Army painter crashes

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Imperator1
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Army painter crashes

Postby Imperator1 » Sat 19 Mar, 2016 3:01 am

Hello!

I asked Caeltos for help, and he directed me here!

Myrdal and Wise Windu, could you please tell me what did you do to fix the army painter crash bug that got added with the Necron Overlord DLC?

I have been going around in the Tuning.lua but to no avail

Thank you for your help!
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Wise Windu
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Re: Army painter crashes

Postby Wise Windu » Sat 19 Mar, 2016 1:58 pm

You have to update a few files Relic changed to fix the crashes. tuning_info.rbf, autoblueprints.scar, attributes.rbf, and the armypaintercolours.lua and defaultchaptercolours.lua. You also have to change your .module file to have all of the new archives added through the patch (003_sound.sga, 005_laststand.sga, and any others you don't have there).

You also have to update your GameAttrib_orig.sga file because there are new base files, and because Relic updated fieldnames.flb. But the way Myrdal did it was by using our old version of fieldnames to rebuild the GameAttrib_orig.sga files so we didn't have to convert our edited ones. He'd probably be able to explain that part better than I have. Anyway, it'll probably work fine if you just use Elite's version of GameAttrib_orig.
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Re: Army painter crashes

Postby Imperator1 » Sat 19 Mar, 2016 9:34 pm

Thank you very much! I'll use that one and add you to the credits list.


I gave this a try but it seems the game crashes. The problem seems to be the attrib.rbf , the new one being incompatible with the old mod.

The entries in the attrib.rbf file seems to be mis-read by Cope's tools for me. It replaces "value" with "ork_kommando" for example.

When I tried to open Elite mod with the Cope mod tools 1992 version, it crashed. Are you using some other, better mod tools?
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Wise Windu
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Re: Army painter crashes

Postby Wise Windu » Sun 20 Mar, 2016 1:22 am

Did you replace the files I mentioned with new Relic versions? You should just add the new lines from Relic's files to your old ones, not completely replace them.

We aren't using better mod tools, it's just that the way the mod is packaged makes it impossible to open in Cope's. You have to open the .sga archive files individually through Cope's instead. We just use an unpacked dev version and add in updates to gitlab, then package it in .SGAs for release.
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Re: Army painter crashes

Postby Imperator1 » Sun 20 Mar, 2016 6:15 am

Thank you! I'll try to do that, though I'm afraid I don't know how to open the fieldnames.flb and add things to it, cope's tools don't do it. Which program should I use for that one?
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Re: Army painter crashes

Postby Wise Windu » Tue 22 Mar, 2016 2:28 pm

You'd have to ask Myrdal (hakon) about that. Not exactly sure what changes he made to it.
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Re: Army painter crashes

Postby Myrdal » Tue 22 Mar, 2016 6:18 pm

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Re: Army painter crashes

Postby Imperator1 » Thu 24 Mar, 2016 5:36 am

Thank you for your help, but when I did all this, the game crashes on startup with relic bug splatter coming up.

Here is the whole long list of warning log.

