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Invisible building
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Louwiez
Vehicle Driver


Joined: 17 Sep 2015

PostPosted: Mon Sep 21, 2015 6:15 pm    Post subject:  Invisible building Reply with quote  Mark this post and the followings unread

I added a new building to the building list in rules.ini and i used an existing unused building in the game.

GGSPOT and GGSPOTMK

It worked so i was happy etc and continued adding a new vehicle.
After i tested the game again for the vehicle i found out that the tower was invisible, but it was still working.

So i looked at my rules and art, but nothing changed.
So i changed the name to TOWER in the rules and art.
Nothing changed. Buildable, working but invisible.

So i extracted the files and changed the names to NASPOT and added them to expand01.
I renamed the tower to NASPOT, but still the same problem... Invisible...
I find it kinda strange because it was fully working.
It had a working building animation and was a visible building.

I used the pillbox rules and art to make this tower.
I can't find the problem Neutral


##ART##
[NASPOT]
Cameo=SPOTICON
Image=NASPOT
Remapable=yes
Foundation=1x1
Height=4
Buildup=NASPOTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,10
PrimaryFireFLH=90,0,40
PrimaryFireDualOffset=true
SecondaryFireFLH=130,0,185
Recoilless=yes

##RULES##
[NASPOT]
UIName=Name:NASPOT
Name=Watch Tower
BuildCat=Combat
Armor=steel
Adjacent=4
ROT=10
Sight=9
DetectDisguise=no
Cost=1300
BaseNormal=no
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=Vulcan2
Secondary=FlakWeapon
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Prerequisite=NAHAND,NAHANDE,NARADR
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Arabs,Africans
TechLevel=1
BuildTime=1.5
Strength=2000
ClickRepairable=yes

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Sep 21, 2015 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is because you named it NASPOT and defined it as NewTheater=yes, so it will only show up in snow (arctic) maps. If you name it NGSPOT, it will show up in all theaters. Also, using Image= on something with the exact same name will confuse it as well and it won't show up.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 21, 2015 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

same issue as on your other building. NewTheater=yes

GGSPOT has an SHP for general theater, which is used when there is no special SHP for arctic, temperate or urban.
Thus it worked on all theaters

You now changed the name to NASPOT, which makes this only work for arctic (snow) maps.

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Louwiez
Vehicle Driver


Joined: 17 Sep 2015

PostPosted: Mon Sep 21, 2015 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its still invisible...

Changed the shp files to NSPOT.
Art title and rules title are NGSPOT.
image and buildup to NSPOT.

But isn't it weird that it worked before and now suddenly its invisible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 21, 2015 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^That makes no sense at all.
NSPOT is not the same as NGSPOT.
How should the game know which to use!?

[ID]'s in the ini and the files need to have the same name.


Since we don't know what you did before, we can't tell how and why it worked. Could have been pure luck, seeing how your logical reasoning works. #Tongue

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Louwiez
Vehicle Driver


Joined: 17 Sep 2015

PostPosted: Tue Sep 22, 2015 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I used same names before i replied in this post again Wink
Im first trying things myself and then try things you guys post.
But i posted this cus of what 4stargeneral said:

''Also, using Image= on something with the exact same name will confuse it as well and it won't show up.''

I just started doing something and tried if it worked. Never made a mod or anything so is was just trying.I searched for tutorials etc, but most of the things work with rockpatch and i dont want to use that. After my armory worked, i made this tower. I used these steps:


Copied GAPILL in art and rules and renamed it GAPILL01
I added a secondary gun.
Changed the prerequisite and strength etc.
And changed GAPILL and GAPILLMK to GGSPOT and GGSPOTMK
It worked perfectly.

Then i added a dropship and the building became invisible.
So i set the techlevel to -1 and suddenly the allied players couldnt build pillboxes and the AI was building GAPILL01.
So i renamed it.
But nothing changed... Except for that players can build pillboxes again.

But there is one thing i noticed yesterday.
The building was invisible so i sold it and ended the game. But when it said DEFEATED i saw a frame of the animation...

and YES IM JUST TRYING MY LUCK. But thats why i am asking you guys if i cant get it fixed. To learn how to do it and how it works.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 22, 2015 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

What you did sounds very confusing to me and hard to follow where a possible bug/mistake could have been made.
Can you upload your art.ini and rules.ini? I think this would speed up the error finding process a lot.

