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MOD Refactoring

Posted: 10 Feb 2014, 23:22
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 ;)

Re: MOD Refactoring

Posted: 11 Feb 2014, 04:26
by Staff

Re: MOD Refactoring

Posted: 11 Feb 2014, 20:22
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...

Re: Invalid polygon size

Posted: 11 Feb 2014, 20:30
by Black NEXUS
Safety0ff wrote:Windows folks can find an exe here: http://wz2100.net/~safety0ff/tools/
This Link is dead!

Re: Invalid polygon size

Posted: 12 Feb 2014, 03:52
by Staff
You expected something different from a ~3 year old post ?

This is why we don't like necro posts.

Re: MOD Refactoring

Posted: 12 Feb 2014, 12:05
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

Re: MOD Refactoring

Posted: 13 Feb 2014, 22:47
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?