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errors in tools-x64

Started by Maxvdb, September 04, 2016, 12:00:17 PM

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Maxvdb

BuildDescription build  <= this is the build you are refering to in the ExternalList resource?
bla bla

StorageDescription storage  <= this is the storage you are refering to in the ExternalList resource?

bla bla



ExternalList resource
{
   External _resources
   [
      "Template/StoneHouse.rsc:build"      
      "Template/StoneHouse.rsc:storage"      
   ]
}

i downloaded your stonehouseoverride zip. run the batfile and it works:D

so my game can run mods. so that is good
but why doesn't it run my mods even the simple debugmenu wont show.

ps i want to thank everyone for helping and i tried everything i just think quoting and anwser everybuddy is a waste of time and doesnt make things any clearer (correct me if im wrong)

kid1293

#16
first - yes those are the sections I am referring to.

and - I can see your error
here is what you wrote in DebugMenu.rsc

ExternalList resource
{
   External _resources
   [
      "Game/toolbar.rsc:options"
   ]
}


That would only make the button 'Options' available
You have to address the debug button

So - look further down in toolbar.rsc and find:
Toolbar debug : "base" {  bool _visible = true; Toolbar _parent = "reports"; int _sortPriority = 1200; Action _action = Utility; ComponentDescription _tool = "Template/UtilityDebug.rsc"; Keys _hotKey = Camera1; bool

In your DebugMenu.rsc you have to write:

ExternalList resource
{
   External _resources
   [
      "Game/toolbar.rsc:debug"
   ]
}


I wrote Game/toolbar.rsc:debug from the beginning.
You changed it. Why?
Try to compile and run the original and see that it works.

I understand if you are confused by there being a Package-file only.
It contains two sections.
The second section - 'ExternalList list' is actually the 'DebugMenuResources.rsc'
written inside the package-file.
It works either way. You just have to address it where it is.


Maxvdb

I had it like

ExternalList resource
{
   External _resources
   [
      "Game/toolbar.rsc:debug"
   ]
}

But it didnt work and i thought try this.
As you can see on the first png of the cmd i had debug in stead of options

kid1293

Hmm...
I changed 'options' to 'debug' and compiled and your version works fine.
Well, you must have made more than one change.

You can send a personal message if you want anything else.
I am here almost every day and have (right now) time to kill.

Maxvdb

Im right now on my mobile. And ist almost bed time:) did you started a game with the mod? And it showed? On my main menu it shows but it doenst appier on the toolbar

kid1293

Yes, did it all again. Downloaded (your DebugMenu2)
changed options to debug, compiled and it works.

RedKetchup

Quote from: embx61 on September 06, 2016, 03:25:01 PM
QuoteJust a heads-up:
When you compile a mod, there will be one or two directories
in your directory with the mod file.
They are named 'bin' and 'Build'
You should always delete them after you have compiled a mod!
If they are left there they will stop new changes from being compiled.
(The compiler looks and - ahhh it's already there! So nothing new...)

Are you sure about this Kid?
I am doing it as you said for a final build to be on the save side but I recompile many times in between without deleting the build and bin folders and the changes I made are compiled.
I think the compiler 'see' changes made to files.

But I agree it is better save then sorry, that is why I delete the folders just before the final build.


i also often notice that, sometimes it bug or i dunno :P

this is the reason i always add +4 more lines at begining of my .bat :

cd WhiteHouse
rmdir bin /S /Q
rmdir build /S /Q
cd ..


that way i am always sure it does what i ask.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Maxvdb

oke because it worked on your computer i knew the mod was fine but my system wasn't so i deleded the modfile unpacked the mod1.0.6 and tried again. packed the data files from steam run the build resource and example bat. the apairy mod worked. so i tried the stonehouseoverride that didn't work but it did before the reinstall. so i decided to read the README file again. and i found the bit saying

bin\x64\Application-x64-profile.exe /onlypkg

i made a .bat ran it and the debug and stone house override worked.   i think it's such a noob fault you oversaw it i guess.

so my second question is do u Always start it with that .bat?

thanks again:D

kid1293

#23
Yes, it's what I have for any mod I make.
(are we talking about the same thing?)

You run a batch-file for starting the game. - bin\x64\Application-x64-profile.exe /onlypkg

I was talking about the modkit - running Tools-x64.exe.

There is so much that can go wrong, don't hesitate to ask.
But you have to tell more of the problem if we shall understand.
If I remember correct, your line of code tells the game to start with the newly
compiled mod - right?

Do you copy the mod to your Banished/Windata directory?
Maybe that's why it does not show up ??
Sorry for stupid question, but it's hard to get the picture of what's wrong.

Maxvdb

I started it normally by going in folder x64 aplication

Now i created a batch file with onlypkg

Run that and it works


And i dont copy it in the dir folder just run the batch file

I have tested a few files changed somethings and they worked. So now i can start modding

Thank you very much

kid1293