MB] Available [2240MB] Used [43MB].
19:49:11.37 VIDEO -- Texture Memory Before Shrink Memory: Video [2291MB] Total [2283MB] Available [2241MB] Used [42MB].
19:49:11.38 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTarget( WorldScene render target )
19:49:11.38 RTREF - Creating RenderTarget <worldscene render target>
19:49:11.38 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTarget( WorldScene render target ) done
19:49:11.38 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTargetTexture( WorldScene render target texture )
19:49:11.38 RTREF - Creating RenderTargetTexture WorldScene render target texture
19:49:11.38 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTargetTexture( WorldScene render target texture ) done
19:49:11.38 RTREF - Creating RenderTargetTexture FronEndVis render target
19:49:11.38 RTREF - Creating RenderTargetTexture Post Process bright pass texture
19:49:11.70 FactoryT - CreateForm cinematics
19:49:14.91 WaitForArmyPainterTransition -- Disable mouse input.
19:49:14.92 WaitForArmyPainterTransition -- Success!
19:49:14.92 RTREF - Releasing RenderTarget
19:49:14.92 RTREF - Releasing RenderTarget done
19:49:14.92 RTREF - Releasing RenderTarget
19:49:14.92 RTREF - Releasing RenderTarget done
19:49:14.92 RTREF - Releasing RenderTarget
19:49:14.92 RTREF - Releasing RenderTarget done
19:49:14.92 RTREF - Releasing RenderTarget
19:49:14.92 RTREF - Releasing RenderTarget done
19:49:14.94 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTarget( WorldScene render target )
19:49:14.94 RTREF - Creating RenderTarget <worldscene render target>
19:49:14.94 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTarget( WorldScene render target ) done
19:49:14.94 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTargetTexture( WorldScene render target texture )
19:49:14.94 RTREF - Creating RenderTargetTexture WorldScene render target texture
19:49:14.94 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTargetTexture( WorldScene render target texture ) done
19:49:14.94 RTREF - Creating RenderTargetTexture FronEndVis render target
19:49:14.94 RTREF - Creating RenderTargetTexture Post Process bright pass texture
19:49:14.96 WaitForArmyPainterTransition -- Enable mouse input.
19:49:17.20 RTREF - Releasing RenderTarget
19:49:17.20 RTREF - Releasing RenderTarget done
19:49:17.20 RTREF - Releasing RenderTarget
19:49:17.20 RTREF - Releasing RenderTarget done
19:49:17.20 RTREF - Releasing RenderTarget
19:49:17.20 RTREF - Releasing RenderTarget done
19:49:17.20 RTREF - Releasing RenderTarget
19:49:17.20 RTREF - Releasing RenderTarget done
19:49:17.21 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTarget( WorldScene render target )
19:49:17.21 RTREF - Creating RenderTarget <worldscene render target>
19:49:17.21 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTarget( WorldScene render target ) done
19:49:17.21 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTargetTexture( WorldScene render target texture )
19:49:17.21 RTREF - Creating RenderTargetTexture WorldScene render target texture
19:49:17.21 RENDERING -- from SceneRenderTarget::Setup call sp:evice::CreateRenderTargetTexture( WorldScene render target texture ) done
19:49:17.21 RTREF - Creating RenderTargetTexture FronEndVis render target
19:49:17.21 RTREF - Creating RenderTargetTexture Post Process bright pass texture
19:49:18.86 MainMenuForm::OnQuitCallback: shutdown requested
19:49:18.86 GameApp::Quit(0)
19:49:18.86 GameApp::ShutFrontEnd
19:49:18.86 MessageInternal::CreateChannel: Created channel PPGM
19:49:18.86 ShutdownFrontEnd-- FE_ShutdownQuit.
19:49:18.86 GAME -- Ending FE
19:49:18.86 ScaleformFrontEnd - Unloading Front End
19:49:18.88 RTREF - Releasing RenderTarget
19:49:18.88 RTREF - Releasing RenderTarget done
19:49:18.88 RTREF - Releasing RenderTarget
19:49:18.88 RTREF - Releasing RenderTarget done
19:49:18.88 RTREF - Releasing RenderTarget
19:49:18.88 RTREF - Releasing RenderTarget done
19:49:18.88 RTREF - Releasing RenderTarget
19:49:18.88 RTREF - Releasing RenderTarget done
19:49:20.29 MessageInternal:estroyChannel: Destroyed channel TMCB
19:49:20.38 LastStandManager -- Deactivated.
