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

  1. Modding Senior Member  #751
    Okay, then let me do further research. I'll get back to you.

    Edit: Okay, it is still a bit bugged when using Retribution. Putting it on my ToDo list.
    Last edited by Copernicus; 12th Mar 11 at 4:25 AM.
    "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?

  2. #752
    I don't think this error is the tool itself, but in the mod. Retribution crashes whenever I try to start a mod. It does not crash when I run the game normally. Have tried it both using test mod function and adding launch parameters in steam. I've created three new mods and the same happens. I will re-download though, hopefully that will help

  3. Modding Senior Member  #753
    And the warnings.log doesn't provide any more information other than that the unique-check failed? That is kinda strange.

  4. #754
    Think I know what it is. Don't worry, it's not you. It crashed when I tried to run it on just -dev.

    EDIT
    Yes, for some reason running it in -dev mode causes the error. Does not crash if I enter a launch parameter without -dev.

    FINAL EDIT
    I can get mods working if I put them into archives:

    proof

    Last edited by nathaniak; 12th Mar 11 at 5:34 AM.

  5. Modding Senior Member  #755
    Is it possible that you've got other files lying around that are accidentally being loaded when you run in -dev?

  6. #756
    Can't see where they would come from. I haven't downloaded any other mods for Ret yet - this is the first change I have made. Pretty sure this at my end, so don't worry about it
    Last edited by nathaniak; 12th Mar 11 at 6:46 AM.

  7. Modding Senior Member  #757
    @Promythyus:
    I've hunted down some bugs that occurred when using the advanced debug mode w/ Retribution, the next version will include these fixes.

  8. #758
    Awesome stuff, Thanks cope
    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?!


  9. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #759
    Retired Compliance Fairy Gorb's Avatar
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    I'm going to be an ass and make a request . . . you have "Close Tab" and "Close All Tabs". Is there any chance of either (or both!) of the following features:

    1. "X" button on the end of each window tab that closes the tab?

    2. Middle mouse click closing the tab (like in most browsers and Steam chat)?

    I would look into making alterations myself, unfortunately I'm only familiar with Java (this is done in C#?). Completely understand if it's a minor thing and your time is better spent doing other work
    I am an Iron Warrior! Iron Within, Iron Without!

  10. Modding Senior Member  #760
    I'm taking requests, so don't hesitate to make your proposals (though I might reject them).
    Miguel requested something similar some time ago and it is still on my Todo-list. As someone who always and exclusively uses CTRL+W to close tabs in browsers I never noticed that there other possibilities as well. I'll look into it.

    C# is like Java but with Delegates (managed equivalent of Function pointers) and operator overloading. Java has nicer supports for enums though. And yes, the tool is written in C# . You can't add the feature yourself because the project is not an open project, although I'm happy to share the source code; I'd even be willing to make it all public (via GoogleCode, Assembla, GitHub or similar) but I actually don't believe there's anyone interested in co-developing it anyway and the effort of getting all this to work properly still scares me away.

  11. #761
    Could you possibly edit the release mod function so that when you select the output location, it 'remembers' the location and you don't have to find it each time?

  12. #762
    I would be very interested in the an open source tool :P

  13. Modding Senior Member  #763
    Okay, then I'll try to open it all up after the next update (which should btw be soon).

    Edit:
    v1.96 released
    Download
    V1.96 - 03/12/2011
    General:
    - you can now create folders in the tree view
    - added hotkeys for copying/pasting files
    - fixed bugs occurring when using the advanced debugging feature in Retribution
    - 'Release mod' now remembers the last used output path

    RBF-Editor:
    - added auto-complete to comboboxes (it's still quite buggy, you need to activate it in the options)
    - changed format of RBF-dictionary/RBF-library to XML, which is bigger in size but much easier to read as a human
    - the tool will automatically convert the old format to the new format
    - added tag-groups to the RBF-library (rbf_library_tags.xml)
    - added a crawler which will go through all RBFs and try to extract values for the RBF dictionary
    Last edited by Copernicus; 12th Mar 11 at 3:22 PM.

