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664a068a8afa1Xkilljoy98

  • Company: N/A
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So in SS1 whenever I have made mods with custom levels for some reason when I add the Navigation and Mapping Unit and try and pick it up in game, it freezes/crashes the game and idk why.

If anyone knows the reason why or has a fix, it would be appreciated.

664a068a8b1b6voodoo47

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lets move it to the helpdesk and make make sure @dertseha and @3RDplayer do not miss it.

664a068a8b3d43RDplayer

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It works flawlessly for me. Must be a her problem. Can't help that. Maybe something in the level geometry is whacky and needs fixing. Or a placed item causes trouble. I already told her how to troubleshoot your mods and I am not repeating my trial and error and how to troubleshoot your mod advice a second time.

664a068a8b534voodoo47

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I'll probably bug you later here and there, I'm fairly serious about fixing those three audiologs and their texts.

so if you have something you could just copy from somewhere and paste it here or wherever, please feel free, we could use a SS1 modding guide even if it's just a bunch of hints and no-nos.

664a068a8b638Xkilljoy98

  • Company: N/A
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Yeah and since I can't go back and view those old message (thanks for that btw 3rd, real kind of you all /s), if you can find the info and copy it here it would be helpful.

But yeah idk what the issue could be, must be a limitation or something I am unaware of.
« Last Edit: 01. October 2022, 12:04:05 by Xkilljoy98 »

664a068a8b7d2Berathraben

  • Company: Social Worker by day, Night Dive Studios-Discord Moderator by night
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@voodoo47 I don't think this is the particular info you or Killjoy are looking for but it is something that can be added to a modding guide.
Digging through Discord for posts is a pain .
If I come across any more relevant ones I can add them to this post.
« Last Edit: 01. October 2022, 20:19:23 by Berathraben »

664a068a8b919voodoo47

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right now I'm still struggling to actually open and work with the logs. seems like only a handful are available for some reason, and I don't see any immediate way of browsing them (the assumption was logs will be listed by deck, that doesn't seem to be the case). anyway, I was able to export wavs, so I'm guessing it will also be possible to import them after editing.

664a068a8bb52Xkilljoy98

  • Company: N/A

664a068a8bc70voodoo47

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yes, already figured that part out, can now find all texts and wavs no issue. and I think I also know how to save the modified wav as a res file that could then be loaded via the mod manager.

question - can I simply jam the edited wav back into the original res, creating a full package with everything (edited AND unedited)? if so, how?

664a068a8bd8evoodoo47

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aha, nope, I have to take the text part back, what I now see and can work properly with are the wavs, the text is being displayed in the same window but cannot do anything with it.

window/texts does not seem to have anything log text related.
[textwhat.jpg expired]

664a068a8bfabXkilljoy98

  • Company: N/A
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voodoo47
Ik you can view the text but not the audio if that is what you mean

You also can't view the screen images for whatever reason

The editor has its limitations sadly and that can be frustrating sometimes but I suppose it is better than nothing.

664a068a8c0a0voodoo47

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that is not the issue, the problem is I don't see how to import/export the (log) texts. on that window, import/export will only do the wav files.

664a068a8c181Xkilljoy98

  • Company: N/A
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Oh yeah that is odd cause there should be an option, I see it on my end

664a068a8c343Xkilljoy98

  • Company: N/A
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You have to right click the text but here it is
[Inkyblackness.JPG expired]
[Hacked.JPG expired]
« Last Edit: 03. October 2022, 22:32:29 by Moderator »

664a068a8c494voodoo47

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ok, now that was as sneaky as it could have been. zero chance of finding out unless you right click by accident - thanks.

now, pretty much the only question left is - can I actually save the changes into the original res? basically, creating a full, complete res file that has all the original texts and also the few that are modified?

664a068a8c7a2Xkilljoy98

  • Company: N/A
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ok, now that was as sneaky as it could have been. zero chance of finding out unless you right click by accident - thanks.

now, pretty much the only question left is - can I actually save the changes into the original res? basically, creating a full, complete res file that has all the original texts and also the few that are modified?

Yeah, if you want to modify the original archive.res file or any of the files just copy the original and edit that (whereas if you want to make something from scratch then you can just use a folder to have it create one). I would actually recommend copying some of the original files for logs, art, etc since if you don't and it creates one, it can cause some issues when trying to play it.

For files:

- archive.res is the main level itself

- texture.res is the main textures

- cyberstng is text

- citalog and citabark is english audio and iirc the mfd icons

- geralog, gerbark, and gerstrng is german audio and text

- frnbark, frnalog, frnstrng is french audio and text

There is other stuff like 3d objects, video, and cutscenes but those are the files for probably the most important stuff.
« Last Edit: 02. October 2022, 14:44:30 by Xkilljoy98 »

664a068a8c8cfvoodoo47

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aha, I think I've got it - do not point hacked to the DATA folder, just drag and drop CYBSTRNG.RES into the editor (this would be a gigantic no-no in ShockEd), then modify whatever and save mod. full RES file now exists (slightly worried that despite making the text shorter the new RES is now larger, but oh well).

ok, I think I have all I need, so I'll take a shot at it next week.
« Last Edit: 02. October 2022, 14:51:03 by voodoo47 »

664a068a8cae9Xkilljoy98

  • Company: N/A
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voodoo47
Basically just copy any files you need to edit from the main file, you have to make data folder a reference for assets but don't make it the mod folder or that will overwrite data.

You can also do any of this for existing mods if you want to make an edit of a mod
« Last Edit: 02. October 2022, 15:02:54 by Xkilljoy98 »

664a068a8cc0bvoodoo47

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I have to admit I have no idea what do you mean. anyway;

-opened HackEd, dragged CYBSTRNG.RES into the window, it got loaded
-selected window/messages, found the log, modified the text
-save mod, changes got saved into the full RES

this works, no issues loading the modified RES in all available builds (EE, EESP, Shockolate).

664a068a8cd6eXkilljoy98

  • Company: N/A
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Ok at least it works, but I might have to make a proper guide for this since all the existing ones suck/are out of date.

Here let me find the files you will need. Just copy those from your data folder and when the mod is done delete everything that doesn't have a recent date. Archive.res is optional to copy, it depends on if you want to start the mod with a blank canvas or not.

I was gonna link a zip file but it totalled to 200,000 kb and I am pretty sure the max is a little over 100,000 kb

Also still don't have an answer to my initial question, I am hoping I can get it fixed before the mod is done.
[SS1 Files.JPG expired]
« Last Edit: 03. October 2022, 22:31:44 by Moderator »
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