I've changed it to a checkbox; works like a charm now. I should probably keep track of all the bug reports, I forgot both yours and Clonesa's report about this issue
.
-cope.
#201
I've changed it to a checkbox; works like a charm now. I should probably keep track of all the bug reports, I forgot both yours and Clonesa's report about this issue
.
-cope.
Dragged a lot of .scar files to a folder which was also used by WHATEVER; i`m presuming this made it crash.
Spoiler
14:24:58 - Logging system set up successfully!
14:24:58 - Setting up config system...
14:24:58 - Config system set up successfully!
14:24:58 - Tool starting...
14:24:58 - Attempting to load plugins from plugins-folder
14:24:58 - Plugins successfully loaded!
14:24:58 - Starting front end...
14:24:58 - Front end successfully started!
14:25:03 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising.module
14:25:04 - Module file successfully loaded!
14:25:04 - Expensive Operation: Building new FileTree from path and SGAs
14:25:06 - Finished building FileTree!
14:25:06 - Expensive Operation: Building new FileTree from path and SGAs
14:25:06 - Finished building FileTree!
23:39:02 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising.module
23:39:11 - Module file successfully loaded!
23:39:11 - Expensive Operation: Building new FileTree from path and SGAs
23:39:13 - Finished building FileTree!
23:39:13 - Expensive Operation: Building new FileTree from path and SGAs
23:39:13 - Finished building FileTree!
11:27:42 - ERROR - APPCRASH
11:27:42 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
11:27:43 - Mod info:
Mod DATA directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising\Data\
Mod ATTRIB directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising\DataAttrib\
Mod DATA archives:
220_data.sga
210_data.sga
200_data.sga
GameArt_DELTA.sga
GameArt.sga
GameArtEnvironment_DELTA.sga
GameArtEnvironment.sga
GameArtEnvironmentTextures_DELTA.sga
GameArtEnvironmentTextures.sga
GameMaps_DELTA.sga
GameMaps.sga
GameDefault_DELTA.sga
GameDefault.sga
Mod ATTRIB archives:
GameAttrib.sga
11:27:47 - Exception Info
Message: The process cannot access the file 'C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising\Data\simulation\campaignmissions\' because it is being used by another process.
Exception source: mscorlib
Stack trace: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
at System.IO.Directory.EnumerateFiles(String path)
at ModTool.Core.FSNodeDir.CheckForNew()
at ModTool.Core.FileTree._watcher_Created(Object sender, FileSystemEventArgs e)
at System.IO.FileSystemWatcher.OnCreated(FileSystemEventArgs e)
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(Int32 action, String name)
at System.IO.FileSystemWatcher.CompletionStatusChanged(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
11:27:47 - END OF APPCRASH INFO
and another crash report when i copied a when i dragged a lot of .rbf data from a .rar file into a folder which was being used by Whatever.
Spoiler
12:13:16 - Logging system set up successfully!
12:13:16 - Setting up config system...
12:13:16 - Config system set up successfully!
12:13:16 - Tool starting...
12:13:16 - Attempting to load plugins from plugins-folder
12:13:16 - Plugins successfully loaded!
12:13:16 - Starting front end...
12:13:16 - Front end successfully started!
12:13:42 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Vanilla_Rising.module
12:13:44 - Module file successfully loaded!
12:13:44 - Expensive Operation: Building new FileTree from path and SGAs
12:13:45 - Finished building FileTree!
12:13:45 - Expensive Operation: Building new FileTree from path and SGAs
12:13:45 - Finished building FileTree!
12:14:38 - ERROR - APPCRASH
12:14:38 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:14:38 - Mod info:
Mod DATA directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Vanilla_Rising\Data\
Mod ATTRIB directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Vanilla_Rising\DataAttrib\
Mod DATA archives:
220_data.sga
210_data.sga
200_data.sga
GameArt_DELTA.sga
GameArt.sga
GameArtEnvironment_DELTA.sga
GameArtEnvironment.sga
GameArtEnvironmentTextures_DELTA.sga
GameArtEnvironmentTextures.sga
GameMaps_DELTA.sga
GameMaps.sga
GameDefault_DELTA.sga
GameDefault.sga
Mod ATTRIB archives:
GameAttrib.sga
12:14:38 - Exception Info
Message: The process cannot access the file 'C:\Program Files\Steam\SteamApps\common\dawn of war 2\Vanilla_Rising\DataAttrib\simulation\attrib\sbps\campaign\' because it is being used by another process.