  14. #764
    Hi Cope,
    Awsome tools, but I suspect I am being a derp as I keep getting this little number!

    //img84.imageshack.us/i/14731478.png/

    Any help would be great.

  15. #765
    Having no concept of the code of this tool of course I'd wager that to be a genuine bug as (from looking at your taskbar) you have no other applications that could be using that archive. If possible try restarting the tool before doing whatever it is that triggers the exception. Also try checking the task manager for any processes that could be using the archive that did not properly terminate.

    @ cope: Ooooh, a crawler, should be pretty cool for Retribution's files.

  16. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #766
    Retired Compliance Fairy Gorb's Avatar
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    Yay, XML!

    <3

  17. Modding Senior Member  #767
    @stampeed:
    Works fine for me; please post your logfile.

    @Gorb:
    It's part of my Stop inventing silly new file formats, use XML campaign .

    @Clonesa:
    Next step is a crawler to create a RBFLibrary but this one would have to be much more sophisticated in its heuristics. But let's get the sources open first .

  18. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #768
    Retired Compliance Fairy Gorb's Avatar
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    Well they (Relic) use it in-house . . . I'm intrigued as to why they bother converting it to a binary format at all. Going on Pulse's comments about the RB2 format, I'm guessing for easier loading and perhaps parsing? Dunno, no idea how their engine does stuff (though arguably it'd be easier, albeit less safe, to build the engine from the ground up with the ability to parse/load XML data).

    I know way, waaaaaaaay back in the day, in DoW I, modders could simply make the game load LUA files. Patch 1.3 (a while before I joined these forums) changed the acceptable format to their new RGD (Relic Game Data) format.

  19. Modding Senior Member  #769
    Binary files are smaller and way easier/faster to parse. It's just a matter of performance.

  20. #770
    which would be great for testing in -dev mode except that you need to pack everything into an rb2 in order to test it like that anyway >_<

  21. #771
    1 log file as requested!

