Post by mentalist on Jan 22, 2016 13:00:05 GMT
Hi folks,
Big fan of both Blue Sun Mod & Mercapocalypse Mod!
I've been fiddling with the game lately but got frustrated when I tried to add extra custom weapons.
Say that I already have .ACT, .ACT.INF, .ATT files placed in the right place (ACTORS\ITEMS).
I created an empty WEAPONINFO file in INI\ITEMS, I copied one of the Rifle class item record from the the original WEAPONINFO and changed the ITEM to a unique name (which I suppose it is necessary).
I pointed ACTOR to the desired .ACT, pointed SOUND files to ones that exist.
I initially made a mistake of not putting the keyword END at the end of the file but once it's added this error came up.
The only way I could make the game happy while having a custom WEAPONINFO file exists, is to copy & paste the entire WEAPONINFO file from the original game files, which includes all the default guns the game came with, no more no less.
I also attempted to add the new weapon on top of that default WEAPONINFO, but I got a similar error.
But I suppose that's not a good way to do it since I've looked into how Blue Sun Mod & Mercapocalypse Mod do it, which I think they only define new weapons or weapons they want to re-define (unconfirmed) in WEAPONINFO.
I did the above attempts with ACT files packed in a azp, INI files placed in the game directory, which I assume it should work as well for testing purposes? I also tried to place the INI files in the same azp but threw the same error.
So here are the questions I have,
1. Am I on the right track? Did I miss anything?
2. Is there an order/priority of overwriting ITEM definitions in INI files, if such behaviour is allowed at all? If I understand correctly, multiple azp files might contain different definition in the same INI file? Does it have to do with the order of mods listed in vfs.ini? Top overwrites everything?
I cannot think of why the above method didn't work. I read somewhere on the net that the original game limited the amount of weapons/items allowed, but a solution was eventually found. Could this be the cause, if so is there a trick to getting around the issue?
Any inputs would be greatly appreciated.
Thank you
Big fan of both Blue Sun Mod & Mercapocalypse Mod!
I've been fiddling with the game lately but got frustrated when I tried to add extra custom weapons.
Say that I already have .ACT, .ACT.INF, .ATT files placed in the right place (ACTORS\ITEMS).
I created an empty WEAPONINFO file in INI\ITEMS, I copied one of the Rifle class item record from the the original WEAPONINFO and changed the ITEM to a unique name (which I suppose it is necessary).
I pointed ACTOR to the desired .ACT, pointed SOUND files to ones that exist.
I initially made a mistake of not putting the keyword END at the end of the file but once it's added this error came up.
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.015 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.015 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.315 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:00.521 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:00.858 WARNING1 [0] .\Items\Weapon\weapon.cpp (1188) Data |
The only way I could make the game happy while having a custom WEAPONINFO file exists, is to copy & paste the entire WEAPONINFO file from the original game files, which includes all the default guns the game came with, no more no less.
I also attempted to add the new weapon on top of that default WEAPONINFO, but I got a similar error.
But I suppose that's not a good way to do it since I've looked into how Blue Sun Mod & Mercapocalypse Mod do it, which I think they only define new weapons or weapons they want to re-define (unconfirmed) in WEAPONINFO.
I did the above attempts with ACT files packed in a azp, INI files placed in the game directory, which I assume it should work as well for testing purposes? I also tried to place the INI files in the same azp but threw the same error.
So here are the questions I have,
1. Am I on the right track? Did I miss anything?
2. Is there an order/priority of overwriting ITEM definitions in INI files, if such behaviour is allowed at all? If I understand correctly, multiple azp files might contain different definition in the same INI file? Does it have to do with the order of mods listed in vfs.ini? Top overwrites everything?
I cannot think of why the above method didn't work. I read somewhere on the net that the original game limited the amount of weapons/items allowed, but a solution was eventually found. Could this be the cause, if so is there a trick to getting around the issue?
Any inputs would be greatly appreciated.
Thank you