Exception source: mscorlib
Stack trace: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
at System.IO.Directory.EnumerateFiles(String path)
at ModTool.Core.FSNodeDir.CheckForNew()
at ModTool.Core.FileTree._watcher_Created(Object sender, FileSystemEventArgs e)
at System.IO.FileSystemWatcher.OnCreated(FileSystemEventArgs e)
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(Int32 action, String name)
at System.IO.FileSystemWatcher.CompletionStatusChanged(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
12:14:38 - END OF APPCRASH INFO
Last edited by Z405; 15th May 10 at 3:16 AM.
#203
Could further explain what you did before? I'm trying to reproduce the error but I somehow fail at it.
Nothing much actually; these errors occured after just opening WHATEVER and then dragging and dropping alot of .rbf or .scar files from a .rar file into an existing folder, that or deleting. Had to do with ALOT of files being either copied or removed all at once.Could further explain what you did before? I'm trying to reproduce the error but I somehow fail at it.
#205
Thanks, it seems like this only happens when operating with _lots_ of files. I'm not quite sure what causes it but I can reproduce it now, thanks again.
-cope.
Edit: The FileSystemWatcher produces a buffer overflow, I'll increase the buffer size but this may of course still happen. To prevent this from happening try storing your modfiles in "C:\Z405_Rising\" instead of "C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising\". The maximum size for for the buffer is 64kb, the current size is 8kb. Copying the abilities\campaign folder with 64kb still creates a buffer overflow, so changing your mods location is the best tip I can currently provide you with. I'll try to find another solution though.
Edit2: Next version will include a proper solution for this so you can still store your mod wherever you want.
Last edited by Copernicus; 15th May 10 at 12:08 PM.
#206
@nathaniak:
This thread is solely about the tool itself, if you've got any questions about modding the RBFs please open up a new thread. People will more likely read about your problem and others with the same question will find the answer to it way faster.
@rest:
Another update: V1.64. I know, it's only been two days since the last release but I still believe it's better to provide fast support and fixing for bugs.
Download
Changelog:
I created a workaround for the buffer overflow using a producer/consumer like concept using a buffer for the events raised by the FileSystemWatcher.V1.64 - 05/15/2010
General:
- handling trillions of files at a time should now work crashless
RBF-Editor:
- changed true/false comboboxes to checkboxes
- changed textboxes for strings to comboboxes
The ComboBoxes were introduced 'cause I'm currently working on some kind of RBF-dictionary that stores values for different keys and automagically adds them to the ComboBoxes. It's not in yet though.
-cope.
Cool stuff!The ComboBoxes were introduced 'cause I'm currently working on some kind of RBF-dictionary that stores values for different keys and automagically adds them to the ComboBoxes. It's not in yet though.
#208
The next step on the quest to create a useful tool for DoW2 modding has been taken.
Here's a screenshot of the new features, hope you like them:
Download!
Changelog:
The Insert Into All Subtables feature has been introduced to improve handling huge RBF-files. horus requested this quite early but I did not remember to include it.V1.65 - 05/16/2010
RBF-Editor:
- added "Insert Into All Subtables" as an action to the context menu (useful for ai-tuning file)
- implemented a RBF-Dictionary which remembers values for different keys (see rbf_dictionary.txt)
- the editor will now populate comboboxes with files from the same directory as the current path in the combobox
- you can now open files from paths in RBFs
The RBF-dictionary is my answer to a request by Clonesa; you can currently add values just by rightclicking them and selecting the right button. However, you can of course edit the rbf_dictionary.txt manually. This version ships with a premade RBF-dictionary which already includes the values from attributes.rbf.
The directory-scanning feature is something horus mentioned some time ago; it actually is a pretty cool feature.
Being able to open referenced RBFs on-the-fly is quite useful as well and should save some time.
Thanks to all the users who don't mind downloading a new version every second day.
-cope.
Last edited by Copernicus; 9th Jan 11 at 7:13 AM.
