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Mods aren't taking effect [temp solution found]


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#26 Henners

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Posted 30 August 2007 - 11:51

 CodeCat, on 30 Aug 2007, 21:47, said:

Same as where you got the SDK.


Yeah, I gots those + the required apps/.dll files... I don't know what else is available.. What else is there?

#27 Vengence

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Posted 30 August 2007 - 11:56

Aren't those the sample files?

EDIT: Forget it, posted too late.

Edited by Vengence, 30 August 2007 - 11:56.

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#28 Henners

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Posted 30 August 2007 - 11:59

 Vengence, on 30 Aug 2007, 21:56, said:

Aren't those the sample files?

EDIT: Forget it, posted too late.


Thats what I am confused about? I don't think I should need sample arts because the units/structure are 'already' built into the whole game thing.. I'm confuzzled about the whole assets needed thing.. he wont be specific to me..

#29 Vengence

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Posted 30 August 2007 - 12:15

Ok, whats your problem?
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#30 Henners

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Posted 30 August 2007 - 12:28

 Vengence, on 30 Aug 2007, 22:15, said:

Ok, whats your problem?


I'm able to compile mods fine. I can edit armor values, change weapons, weapon damages etc etc.. all fine. The only problem I am having is trying to change the cost of something, say power plant or refinery for example. When i play it shows the new cost, builds but when deploy/ready it is 'invinsible' ?

I've got the game on low settings, but I got mod_l.xml to counteract that as the game doesnt read mod.xml on low settings..

So I want to know what is causing this & what I need to do.. obviously there isnt something missing in terms of required apps/.dll files because I got mods working..

I'll attach my .xml files for you

Attached File(s)

  • Attached File  ZZZ.rar (65.72K)
    Number of downloads: 0


#31 CodeCat

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Posted 30 August 2007 - 12:32

The problem is that the game tries to include the existing model assets when you use/change an object. And if the original assets are not found, no model is visible ingame.

This build system really is messed up though. First you need all the assets even if you're not changing anything. And secondly, if you happen to have a huge mod that takes ages to compile, changing one little setting requires a complete rebuild. Shame on EA for not learning how proper build environments like GCC/make do it...
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#32 Vengence

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Posted 30 August 2007 - 12:38

I don't think I need to check the XMLs at all yet. First off lets see if you can play my mod. I use high settings and I modified a juggernaut a great deal but it works. Heck I even added 3 animations. If it is invisible to you then I have no idea.

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  • Attached File  mod.zip (141.29K)
    Number of downloads: 2

Edited by Vengence, 30 August 2007 - 12:41.

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#33 Golan

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Posted 30 August 2007 - 12:44

@Codecat
Sorry but that´s simply not true. BuiltMod does not have access to the games internal content, but the game does. Thus, the compiled mod does as well. See this thread for more informations and a "fix" for the invisibility problem.

You need NO assets unless changing them and TW´s binary system allows for much faster loading times. Also, recompiling a mod only requires time for compiling the files you´ve changed while the others will be loaded from a pre-compiled safe of the builtmods folder - I tried this with a 2mb model + 13MB of textures, the difference is clearly noticeable.

Edited by Golan, 30 August 2007 - 12:45.

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#34 CodeCat

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Posted 30 August 2007 - 12:49

Ah, I was worried about that already. So, much like in C++, it will compile each file into a separate object file, and then link/pack all the object files into one single mod file?
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#35 Henners

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Posted 30 August 2007 - 13:10

 Golan, on 30 Aug 2007, 22:44, said:

@Codecat
Sorry but that´s simply not true. BuiltMod does not have access to the games internal content, but the game does. Thus, the compiled mod does as well. See this thread for more informations and a "fix" for the invisibility problem.

You need NO assets unless changing them and TW´s binary system allows for much faster loading times. Also, recompiling a mod only requires time for compiling the files you´ve changed while the others will be loaded from a pre-compiled safe of the builtmods folder - I tried this with a 2mb model + 13MB of textures, the difference is clearly noticeable.


i already tried your 'fix' option an you got my replies there.. :dope:

#36 Vengence

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Posted 30 August 2007 - 13:10

This is true. What had taken like a few minutes the first time then only took a few seconds after the first compiling.

EDIT: You have a habit of replying when I am writing my reply Henners. I have no idea what your problem is because I do not get invisible units.

Edited by Vengence, 30 August 2007 - 13:12.

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#37 Henners

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Posted 30 August 2007 - 13:12

 CodeCat, on 30 Aug 2007, 22:32, said:

The problem is that the game tries to include the existing model assets when you use/change an object. And if the original assets are not found, no model is visible ingame.

This build system really is messed up though. First you need all the assets even if you're not changing anything. And secondly, if you happen to have a huge mod that takes ages to compile, changing one little setting requires a complete rebuild. Shame on EA for not learning how proper build environments like GCC/make do it...


So how do I compile all the assets into my mod file?

#38 Vengence

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Posted 30 August 2007 - 13:13

you don't. I modified the Juggernaut without the source files and it worked just fine. I even added 3 animations.
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