Author Topic: [Submod] Sword and Shield Version 3.0  (Read 16367 times)

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Carrion

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Re: [Submod] Sword and Shield Version 3.0
« Reply #15 on: July 23, 2016, 02:16:19 PM »
kale, i'm on windows 10 64bit by the way, I'm wondering if there are old files in your viking conquest directory that allow it to work for you but a fresh install non beta, 2.023 as described does not work.

I hope you find time this weekend!

Thanks

Kale3

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Re: [Submod] Sword and Shield Version 3.0
« Reply #16 on: July 24, 2016, 11:59:44 PM »
Hmm. Just tested on 2.023.

To provide a download you should include:

all .txt files
module.ini
.fx files
any resources you changes (music, BRF, textures, language, etc)

In short, all files on your module main folder. About 40 of them. Zip them together and you will avoid problems with the vanilla game version.

Well, I was going to do that originally, but I figured since it was a dlc, it would practically be getting the dlc for free.

Kale3

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Re: [Submod] Sword and Shield Version 3.0
« Reply #17 on: July 25, 2016, 12:06:26 AM »
Unfortunately this mode is utterly messed up, even for 2.023 patch version on Win 7 x64. It feels as tho it's missing a bunch of files. Are you sure you have included EVERYTHING that's necessary for this to work properly? Most of the menus are totally **** up. Even when I was making a character the description of your choices that you see on the right was completely gone! Every time I enter the inventory or character screen I get multiple error message pop-ups. Here's a few screenshots: http://imgur.com/a/fyQfj
Fresh install, fresh download, fresh settings, fresh sandbox

https://s32.postimg.org/wqqvx9c79/derp.png

https://s32.postimg.org/h6lsv36wl/derp.png

same issues, i ono ?  :cry:

Alright, I will post my entire module folder. It should work as I'm having no problems at all with my mod. It'll be up on nexus ASAP.
« Last Edit: July 25, 2016, 12:08:37 AM by Kale3 »

kalarhan

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Re: [Submod] Sword and Shield Version 3.0
« Reply #18 on: July 25, 2016, 12:21:39 AM »
Alright, I will post my entire module folder. It should work as I'm having no problems at all with my mod. It'll be up on nexus ASAP.

I don't think you understood my post. I was talking about the text files on the main folder (about 10 MB), not the entire thingy (Giga+).
^ anyone can download the entire game from TW, so you are OK including all files on your mod as well (as long you follow the EULA for submods)

It is safer to publish your entire module (to prevent issues with BRFs, textures, etc), but you can manage without it. In the other hand the text files are mandatory for tech reasons on how the engine (Warband API) works.

All text files (scripts.txt, strings.txt, ...), the module.ini, .fx, ... on a ZIP file... it should be about 2 MB. Also you will include your own assets (music, textures, etc) of course.

Carrion

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Re: [Submod] Sword and Shield Version 3.0
« Reply #19 on: July 26, 2016, 02:48:26 PM »
Kale, run a comparison with a vanilla VC module folder and pick out all the files that were changed, then zip them up in the proper directories. Once we get a hold on what your mod consists of and how its structured we can start to help bug hunt and add compatibiltiy with other mods and concepts!
« Last Edit: July 26, 2016, 02:58:17 PM by Carrion »

Carrion

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Re: [Submod] Sword and Shield Version 3.0
« Reply #20 on: July 26, 2016, 04:29:51 PM »
Uhhh... The txt files would show up as different in a comparison wouldn't they? size/time/date etc

Anyhow, it's been a few days, I'm wondering if its a matter of time for him or he's having issues.

Carrion

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Re: [Submod] Sword and Shield Version 3.0
« Reply #21 on: July 26, 2016, 04:51:15 PM »
so you're telling me a proper batch file comparison program would not catch difference in two files even with the same size? Seriously? for exsample, notpad++ does have scripting and a varriety of compare plugins? https://sourceforge.net/projects/npp-compare/

furthermore if he didn't modify a text file and didn't include it in the zip, it would still be broken? What?
« Last Edit: July 26, 2016, 04:54:14 PM by Carrion »

kalarhan

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Re: [Submod] Sword and Shield Version 3.0
« Reply #22 on: July 26, 2016, 05:26:19 PM »
furthermore if he didn't modify a text file and didn't include it in the zip, it would still be broken? What?

yes, because we are not talking about merging text files, but about compiled code source that reflects a close engine API. But that is off topic, if you want to learn more visit the Forge and study the compiler, the source is available with the game modules.