    15:32:22 - LoggingManager - Logging system set up successfully!
    15:32:23 - ConfigManager - Setting up config system...
    15:32:23 - ConfigManager - Config system set up successfully!
    15:32:23 - Tool starting...
    15:32:23 - ModManager - GameDirectory changed to C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\
    15:32:23 - Retribution mode enabled
    15:32:23 - FE - Starting front end...
    15:32:23 - FE - FileTree controls setup started
    15:32:23 - FE - FileTree controls setup finished
    15:32:23 - FE - Front end successfully started!
    15:32:23 - PluginManager - Attempting to load plugins from plugins-folder C:\Users\Dan\Desktop\Copes\plugins\
    15:32:23 - RBFPlugin - Setup started
    15:32:23 - WARNING - RBFLib - Could not find RBF-Library tag groups file!
    15:32:23 - RBFLib - Reading RBF-Library
    15:32:23 - RBFDict - Reading RBF-Dictionary
    15:32:25 - RBFPlugin - Setup finished
    15:32:25 - PluginManager - Plugins successfully loaded!
    15:32:25 - ModManager - Language set to English
    15:32:25 - UCSManager - Initializing...
    15:32:35 - ModManager - Loading module file C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\TemplarStorm.module
    15:32:35 - ModManager - GameDirectory changed to C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\
    15:32:35 - Retribution mode enabled
    15:32:36 - ModManager - Loading mod resources
    15:32:38 - ModManager - Module file successfully loaded in 2.9640052 seconds
    15:32:38 - FileManager - Filling file trees
    15:32:43 - FileManager - File trees filled in 4.4928078 seconds
    15:32:51 - ModManager - Trying to load the KeyProvider (FLB-file)
    15:32:51 - ModManager - Successfully loaded KeyProvider from simulation\attrib\fieldnames.flb
    15:32:51 - UCSManager - Trying to load UCS files...
    15:32:51 - UCSManager - UCS file for current mod not found, will create a new one.
    15:32:51 - UCSManager - UCS file for vanilla DoW2 found.
    15:32:52 - UCSManager - Done loading UCS files!
    15:33:02 - ModPacker - Releasing mod TemplarStorm into directory C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\
    15:33:02 - ArchiveCreator - Starting archive.exe with -c -r "C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\TemplarStorm\DataAttrib" -a "C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\TemplarStorm\Archives\TemplarStorm_attrib.sga" -cf "TemplarStorm_attrib.sga_2011_03_13_15_33_02.sga_design" -log "TemplarStorm_attrib.sga_2011_03_13_15_33_02.log"
    15:33:02 - ArchiveCreator - Starting archive.exe with -c -r "C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\TemplarStorm\Data" -a "C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\TemplarStorm\Archives\TemplarStorm_data.sga" -cf "TemplarStorm_data.sga_2011_03_13_15_33_02.sga_design" -log "TemplarStorm_data.sga_2011_03_13_15_33_02.log"
    15:33:02 - ModPacker - waiting for packers to finish
    15:33:03 - ModPacker - Successfully created archives for mod TemplarStorm
    15:33:03 - ModPacker - Successfully generated module file for mod TemplarStorm
    15:33:03 - ModPacker - Generating installation instructions for mod TemplarStorm
    15:33:03 - ModPacker - Successfully created installation instructions for mod TemplarStorm
    15:33:03 - ModPacker - Generating launcher for mod TemplarStorm
    15:33:04 - ModPacker - Successfully created launcher for mod TemplarStorm
    15:33:04 - ModPacker - Looking for additional archives...
    15:33:04 - ERROR - ModPacker - failed to copy additional archives to output directory
    15:33:04 - Exception Info
    Type: IOException
    Message: The process cannot access the file 'C:\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\TemplarStorm\Archives\GameAttrib_orig.sga' 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.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite)
    at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite)
    at ModTool.FE.ModReleaser.IncludeAdditionalArchives()

    No additonal data available.
    No InnerExpcetion

  22. Modding Senior Member  #772
    Thank you, I'll investigate as soon as I'm done releasing the source code.

  23. #773
    Thanks Cope. Don't fancy starting from scratch every time I want to change something!

  24. Modding Senior Member  #774
    The source code is now available on GoogleCode. Drop me a line if you're interested in contributing. The Google code page is still lacking documentation etc. and parts of my personal framework are not yet included but should follow soon.
    I'm not yet 100%-sure how all this will impact the further development but I'm confident that it'll improve the overall quality of the code and thus the tool; the frequency in which I released updates in the past on the other hand will certainly decrease.

  25. #775
    Member Chaos Godstone's Avatar
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    Originally posted by Gorb 'the cruel'
    1. "X" button on the end of each window tab that closes the tab?
    This method is used by Notepad++, Cope. It's also a setting that you can turn on and off.

    I would help with the Toolbox's coding if I could find a relatively cheapish Teach Yourself 'every-bit-of' Visual Studio 2008, having some financial problems at the moment, my brother and Ebay, I'm landed with the bills. All Warhammer/W40K related purchases

    I'm not exactly proficient and I've probably forgotten 50% of what I learned at college about Visual Basic/C++, not good. My last working project was a minor change to Doom 3 source allowing the Soulcube to be usable along with the Bloodstone Artifact of D3XP. I'm probably not up to your speed and understanding... ... and if I keep putting myself down, something I am good at, I'm going to be talking to you from a deep hole.

  26. Modding Senior Member  #776
    Notepad++ by the way also supports CTRL+W .

  27. #777
    Member Chaos Godstone's Avatar
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    Never tried that, just click the tick box so that the X button appears. A sort of fire and forget action on my part!