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Louwiez
Vehicle Driver


Joined: 17 Sep 2015

PostPosted: Wed Sep 23, 2015 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

My files:



1rules.ini
 Description:
These files are how i tested it the last time and it was invisible. I changed multiple things to ''try my luck'' :P

Download
 Filename:  1rules.ini
 Filesize:  535.7 KB
 Downloaded:  5 Time(s)


1art.ini
 Description:
I named both 1art and 1rules because i played a lan match and it had to be the original version again.

Download
 Filename:  1art.ini
 Filesize:  242.02 KB
 Downloaded:  4 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 23, 2015 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

code wise NSPOT looks ok.
Image=NSPOT in art.ini is redundant, but shouldn't cause too big problems.

So if you have NSPOT.SHP and NSPOTMK.SHP inside your ecache*.mix, it should work and be visible ingame.
Of course only in RA2, not in YR.

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Louwiez
Vehicle Driver


Joined: 17 Sep 2015

PostPosted: Wed Sep 23, 2015 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

ecache is just like expand a file i can create myself?

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 23, 2015 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, you can. But expand files are loaded before the game's mix files.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 23, 2015 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

wait, wasn't there a difference how RA2 and YR load ecache and expand mix files? Like RA2 being unable to read one of them or something like that?

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 23, 2015 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure what you are referring to. Which is RA2 unable to read?

"ecache" mixes are loaded only from the game's root. This is because the game loads "ecache"...".mix" files. Where anything could be between ecache and mix:
ecachelol.mix -> works
ecachekekkings.mix -> works
10ecache.mix -> doesn't work
The same for ecache mixes applies to "elocal" mixes.

For expand mixes this is different, they are loaded starting from expand99 to expand00.
Because their names are known before hand, these can exist inside other mix files.

Generally these expand mixes are loaded before the other mix files are loaded, hence why they are used for patches.

IIRC in TS there is a loop for ecache files similar to that of expand files, which is why there is an "ecache01.mix" file in tibsun.mix.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 23, 2015 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure. I thought YR introduced one of these files or changed something in the names. Like in RA2 only ecacheXX.mix files allowed while YR expands this to ecache*.mix or something like that.
I thought there is a difference which mixes RA2 and YR are able to read.

Just like old TS versions were unable to read ecacheXX.mix files, which were introduced with the FS patch.

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Louwiez
Vehicle Driver


Joined: 17 Sep 2015

PostPosted: Wed Sep 23, 2015 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you guys! Adding the ecache file did solve the problem! Very Happy

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 23, 2015 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like RA2 does not read ecacheXX.mix where XX is a number.
This is straight from the executable:
Code:
ECACHE*.MIX

For expand mixes it's this:
Code:
EXPAND%02d.MIX


Now, for TS this is what I found in the executable.
For ecache it's:
Code:
ECACHE%02d.MIX

For expand it's:
Code:
EXPAND%02d.MIX

In TS, ecacheXX.mix where XX can be anything, doesn't work.

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/ppm/'s stupidity

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Sep 23, 2015 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

ecache*.mix is common for both RA2 and YR as of last versions of the game. ecache* includes ecacheXX also.
expandXX.mix is for RA2 only, expandmdXX.mix is for YR only.

If duplicate files are present in both ecache* and expandXX.mix, file from expandXX.mix is loaded for RA2,
likewise expandmdXX.mix for YR.

Tree files are different for RA2, it is picked up from ecache*.mix. Trees shouldn't be placed in expandXX
for RA2. While trees can be placed in expandmdXX.mix for YR. There could be other files like trees.

Also mix parsing differs for YR 1.000 and 1.001 versions, don't remember now. There is also precedence of
langmd.mix, Ares removes this restriction so that expandmdXX could be used instead of touching the original
mix files.

ModEnc - http://modenc.renegadeprojects.com/Mix

In TS, ecacheXX.mix can be placed inside expandXX.mix, while it cannot be done so with ecache*.mix in RA2/YR.
Also expandXX.mix files are not supposed to be inside other mix files.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 23, 2015 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh... E1, go to 00426620 in gamemd.exe, it clearly states "ecache*.mix", nothing specific for mission disk.

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/ppm/'s stupidity

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Sep 23, 2015 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Looks like RA2 does not read ecacheXX.mix where XX is a number.

There is no problem to use numbers like ecache88.mix. Maps01.mix/maps02.mix are related to mission disk,
ecache* is not related to it.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 23, 2015 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, you're right. I meant that it doesn't do a fixed numerical loop for the X'. Razz

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/ppm/'s stupidity

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Sep 24, 2015 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Ecache is for new files, Expand is for updated files.

Or that's my understanding of Westwoods logic regarding them.

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