#209
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.
every time i type anything in a value box, the cursor moves to the beginning of the value when ever i press a key, so i keep needed to click at the end to type in something (otherwise it will be sdrawkcab, backwards)
Your unique, just like everyone else
[Combat Squads | Pop Cap]
IA: Phoenix Angels
Chapter Name Creator | Chapter Library
I've the same problem, and there is a tip to write your values : use the parent table, not your value directly. (I don't find the words to explain that)
[Dow2] Zone Control
Once again, sorry for my poor english .. ;)
I love your new edits Cope!
that's all i have to say for now
-------------------------------------------------------------
There is still one thing which i would like to see, that when you edit certain parts of an .rbf they turn red, just as is the case with the folders on the left side. You mentioned however, that after closing such an editted .rbf the red indications would vanish. I`m not sure if it's possible to make these edits remain in red even after closing, but i think it would be extremely helpful still.![]()
IT'S THE MODDING APOCALYPSE.
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?!
#216
@quozzo:
Are you using the table-view which you can see when selecting a table or the combobox right on top of the editor? I'm mostly using the table view (as Dharkhar suggested) so I tend to forget testing the upper thing. Thanks for the report!
@Z405:
Well, I'd either need to expand the RBF-format (thus breaking the standard) or use some format of my own to realize this and keep the red color after closing. However, there are even more problems. Imagine the following: You change value V from A to B and then back from B to A. The tool would still color it red even though it hasn't really changed.
There's another idea which popped into my mind just a few seconds ago: The editor could try to find the original RBF (search for it in the archives) and then compare them on the fly. Actually this should work quite fine but it would of course fail as soon as there's a non-standard archive with the RBF.
In addition it will double the time needed to load a RBF file as it actually loads the file twice (which will take ages for files like the ai-tuning RBF). This would of course be totally optional.
-cope.
I think i wouldn't mind the waiting time as i`m extremely chaotic and often tend to forget which parts i actually editted and which i havent, so knowing what i infact did edit would help me save alot of time; probably would balance out the longer loading for me at leastIn addition it will double the time needed to load a RBF file as it actually loads the file twice (which will take ages for files like the ai-tuning RBF). This would of course be totally optional.![]()
yup its the combo box which has the 'value' prompt and the text box to enter, well... text
where i mean
![]()
using the drop down box to change a value e.g. changing the corruption type from 'corrupting' to 'none' doesn't save when using the bit at the top. The table view works fine if selecting the parent directory to change stats as Dharkhar said above
editing a piece of wargear, saving it as an rbf, editing the name and then opening the original piece of wargear will open the rbf of the newly named wargear.
Last edited by Quozzo; 17th May 10 at 9:32 AM.
I think having Z405's feature as an option would be beneficial to all, but it would definitely have to be optional![]()
One could also make the red stay with a file that contained all the places that are supposed to be red ^^
example "highlight.txt":
data\simulation\...\...\troops\sm_scout.rbf,145,6
where format is: file,start position(in stream), and length to read ^^
Brother Redemptor Jørgensen!
"It is my sacred duty to save your soul, and I will save it! Even if I kill your body in the process!"
MartinNJ's DoW II Mod Studio
Got another crashreport for you
I extracted the entire techmarine armor and then opened the model file in santos tools. After that i resaved the model file and the crash occured.
Spoiler
13:34:50 - Logging system set up successfully!
13:34:50 - Setting up config system...
13:34:50 - Config system set up successfully!
13:34:50 - Tool starting...
13:34:50 - Attempting to load plugins from plugins-folder
13:34:51 - Plugins successfully loaded!
13:34:52 - Starting front end...
13:34:52 - Couldn't determine last used path, asking user for help.
13:34:52 - Front end successfully started!
13:34:59 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0.module
13:35:03 - Module file successfully loaded!
13:32:44 - ERROR - APPCRASH
13:32:44 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
13:32:45 - Mod info:
Mod DATA directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0\Data\
Mod ATTRIB directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0\DataAttrib\
Mod DATA archives:
220_data.sga
210_data.sga
200_data.sga
GameArt_DELTA.sga
GameArt.sga
GameArtEnvironment_DELTA.sga
GameArtEnvironment.sga
GameArtEnvironmentTextures_DELTA.sga
GameArtEnvironmentTextures.sga
GameMaps_DELTA.sga
GameMaps.sga
GameDefault_DELTA.sga
GameDefault.sga
Mod ATTRIB archives:
GameAttrib.sga
13:32:45 - Exception Info
Type: FormatException
Message: Input string was not in a correct format.