    EDIT:
    I've looked upon some of the source files, it's a bit like looking on a page of German and pronouncing correctly some of the words, if not the whole sentance, but not understanding what it says.

    OR, more to my Mathematical-less-ness,

    Being able to correctly write and present a long division all the way to completion and as for the sum of my troubles, ... the damn thing never works out correct! I've actually done this three times and been praised for it, I would ask myself why?

    TL;DR, I can read the format and syntax but don't know what it says.
    Last edited by Chaos Godstone; 14th Mar 11 at 2:05 PM.

  28. Modding Senior Member  #778
    There's not a single German word in the whole sources .

  29. #779
    Member Chaos Godstone's Avatar
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    Ha ha.
    Danke mein Freund, Ich sprache ...tiny bit of Deutsch. Best I can do off the top of my head, it's been years since school and I may not have spelt it correctly. My sister, who incidentaly has been to Germany, says that due to watching The Road To El'Dorado in all three languages I sound to use some Dutchness in my attempts.

  30. #780

    plugin compatibility

    hi cope, with DowToolbox 1.96 I have a matter loading the plugins, it's something like

    "Could not load plugin ImageViewerPlugin, Version=1.0.0.0,
    Culture=neutral, PublicKeyToken=null: Impossible to load one or more called types, Try to recover the propriety LoaderExceptions."


    also happen wit RBF Editor Plugin....

    I've tryed to overwrite the plugins with their older versions(downloaded with olderToolBoxes)but seems occurring the same...
    what I can do to edit my RBFs through your application?
    PleazeHelpMe

    Thanks, Luke

  31. Modding Senior Member  #781
    @lukejackska:
    Could you please include the full log file?

    @stampeed:
    Still investigating, haven't found the bug yet .

  32. #782
    here you have it:

    04:30:02 - LoggingManager - Logging system set up successfully!
    04:30:02 - ConfigManager - Setting up config system...
    04:30:02 - ConfigManager - Config system set up successfully!
    04:30:02 - Tool starting...
    04:30:02 - FE - Starting front end...
    04:30:02 - FE - FileTree controls setup started
    04:30:02 - FE - FileTree controls setup finished
    04:30:02 - FE - Front end successfully started!
    04:30:02 - PluginManager - Attempting to load plugins from plugins-folder C:\Users\kvs\Desktop\DoW2_ToolBox_1.96\plugins\
    04:30:02 - PluginManager - Could not load plugin!
    04:30:02 - LoaderExceptions:
    04:30:02 - Exception Info
    Type: FileNotFoundException
    Message: Impossibile caricare il file o l'assembly 'FreeImageNET, Version=3.13.1.1, Culture=neutral, PublicKeyToken=null' o una delle relative dipendenze. Impossibile trovare il file specificato.
    Exception source:
    Stack trace:


    No additonal data available.
    No InnerExpcetion

    04:30:02 - Exception Info
    Type: ReflectionTypeLoadException
    Message: Impossibile caricare uno o più tipi richiesti. Per ulteriori informazioni, recuperare la proprietà LoaderExceptions.
    Exception source: mscorlib
    Stack trace:
    in System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
    in System.Reflection.RuntimeModule.GetTypes()
    in System.Reflection.Assembly.GetTypes()
    in ModTool.Core.PluginManager.LoadPlugin(Assembly assembly)

    No additonal data available.
    No InnerExpcetion

    04:30:03 - PluginManager - Could not load plugin!
    04:30:03 - LoaderExceptions:
    04:30:03 - Exception Info
    Type: FileNotFoundException
    Message: Impossibile caricare il file o l'assembly 'cope.IO, Version=1.0.3995.33839, Culture=neutral, PublicKeyToken=null' o una delle relative dipendenze. Impossibile trovare il file specificato.
    Exception source:
    Stack trace:


