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 Post subject: Re: ToolBox
PostPosted: 31 Jan 2012, 02:22 
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Joined: 05 Aug 2009, 19:42
I've got a problem when running it with zero-k.
Zero-K v0.9.8.12 -> http://paste.pocoo.org/show/543338/ (notice the undefined functions)
Zero-K v0.9.9.2 -> http://paste.pocoo.org/show/543338/
End result is a completely broken mod, no com spawns, and I can't create units even with cheats.

The game runs fine if starting through springlobby or directly with a script.txt, without using toolbox

Example of my modinfo.lua:
Code:
-- ToolBox - A package of tools for game and map developers
-- Authors: CarRepairer, FLOZi, knorke
-- Thanks: jK (Chili), Tobi (LUS)

local modinfo = {
   name         = "ToolBox",
   shortName      = "TB",
   version         = "v0.1",
   game         = "ToolBox",
   shortGame      = "TB",
   mutator         = "Official",
   description      = "Useful tools for game development",
   modtype         = 1,
   depend = {
      "Spring Cursors",
      -- enter your mod here!
        -- "Zero-K v0.9.8.12",
        "Zero-K v0.9.9.2",
        --      "ba763.sdz",
   }
}

return modinfo

I have properly deleted cache/Archive*.lua thingy


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 Post subject: Re: ToolBox
PostPosted: 31 Jan 2012, 09:46 
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Joined: 29 Apr 2005, 00:14
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known issue, don't run it witk zk :P


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 Post subject: Re: ToolBox
PostPosted: 31 Jan 2012, 12:05 
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Joined: 05 Aug 2009, 19:42
easier said than done (working on an in-game mission editor and want to be compatible with zero-k missions)
eventually (couple of weeks-month probably), when i'm "done" with the initial release i should really get it working with zero-k, unless it gets fixed by then


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 Post subject: Re: ToolBox
PostPosted: 31 Jan 2012, 18:00 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
ZK has some special utility functions hidden somewhere in the luarules folder. It breaks with the toolbox mutator. How to fix?


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 Post subject: Re: ToolBox
PostPosted: 31 Jan 2012, 18:04 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
CarRepairer wrote:
ZK has some special utility functions hidden somewhere in the luarules folder. It breaks with the toolbox mutator. How to fix?

agonizingly digging through code :|


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 Post subject: Re: ToolBox
PostPosted: 31 Jan 2012, 18:15 
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CarRepairer wrote:
ZK has some special utility functions hidden somewhere in the luarules folder. It breaks with the toolbox mutator. How to fix?


Wait for new gadgethandler and see what happens.

(My gameplan for pretty much everything)


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 Post subject: Re: ToolBox
PostPosted: 26 Apr 2012, 03:39 
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Location: cheap kitchen
just tried out buildicon generator because of this thread:
viewtopic.php?f=14&t=28089
(the version from zK, pretty cool!)
Then noticed it is also in toolbox :-)
Though it is missing some image files, maybe include those as well:
LuaRules/Images/IconGenBkgs/bg_ground_rock.png
LuaRules/Images/IconGenBkgs/bg_underwater.png
etc
They are commentated out but for ease of editing it would be better to have them.


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 Post subject: Re: ToolBox
PostPosted: 26 Apr 2012, 16:34 
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Yeah, plan was to have a whole fancy-pants chili ui to select background images etc.

I may or may not get around to including those images in TB as a stopgap. :P


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 Post subject: Re: ToolBox
PostPosted: 26 Apr 2012, 22:45 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
IMO Toolbox would be better if it were self contained as well as / instead of needing the game to depend upon it.

(Course that might defeat the purpose)


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 Post subject: Re: ToolBox
PostPosted: 27 Apr 2012, 06:15 
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Toolbox depends on the game, shouldn't be done the other way round. And you can run it standalone, but what then would be the point (no content to run the tools on!)


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 Post subject: Re: ToolBox
PostPosted: 27 Apr 2012, 12:01 
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Joined: 05 Aug 2009, 19:42
FLOZi wrote:
Toolbox depends on the game, shouldn't be done the other way round. And you can run it standalone, but what then would be the point (no content to run the tools on!)

It may even "run" alone, but you would only be able to do map changes, nothing regarding units (such as animating them) would be possible.


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 Post subject: Re: ToolBox
PostPosted: 27 Apr 2012, 22:29 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
I transplanted giant portions of evo into it so that I could use the icongenerator.

That's the main reason. I couldn't get it to work on it's own because certain items were missing.


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 Post subject: Re: ToolBox
PostPosted: 19 May 2012, 14:35 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
I never got this to work.. though its needed direly :(


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