MOD Refactoring

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Black NEXUS
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MOD Refactoring

Post by Black NEXUS »

Hi guys,

i've a probleme with my older mod from 2.3.x.

Code: Select all

info    |10:05:47: [_imd_load_polys:96] Invalid polygon size (4)
info    |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>'
error   |10:05:47: [_imd_load_level:611] (_load_level) unexpected directive 200 4
info    |10:05:47: [_imd_load_polys:96] Invalid polygon size (4)
info    |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>'
error   |10:05:47: [_imd_load_level:611] (_load_level) unexpected directive 4200 4
info    |10:05:47: [_imd_load_polys:96] Invalid polygon size (4)
info    |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>'
error   |10:05:47: [_imd_load_level:611] (_load_level) unexpected directive 4200 4
info    |10:05:47: [_imd_load_polys:96] Invalid polygon size (4)
info    |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>'
error   |10:05:47: [_imd_load_level:611] (_load_level) unexpected directive 2A00 4
info    |10:05:47: [_imd_load_polys:96] Invalid polygon size (4)
info    |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>'
error   |10:05:47: [_imd_load_level:611] (_load_level) unexpected directive 2A00 4
info    |10:05:47: [_imd_load_polys:96] Invalid polygon size (4)
info    |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>'
error   |10:05:47: [_imd_load_level:611] (_load_level) unexpected directive 6A00 4
info    |10:05:47: [_imd_load_polys:96] Invalid polygon size (4)
info    |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>'
error   |10:05:47: [_imd_load_level:611] (_load_level) unexpected directive 6A00 4
There're the pie files of an older version, how can i refactore there?
Exist newer and complete guides for modding?

Thx ;)
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Re: MOD Refactoring

Post by Staff »

Sorry, this account has been deactivated.
Please post issues in Website feedback instead, only Moderators can read things there.
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Re: MOD Refactoring

Post by Black NEXUS »

Ah, Thanks, i'll try it ;)

//Edit
The Link for the exe is dead. If i try to fix ist myself, it don't work, because i havn't the tc-pages...
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Re: Invalid polygon size

Post by Black NEXUS »

Safety0ff wrote:Windows folks can find an exe here: http://wz2100.net/~safety0ff/tools/
This Link is dead!
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Re: Invalid polygon size

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You expected something different from a ~3 year old post ?

This is why we don't like necro posts.
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Re: MOD Refactoring

Post by Berg »

https://github.com/Warzone2100/warzone2 ... implipie.c
Compile it or get some one to comile it for you.
I considered the requests from few threads and it seems no one wants to compile the program they need so I have attempted to remedy that here is a simplipie win7 compile it works on my machine that's all I can say.
To use it open a command prompt and navigate to where you have stored simplipie.exe to run it enter at the prompt "simplipie.exe -v and path to you file plus the files name.
EG: simplipie.exe -v Desktop/blhq.pie
Thats a example your paths maybe different ok so thats as good as it gets good luck.
regards Berg
Attachments
simplipie.zip
simplipie.exe made with gcc32 bit on a 64bit win7 + the simplipie.c file
(40.88 KiB) Downloaded 238 times
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Re: MOD Refactoring

Post by Black NEXUS »

Sorry Berg, C is not my specialization, I'm a web developer^^
But... Thx :)

And after the refactoring, it's works :D

I've one probleme: does the cyborg jump prop not move anymore?
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