ZombiesRus5

ZombiesRus5

Joined Member # 3496922
8 Posts 513 Replies 2,966 Reputation

[quote who="SuperZERO0" reply="37" id="2653843"]OK! I have it working. All except the sound folder copied over. The mod crash's though, and I did paste in the sound folder from the original mod into the test mod. Big difference in entity manifest count. Was 2176, after 1855. was this the same with yours? [/quote] Sorry, was out mowing [e digicons]:'([/e] Yes, the entity issue definately doesn't appear to be yours. Maybe there a double entries... I'm not really

278 Replies 1,210,831 Views

[quote]So to get this build file can I just copy the file you sent with the AHA mod. Then just change the name to I have no idea how to make these build files.[/quote] Assuming you have the lib directory in your eclipse project with the sins_build_tools.jar inside it. 1) Open the build. xml into an eclipse editor. 2) Locate the outline view. (Upper right in Java perspective, lower left in resource perspective).

278 Replies 1,210,831 Views

[quote]Also there is a small typo in this line !! [/quote] Sorry about the typo... I missed that when I was putting together an example buildout. Fortunately that line is only used in the ant validate task so it shouldn't cause any issues. I use the installation directories when building the entity and brush manifests. Distant Stars also has a few other directories I haven't incorporated into the copy portion: <echo message="Copying Galaxy fo

278 Replies 1,210,831 Views

[quote]For some reason you can't cycle forwards through races, so just right-click your way through the race list.[/quote] SuperZERO, I looked over your merge with Distant Stars and nothing stood out on the surface. So I went through the process of re-merging your mod with Distant Stars to isolate why the buttons are unable to cycle forwards when picking races. After running through the re-merging process myself I encountered the same exact issue. So I went through the process to rule

183 Replies 581,119 Views

I'm glad to hear you got the tool working. In regards to the build directory, it contains a build.xml that I put together for your mod to deploy from your project folder to the mod installation directory. If you update the properties to reflect the right directory structures. You can open the build.xml and right click deploy_mod in the Outline view, select Run As/Ant Build. This will generate the entity manifest and deploy the mod to the deployment directory (Note: only changed files

278 Replies 1,210,831 Views

[quote who="kyogre12" reply="3" id="2649791"] ps--does anyone have win7 that doesnt have any problems playing sins? I've got Window 7 Home Premium 64-bit, and Sins runs great, no problems at all. [/quote] Ditto!

4 Replies 4,171 Views

SuperZERO0, I made a eclipse project with your files and associated the entity validator with it. Here is the folder structure and files I included. http://dl.dropbox.com/u/5790092/SinsTools/aha.zip Note: I apparently broke the ignore case logic on file references when I refactored the entity validator. missing reference [.entity] PlayerTech.entity /AHA/GameInfo line 56 Entity Problem<b

278 Replies 1,210,831 Views

[quote who="SuperZERO0" reply="22" id="2648708"]Oops!, I did something wrong and I get this error; Problems occurred opening the selected resources. The project description file (.project) for 'AHA2' is missing. This file contains important information about the project. The project will not function properly until this file is restored. [/quote] Hmm, when a project is created a file name .project is located in the project directory.

278 Replies 1,210,831 Views

[quote]Excellent!, this tool is going to be very helpful I think. Is there anything that shouldn't go in to your project folders? Such as the AppData, xml, Font etc folders or do you just put in everything that can be converted to TXT.?[/quote] Good question, really anything can go in the project folders. But what is really needed are the files that can be referenced in your mod. Currently that means that all textures, sounds, etc as shown below need to be copied where the

278 Replies 1,210,831 Views

[quote who="SuperZERO0" reply="18" id="2647583"]Awesome!, so this works like the Dev. exe and it shows you exactly the line where the error is yeah? and it does it without having to run Sins. What do the warnings indicate? [/quote] You might also check out codesion.com. It's a free source code repository (up to 200 MB). If you ignore binaries this can go along way as Subversion only stores the changes in files reducing the amount of space actually needed. The benefit of usi

278 Replies 1,210,831 Views

Ya, I'm hoping someone still has the code for the beta envoy ability. They had a sabotage ability that worked to decrease allegiance in enemy gravity wells. Unfortunately, negative numbers don't appear to work with the current RestoreAllegiace modifier [e digicons]:annoyed:[/e]

37 Replies 38,703 Views

[quote who="SuperZERO0" reply="18" id="2647583"]Awesome!, so this works like the Dev. exe and it shows you exactly the line where the error is yeah? and it does it without having to run Sins. What do the warnings indicate? [/quote] Thats right, with the added benefit that you get to fix obvious errors prior to loading your mod in the dev.exe. None of the files are actually modified with this tool. Eclipse provides a way to associate markers to files that shows up as red x's

278 Replies 1,210,831 Views

Hey guys, I updated this thread ( https://forums.sinsofasolarempire.com/380774 ) with additional information on how to download and install eclipse and set it up for Entity level validation using my tool and also a section on using Ant. The Entity Validation tool is non-invasive to your mod and will only provide visual clues that something mi

22 Replies 66,273 Views

Using Ant to deploy a project. Ant is a simple build tool that can be utilized to automate repeated activities during a software development lifecycle. In this example the build.xml defines the repeatable steps to generate the manifest files and copy the game files. There is also a standalone target that can be used to validate the entities. http://dl.dropbox.com/u/5790092/SinsTools/build.xml Dow

278 Replies 1,210,831 Views

Oh, it works ok with no issues in the normal exe. But if you want to test in the dev exe you need to remove it from the 5th ability otherwise you can't select and give orders to the capital ship.

9 Replies 5,439 Views

Be warned though, the Dev exe complains constantly if you have a 5th ability on a capital ship. "Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4."

9 Replies 5,439 Views

Deliverance engine should immediately reduce alligience by x%. Plus I want that as a modifier [e digicons]B)[/e] P.S. didn't the original beta Envoy's have an ability to reduce allegience? Does it still exist in the code? I don't have the original beta files so am not sure.

37 Replies 38,703 Views

[quote]Every few seconds the game just -stops- functioning for about a half second, then starts right back up. Sound doesn't stop, just video/input. Ideas?[/quote] I've had something similar happen when running the game at 4x or more when the save game kicks in.

18 Replies 12,215 Views

I get failed to convert ANTIverylight to an enum with DEV tool. Also, here is a file that works after changing ANTIverylight to ANTIVERYLIGHT. http://dl.dropbox.com/u/5790092/Temp/FrigateCombatTurret.entity

10 Replies 4,860 Views