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Possibly writing up the steps to build and compile maps

Open ghost opened this issue 9 years ago • 37 comments

I'd love to do this and or add on to make things more user friendly. If you have the time to provide a simple steps list I can improve on it.

ghost avatar May 02 '16 15:05 ghost

I haven't finished the setup tool yet - all of the required files aren't yet included. The reason it isn't user friendly is because it's not done.

SE2Dev avatar May 02 '16 17:05 SE2Dev

I noticed files were missing, most notably the steam api and a steam_appid.txt to allow the setup to actually run, I managed to compile everything and run setup. Are you interested in a pull that fixes the directory structure for d3dlib that you just added? the paths seem wrong initially...

ghost avatar May 02 '16 18:05 ghost

The SteamAPI files can't be redistributed as per the Steamworks ToS, I may eventually drop it as a requirement and just use registry keys.

As for D3DBSP_Lib, which LinkerMod branch are you compiling? I could've sworn the paths were correct last time I checked.

Edit: It looks like the submodule path got screwed up, I'll look into it.

SE2Dev avatar May 02 '16 19:05 SE2Dev

Yep just a little but, I adjusted the output dir for d3dbsplib and them adjusted the paths in stdafx for the required mods and added an include to path_mod. I know about the steam API :P

Possible route would be to use the registry to get the steam install path and parse the "config\config.vdf" for library folders, then you could easily replace getting BO1's install path for different configurations.

ghost avatar May 02 '16 19:05 ghost

The D3DBSP_Lib submodule should be resolve to a valid path.

SE2Dev avatar May 04 '16 21:05 SE2Dev

Nice, looking good 😎

ghost avatar May 04 '16 23:05 ghost

Ayy mod compiled and loaded http://imgur.com/SDgCWTY

ghost avatar May 07 '16 21:05 ghost

So when ever you're ready to push them xanims ;)

ghost avatar May 07 '16 23:05 ghost

The xanims should be fine - all dog, standard zombie anims are kept in common_zombie.ff

SE2Dev avatar May 08 '16 00:05 SE2Dev

And common_zombie is loaded by default?

ghost avatar May 08 '16 00:05 ghost

As long as your map name begins with zombie_ and the zone has

ignore,code_post_gfx
ignore,common_zombie

the anims should be loaded from common_zombie.ff

SE2Dev avatar May 08 '16 00:05 SE2Dev

Took all day to figure that out, had a hunch xD

ghost avatar May 08 '16 00:05 ghost

What we had to do was copy common_zombie to the mod dir and rename it to mod.ff. That got us the huds working and zombie anims, whats still missing is the off perk models, as the powered on ones are in the common_zombie :)

ghost avatar May 08 '16 00:05 ghost

I highly advise against renaming common_zombie and moving it to the mod dir as it would effectively make it impossible to distribute your mod without distributing actual game files along with it.

SE2Dev avatar May 08 '16 01:05 SE2Dev

No I know haha I already fixed it and don't need to do that anymore.

ghost avatar May 08 '16 01:05 ghost

@SE2Dev Any tips on how to make the lighting better? Everything sorta glows and such...

ghost avatar May 08 '16 17:05 ghost

Try turning the light intensity down - or disabling HDR in launcher

SE2Dev avatar May 08 '16 18:05 SE2Dev

@SE2Dev Thanks and the only other thing would be gibbing crash's the game Lol

ghost avatar May 08 '16 18:05 ghost

Make sure you assign the proper physic preset to the spawned gib models.

It should be "gib"

SE2Dev avatar May 08 '16 18:05 SE2Dev

Hey thanks again, could you describe the process for setting up the mod in the custom maps tab? I assumed a mod.arena but the waw ones we copied crash the game. I already saw the description.txt. @SE2Dev

ghost avatar May 10 '16 16:05 ghost

You need to use coopMaps.arena because mods.arena crashes the game.

SE2Dev avatar May 10 '16 17:05 SE2Dev

cod2rad exception report: Error Code: Error -1073741819, Details:

EXCEPTION DETECTED: EIP: 0x0043C604 EX0: 0x00000001 EX1: 0x77938010

EXCEPTION DETECTED: EIP: 0x0043C604 EX0: 0x00000001 EX1: 0x77939018

ghost avatar May 10 '16 20:05 ghost

Not sure whats causing it but other maps work.

ghost avatar May 10 '16 20:05 ghost

Edit: Something to do with your custom threading, commented out thread patching in cod2rad and fixed the problem.

ghost avatar May 10 '16 22:05 ghost

If you can, please upload the file somewhere (or privately)? Do you know how many tris your map has? It exceeded the 4,000,000 limit I think.

- or -

You can do it yourself. Change the arbitrary limit: BYTE g_TrisData[4 + 36 * 12 + 4000000]; -----> BYTE g_TrisData[4 + 36 * 12 + 8000000]; https://github.com/Nukem9/LinkerMod/blob/master/components/cod2rad/threading.cpp#L9

Nukem9 avatar May 10 '16 22:05 Nukem9

No its literally you're threading code :)

ghost avatar May 10 '16 22:05 ghost

I commented out this:

// // Threading patches (4 threads -> MAX_THREADS threads) // //PatchThreading();

and it works fine.

ghost avatar May 10 '16 22:05 ghost

Yes.....I meant that you should try to change BYTE g_TrisData and check if it works with threading...

Nukem9 avatar May 10 '16 22:05 Nukem9

Ahh Give me one second, the map is huge.

ghost avatar May 10 '16 22:05 ghost

Yes threading now works just fine. thanks @Nukem9 :) Didn't really improve speed or anything but it works.

ghost avatar May 10 '16 22:05 ghost