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V 1.10 Efx file

Posted: Mon Aug 06, 2012 6:10 pm
by 4kEY
Has anyone made a file with just the additional entries in the update, so that I(we) can add them to my(our) custom efx file? I have RSM and a alot of additional entries...I'm glad I made a copy before installig v1.10.

Re: V 1.10 Efx file

Posted: Mon Aug 06, 2012 6:15 pm
by Rudankort
4kEY wrote:Has anyone made a file with just the additional entries in the update, so that I(we) can add them to my(our) custom efx file? I have RSM and a alot of additional entries...I'm glad I made a copy before installig v1.10.
We've made some fixes throughout the file, which are probably not so easy to find, but all new entries are at the end of the 1.10 efx file, starting from 280mm_K5.png and onwards.

Re: V 1.10 Efx file

Posted: Mon Aug 06, 2012 6:23 pm
by 4kEY
Good to know, thanks. I just found VP's new RSM update. If he has already done the work, I think I might use this as the foundation and copy my added entries into it.

edit: Rudankort, what is with all of the "#" signs in the new efx file?

Re: V 1.10 Efx file

Posted: Mon Aug 06, 2012 6:29 pm
by VPaulus
4kEY wrote:Good to know, thanks. I just found VP's new RSM update. If he has already done the work, I think I might use this as the foundation and copy my added entries into it.

edit: Rudankort, what is with all of the "#" signs in the new efx file?
If you were using my sound mod as the base of your custom efx file, it makes sense then to use the new version of RSM as the new foundation.

Re: V 1.10 Efx file

Posted: Mon Aug 06, 2012 7:00 pm
by orlinos
4kEY wrote:Good to know, thanks. I just found VP's new RSM update. If he has already done the work, I think I might use this as the foundation and copy my added entries into it.
Attached file should cover the tweaks to existing entries. (I hope I used Spreadsheet Compare correctly).

Re: V 1.10 Efx file

Posted: Mon Aug 06, 2012 7:02 pm
by Rudankort
4kEY wrote:edit: Rudankort, what is with all of the "#" signs in the new efx file?
All lines starting from # are comments and are ignored when the file is loaded.

Re: V 1.10 Efx file

Posted: Tue Aug 07, 2012 10:32 pm
by 4kEY
You know what, it was the Eqp file I meant, not Efx,. Are the # signs something I need to keep where they are?

Re: V 1.10 Efx file

Posted: Tue Aug 07, 2012 10:48 pm
by Chris10
4kEY wrote:Are the # signs something I need to keep where they are?
Only you know :wink:
The entry behind the # will be ignored...this almost true for any textbased gamefile in any game.
Either the designer wants to add a note or simply ignore that particular line for whatever other reason
So you could delete any line starting with an # or keep it or add more lines with an # and make comments for yourself or for others

Re: V 1.10 Efx file

Posted: Wed Aug 08, 2012 2:46 am
by Razz1
I have the equipment file but it has the AT and AA mod plus a couple of custom units.

Re: V 1.10 Efx file

Posted: Wed Aug 15, 2012 2:49 am
by blindsey
Just FYI, for when you make next patch, I came across around 3 records in the efx.pzdat file where the last entry under sound 3 was one column too far to the right. I doubt it will cause any problems, I just thought I would mention it. I am sorry but I fixed them before I thought to write down which records, but if you open the file in excel and scroll down you will see them as they stick out into the next column.