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#1 AZZKIKR

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Posted 10 April 2009 - 09:31

i was bmaking a mod then this appeared

Quote

00:00:08.0808000] Critical: Specified manifest could not be found: C:\RA3 MOD SDK\BuiltMods\Mods\Balance mod\data\mod.manifest
Build failed on step 4


how do i solve it? and wat's mod.manifest?

is it this?

Quote

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<Includes>
<!--
mod.xml is the central include for mod setup data.
-->
<!-- These includes need to be in all mod.xml files -->
<Include type="reference" source="DATA:Armour.xml" />
<Include type="reference" source="DATA:ObjectCreationLists.xml" />
<Include type="reference" source="DATA:Weapon.xml" />



<!-- Including the Harbinger Gunship from Uprising -->
<Include type="all" source="DATA:Balance mod/Data/SovietAntiAirShip.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietAntiInfantryInfantry.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietScoutVehicle.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietCommandoTech1.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietBunker.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietAntiVehicleVehicleTech3.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietSurveyor.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietOutpost.xml"/>






</Includes>

</AssetDeclaration>

if it is, the mod changes nothing, no shorter build times. i changed the values in the abovenamed files, but RA3 is still the same.

Edited by AZZKIKR, 10 April 2009 - 10:43.

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#2 Golan

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Posted 10 April 2009 - 21:35

Mod manifest is a part of your mod's data. If it doesn't exist then there was probably a critical error when compiling. Go check the compiler log.
Now go out and procreate. IN THE NAME OF DOOM!

#3 AZZKIKR

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Posted 11 April 2009 - 00:27

is there a quick way to complete the mod.xml?'

and although i changed the conscript's build time

Quote

BuildTime="2"


and placed the name of the xml in

Quote

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<Includes>
<!--
mod.xml is the central include for mod setup data.
-->
<!-- These includes need to be in all mod.xml files -->
<Include type="reference" source="DATA:Armour.xml" />
<Include type="reference" source="DATA:ObjectCreationLists.xml" />
<Include type="reference" source="DATA:Weapon.xml" />
<Include type="all" source="DATA:Balance mod/Data/SovietAntiAirShip.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietAntiInfantryInfantry.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietScoutVehicle.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietCommandoTech1.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietBunker.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietAntiVehicleVehicleTech3.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietSurveyor.xml"/>
<Include type="all" source="DATA:Balance mod/Data/SovietOutpost.xml"/>






</Includes>

</AssetDeclaration>


and run it, no changes in the game happenned. conscripts still built in 4 secs. wat am i doing wrong?

Edited by AZZKIKR, 11 April 2009 - 00:58.

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#4 R3ven

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Posted 11 April 2009 - 01:13

i am having the same problam where it doesn't change anything.cuz i set the powerplant to build in .00000001 seconds(i have done this on generals sage engine so it will work here i'm pretty sure)but it still builds in 10 seconds.so hopefully someone knows how to fix this. i would put my code up but i'm not at my computer i'm at my sisters and i cant go to my house for a few days

#5 AZZKIKR

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Posted 11 April 2009 - 01:14

i haven't got a chance to try but is this part i deleted away important?

-->
<!-- These includes need to be in all mod.xml files -->
<Include type=”reference” source=”DATA:static.xml” />
<Include type=”reference” source=”DATA:global.xml” />
<Include type=”reference” source=”DATA:audio.xml” />
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#6 R3ven

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Posted 11 April 2009 - 01:21

yeh i'm almost psitive u always need that.i think it said it in the documentation

#7 AZZKIKR

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Posted 11 April 2009 - 02:46

i managed to fix it. now it works. but where can i change the time it takes to build something if power low?
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#8 R3ven

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Posted 11 April 2009 - 04:00

post the entire code of the unit/building you want to make normal in low power.if i can see what ur working with i may be able to help.and how did you get it working?

#9 AZZKIKR

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Posted 11 April 2009 - 04:16

i think i did something wrong with the mod.xml, so i reused the sample mods

edit/; strange, after editting it, it now fails. i added

Quote

<Include type="all" source="DATA:Balancemod/Data/SovietAntiAirShip.xml"/>
<Include type="all" source="DATA:Balancemod/Data/SovietAntiVehicleVehicleTech3.xml"/>

Edited by AZZKIKR, 11 April 2009 - 05:03.

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#10 Slye_Fox

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Posted 11 April 2009 - 05:28

get rid of the 'Balance mod/Data' from your references
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#11 AZZKIKR

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Posted 11 April 2009 - 12:14

?

so i just delete my balance mod folder in my documents and build mod again?

i tried renaming it and rebuilding the mod. same thing happened
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#12 Golan

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Posted 11 April 2009 - 12:49

No, don't delete the folder, change the path in the includes. Unless you are planning to heavily rely on discrete file positions, you should use relative filepaths and not care about the include tags (like DATA or ART at all).
Let's say your mod.xml is in mods\Balancemod\Data\ and a file called SovietAntiAirShip.xml is in mods\Balancemod\Data\Soviets\Units\ then use the include <Include type="all" source="Soviets\Units\SovietAntiAirShip.xml"/> in mod.xml.