06:33:36.23 -- DOW2 Warnings Log --
06:33:36.23 D:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution\DOW2.exe started at 2016-03-24 06:33
06:33:36.23 OS NT 6.1, 16342 MB Physical Memory, 13344 Mb Physical Available, 3311 Mb Virtual Available
06:33:36.24 RUN OPTIONS: -nomovies -modname Astartes -dev
06:33:36.24 WORKING DIR: 'D:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution'
06:33:36.24 USER: 'Balazs'
06:33:36.60 MOD -- Initializing mod 'Astartes', version '1.0', locale 'english'.
06:33:37.19 APP - Multi-threading Enabled
06:33:37.19 XTHREAD: Detected 6 core(s) with 6 hardware thread(s)
06:33:37.21 ParentalControls: Games Explorer found.
06:33:37.21 ParentalControls: Module found.
06:33:37.30 ParentalControls: IGameExplorer::VerifyAccess() call succeeded (0x00000001).
06:33:37.30 ParentalControls: access granted.
06:33:37.35 NetworkManager::Create - creating network manager
06:33:38.41 WorldwideLoginService::WorldwideLoginService - initializing
06:33:38.41 RLink::WorldwideLoginService::LongPoller::ThreadFunction - Entering network thread function...
06:33:38.41 WinTransport - CreateSocket exclusive broadcast socket was available.
06:33:38.41 WinTransport - CreateSocket listening for broadcasts on default port
06:33:38.49 WinTransport - Host Name: Balazs-PC, aliases: , type=AF_INET, len=4
06:33:38.49 WinTransport - Host IP Address #0: 192.168.1.84
06:33:38.49 WinTransport - Host IP Address #1: 192.168.56.1
06:33:38.50 WinTransport - WARNING, MultipleNetwork adapters may cause problems
06:33:38.50 WinTransport - Interface #0: ip:192.168.1.84, broadcast:192.168.1.84, flags=IFF_UP IFF_BROADCAST IFF_MULTICAST
06:33:38.50 WinTransport - Interface #1: ip:192.168.56.1, broadcast:192.168.56.1, flags=IFF_UP IFF_BROADCAST IFF_MULTICAST
06:33:38.50 WinTransport - Interface #2: ip:127.0.0.1, broadcast:127.0.0.1, flags=IFF_UP IFF_LOOPBACK IFF_MULTICAST
06:33:38.50 Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
06:33:38.50 SessionManager - Peer Header Size = 15 bytes
06:33:38.50 SessionManager - Game Data overhead = 4 bytes
06:33:38.50 SessionManager - Proxy overhead = 7 bytes
06:33:38.50 AutomatchInternal: Instantiating
06:33:38.50 MessageInternal::CreateChannel: Created channel fffffffe
06:33:38.50 MessageInternal::CreateChannel: Created channel fffffffb
06:33:38.50 MessageInternal::CreateChannel: Created channel fffffffd
06:33:38.50 RLink::ThreadFunction - Entering network thread function...
06:33:38.50 NetworkManager::Create - creating network manager
06:33:38.50 SteamService: region is HU
06:33:38.50 Net::ThreadFunction - Entering network thread function...
06:33:38.56 GAME -- Dawn of War 2, EXE Version: 3.19, Build 10316
06:33:41.57 Detected Device Vendor:0x10DE DeviceID:0x1380, Product:0x000A, Version:0x0012, Subversion:0x000D, Build:6175
06:33:41.66 ShaderDatabase : shader [DATA:Shaders\terrainoverlay.shader] specifies an undefined inputlayout terrainbasemesh.
06:33:41.69 VIDEO -- Driver Name = nvd3dum.dll Desc = NVIDIA GeForce GTX 750 Ti
06:33:41.69 VIDEO -- Driver Vendor = 0x10DE Device = 0x1380 SubSys = 0x36CA1458 Rev = 0x00A2
06:33:41.69 VIDEO -- Driver Version Product = 0x000A Version = 0x0012 SubVersion = 0x000D Build = 0x181F (6175)
06:33:41.69 VIDEO -- Driver GUID = {D7B71E3E-50C0-11CF-F76F-C7161FC2C735}
06:33:43.62 VIDEO -- Detected Display Video Memory [4095 MB]
06:33:43.62 VIDEO -- 64bit OS Detected
06:33:43.63 VIDEO - NVIDIA card version [65552], memory, dedicated [4096 MB], system [0 MB], shared [7914 MB]
06:33:43.63 VIDEO -- Dedicated Video Memory [4096 MB]
06:33:43.63 VIDEO -- Graphics Card Memory [4095 MB] Texture Memory Available [3742 MB].
06:33:43.63 RTREF - Creating RenderTarget <worldscene render target>
06:33:43.63 RTREF - Found Reservation
06:33:43.63 RTREF - Creating RenderTarget <depth pre-pass render target>
06:33:43.63 RTREF - Found Reservation
06:33:43.63 RTREF - Creating RenderTargetTexture worldscene render target texture
06:33:43.63 RTREF - Found RTT Reservation
06:33:43.63 RTREF - Creating RenderTargetTexture post process bright pass texture
06:33:43.63 RTREF - Found RTT Reservation
06:33:43.63 RTREF - Creating RenderTargetTexture depth pre-pass render target texture
06:33:43.63 RTREF - Found RTT Reservation
06:33:43.63 VIDEO - Using shader profile 'sm3'
06:33:43.70 SHADER -- variable [g_bPostProcessingEnabled] declared in [effectpool.shader] but not in .fx.
06:33:43.70 SHADER -- variable [g_useTerrainLightmap] declared in [effectpool.shader] but not in .fx.
06:33:43.75 SHADER -- variable [textureSize] declared in [terrain_splatongeometry.shader] but not in .fx.