19:49:20.38 SOUND -- Shutting down ...
19:49:20.38 SOUND -- Sim Thread - calling stop all sounds ...
19:49:20.42 SOUND -- Shark Thread - stop all sounds received and called by update()...
19:49:20.43 SOUND -- Shark Thread - stop all sounds returning properly...
19:49:20.43 SOUND -- Sim Thread - stop all sounds returned ...
19:49:20.43 SOUND -- Sim Thread - Killing shark thread ...
19:49:20.47 SOUND -- Shark Thread - Shutdown received
19:49:20.47 SOUND -- Sim Thread - shark thread killed ...
19:49:20.47 SOUND -- Sim Thread - Sound manager shutting down ...
19:49:20.47 SOUND -- Sim Thread - Sound manager shutdown successful ...
19:49:20.47 SOUND -- Shutdown completed!
19:49:20.51 SOUND -- FMOD System released.
19:49:20.51 RTREF - Releasing RenderTarget
19:49:20.51 RTREF - Releasing RenderTarget done
19:49:20.54 RTREF - Releasing RenderTarget
19:49:20.54 RTREF - Releasing RenderTarget done
19:49:20.63 ActionDatabase : [2658] global actions, [13] failed actions.
19:49:20.64 MessageInternal:estroyChannel: Destroyed channel PPGM
19:49:20.64 RemoveAllPeers - flushing local session peer data
19:49:20.64 Session::Reset with reason 999 and PartyInternal::RemoveAllPeers
19:49:20.64 NetworkManager:estroy - destroying network manager
19:49:20.64 MessageInternal:estroyChannel: Destroyed channel QCKM
19:49:20.64 MessageInternal:estroyChannel: Destroyed channel PRTY
19:49:20.64 PartyInternal: Fade to black
19:49:20.64 AutomatchInternal: Fade to black
19:49:20.64 PeerRemoveAll - flushing local session peer data
19:49:20.64 Session::Reset with reason 999 and MatchInternal::PeerRemoveAll
19:49:20.64 MessageInternal:estroyChannel: Destroyed channel GSTP
19:49:20.65 Net::ThreadFunction - Returning from the network thread function...
19:49:20.65 CallManager - terminating all server calls in progress (0 in progress)
19:49:20.65 Datastore -- uninitialize complete
19:49:20.65 MOD -- (mod manager) shutting down
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.'
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?
#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.
#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
UNCLE ANAESTHESIA
http://s1086.photobucket.com/albums/...e_anaesthesia/
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?!
#808
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 !
#810
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 !
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
#813
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.
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 toolEven without aforementioned fixes, it has saved me hours and hours of work!
#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
DownloadV1.97 - 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'
Last edited by Copernicus; 23rd Mar 11 at 8:56 AM.
OH NOEZ. The hotkey change totally confused me for a minute there. Serves me right for not readingGood work otherwise though
![]()
#818
Next version will support closing tabs by middle-clicking them; I've also written a basic UCS-editor which will be included.
#819
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.
#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.
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.
#822
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.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.
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.
Ok, say i have a the weapons_damage folder and that has the basic pvp, campaign and core stuff.I'm still not quite following you on what exactly is the problem with the dictionary, but I will investigate.
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.
Good job, very nice![]()
KHORNE - When life gives you lemons.......BLOOD FOR THE BLOOD GOD!!!!!!!
#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.
why is recommended to repack the gameattrib.sga for retribution?
#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.
#827
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"![]()
#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).
have you/can you add an "are you sure" to the delete option, I keep accidentally clicking it...
#830
What delete option? Deleting files or deleting entries in RBFs?
Edit: V1.98 released
Changelog:
DownloadV1.98 - 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)
Last edited by Copernicus; 26th Mar 11 at 10:18 AM.
Cope are you going to add a .lua plugin? So that we can edit .lua files to?
#832
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
@horusheretic thanks![]()
Youtube of Dow2 Mods
Lords of the Warp [Closed]
Black Templar Campaign
Tyron: Creator of:
- Lords of the Warp
- Black Templar Campaign
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.
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
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 "
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
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:
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?16:28:26 - DebugManager - Initializing DebugManager
16:28:26 - DebugManager - Initialization finished
16:28:26 - DebugManager - Advanced mode started
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.
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!
#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.
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 " )
#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.
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'
it's ok all, I ran it as administrator and it worked and I also created the mod and uploaded it thanks...
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).
#846
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.
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.
#848
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 >_>
#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).
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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