If you still have this code in mod.xml, remove it. Don't even bother using a type="reference" include other than the ones for static, global and audio until you know what it does exactly.
<Include type=&#34;reference&#34; source=&#34;DATA&#58;Armour.xml&#34; />
<Include type=&#34;reference&#34; source=&#34;DATA&#58;ObjectCreationLists.xml&#34; />
<Include type=&#34;reference&#34; source=&#34;DATA&#58;Weapon.xml&#34; />


You were previously using the modname "Balance mod" while now you are just using "Balancemod". If your mod folder name still contains the space before mod, then the new includes cannot work properly. Anyways, it's generally advisable not to use spaces or special characters in your mod folder name - you might want to change it (if it still has the space ATM) but don't forget to doublecheck your includes in this case, unless you are using relative includes.

Edited by Golan, 11 April 2009 - 12:50.

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#13 R3ven

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Posted 11 April 2009 - 15:25

so thats how you fix it.i i will try this tomorrow when i'm at my own house.

#14 AZZKIKR

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Posted 12 April 2009 - 00:45

so like this?

Quote

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<Includes>
<!--
mod.xml is the central include for mod setup data.
-->
<!-- These includes need to be in all mod.xml files -->
<Include type="reference" source="DATA:static.xml" />
<Include type="reference" source="DATA:global.xml" />
<Include type="reference" source="DATA:audio.xml" />


<Include type="all" source="DATA:Soviet/Data/ObjectCreationLists.xml"/>

<!-- Including the Harbinger Gunship from Uprising -->
<Include type="all" source="DATA:Soviet/Data/Soviet/SovietAntiInfantryInfantry.xml"/>
<Include type="all" source="DATA:Soviet/Data/Soviet/SovietAntiAirShip.xml"/>
<Include type="all" source="DATA:Soviet/Data/Soviet/SovietAntiVehicleVehicleTech3.xml"/>
<Include type="all" source="DATA:Soviet/Data/Soviet/SovietBunker.xml"/>

<!-- New sample weapon.xml -->
<Include type="all" source="DATA:Soviet/Data/Weapon.xml"/>



</Includes>

</AssetDeclaration>

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#15 R3ven

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Posted 12 April 2009 - 01:47

does that work AZZKIKR?please tell me if it does cuz i am having problems with the SDK too so tomorrow when i'm back at my house i will know what to do.

#16 Golan

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Posted 12 April 2009 - 07:43

View PostAZZKIKR, on 12 Apr 2009, 0:45, said:

so like this?

[...]


You're calling your mod Soviet now? |8

Edited by Golan, 12 April 2009 - 07:43.

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#17 AZZKIKR

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Posted 12 April 2009 - 07:47

yep. just a rough name. i tried at a new mod name and editted values respectively
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#18 Slye_Fox

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Posted 12 April 2009 - 07:50

no,

DATA: refers to the data folder of your mod.

in your case DATA: = 'Soviet/Data'

make them like <Include type="all" source="DATA:Soviet/SovietBunker.xml"/>
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#19 AZZKIKR

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Posted 12 April 2009 - 08:01

i actually placed all my mod xmls in the data folder, following the sample mod. it appears maybe there's something wrong with my builder, as my skudef and big files are 1kb each
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#20 Golan

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Posted 12 April 2009 - 08:46

View PostSlye_Fox, on 12 Apr 2009, 7:50, said:

no,

DATA: refers to the data folder of your mod.

in your case DATA: = 'Soviet/Data'

make them like <Include type="all" source="DATA:Soviet/SovietBunker.xml"/>

According to the AssetBuilder's config, DATA: refers to \ModSDK, \ModSDK\Mods and \ModSDK\SageXML.


Regardless, I'd use this mod.xml:
<?xml version=&#34;1.0&#34; encoding=&#34;UTF-8&#34;?>
<AssetDeclaration xmlns=&#34;uri&#58;ea.com&#58;eala&#58;asset&#34; xmlns&#58;xsi=&#34;http&#58;//www.w3.org/2001/XMLSchema-instance&#34;>
<Tags></Tags>
<Includes>
<!--
mod.xml is the central include for mod setup data.
-->
<!-- These includes need to be in all mod.xml files -->
<Include type=&#34;reference&#34; source=&#34;DATA&#58;static.xml&#34; />
<Include type=&#34;reference&#34; source=&#34;DATA&#58;global.xml&#34; />
<Include type=&#34;reference&#34; source=&#34;DATA&#58;audio.xml&#34; />


<Include type=&#34;all&#34; source=&#34;DATA&#58;Soviet/Data/ObjectCreationLists.xml&#34;/>

<!-- Including the Harbinger Gunship from Uprising -->
<Include type=&#34;all&#34; source=&#34;Soviet/SovietAntiInfantryInfantry.xml&#34;/>
<Include type=&#34;all&#34; source=&#34;Soviet/SovietAntiAirShip.xml&#34;/>
<Include type=&#34;all&#34; source=&#34;Soviet/SovietAntiVehicleVehicleTech3.xml&#34;/>
<Include type=&#34;all&#34; source=&#34;Soviet/SovietBunker.xml&#34;/>

<!-- New sample weapon.xml -->
<Include type=&#34;all&#34; source=&#34;Weapon.xml&#34;/>



</Includes>

</AssetDeclaration>

This way, it works independently from the actual mod name.

