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An INI problem.
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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Sat Sep 06, 2003 1:52 am    Post subject:  An INI problem. Reply with quote  Mark this post and the followings unread

ok, i have attached my mod's INI files. whenever i try to start a mission or skirmish it freezes with the loading bar about one quarter finished. it ust stops loading. im hoping someone can read these over and give a hint to whats wrong. ill be looking over it too. so far i have fixed the only things i thought it was and it didnt fix anything. help!



modcodes.zip
 Description:
the INIs

Download
 Filename:  modcodes.zip
 Filesize:  92.25 KB
 Downloaded:  204 Time(s)


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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Sep 06, 2003 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

In my opinion, I see these problems in your rules:

[***Types] Lists can NOT have such entries like yours!
If you take a look at original INIs, you'll see that each unit is referenced in the list NOT by it's name, but by an abbreviation, which you can choose whatever you like. But it can't be like you did it:
Quote:

60=Chinook Mk.II
63=Scout Drone
65=Ore Drone
74=Mammoth Mk. II
75=Allied MRLS
76=Soviet MLRS


Make something like this:
Quote:

60=CHIN
63=SCDRON
65=ORDRON
74=MMK2
75=GMRLS
76=NMLRS


Maybe the ini parsing engine cant handle spaces and symbols like fullstop, comma, semicolon, etc. in the names... That's probably why WW _never_ used it in their lists. Follow that convention and you should be fine.

BTW, I'm currently making an utility for INI file checking for typos and such, and it found some missing prereqs/anims in your file, but I can't bother right now to see if they were only caused by your fullstop usage or something else. Maybe a little later...

Of course, I could be totally wrong with all this...

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sat Sep 06, 2003 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

you are correct, you can't have entries in the lists like that. It doesn't recognise spaces and I doubt that it recognizes periods (full stops, as some of you call them) as well. I don't know if it recognizes underscores, but it's probably best not to use them either.

good you haven't forgotten.... Smile

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Sep 06, 2003 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

it actually can worked fine first so find another problem

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Sep 06, 2003 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

it actually can worked fine first so find another problem


Another problem? OK, here goes....


LightningCellSpread=15 ; are you sure this can go over 10? Maybe it has the max value of 10 just like Nuke warhead.

GDIPowerPlant=GAPOWR,Fusion Power Plant

PrerequisitePower=GAPOWR,NAPOWR,NANRCT,inconsistence!FUSION

PrerequisiteBarracks=NAHAND,GAPILE,Terrorist Barracks,Terrorist Barracks 2

CrateMinimum=75 ; and I thought I was being n00bish when I had 20 here... seriously, don't put a number that high, it often makes that many crates appear at once.

BuildDefense=TESLA,ATESLA,GAPILL,NALASR,not found!NARAD ; you have [Radiation Cannon] further in the code

NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP,Nucler Research Lab

BTW, your countries seem a little unbalanced, some have lots o' bonuses, other have none whatsoever... oh well, balance can't crash your game, so it's your decision whether to fix it or not Wink

HIND [b/c of Carryall=yes] needs to be AircraftType wiht Aircraft locom, or else it'll crash the game

[GACNST]
Prerequisite=GACNST,GADEPT,GATECH,GAPOWR,GAREFN,GAPILE,GAWEAP ;I think that's illogical... besides, buildable CYs commonly crash the game, I remember someone saying that.
And if you do make GACNST buildable, at least do the same to NACNST...

[HowitzerGunE]
...
Camera=yes
Report=ApocalypseAttackGround,NukeSiren ;multiple sounds? that's TS style, AFAIK, in ra2 you have to define
in rules.ini:
Report=HowiGun
in sound.ini:
[HowiGun]
Sounds=$apoatta $nukesirn ; something like that Wink

and is Camera=yes a valid tag? I thought it was hardocdeed only for SPYP in YR....

[NukeTillerry]
...
IsSimpleDeployer=yes ;I don't know surely how this works, but you don't have UnloadingClass, nor DeploysInto...
Deployer=yes
DeployFire=yes
Besides, AFAIK, Deployer=yes is OBSOLETE in comments.