    No additonal data available.
    No InnerExpcetion

    04:30:03 - Exception Info
    Type: FileNotFoundException
    Message: Impossibile caricare il file o l'assembly 'cope.IO, Version=1.0.3995.33839, Culture=neutral, PublicKeyToken=null' o una delle relative dipendenze. Impossibile trovare il file specificato.
    Exception source:
    Stack trace:


    No additonal data available.
    No InnerExpcetion

    04:30:03 - Exception Info
    Type: ReflectionTypeLoadException
    Message: Impossibile caricare uno o più tipi richiesti. Per ulteriori informazioni, recuperare la proprietà LoaderExceptions.
    Exception source: mscorlib
    Stack trace:
    in System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
    in System.Reflection.RuntimeModule.GetTypes()
    in System.Reflection.Assembly.GetTypes()
    in ModTool.Core.PluginManager.LoadPlugin(Assembly assembly)

    No additonal data available.
    No InnerExpcetion

    04:30:04 - RBFPlugin - Setup started
    04:30:05 - RBFLib - Reading RBF-Library
    04:30:05 - RBFDict - Reading RBF-Dictionary
    04:30:05 - RBFPlugin - Setup finished
    04:30:05 - PluginManager - Plugins successfully loaded!
    04:30:05 - ModManager - Language set to English
    04:30:05 - UCSManager - Initializing...

    thanks for the look! this is the original one...

  33. #783
    Awesome work on releasing the sources cope, even if I have absolutely no clue what any of it means. I'm just starting to learn C# and .Net at uni, hopefully by the end I'll be able to understand some of it anyway.

    I was going to ask for something, but then I saw "ScarPlugin", and figured you already have it under control Great work!

  34. #784
    Member Reaper297's Avatar
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    Okay, So I took my first real venture into modding for Retribution and DoWII entirely. So I wen through and made a simple mod that changes the look of the pvp force commander by making him look like gabriel. So I set the accessories and saved the RBFs. Clicked Release Mod and let it do its work. So I set the launch details to be -dev -test "test" but the only thing that seems to happen is that Retribution crashes as soon as I start it up.
    Here is my error log in case it is needed.
    20:55:33.34 c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution\DOW2.exe started at 2011-03-15 20:55
    20:55:33.34 OS NT 6.0, 4087 MB Physical Memory, 1851 Mb Physical Available, 3350 Mb Virtual Available
    20:55:33.34 RUN OPTIONS: -modname test -dev -test
    20:55:33.34 WORKING DIR: 'c:\program files (x86)\steam\steamapps\common\dawn of war ii - retribution'
    20:55:33.34 USER: 'Aurora'
    20:55:33.34 LOAD COMPLETE GlobalInit Core Systems 0.009
    20:55:33.39 GAME -- Failed to find mod 'test'.
    20:55:33.39 LOAD COMPLETE GlobalInit MOD & Filesystem 0.053
    20:55:33.39 APP - Multi-threading Enabled
    20:55:33.39 XTHREAD: Detected 8 core(s) with 8 hardware thread(s)
    20:55:33.40 LOAD COMPLETE GlobalInit Init XThread 0.002
    20:55:33.40 LOAD COMPLETE GlobalInit Render Window 0.000
    20:55:33.40 LOAD COMPLETE GlobalInit Scene 0.000
    20:55:33.40 LOAD COMPLETE GlobalInit Load Scheduler 0.000
    20:55:33.40 LOAD COMPLETE GlobalInit FileLogger 0.000
    20:55:33.40 LOAD COMPLETE GlobalInit Resource Tags 0.000
    20:55:33.40 LOAD COMPLETE GlobalInit Unique Check 0.000
    20:55:33.42 ParentalControls: Games Explorer found.
    20:55:33.42 ParentalControls: Module found.
    20:55:33.42 ParentalControls: IGameExplorer::VerifyAccess() call succeeded (0x00000001).
    20:55:33.42 ParentalControls: access granted.
    20:55:33.42 LOAD COMPLETE GlobalInit Parental Control 0.026
    20:55:33.42 LOAD COMPLETE GlobalInit App Lua 0.000
    20:55:33.42 LOAD COMPLETE GlobalInit Profile Manager 0.000
    20:55:33.42 FILESYSTEM -- filepath failure, missing alias 'DATA:config\sysconfig.lua'
    20:55:33.53 LOAD COMPLETE GlobalInit System Config 0.109
    20:55:33.53 LOAD COMPLETE GlobalInit Relic Online Data 0.001
    20:55:33.53 NetworkManager::Create - creating network manager
    20:55:33.53 SteamService: region is US
    20:55:33.53 Net::ThreadFunction - Entering network thread function...
    20:55:33.53 MessageInternal::CreateChannel: Created channel GSTP
    20:55:33.53 Session::Initialize - info, initializing session object, using threads.
    20:55:33.53 Transport::Connection request to lan://255.255.255.255:6112
    20:55:33.53 AutomatchInternal: Instantiating
    20:55:33.53 PartyInternal: Instantiating
    20:55:33.53 MessageInternal::CreateChannel: Created channel PRTY
    20:55:33.53 MessageInternal::CreateChannel: Created channel QCKM
    20:55:33.53 Session::Initialize - info, initializing session object, using threads.
    20:55:33.53 Transport::Connection request to lan://255.255.255.255:6112
    Any help on this matter would be greatly appreciated.