Exception source: mscorlib
Stack trace: at System.Text.StringBuilder.AppendFormat(IFormatProvider provider, String format, Object[] args)
at System.String.Format(IFormatProvider provider, String format, Object[] args)
at System.String.Format(String format, Object[] args)
at ModTool.Core.FSNodeDir.TryAddFileFromRelativePath(String path)
at ModTool.Core.FileTree.ProcessEvent(FileSystemEventArgs e)
at ModTool.Core.FileTree.ConsumerThreadStart()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
No InnerException
13:32:45 - END OF APPCRASH INFO
#222
Seems like I need to take a closer look at renaming and such.
@MartinNJ:
This might work as well... Both the systems (your proposal and mine, too) would fail as soon as you rename a file whereas yours does not have some of the flaws my system has (but introduces new ones).
Your system would create permanent coloring (even if changes are reverted) and we'd probably end up with the highlight.txt getting bigger and bigger as it's hard to determine if an entry is still needed or not. My method fails for every file that does not exist in the original version, ergo every newly created file.
I'll try to find another system which is somewhat better but I'm not really content with the two mentioned ways.
-cope.
Totally... ^^ Keep up the good work! This latest directry scan feature is just an awesome thing!
i wouldnt use that feature as any changes i make are just that, changes. the file appears red so its obvious that i have edited something but if it works then i don't care and if it doesnt work then i will change it accordingly to what its set to.There is still one thing which i would like to see, that when you edit certain parts of an .rbf they turn red, just as is the case with the folders on the left side
i just thought i would add an opinion of the contrary to the seemingly unanimous vote to change it.
i just thought i would add an opinion of the contrary to the seemingly unanimous vote to change it.The only thing that is needed is Cope's willingness to again please usI think having Z405's feature as an option would be beneficial to all, but it would definitely have to be optional![]()
at the rate we get new goodies in this thread then i can only assume he must be addicted to it.![]()
i just hope he doesn't go 'cold turkey' on us![]()
haha
btw, i do have one more, perhaps ridiculous request for you Cope...
While there are tools to make my own .sga archive and or .exe file to start up my personalized mod, i was wondering if you could (also if it's not too much work, otherwise don't bother, you've already done an amazing job) make some sort of 1 click of a button tool mechanic and poof you've got instant .sga file of your entire mod and an .exe file to go with it; placed in the directory of the mod you where working on and you only need that .sga file and .exe (which i can click to start my mod without altering shortcuts etc) file to upload for the community.
Well, again just my 2 cents; should be a dollar by now![]()
#228
should be a dollar by now
The next few days will be stressful, so don't expect any update within the next 4-5 days.
@Z405:
I've already thought about a Release! button which would pack the files into an SGA and create a starter but currently there are other things which are way easier to implement. Btw, you'll always need a module file to load the mod and in order to load the newly created archives, the tool would either need to modify the existing module file or create a new one. I'm currently aiming for the latter one as a solution; you hit Release! and select a folder where the tool will then place a proper module file with entries for all the created archives and the archives themselves of course.
There are some other ideas I had which I'd like to implement (before looking into starter-generation and such) like a RBF-library or something to quickly parse tables from RBF to text (so you don't need to use Corsix' RBFConv to get a proper text-version of your RBF for better discussion in the forums) or the other way around.
-cope.
#229
the new drop down list is pretty useful now, except its a bit annoying having to a set folder path all the time. perhaps make it read from a folder higher?
as you can see there it only shows the pvp folder.
i looked in the rbf list to try and add my own custom folder refs to it, but its not doable.
so could you make it refer to the list as well? that way we can add in folder locations for it to load.
Last edited by horusheretic; 19th May 10 at 12:02 AM.
Cope, as for the release thing, if you want i have some code to do it, packs into single sga and delivers installer with it....![]()
#231
@horusheretic:
Sounds useful, I'll put it on my list.
@MartinNJ:
Sounds fantastic, could you PM me the sources? I might change them in parts or extend upon them but will definitely give you credit.
-cope.
Hello Cope, great tool you have here. I have a small request; when you have lots of tabs open it can be difficult to remember which have been saved or not.
It would be nice if unsaved tabs could have their name in red to distinguish them from tabs that either haven't been edited or have been saved.
#234
@rlilewis:
+1 for that idea. I'll look into it.