[Chinook Mk.II] ; already said...
...
Sensors=yes ; can aircraft/heli do that?
DetectDisguise=yes ; same q here

[Super Demolition Truck]
Primary=CRMakeupKit ;
DeathWeapon=Doomsday Nuke ;like said before, spaces confuse the engine and are allowed only around the = sign and between text and comment sign.
IsSimpleDeployer=yes ; again, no UnloadingClass...

[AirPort]
...
Prerequisite=NAPOWR,NATECH,TESLA ;what's the point of that?
FreeUnit=Tesla Fighter ; you reference stuff by it's code ,not by name... should be FreeUnit=AIR001
[AIR001]
UIName=Name:TESLAFIGHT
Name=Tesla Fighter
Prerequisite=NAPOWR,NATECH,PORT ;don't you mean AirPort? Inconsistence...

[AK-47E]
..
; Clone of M60E
DisguiseFireOnly=yes ; why?

also, many of your forces have stealth abilities. That's not very good for defense purposes.

again: IsSimpleDeployer needs some extra stuff like UnloadingClass and DeployingAnim. And it doesn't need Deployer=yes (look at siege chopper for proof).

[Shore Cannon]
UnitRepair=yes ;combined with NumberOfDocks=1, this makes your cannon repair ships, but not build them... is that what you need? Also, AI won't use it for unit repairs unless it's listed under RepairBay= in [General] section.
BuildLimit=5
Primary=GrandCannonWeapon
DeathWeapon=GrandCannonWeapon ; it'll be fired under itself, probably no point for that

Cloakable units usually have that abilityto outweigh their lack of self-defense (spies) or firepower (stealth tanks), so do you think it's logical to give almost everything Sensors=number_over_10 and an equal DetectDisguiseRange? That totally disables spies, stealth tanks and stuff like that... What's the use?

[ROTR1]
Name=AH1 rotor blades
Image=ROTR1.vxl ; no need for .vxl
Spawns=PEBBLE ; where's the logic?
SpawnCount=5

[Terrorist Barracks]
...
RequiredHouses=Africans
ForbiddenHouses=Americans,Alliance,French,Germans,British ;combining these two is not a good thing
NODBarracks=yes ; It's NodBarracks, not NODBarracks...

[V2 Rack]
UIName=Name:V2RACK
Name=V2 Rocket Rack
Primary=none
Secondary=none
Cost=10
Explosion=NUKEANIM
Owner=Americans ; what's the use of V2 Rack? Firstly, Americans don't use V2... erm, nobody does. Soviets use V3, V2s belong in RA1 Wink Furthermore, why would Americans build some s*it
that does nothing and may cause devastation when destroyed?

[Land Mine]
Primary=MineBomb
Powered=yes
IsBaseDefense=yes
HasStupidGuardMode=false
HasRadialIndicator=true
Image=LANDMINE
DeathWeapon=MineBomb
Invisible=yes ; you don't see it, it's not good.. although it won't blow you up, it'll look stupid for a tank to blow apart from nothing. Especially if your own tank has just crossed the same square with no harm...

[NATURET]
...
[NATURRET] ;They're identical, why do you need two of them? Plus, you added their entries again below.
...

[MiG]
Image=MiG ;no need for that, engine looks for Image=NAME anyway... Image= is used only to override it

[Allied MRLS]
Primary=105mm ; MLRS don't carry cannons, they carry rocket launchers... look at your Soviet mlrs, that one has a sample rocket launcher... Wink

--------------- art.ini ------------

[TRACTOR]
Voxel=yes
Image=tractor.vxl ; don't give it extensions, Voxel=yes already shows it's in vxl+hva format. besides, that one never gets used b/c of these lines just below:

[TRACTOR]
Voxel=yes
Image=EUROC ;again, this isn't used... b/c of this:

; Clone of TAXI
[TRACTOR]
Voxel=yes
Image=TAXI

[BORIS]
Cameo=SPYICON
Sequence=GenSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135
SecondaryFireFLH=100,-25,135
Image=boris.shp ; again, no ext. needed
; <-- think you forgot to put a header here...
Normalized=yes
Remapable=yes
Cameo=FUSICON
Foundation=2x2
Height=4 ; change if wanted
Buildup=
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim= ;haven't tested with anim yet
ActiveAnimDamaged= ;haven't tested with anim yet
ActiveAnimZAdjust=-5
CanBeHidden=False
OccupyHeight=3 ;change if wanted
RemoveOccupy1=0,-1 ;change if wanted
RemoveOccupy2=-1,1 ;change if wanted
RemoveOccupy3=-1,2 ;change if wanted
RemoveOccupy4=0,2 ;change if wanted
RemoveOccupy5=0,3 ;change if wanted
DamageFireOffset0=72,15 ;change if wanted
DamageFireOffset1=-44,71 ;change if wanted [FUS]

I found MANY more flaws of the same kind, so I can't see how this file could have worked as expected (no offense, that's just a fact)...

However, not many of these errors can crash the game in the loading screen...

You really should have read DZ's ini guide before doing all this...

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Sun Sep 07, 2003 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damned tibed, igt was working fine till the other day. with some of those tings added. including the abrams, chinook, and 3how. i also removed boris, but it stayed there. maybe ill just use tibed to quickly create the rules for individual units and do the rest with ini editor 2 or something. damnit. i have a lot to fix.

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Sun Sep 07, 2003 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

and as for the mlrs, i was just testing the image, i was getting to the missile weapon. trust me, im not a n00b, ive been modding for 3 years with tibed, and have had no such problems until this week.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Mon Sep 08, 2003 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

now you see why we don't like TibEd.

Copy and paste and then modify works fine. Why use TibEd?

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Mon Sep 08, 2003 1:45 am    Post subject: Tibed Reply with quote  Mark this post and the followings unread

Tibed stinks. I found it harder to use that than just editing ini's by hand

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Mon Sep 08, 2003 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

btw by hand is much more fun

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Mon Sep 08, 2003 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can say that again Turalyon.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Sep 08, 2003 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Turalyon wrote:
btw by hand is much more fun


Ummm......we are still talking ini editing here, aren't we?

Last edited by Tratos on Mon Sep 08, 2003 7:33 pm; edited 2 times in total

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Mon Sep 08, 2003 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Tue Sep 09, 2003 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

from now on, im only using tibed to edit csf files (unless you guys know a better way) and to make new units without missing something, which ill just copy/paste the rules and fix them. also, nobody, you said you had a checker program, could i possibly use it? if so just email it to devin11590@yahoo.com if its not over 3 mb.

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Tue Sep 09, 2003 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread


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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Sep 09, 2003 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread


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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Tue Sep 09, 2003 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I love tibed, I started modding with tibed, and I'll use it to the end. I've not onced had a problem, and whats really wrong with it. Like it doesn't take anything away, it's basically the same just everythings set in nice little packages.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Sep 09, 2003 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

devin11590 wrote:
from now on, im only using tibed to edit csf files (unless you guys know a better way) and to make new units without missing something, which ill just copy/paste the rules and fix them. also, nobody, you said you had a checker program, could i possibly use it? if so just email it to devin11590@yahoo.com if its not over 3 mb.


My program is currently being beta tested (by Kravvitz). When it's complete, I'll make it publicly available.

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Tue Sep 09, 2003 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I look forward to trying it out Nobody keep up the good work Comrades

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tecnofreak
Disk Thrower


Joined: 01 Feb 2003
Location: Like I should know

PostPosted: Wed Sep 10, 2003 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

look, i tried tibed once and i can safely say that by hand is so much easier, ini's are designed to be edited by hand... if ya smart you get it right... at the mo i'm remaking the original ra2/yr rulesini to make it simplistic... all the rubbish in their, no oneder it scares newbys off... siftin through it is tough work.

