Nukem9 / LinkerMod

Enhancements for Black Ops' modtools
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Possibly writing up the steps to build and compile maps #3

Open ghost opened 8 years ago

ghost commented 8 years ago

I'd love to do this and or add on to make things more user friendly. If you have the time to provide a simple steps list I can improve on it.

SE2Dev commented 8 years ago

I haven't finished the setup tool yet - all of the required files aren't yet included. The reason it isn't user friendly is because it's not done.

ghost commented 8 years ago

I noticed files were missing, most notably the steam api and a steam_appid.txt to allow the setup to actually run, I managed to compile everything and run setup. Are you interested in a pull that fixes the directory structure for d3dlib that you just added? the paths seem wrong initially...

SE2Dev commented 8 years ago

The SteamAPI files can't be redistributed as per the Steamworks ToS, I may eventually drop it as a requirement and just use registry keys.

As for D3DBSP_Lib, which LinkerMod branch are you compiling? I could've sworn the paths were correct last time I checked.

Edit: It looks like the submodule path got screwed up, I'll look into it.

ghost commented 8 years ago

Yep just a little but, I adjusted the output dir for d3dbsplib and them adjusted the paths in stdafx for the required mods and added an include to path_mod. I know about the steam API :P

Possible route would be to use the registry to get the steam install path and parse the "config\config.vdf" for library folders, then you could easily replace getting BO1's install path for different configurations.

SE2Dev commented 8 years ago

The D3DBSP_Lib submodule should be resolve to a valid path.

ghost commented 8 years ago

Nice, looking good 😎

ghost commented 8 years ago

Ayy mod compiled and loaded http://imgur.com/SDgCWTY

ghost commented 8 years ago

So when ever you're ready to push them xanims ;)

SE2Dev commented 8 years ago

The xanims should be fine - all dog, standard zombie anims are kept in common_zombie.ff

ghost commented 8 years ago

And common_zombie is loaded by default?

SE2Dev commented 8 years ago

As long as your map name begins with zombie_ and the zone has

ignore,code_post_gfx
ignore,common_zombie

the anims should be loaded from common_zombie.ff

ghost commented 8 years ago

Took all day to figure that out, had a hunch xD

ghost commented 8 years ago

What we had to do was copy common_zombie to the mod dir and rename it to mod.ff. That got us the huds working and zombie anims, whats still missing is the off perk models, as the powered on ones are in the common_zombie :)

SE2Dev commented 8 years ago

I highly advise against renaming common_zombie and moving it to the mod dir as it would effectively make it impossible to distribute your mod without distributing actual game files along with it.

ghost commented 8 years ago

No I know haha I already fixed it and don't need to do that anymore.

ghost commented 8 years ago

@SE2Dev Any tips on how to make the lighting better? Everything sorta glows and such...

SE2Dev commented 8 years ago

Try turning the light intensity down - or disabling HDR in launcher

ghost commented 8 years ago

@SE2Dev Thanks and the only other thing would be gibbing crash's the game Lol

SE2Dev commented 8 years ago

Make sure you assign the proper physic preset to the spawned gib models.

It should be "gib"

ghost commented 8 years ago

Hey thanks again, could you describe the process for setting up the mod in the custom maps tab? I assumed a mod.arena but the waw ones we copied crash the game. I already saw the description.txt. @SE2Dev

SE2Dev commented 8 years ago

You need to use coopMaps.arena because mods.arena crashes the game.

ghost commented 8 years ago

cod2rad exception report: Error Code: Error -1073741819, Details:

EXCEPTION DETECTED: EIP: 0x0043C604 EX0: 0x00000001 EX1: 0x77938010

EXCEPTION DETECTED: EIP: 0x0043C604 EX0: 0x00000001 EX1: 0x77939018

ghost commented 8 years ago

Not sure whats causing it but other maps work.

ghost commented 8 years ago

Edit: Something to do with your custom threading, commented out thread patching in cod2rad and fixed the problem.

Nukem9 commented 8 years ago

If you can, please upload the file somewhere (or privately)? Do you know how many tris your map has? It exceeded the 4,000,000 limit I think.

- or -

You can do it yourself. Change the arbitrary limit: BYTE g_TrisData[4 + 36 * 12 + 4000000]; -----> BYTE g_TrisData[4 + 36 * 12 + 8000000]; https://github.com/Nukem9/LinkerMod/blob/master/components/cod2rad/threading.cpp#L9

ghost commented 8 years ago

No its literally you're threading code :)

ghost commented 8 years ago

I commented out this:

// // Threading patches (4 threads -> MAX_THREADS threads) // //PatchThreading();

and it works fine.

Nukem9 commented 8 years ago

Yes.....I meant that you should try to change BYTE g_TrisData and check if it works with threading...

ghost commented 8 years ago

Ahh Give me one second, the map is huge.

ghost commented 8 years ago

Yes threading now works just fine. thanks @Nukem9 :) Didn't really improve speed or anything but it works.

ghost commented 8 years ago

@SE2Dev and or @Nukem9 Is there any way that the mods can increase the max primary lights? It's 255 right now, I assume that the native bo1 tools support more.

SE2Dev commented 8 years ago

Issues such as that would be better placed in their own issue. Also the 255 a limit of BO1 itself, not just the tools.

ghost commented 8 years ago

Ahh I'm surprised that they didn't increase this in bo1, I thought It was just because we're using cod2rad from codwaw and it just hadn't been changed.

SE2Dev commented 8 years ago

255 is still a lot of primary lights considering only 1 is allowed per surface.

ghost commented 8 years ago

Agreed, though we're nearing the brush limit :P

iAmThatMichael commented 8 years ago

What possible map could you have created that it's reaching these limits?

ghost commented 8 years ago

I'm working with exofile, lilrifa, radimax, and others.