@MartinNJ:
Thanks! I'll rewrite it in C#.
Is there the possibility to ad a function which stop opening a rbf more then once, because it happens to me that i open them twice ore more and start editing them parallel just to notice it is open. And ad this point i cant remember what i have changed and have often to start again from the beginning.
(if this function is existing, ignore me because I am doing something wrong/ using 1.65)
Peace? There cannot be peace in these times.
I've got 2 more cents again, somewhat in regards to opening an .rbf>
this is just from a lazy-mans point of view
Once i open an .rbf i need to open GameData before i can search through the rest of the .rbf... could you maybe let us skip opening the GameData folder?Opening a folder is soo much work; i could be conquering the world in the meantime
![]()
#237
@Solar Macharius:
Currently there's no checking, but you're right -- it should check that first.
@Z405:
The GameData-table has an actual use: Inserting new tables / extensions. I'm not going to change this.
#238
being able to open lots of rbfs in one go would be awesome too. i often find myself opening everything anyway.
right click on a folder option?
I did not know this@Z405:
The GameData-table has an actual use: Inserting new tables / extensions. I'm not going to change this.
I once copied the "GameData" of a file and copy pasted it over that of another file and WHATEVER crashed; perhaps you fixed this.
#240
it's useful in its own way. should be an option to turn it on or off if possible.Is there the possibility to ad a function which stop opening a rbf more then once, because it happens to me that i open them twice ore more and start editing them parallel just to notice it is open. And ad this point i cant remember what i have changed and have often to start again from the beginning.
a thing that's more of annoyance really now that im using the editor is that you can scale the table data rows vertically. for speed modding its a bitas you end up changing the scale of the thing rather than the value
another is on the weapon folder files where it has the entry for weapon family to be added in, it forces the cursor to the beginning of the string each time you add in a letter or character. that's the only place i've managed to spot it so far.
I was editting the names of some .dds art files and a crash occured; might be that you already have similar log files, but just incase, here they are:
Spoiler
13:35:13 - Logging system set up successfully!
13:35:13 - Setting up config system...
13:35:13 - Config system set up successfully!
13:35:13 - Tool starting...
13:35:13 - Attempting to load plugins from plugins-folder
13:35:13 - Plugins successfully loaded!
13:35:13 - Starting front end...
13:35:13 - Couldn't determine last used path, asking user for help.
13:35:13 - Front end successfully started!
13:35:22 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0.module
13:35:24 - Module file successfully loaded!
17:28:18 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0.module
17:28:19 - Module file successfully loaded!
16:09:43 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\DOW2.module
16:09:43 - WARNING - The DATA directory and the ATTRIB directory of the mod overlap! May cause serious trouble!
16:09:45 - Module file successfully loaded!
16:19:29 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0.module
16:19:30 - Module file successfully loaded!
09:28:27 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0.module
09:28:30 - Module file successfully loaded!
12:24:25 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0.module
12:24:28 - Module file successfully loaded!
12:29:51 - ERROR - APPCRASH
12:29:51 - ERROR - APPCRASH
12:29:51 - ERROR - APPCRASH
12:29:51 - ERROR - APPCRASH
12:29:51 - ERROR - APPCRASH
12:29:51 - ERROR - APPCRASH
12:29:51 - ERROR - APPCRASH
12:29:51 - ERROR - APPCRASH
12:29:51 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:29:51 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:29:51 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:29:51 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:29:51 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:29:51 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:29:51 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
Spoiler
12:34:01 - Logging system set up successfully!
12:34:01 - Setting up config system...
12:34:01 - Config system set up successfully!
12:34:01 - Tool starting...
12:34:01 - Attempting to load plugins from plugins-folder
12:34:01 - Plugins successfully loaded!
12:34:01 - Starting front end...
12:34:01 - Couldn't determine last used path, asking user for help.
12:34:01 - Front end successfully started!
12:34:06 - Loading module file C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0.module
12:34:07 - Module file successfully loaded!