Carrion

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Re: [Submod] Sword and Shield Version 3.0
« Reply #23 on: July 26, 2016, 05:34:13 PM »
Fair enough, will do. I hope kale pulls it off either way.

Kale3

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Re: [Submod] Sword and Shield Version 3.0
« Reply #24 on: July 28, 2016, 01:17:05 AM »
kale, i'm on windows 10 64bit by the way, I'm wondering if there are old files in your viking conquest directory that allow it to work for you but a fresh install non beta, 2.023 as described does not work.

I hope you find time this weekend!

Thanks

When I updated the mod for 2.023, I uninstalled and deleted all Warband files. I then reinstalled and updated the mod for 2.023. So, it may have to do with previous mod versions that I worked off to update to 3.0, but I doubt it. I thoroughly played and tested before publishing, I even had to re compile the music files.

Kale3

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Re: [Submod] Sword and Shield Version 3.0
« Reply #25 on: July 28, 2016, 01:23:05 AM »
Kale, run a comparison with a vanilla VC module folder and pick out all the files that were changed, then zip them up in the proper directories. Once we get a hold on what your mod consists of and how its structured we can start to help bug hunt and add compatibiltiy with other mods and concepts!

Not how the system works... When you edit Module files, you know the code and what your changing, and I always keep backups. But I recently uploaded my module folder, so ploping that in your WB modules folder might work, I mean it's my own custom VC game, and my mod is working for me. Also, in another post you said you were running win 10 64 bit, same OS I'm running. Are you by chance using an nvidia card or amd? It doesn't matter what type of card, just the brand.

Kale3

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Re: [Submod] Sword and Shield Version 3.0
« Reply #26 on: July 28, 2016, 01:25:11 AM »
Uhhh... The txt files would show up as different in a comparison wouldn't they? size/time/date etc

Anyhow, it's been a few days, I'm wondering if its a matter of time for him or he's having issues.

As far as time goes, I've got a few days, then I'm off to summer vacation. I can still reply and talk to other users, but I won't have my PC with me so I won't be able to change or edit txt files and such.

Kale3

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Re: [Submod] Sword and Shield Version 3.0
« Reply #27 on: July 28, 2016, 01:31:05 AM »
Fresh install, fresh download, fresh settings, fresh sandbox

https://s32.postimg.org/wqqvx9c79/derp.png

https://s32.postimg.org/h6lsv36wl/derp.png

same issues, i ono ?  :cry:

Hey carrion, just wanted to add on the second photo (the red script error on map) is that the error is harmless, it's a script error and generally most script errors are harmless, though they are annoying. It's an issue that plagues most mods and native itself, so I hope this helps. As far as the village UI and such goes, is abnormal.

Carrion

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Re: [Submod] Sword and Shield Version 3.0
« Reply #28 on: July 28, 2016, 03:08:33 PM »
Awesome, thanks kale,  I am running a gtx 980. I got it downloaded this morning and tested it out really quick before going to work, looks like its good to go. I ll start a new game tonight and do a test run, let you know if i find any bugs, before starting my campaign.

thanks again

Kale3

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Re: [Submod] Sword and Shield Version 3.0
« Reply #29 on: July 29, 2016, 03:32:36 AM »
Awesome, thanks kale,  I am running a gtx 980. I got it downloaded this morning and tested it out really quick before going to work, looks like its good to go. I ll start a new game tonight and do a test run, let you know if i find any bugs, before starting my campaign.

thanks again

No problem man, it was easy  :). I thought that a GPUs different than nvidia may have caused graphical erorrs, but you have the same GPU as me so I can rule that out. Anyways, let me know if you have anymore problems, I'm happy to help.

Thanks, Kale.