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

  1. #151
    Member Quozzo's Avatar
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    the link to v1.55 in your first post is broken

    but i bet you already knew that

  2. #152
    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 (Z and I have DoW2 & Mod on an internal secondary drive (E, and I'm running it with administrator permissions.

    Crap that .NET spat at me





    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?!


  3. #153
    Member Z405's Avatar
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    Also, music .
    I like it; kinda sounds like music for a computer game but in metal form

    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.
    Hmm, i'm just running this tool from the desktop, which is station on my one main drive C:/

    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.
    Dawn of War 2: Warhammer 40.000 MOD

    *your commander requires aids*

  4. Modding Senior Member  #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.
    "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. #155
    Member Z405's Avatar
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    Will try to solve that error with multiple files asap.
    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 up

    "Die Affeninsel" actually means "Monkey Island", so it is based on a computer game .
    I love computer metal ^^

    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.

  6. Modding Senior Member  #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

  7. #157
    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.

  8. #158
    Member Z405's Avatar
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    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.

  9. Modding Senior Member  #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.

  10. #160
    Excellent, Looking forward to it. Especially not having to refresh the folders

  11. #161
    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.

  12. Modding Senior Member  #162

    Version 1.6 Released!

    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



    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.

  13. #163
    Member Z405's Avatar
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    Awesome! thanks for your hard work

  14. #164
    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?

  15. #165
    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...

  16. Modding Senior Member  #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.

  17. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #167
    Retired Compliance Fairy Gorb's Avatar
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    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!

  18. #168
    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.

  19. #169
    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.

  20. #170
    Member Z405's Avatar
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    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

  21. #171
    Senior Member horusheretic's Avatar
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    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.

  22. Modding Senior Member  #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.

  23. Modding Senior Member  #173

    Version 1.61

    Download

    Changelog



    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.

  24. #174
    Senior Member horusheretic's Avatar
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    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!
    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.

  25. #175
    Member Quozzo's Avatar
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    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 compaining I 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

    Last edited by Quozzo; 4th May 10 at 8:02 PM.

  26. Modding Senior Member  #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.

  27. #177
    Member Z405's Avatar
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    No idea if this is at all useful to you, but here goes. Had another crash after deleting some files.

    Spoiler


  28. Modding Senior Member  #178

    Version 1.62

    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

    Last edited by Copernicus; 5th May 10 at 9:54 AM.

  29. #179
    Senior Member horusheretic's Avatar
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    @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 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.

    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.

  30. Modding Senior Member  #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.

  31. #181
    Senior Member horusheretic's Avatar
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    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.
    the reason the dow2 folder is first is so that it loads the the pre-requisite files for the game to work.

    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.sga
    folder.01 = GameAssets\Data
    folder.02 = Dow40k2WoA\Data
    if 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.

  32. Modding Senior Member  #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:

    Code:
    [attrib:common]
    folder.01 = z_MyFirstMod\DataAttrib
    folder.02 = GameAssets\Data
    archive.01 = GameAssets\Archives\GameAttrib.sga
    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.

  33. #183
    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.

  34. #184
    Senior Member horusheretic's Avatar
    Join Date
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    United Kingdom
    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.
    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.

    its set up the same way in dow 1. but if your way still works then i'll change it.

  35. #185
    Member Quozzo's Avatar
    Join Date
    Apr 2010
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    Baal Secundus
    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



    my module file

    Your unique, just like everyone else

    [Combat Squads | Pop Cap]

    IA: Phoenix Angels

    Chapter Name Creator | Chapter Library

  36. #186
    When I run it, I get

    startup error



    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



    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

  37. #187
    Member Quozzo's Avatar
    Join Date
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    Baal Secundus
    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

  38. #188
    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.

  39. #189
    My plugin is not at all compatible with the new version. Please remove.

  40. #190

  41. #191
    Member Z405's Avatar
    Join Date
    Jun 2009
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    Lands ov Nether
    Just another crash report to help out:

    Spoiler



    Spoiler

    Last edited by Z405; 13th May 10 at 3:40 AM.

  42. Modding Senior Member  #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.

  43. #193
    Member Z405's Avatar
    Join Date
    Jun 2009
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    Lands ov Nether
    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.

  44. Modding Senior Member  #194

    Version 1.63

    Mainly bug fixes this time -- but hey, everybody loves fixes for annoying bugs!

    Download!

    Changelog:
    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
    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!

    -cope.

  45. #195
    Member Z405's Avatar
    Join Date
    Jun 2009
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    Lands ov Nether
    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!
    You deserve all the credit for making such an awesome tool; i`m just helping out

  46. #196
    Member Quozzo's Avatar
    Join Date
    Apr 2010
    Location
    Baal Secundus
    You deserve all the credit for making such an awesome tool
    i second that.

    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 )

  47. Modding Senior Member  #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?

  48. #198
    Member Quozzo's Avatar
    Join Date
    Apr 2010
    Location
    Baal Secundus
    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.

  49. #199
    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.

  50. #200
    Senior Member horusheretic's Avatar
    Join Date
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    United Kingdom
    I can't confirm that bug, it works for me.
    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.

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