[Modding] Creating my first scenario
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
Is there anything else changed compared to the standard mod file compared to v3 except for the new line for terrain:
noGapConnectionsPercentageProbability="80" />
Is there a way I can easy compare this myself with the old and new file? I probably forget something from the old holland ag to the new one?
noGapConnectionsPercentageProbability="80" />
Is there a way I can easy compare this myself with the old and new file? I probably forget something from the old holland ag to the new one?
-
Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
I asked because I see in the new holland ag for exmample the cows are at line 22540 and in the new file at 22956
Re: [Modding] Creating my first scenario
There are many tools you can use for that. I use either DiffMerge or all the commanders which usually have this functionality as well (https://ghisler.com/advanced.htm)Cablenexus wrote:Is there a way I can easy compare this myself with the old and new file? I probably forget something from the old holland ag to the new one?
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
- It's pretty much what I expect. The changes I can find (452 lines in total) has to do with healing units, new line in terrain fooliage generation and some new UI elements.
- Hoewever there was one bigger difference between the old file and the new file with info available in the old file but not in the new file.
Those blocks looks like this and are a few:
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- Hoewever there was one bigger difference between the old file and the new file with info available in the old file but not in the new file.
Those blocks looks like this and are a few:
<TerrainModelVerticesMemento indexes="2|1|0" shadowValue="1" windCoefficient="1.0">
<modelVertices>
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<TerrainModelVertexMemento>
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<float>0.75</float>
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<TerrainModelVertexMemento>
<position x="0" y="0.455" z="0" w="0" isSet="true" />
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<float>0.375</float>
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-
Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
This is another one. It is in the old ag file, but not in the new:
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Re: [Modding] Creating my first scenario
Yes there were changes related to the geometry of trees. You need to copy this over to your mod. Ideally you should copy over the whole mod file and just paste there your initial changes
-
Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
But this is done already automatically when I used the tool to create mod no?pavelk wrote:Yes there were changes related to the geometry of trees. You need to copy this over to your mod. Ideally you should copy over the whole mod file and just paste there your initial changes
I just added the cows part and the altering of trees on tiles.
Re: [Modding] Creating my first scenario
Yes, if you did that way - created new mod by the tool and only add your own parts it should be okCablenexus wrote:But this is done already automatically when I used the tool to create mod no?
I just added the cows part and the altering of trees on tiles.
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
Mostly it are lines that are added. Resourcemomentos, healing etc
What I wonder, and I tried to find it in the logs from previous weeks, but none of the errors had to do with the MSVCR100.dll, so that's new for me.
Rest me nothing to do to stop testing/working on the mod, to see the working of the unmodded game for me for the moment.
What I wonder, and I tried to find it in the logs from previous weeks, but none of the errors had to do with the MSVCR100.dll, so that's new for me.
Rest me nothing to do to stop testing/working on the mod, to see the working of the unmodded game for me for the moment.
Re: [Modding] Creating my first scenario
The issue is definitely new, however it has nothing really to do with that MSVCR100.dll library.Cablenexus wrote:What I wonder, and I tried to find it in the logs from previous weeks, but none of the errors had to do with the MSVCR100.dll, so that's new for me.
You can continue on that mod without problems. What I would try is to continue working on the mod (or play the mod) without trees. Try it and lets seeCablenexus wrote:Rest me nothing to do to stop testing/working on the mod, to see the working of the unmodded game for me for the moment.
-
Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
You remember the one time I made it to turn 150 with the original kernell file from beta 4 in demo mode. Only ambientmodels where deleted from my save there.pavelk wrote:The issue is definitely new, however it has nothing really to do with that MSVCR100.dll library.Cablenexus wrote:What I wonder, and I tried to find it in the logs from previous weeks, but none of the errors had to do with the MSVCR100.dll, so that's new for me.
You can continue on that mod without problems. What I would try is to continue working on the mod (or play the mod) without trees. Try it and lets seeCablenexus wrote:Rest me nothing to do to stop testing/working on the mod, to see the working of the unmodded game for me for the moment.
But I will try without trees at all.
I thought it was good idea to stop working on it for a moment to see if the issue happens in a normal game as well.
Last edited by Cablenexus on Sun Jun 17, 2018 7:18 pm, edited 1 time in total.
Re: [Modding] Creating my first scenario
But when you play the game (even without ambient units), the error is still happening, right?Cablenexus wrote:You remember the one time I made it to turn 150 with the original kernell file from beta 4 in demo mode. Only ambientmodels where deleted from my save there.
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
That I'm not sure. I made it to turn 50 myself and in demo mode to turn 150. Without ambient models, but with normal trees.pavelk wrote:But when you play the game (even without ambient units), the error is still happening, right?Cablenexus wrote:You remember the one time I made it to turn 150 with the original kernell file from beta 4 in demo mode. Only ambientmodels where deleted from my save there.