12:34:41 - ERROR - APPCRASH
12:34:41 - PlugIns in use:
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
RBFEditorPlugin.RBFEditor, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFEditorPlugin.RBFEditor
12:34:41 - Mod info:
Mod DATA directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0\Data\
Mod ATTRIB directory: C:\Program Files\Steam\SteamApps\common\dawn of war 2\Z405_Rising_v3.0\DataAttrib\
Mod DATA archives:
220_data.sga
210_data.sga
200_data.sga
GameArt_DELTA.sga
GameArt.sga
GameArtEnvironment_DELTA.sga
GameArtEnvironment.sga
GameArtEnvironmentTextures_DELTA.sga
GameArtEnvironmentTextures.sga
GameMaps_DELTA.sga
GameMaps.sga
GameDefault_DELTA.sga
GameDefault.sga
Mod ATTRIB archives:
GameAttrib.sga
12:34:41 - Exception Info
Type: NullReferenceException
Message: Object reference not set to an instance of an object.
Exception source: CopeModToolCore
Stack trace: at ModTool.Core.FileTree.ProcessEvent(FileSystemEventArgs e)
at ModTool.Core.FileTree.ConsumerThreadStart()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
No InnerException
12:34:41 - END OF APPCRASH INFO
#242
From the first log:
16:09:43 - WARNING - The DATA directory and the ATTRIB directory of the mod overlap! May cause serious trouble!
I wouldn't actually use this tool for editing DoW2.module. Did the second one also happen when renaming files?
-cope.
Yes it did; i actually mimiced the event to see if the same would happen and it didI wouldn't actually use this tool for editing DoW2.module. Did the second one also happen when renaming files?![]()
#244
REMEMBER TO BACK-UP YOUR RBF-DICTIONARY. This release comes with an RBF-dictionary but you don't want to overwrite your old one which you have already added a bunch of values to, don't you? So please take care NOT to overwrite your old file.
Download
Changelog:
Open all files from folder has been a request by horus as well as the disabling of the row-resizing and the custom-searchpaths (which will automatically include subdirs btw).V1.66 - 05/22/2010
General:
- added "Open all Files in Selected Folder" to the directory-view; does not work recursively
- unsaved plugin-pages will now be marked with a '*' (can be disabled in the options)
- the tool will now prevent you from opening a file twice (can be disabled in the options)
RBF-Editor:
- disabled resizing of rows
- fixed combobox for values
- added "Copy As Corsix-String" option to copy a value in CorsixRBFConv-style
- added "Insert From Corsix-String" option to insert a value in CorsixRBFConv-style
- you can now set custom search-paths for keys (see rbf_dictionary.txt for instructions; if there are no instructions: start the tool once, close it and reopen the rbf_dictionary.txt)
I've tried marking the unsaved files' tabs in red but it was somewhat to much work for that, so I just added a '*' to the file's name. I hope this helps you keeping the overview, rlilewis.
The warning preventing you from opening files twice has been requested by Solar Macharius.
Integrating support for Corsix' code will improve the ways of communication between RBFConv users and those of my tool. It's quite powerful to just convert any piece of Corsix' code into a table / value and insert it into any RBF on the fly. Corsix' code has proved to be readable and ideal for sharing and discussing RBFs on the forum, thus the ability to convert any RBF to Corsix' code without using another tool will come in handy.
@Z405:
I've looked into the renaming issue but couldn't reproduce it. Improved logging mechanisms will help me fix the bug, so make sure to keep on posting your logfiles. Thanks!
-cope.
Last edited by Copernicus; 9th Jan 11 at 7:17 AM.
#245
cant seem to open any of the rbfs in the combined folder tree any more.
#246
Works for me in all different directory-trees. Is there any error-message?
#247
no, but i do get this in the log file:
edit: the virtual folder ones open fine, but it doesnt hold any of the changed files or folders i have.Code:01:47:21 - Loading module file C:\Program Files\Steam\steamapps\common\dawn of war 2\Dow40k2WoA.module 01:47:21 - WARNING - The DATA directory and the ATTRIB directory of the mod overlap! May cause serious trouble! 01:47:22 - Module file successfully loaded!
#248
This indicates that your mod's Attrib directory and your mod's Data directory are set to the same path; my tool is not suited for that kind of setup. Separate the folders to get it to work.
#249
how so?
its always worked for me like that until this release...
#250
I don't know actually know what causes this but this could be one of the many reasons for misbehavior.
To change the Attrib-directory open your mod's module file and change
toCode:[attrib:common] folder.01 = XYZ\Data
and move the simulation\attrib directory into it.Code:[attrib:common] folder.01 = XYZ\DataAttrib
-cope.
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