666ade4021013

666ade4021637
1 Guest is here.
 

666ade4022075Xkilljoy98

  • Company: N/A
666ade40220dd
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.

666ade402222bvoodoo47

666ade402227c
lets move it to the helpdesk and make make sure @dertseha and @3RDplayer do not miss it.

666ade40244e33RDplayer

666ade4024566
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.

666ade402464avoodoo47

666ade402469a
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.

666ade402476aXkilljoy98

  • Company: N/A
666ade40247b8
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 »

666ade4024939Berathraben

  • Company: Social Worker by day, Night Dive Studios-Discord Moderator by night
666ade4024985
@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 »

666ade4024acdvoodoo47

666ade4024b1b
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.

666ade4024e14Xkilljoy98

  • Company: N/A

666ade4024f57voodoo47

666ade4024fa2
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?

666ade4025061voodoo47

666ade40250aa
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]

666ade40252f4Xkilljoy98

  • Company: N/A
666ade402534a
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.

666ade4025401voodoo47

666ade402544f
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.

666ade40254e0Xkilljoy98

  • Company: N/A
666ade402552a
Oh yeah that is odd cause there should be an option, I see it on my end

666ade402569fXkilljoy98

  • Company: N/A
666ade40256ed
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 »

666ade40257b8voodoo47

666ade402580c
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?

666ade4025aefXkilljoy98

  • Company: N/A
666ade4025b45
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 »

666ade4025c37voodoo47

666ade4025c83
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 »

666ade4025ea0Xkilljoy98

  • Company: N/A
666ade4025efd
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 »

666ade4025fd4voodoo47

666ade4026021
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).

666ade402612eXkilljoy98

  • Company: N/A
666ade4026185
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 »
1 Guest is here.
This did little for my usually fortified peace of mind.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666ade4026cc9