Edited by Golan, 12 April 2009 - 08:46.

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#21 AZZKIKR

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Posted 14 April 2009 - 10:39

hmm, it doesn't work.

my mod name is Soviet, in it is a data folder, in it is armor, weapon and all that xml. then there's a soviet folder with the sovietantiairshipxml and etc
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#22 Golan

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Posted 14 April 2009 - 10:40

Well, what does the compiler say? You've got a nifty GUI now, so use it.
Now go out and procreate. IN THE NAME OF DOOM!

#23 AZZKIKR

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Posted 14 April 2009 - 11:31

well, the build log is around 60 pages long. hence, heres the ending

Quote

[00:00:29.9356000] Error: Input file 'art:extnktrack.xml' not found (referenced from file://c:\ra3 mod sdk\mods\soviet\data\soviet\sovietantiairship.xml). Treating it as empty.
[00:00:29.9356000] Loading 'file://c:\ra3 mod sdk\art\ex\extnktrack.xml'.
[00:00:30.0604000] Loading 'file://c:\ra3 mod sdk\mods\soviet\data\soviet\sovietantivehiclevehicletech3.xml'.
[00:00:30.1072000] Error: Mvp.Xml.XInclude.FatalResourceException: Resource error has occured and no fallback has been provided: An exception has occured during GetEntity call to custom XmlResolver.. ---> Mvp.Xml.XInclude.ResourceException: An exception has occured during GetEntity call to custom XmlResolver. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'c:\ra3 mod sdk\mods\soviet\Includes\SovietCrushUpgradePlayerPower.xml'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
at System.Xml.XmlDownloadManager.GetStream(Uri uri, ICredentials credentials)
at System.Xml.XmlUrlResolver.GetEntity(Uri absoluteUri, String role, Type ofObjectToReturn)
at BinaryAssetBuilder.Core.FileNameXmlResolver.GetEntity(Uri absoluteUri, String role, Type ofObjectToReturn)
at Mvp.Xml.XInclude.XIncludingReader.ProcessInterDocXMLInclusion(String href, String xpointer)
--- End of inner exception stack trace ---
at Mvp.Xml.XInclude.XIncludingReader.ProcessInterDocXMLInclusion(String href, String xpointer)
at Mvp.Xml.XInclude.XIncludingReader.ProcessIncludeElement()
at Mvp.Xml.XInclude.XIncludingReader.Read()
--- End of inner exception stack trace ---
at Mvp.Xml.XInclude.XIncludingReader.ProcessFallback(Int32 depth, Exception e)
at Mvp.Xml.XInclude.XIncludingReader.Read()
at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
at System.Xml.XmlDocument.Load(XmlReader reader)
at BinaryAssetBuilder.Core.AssetDeclarationDocument.LoadXml(Boolean updateDependentFiles)
at BinaryAssetBuilder.Core.AssetDeclarationDocument.InternalLoad(String reason, LoadType type)
at BinaryAssetBuilder.Core.AssetDeclarationDocument.Open(DocumentProcessor documentProcessor, FileHashItem hashItem, String logicalPath, String configuration)
at BinaryAssetBuilder.Core.DocumentProcessor.OpenDocument(String sourcePath, String logicalPath, Boolean generateOutput, String configuration)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessDocumentInternal(String logicalPath, String sourcePath, OutputManager outputManager, ProcessOptions op)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessIncludedDocuments(AssetDeclarat
ionDocument document, OutputManager outputManager, ProcessOptions op, Boolean usePrecompiled)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessDocumentInternal(String logicalPath, String sourcePath, OutputManager outputManager, ProcessOptions op)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessProjectDocument(String projectPath, Boolean generateOutput)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessDocument(String fileName, Boolean generateOutput, Boolean __outputStringHashes, Boolean& success)
at BinaryAssetBuilder.BinaryAssetBuilder.DoBuildData()
Step time taken: 00:00:33.5392000
Step time taken: 00:00:00
Step time taken: 00:00:01.5756000
C:\Users\Shah\Documents\Red Alert 3\Mods\Soviet\Soviet.big
File copied: C:\RA3 MOD SDK\BuiltMods\Mods\Soviet.big to C:\Users\Shah\Documents\Red Alert 3\Mods\Soviet\Soviet.big
Step time taken: 00:00:00.0468000
File written: C:\Users\Shah\Documents\Red Alert 3\Mods\Soviet\Soviet_1.0.skudef
Step time taken: 00:00:00.0156000
Build Completed
Build time taken: 00:02:05.5394000

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