final steps.... FAILURE!

final steps.... FAILURE!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

final steps.... FAILURE!

Post by Dead.Rabit »

heyya, as you are probably aware.. from my high numbers of posting leo is trying to make a mod.

anyway, we've nearly finished. all we've done is replace files in XTA9.1 mod.

we've made a few attempts but all we need to do now is compile to sdz and rename it to XTA CE.

is there a wikipage with info on this... sorry we have searched =]
thanks again
D.R
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

modinfo.tdf im sure its in the wiki. and then its time to bust out 7zip (.sd7) or winrar (.sdz) these are just renamed .7z and .zip archives respectively.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

You arrange the requisite files, change the name in the modinfo and either...

Save into sd7 using 7zip, with the compression ratio of your choice.
Save into sdz using Winzip, " ".
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

thanks we were trying to make a .sdz using 7zip hope it works now about to test.....
It worked hurray, but all the guns didnt work.. :p well back to the drawing board!

cheers E0
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

>___>

I use 7z and I make sdz's...
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

mm it didnt work for us.
ohwell.

has anyone any clue why all the weapons would systematically fail.
well, most weapons.

that attack command dissapeared and everything.

the only exception to this was CORE commander, whos dgun button was available, however he fired a laser instead.

the ARM commanders laser didnt even fire.

it would be understandable if i had added or removed tags, however that was very rare.

thanks for any suggestions.
D.R
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

This is usually a missing semicolon somewhere in the weapons.tdf. Just one missing semicolon or unclosed bracket will stuff up all subsequent weapons. Does it work when you test it in .sdd? (Put .sdd on the end of the name of the folder and it will show up in your mods list, a godsend for testing mods).
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

is there any tool i can use too find this missing semicolon's or unclosed/unopened brackets?

itd be a great help
D.R
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

try a svn version of spring, it has a new tdf parser and has much improved error reporting. look in the development forum stickies for links to that.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Its generally a case of 'what did i do before it broke?'. Just go back and look at what you touched last- new tags that you wrote in by hand especially.

If you've made a lot of changes before testing them, thats probably going to be a problem (And is one of the many reasons why you should test your changes).
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

aye i wasnt expecting any problems from just changing values.

ive found and gotten rid of most of the missing semicolons.

theres are now only 30 or so not working units.. 45 if you include the bugs like ive got to add a noselfdamage to big burtha and torpedo bombers/seaplanes.

and half of the 30 units i expect are sharing theyre weapons.

i do however have a question.

the doomsday machine has 3 weapons and when you force attack, it takes on the range of its longest weapon.

however some units (ARM lightning tank and pelican) have taken on theyre shorter range weapon (lightning gun & laser respectively) as theyre maximum range, how do i repair this?

now that theres not so many things that need fixing, i only have to wait for E0 to finish the .FBI files and a little time to weed out bugs, then we're done.
try a svn version of spring, it has a new tdf parser and has much improved error reporting. look in the development forum stickies for links to that
i did take a quick look in the dev forum, however i really dont have much clue what im looking for besides the letters svn and download.. didnt have much luck, can you give more details about this?

i havnt tried out the .sdd yet. ill be trying it this afternoon

thanks for all the help, (heh must be a pain to have novice modders asking all the lame questions.)
D.R
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Units use their weapon1 as the reference for their range. They'll attack normally with other weapons when on Fire at will but they'll hold fire on all other weapons until Weapon1 can shoot if they get an attack order.
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