    '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.'

  35. Modding Senior Member  #785
    @lukejackska:
    That definitely is an outdated plugin. I'd recommend deleting the toolbox and then re-downloading the most recent version.

    @Promythyus:
    I'm not currently working on the ScarPlugin and currently it is just some syntax-highlighting. Originally it was a test to see how I could integrate WPFs in WinForms. Maybe I'll continue it later on but currently editing the files via Scite is much simpler.

    @Reaper297:
    20:55:33.34 RUN OPTIONS: -modname test -dev -test
    Drop the last parameter, -test is no valid argument. Also, when you have already released your mod you don't need to use -dev. The tool packs all your files into SGA-archives and you only need to use -dev when you're planning to load non-archived data.
    20:55:33.39 GAME -- Failed to find mod 'test'.
    Apparently your mod is not named test. Navigate to your Retribution directory and check that your mods module file is present. If the module file has been created via my Toolbox, it'll have the same name as the mod. Otherwise open it in Notepad and look for the mod's name (name = <your mod's name>).

  36. #786
    Fair enough, makes sense. Perhaps, maybe, then you could make it so that instead of displaying "Can't open the selected file blah, no suitable plugin found!", your tool opens the file in whatever windows uses as the default. If the file isn't extracted already, it also does that. Even better, it checks if the file is changed, and if not, it deletes it afterwards!

    You get where I'm going with this, it would save me at least a bit of effort

  37. Modding Senior Member  #787
    I have thought about it and I always worried about extracting files which aren't used at all. It never occurred to me that I already do change-detection and that I can simply delete the file afterwards. Sort of a hacky solution but I'll put it on my todo list as an optional feature. Thanks for your input .

  38. #788
    a first look let me though that all was working fine, but still remain a problem loading rbfeditorplugin.
    I've tried whit miguel rbf editor, but the onli dll visible by the program is the your dll, and now the problem appears when trying to open an .rbf file, not at start like before(this with the new download).

    Spoiler

    Last edited by lukejackska; 16th Mar 11 at 12:03 PM.

  39. #789
    Member Chaos Godstone's Avatar
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    I have thought about it and I always worried about extracting files which aren't used at all. It never occurred to me that I already do change-detection and that I can simply delete the file afterwards. Sort of a hacky solution but I'll put it on my todo list as an optional feature. Thanks for your input .
    Based on this ^

    @Copernicus
    I was thinking that if the tool was to directly open an .rbf extracted from Retribution's .rb2 or direct from the .sga the editor could show an rbf view with all extensions available but in the aegis of Relics optimisations only the edited rbf extensions would be written to the edited file. The rbf view would be showing a virtual .rbf, so to speak.