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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Wed Sep 10, 2003 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I also use Tibed somethimes. It is the most helpfull when you want to do lots of little changes. It helps organise the INI wich is good like tecnofreak said the clutter is just annoying. (maybe Nobody can make an option that gets rid of all of west woods little coments thoughout the INI and help clean it up) As for Tibed it realy depends on the use for if they like it or not. Like in my english class some like to write ther essays with a pen(I guess they hope it looks like they spent more time on it and hope that will help there grade)others like to use there computer.

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Wed Sep 10, 2003 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

i use TibEd for testing voxels because its quicker to make a new unit and give it an art entry in like 60 seconds

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Thu Sep 11, 2003 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

i agree with sk8erkid, and TRUST me hellfire, you will regret the same problems i encounter with tibed once your mod hits a certain size and all the 'deleted' units clutter up (tibed never really deletes the unit, it just deletes the section in its interface, so your ini files get huge, thats how i ended up with 2 entries for the naturret , one with the wrong name, and the correct one) you should definately start to ween yourself off of tibed soon, before its troo late and you have 45+ errors to fix by hand. lol. im STILL fixing mine and have been for 5 hours total, its hard to find all the little mistakes, i have yet to see if it works again yet. i will probably test it out tonight.

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darkness
Cyborg Soldier


Joined: 29 Jun 2003

PostPosted: Thu Sep 11, 2003 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

If you really understand what you're doing, tibed or wordpad are about the same...
You CAN completely delete any entry with tibed and it makes 70% of the coding faster. Pretty much the only thing wrong with it is it is missing entries for some of the sections in the ini and you can't edit the [General] section manually (big flaw).
Everything else is fixable.
Its easiest to use something like tibed to do a rough go-over of a mod, the use wordpad to refine the details.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Sep 11, 2003 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awrethien wrote:
maybe Nobody can make an option that gets rid of all of west woods little coments thoughout the INI and help clean it up.


That function is already done.
BTW, my connection is buggy, so I can't be here often Sad But any suggestions are welcome (by e-mail, ICQ or by PM). I'll soon be making an TibEd-like tool just for AI editing, and I think it'll become useful as well.

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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Thu Sep 11, 2003 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nobody wrote:
That function is already done.
BTW, my connection is buggy, so I can't be here often Sad But any suggestions are welcome (by e-mail, ICQ or by PM). I'll soon be making an TibEd-like tool just for AI editing, and I think it'll become useful as well.


Thats good. Id like to see that AI editer! Cool Hope fully both will come out soon.

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Thu Sep 11, 2003 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

ya, i look forward to that soon too. let us know in the PPM news section when its done, if you cant post news, ill do it for you.

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darkness
Cyborg Soldier


Joined: 29 Jun 2003

PostPosted: Thu Sep 11, 2003 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI editor would be great. Espectially for adding more than a couple taskforces at a time...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Sep 12, 2003 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Nobody wrote:
devin11590 wrote:
from now on, im only using tibed to edit csf files (unless you guys know a better way) and to make new units without missing something, which ill just copy/paste the rules and fix them. also, nobody, you said you had a checker program, could i possibly use it? if so just email it to devin11590@yahoo.com if its not over 3 mb.


My program is currently being beta tested (by Kravvitz). When it's complete, I'll make it publicly available.


If you need a forum for your program, PM me (with name and description of the forum(s))

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Tue Sep 16, 2003 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

heh, the forum's already made. cant wait!

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baker
Civilian


Joined: 28 Oct 2003

PostPosted: Tue Oct 28, 2003 12:54 pm    Post subject: art.ini Reply with quote  Mark this post and the followings unread

When you are adding a new tank and they tell you to go to the " art.ini." file. what file is this and where do you find it, because it is not in the RA2 file.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Oct 28, 2003 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I already answered that in Deezire's forums, was it necessary to post the same q everywhere? And shouldn't this have been a new topic?

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Tue Oct 28, 2003 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea, that is offtopic #Tongue well, i have reverted to an older version, fixed it up a bit, and it works fine, thanks for your help guys.

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