Open ghost opened 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.
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...
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.
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.
The D3DBSP_Lib submodule should be resolve to a valid path.
Nice, looking good 😎
Ayy mod compiled and loaded http://imgur.com/SDgCWTY
So when ever you're ready to push them xanims ;)
The xanims should be fine - all dog, standard zombie anims are kept in common_zombie.ff
And common_zombie is loaded by default?
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
Took all day to figure that out, had a hunch xD
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 :)
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.
No I know haha I already fixed it and don't need to do that anymore.
@SE2Dev Any tips on how to make the lighting better? Everything sorta glows and such...
Try turning the light intensity down - or disabling HDR in launcher
@SE2Dev Thanks and the only other thing would be gibbing crash's the game Lol
Make sure you assign the proper physic preset to the spawned gib models.
It should be "gib"
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
You need to use coopMaps.arena because mods.arena crashes the game.
cod2rad exception report: Error Code: Error -1073741819, Details:
EXCEPTION DETECTED: EIP: 0x0043C604 EX0: 0x00000001 EX1: 0x77938010
EXCEPTION DETECTED: EIP: 0x0043C604 EX0: 0x00000001 EX1: 0x77939018
Not sure whats causing it but other maps work.
Edit: Something to do with your custom threading, commented out thread patching in cod2rad and fixed the problem.
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
No its literally you're threading code :)
I commented out this:
// // Threading patches (4 threads -> MAX_THREADS threads) // //PatchThreading();
and it works fine.
Yes.....I meant that you should try to change BYTE g_TrisData
and check if it works with threading...
Ahh Give me one second, the map is huge.
Yes threading now works just fine. thanks @Nukem9 :) Didn't really improve speed or anything but it works.
@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.
Issues such as that would be better placed in their own issue. Also the 255 a limit of BO1 itself, not just the tools.
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.
255 is still a lot of primary lights considering only 1 is allowed per surface.
Agreed, though we're nearing the brush limit :P
What possible map could you have created that it's reaching these limits?
I'm working with exofile, lilrifa, radimax, and others.
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.