    *after-thought*
    Your Toolbox might already do this with regular .rbf's in DoW2/CR... hmm.
    and this ^

    I come humbly to fall upon bended knee before you my Magos and Servicer of His Will and place before you an idea of such witless wonder.

    Your Toolbox could show each opened .rbf populated with all extensions available relative to the type and usage of the .rbf Ebps, Sbps, Wargear, etc, perhaps distinguishing between extensions already used in the file and those usable and using your change-detection in the aegis of Relics optimisations only the edited rbf extensions would be written to the edited file.

    A bit of shameless re-wording of former ideas from your just-above-Servitor-worthy and dutifully bugging Engineseer.

  40. #790
    Member Reaper297's Avatar
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    So I dropped the -dev and -test part in the launch shortcut. But when I opened up the module all the names were correct. I tried again and while the game loaded up it didn't load up my mod.

    I'm thinking I shall restart and try again. Perhaps I messed something up in the creation process.

    I shall report back whether or not I'm successful.


    Edit 1: Okay so I just created another mod and before releasing it I ran the test option and the game crashed asking me if I wanted to send an error report. Chose the release option as well and tried that and still nothing. Nothing had been edited either. I know it can't be a framework issue as I have .NetFramework 4. So at this point I'm at a loss for what the issue could be.
    Last edited by Reaper297; 16th Mar 11 at 4:43 PM.

  41. #791
    Member General Kong's Avatar
    Join Date
    Jan 2010
    Location
    Tipperary, Ireland
    i am encountering the same problem as Reaper
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  42. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #792
    Retired Compliance Fairy Gorb's Avatar
    Join Date
    Jul 2006
    Location
    In the past
    I've been able to test my modification thoroughly which indicates either our system access permissions (read/write to the relevant folders) is different, and/or your modifications simply aren't setup correctly (or are otherwise corrupted or making changes the game can't accomodate).

  43. Modding Senior Member  #793
    @lukejackska:
    Please post the full log. It seems like you're either trying to edit a Retribution RBF without having the FLB file or you're trying to edit a non-Retribution RBF but activated Retribution mode for the RBF editor. Try disabling it in the Options of the RBF-plugin.

    @ChaosGodstone:
    Currently that's difficult to do and before I start making the RBF-editor more complex I'm looking into completely rewriting it. The current code is like ancient and anything new will only make it worse. I'm not sure when/if I'm going to do it but a rewrite it definitely necessary.

    @Reaper297:
    Please post your warnings.log and the toolbox logfile.

    @GeneralKong:
    Please post your warnings.log and the toolbox logfile.

  44. #794
    Member General Kong's Avatar
    Join Date
    Jan 2010
    Location
    Tipperary, Ireland
    heres my log file

    Spoiler



    where do i look for the warning.log file?

  45. Modding Senior Member  #795
    <UserPath>\My Games\Dawn of War ii - Retribution\Logfiles. Is this the toolbox logfile for when you open your mod? If it is, then your mod is no mod but an SGA archive.

  46. #796
    This is my log from what looks to be a straight forward crash.