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
I made the same setup as the demo map I played before, without the demo line, loading it as a save file and will play till crash.Cablenexus wrote:That I'm not sure. I made it to turn 50 myself and in demo mode to turn 150. Without ambient models, but with normal trees.pavelk wrote:But when you play the game (even without ambient units), the error is still happening, right?Cablenexus wrote:You remember the one time I made it to turn 150 with the original kernell file from beta 4 in demo mode. Only ambientmodels where deleted from my save there.
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
Beta v4, with newest kernell give empty forrest tiles in 80 x 80 map for me. GPU at max.(99%)
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
Give this error after a few seconds:
2018-06-17 21:34:11ZEmergency saved
Stack Trace [ at Aggressors.UI.MogreForm.Go()
at Aggressors.UI.MogreForm.Run(String[] args)
at Aggressors.UI.Program.Main(String[] args)]
inner exception Parameter is not valid.
Stack Trace [ at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)
at System.Drawing.Bitmap..ctor(Int32 width, Int32 height)
at Aggressors.UI.AggressorsForm.CreateHeightMap()
at Aggressors.UI.AggressorsForm.UpdateChartSquareChanges(ChartSquareChangedCollection chartSquareChanges, Boolean updateTextures, Boolean forceUpdateForSupplyView)
at Aggressors.UI.RunMethodChartSquareChangedCollectionEffect.RunEffect()
at Aggressors.UI.UnitEffect.TryRunEffect()
at Aggressors.UI.UnitEffect.ExecuteEffect(UnitEffect topEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(UnitEffect topEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(UnitEffect topEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect()
at Aggressors.UI.AggressorsForm.RunEffects(Boolean onlyNonPermanent)
at Aggressors.UI.AggressorsForm.FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.raise_FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.OnFrameRenderingQueued(FrameEvent evt)
at Mogre.FrameListener_Director.frameRenderingQueued(FrameListener_Director* , FrameEvent* evt)
at Ogre.Root.renderOneFrame(Root* )
at Aggressors.UI.MogreForm.Go()]
2018-06-17 21:34:11ZEmergency saved
Stack Trace [ at Aggressors.UI.MogreForm.Go()
at Aggressors.UI.MogreForm.Run(String[] args)
at Aggressors.UI.Program.Main(String[] args)]
inner exception Parameter is not valid.
Stack Trace [ at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)
at System.Drawing.Bitmap..ctor(Int32 width, Int32 height)
at Aggressors.UI.AggressorsForm.CreateHeightMap()
at Aggressors.UI.AggressorsForm.UpdateChartSquareChanges(ChartSquareChangedCollection chartSquareChanges, Boolean updateTextures, Boolean forceUpdateForSupplyView)
at Aggressors.UI.RunMethodChartSquareChangedCollectionEffect.RunEffect()
at Aggressors.UI.UnitEffect.TryRunEffect()
at Aggressors.UI.UnitEffect.ExecuteEffect(UnitEffect topEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(UnitEffect topEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(UnitEffect topEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect()
at Aggressors.UI.AggressorsForm.RunEffects(Boolean onlyNonPermanent)
at Aggressors.UI.AggressorsForm.FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.raise_FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.OnFrameRenderingQueued(FrameEvent evt)
at Mogre.FrameListener_Director.frameRenderingQueued(FrameListener_Director* , FrameEvent* evt)
at Ogre.Root.renderOneFrame(Root* )
at Aggressors.UI.MogreForm.Go()]
Re: [Modding] Creating my first scenario
I thought that you are going to try your scenario without animals?
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
Yes, but the ancient holland mod was loading instead of my holland map (I re installed again) so I thought I give it a try first.pavelk wrote:I thought that you are going to try your scenario without animals?
I start the no animal testing now.
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
Doublecheck. Aggressors V4, newest kernel.dll, load game without ambientmodels, play as Chimavii. Exact setup and settings like I used in the demo mode till turn 150.
This can take a while.
This can take a while.
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Cablenexus
- Sr. Colonel - Battleship

- Posts: 1691
- Joined: Mon Jan 04, 2016 7:09 pm
Re: [Modding] Creating my first scenario
- Something I notice before I play my first turn is that [space] is set to End Turn and N is set to next unit, while I changed this while saving my last mod to default and while this is also set to default in main game.
- I notice my mouse speed is set to 16 instead of 13, while I did nothing myself that alters that. I was not using my drawpad for example and windows was not chaning any settings (that I'm aware of).
- I decide to set all settings to default and save the profile and start my first turn.
- I notice my mouse speed is set to 16 instead of 13, while I did nothing myself that alters that. I was not using my drawpad for example and windows was not chaning any settings (that I'm aware of).
- I decide to set all settings to default and save the profile and start my first turn.