    Code:
    19:29:10 - LoggingManager - Logging system set up successfully!
    19:29:10 - ConfigManager - Setting up config system...
    19:29:10 - ConfigManager - Config system set up successfully!
    19:29:10 - Tool starting...
    19:29:10 - Could not determine last used path, setting it to default path.
    19:29:10 - Trying to get Steam path from the registry
    19:29:10 - ModManager - GameDirectory changed to c:/program files (x86)/steam\steamapps\common\dawn of war ii - retribution\
    19:29:10 - Retribution mode enabled
    19:29:10 - FE - Starting front end...
    19:29:10 - FE - FileTree controls setup started
    19:29:10 - FE - FileTree controls setup finished
    19:29:10 - FE - Front end successfully started!
    19:29:10 - PluginManager - Attempting to load plugins from plugins-folder C:\Program Files (x86)\DoW II Mod Tools\Copes Toolbox\plugins\
    19:29:10 - RBFPlugin - Setup started
    19:29:10 - WARNING - RBFLib - Could not find RBF-Library tag groups file!
    19:29:10 - WARNING - RBFLib - Could not find RBF-Library
    19:29:10 - RBFLib - Reading RBF-Library (legacy)
    19:29:10 - WARNING - RBFDict - Could not find RBF-Dictionary
    19:29:10 - RBFDict - Reading RBF-Dictionary (legacy)
    19:29:10 - RBFPlugin - Setup finished
    19:29:10 - PluginManager - Plugins successfully loaded!
    19:29:10 - No DoW2 language found, setting it to default (English)
    19:29:10 - ModManager - Language set to English
    19:29:10 - UCSManager - Initializing...
    19:29:41 - ModCreator - Creating new mod...
    19:29:41 - ModCreator - Generating module file for new mod
    19:29:41 - ERROR - APPCRASH
    19:29:41 - PlugIns in use:
    ImageViewerPlugin.ImageViewerPlugin, ImageViewerPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - ImageViewerPlugin.ImageViewerPlugin
    ImageViewerPlugin.ImageViewerPlugin, ImageViewerPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - ImageViewerPlugin.ImageViewerPlugin
    RBFPlugin.RBFEditorPlugin, RBFEditorPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - RBFPlugin.RBFEditorPlugin
    
    19:29:41 - Mod info:
    No mod loaded
    19:29:41 - Exception Info
    		Type: CopeException
    		Message: Failed/extract to open GameAttrib.sga!
    		Exception source: CopeModToolDoW2
    		Stack trace: 
       at ModTool.FE.ModCreator.RepackAttribArchive(String filePath)
       at ModTool.FE.ModCreator.WriteMod()
       at ModTool.FE.MainDialog.<>c__DisplayClass6.<NewDoW2ModToolStripMenuItemClick>b__2(Object x)
       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(Object obj)
    
    		No additonal data available.
    		InnerException following
    
    19:29:41 - Exception Info
    		Type: UnauthorizedAccessException
    		Message: Access to the path 'C:\Program Files (x86)\DoW II Mod Tools\Copes Toolbox\temp\simulation\attrib' is denied.
    		Exception source: mscorlib
    		Stack trace: 
       at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
       at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, Object dirSecurityObj)
       at System.IO.Directory.CreateDirectory(String path)
       at ModTool.FE.ModCreator.RepackAttribArchive(String filePath)
    
    		No additonal data available.
    		No InnerExpcetion
    
    19:29:41 - END OF APPCRASH INFO
    Do you need any other information?

  47. #797
    Member General Kong's Avatar
    Join Date
    Jan 2010
    Location
    Tipperary, Ireland
    alright heres my warning.log file

    Spoiler


    and yes i found the log i posted earlier in the toolbox files

  48. Modding Senior Member  #798
    @Wizardofnoz:
    Do you run the Toolbox as administrator? If not, give it a try.

    @GeneralKong:
    I don't seem to understand your problem: You give me a toolbox log which does not log any mod-loading/creation at all. Now you have posted a warnings.log which clearly indicates that you're not trying to load a mod at all (at least not properly):
    19:12:58.22 RUN OPTIONS: -dev
    19:12:58.30 MOD -- Initializing mod 'DOW2', version '3.12', locale 'english'.
    Again, are you really sure that these are the right logfiles?

  49. #799
    *facepalm*

    Thanks Copernicus....

    *goes away feeling like a total tool*

  50. Modding Senior Member  #800
    Did that do the trick? It's basically the first thing you should do when getting unexpected access-denial messages .

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