06:33:43.93 SHADER -- variable [dirtVisibility] declared in [dow2_unit_2uv.shader] but not in .fx.
06:33:43.97 VIDEO -- Texture Memory Start Device Reset: Video [4095MB] Total [3742MB] Available [3710MB] Used [32MB].
06:33:43.99 VIDEO -- Texture Memory End Device Reset: Video [4095MB] Total [3742MB] Available [3705MB] Used [37MB].
06:33:44.08 RTREF - Creating RenderTarget <shadow texture dummy>
06:33:44.81 SOUND -- FMOD System Initializing...
06:33:45.42 SOUND -- Speaker output configuration set to Stereo
06:33:45.45 SOUND -- FMOD System Initialized on device Hangsz�r�k (ASUS Xonar DG Audio Device).
06:33:45.95 SOUND -- SIR Filter 1 initialized
06:33:45.95 SOUND -- SIR Filter 2 initialized
06:33:45.95 SOUND -- Initializing ...
06:33:45.97 SOUND -- 128 voices selected, using 96 LOD settings
06:33:46.20 SOUND -- Initialization completed!
06:33:46.20 1 GameObj::m_loadState = LOAD_None
06:33:46.20 GAME -- Beginning FE
06:33:46.26 starting fe
06:33:46.26 ScaleformFrontEnd - Loading Front End
06:33:50.10 starting fe done
06:33:50.10 APP -- Resetting fp control word.
06:33:50.10 SteamLoginService::SetConnected: Steam connection established
06:33:50.10 OnConnect: successful connection established, enabling reconnect
06:33:50.10 LastStandManager -- not connected / Deactivate.
06:33:50.10 OnConnect: this wasnt a reconnect, no need for autologin
06:33:50.10 OnLogin: no previous login, auto selecting profile not required
06:33:50.13 Profile [01100001:02ac8846] selected on controller#0
06:33:50.13 LastStandManager -- Connect/SelectProfile -- Begin Loading.
06:33:50.13 SteamGetUserTitleData::OnComplete: result=0, length=3760
06:33:50.13 LastStandManager -- Begin GetUserTitleData.
06:33:50.13 LastStandManager -- Processing.
06:33:50.13 LastStandManager -- UserTitleData Event Successful.
06:33:50.13 LastStandManager -- Load UserTitleData Success.
06:33:50.13 LastStandManager -- End GetUserTitleData.
06:33:58.18 LastStand -- Adding heroPBG sbps\core\race_eldar\survive\farseer_hero at index 0.
06:33:58.18 LastStand -- Adding heroPBG sbps\core\race_ork\survive\mekboy_hero at index 1.
06:33:58.18 LastStand -- Adding heroPBG sbps\core\race_marine\survive\tactical_marine_hero at index 2.
06:33:58.18 LastStand -- Adding heroPBG sbps\core\race_tyranid\survive\hive_tyrant_hero at index 3.
06:33:58.18 LastStand -- Adding heroPBG sbps\core\race_chaos\survive\chaos_sorcerer_hero at index 4.
06:33:58.18 LastStand -- Adding heroPBG sbps\core\race_imperial_guard\survive\ig_commander_hero at index 5.
06:33:58.18 LastStand -- Adding heroPBG sbps\core\race_tau\survive\commander_hero at index 6.
06:33:58.19 LastStand -- Adding heroPBG sbps\core\race_eldar\survive\farseer_hero at index 0.
06:33:58.20 LastStand -- Adding heroPBG sbps\core\race_ork\survive\mekboy_hero at index 1.
06:33:58.20 LastStand -- Adding heroPBG sbps\core\race_marine\survive\tactical_marine_hero at index 2.
06:33:58.20 LastStand -- Adding heroPBG sbps\core\race_tyranid\survive\hive_tyrant_hero at index 3.
06:33:58.20 LastStand -- Adding heroPBG sbps\core\race_chaos\survive\chaos_sorcerer_hero at index 4.
06:33:58.20 LastStand -- Adding heroPBG sbps\core\race_imperial_guard\survive\ig_commander_hero at index 5.
06:33:58.20 LastStand -- Adding heroPBG sbps\core\race_tau\survive\commander_hero at index 6.
post load validate failed in WeaponFamilyBag because the weapon family "weapons\weapon_family\core\direct_fire\direct_fire_common" has no weapon damage bag.
-- FATAL EXIT --
d:\p4\dow2rt\dow2-public\src\game\gamemod\simulation\weapon\weaponfamilybag.cpp-82 !:
06:34:03.63 SessionManager::Process() - Warning - Time between calls was 1877 ms, time waiting for lock was 0 ms

I checked direct_fire_common.rbf and it has the following entries:

Game data:
-Requirement_reason:
--Binary_logic_op:
---type_ability_caster
---type_ability_super
--damage_type
--type_collision_projectile
--type_deform
--type_familytype
--unary_logic_op
--upgrade_ui_group:
---ability_caster_type
---ability_damage_type
---default_pass_time
---turn_plan_turn_type
---ui_selection_type

When I checked a modded entry in weapon family/pvp

Game data:
-weapon_family_bag:
--Accuracy_vs_size:
---huge
---large
---medium
---small
---tiny
--check_target_relationship
--damage_type
--Garrison_info:
---attack_occupants
---damage_all_occupants
--preferred_auto_target_unit_type
--trait_txt
-weapon_speed_ui

I later went into the mod folder, and copied all these entries to DataAttrib\simulation\attrib not just Attrib, and the warning logs entry was this:

06:57:25.81 -- DOW2 Warnings Log --
06:57:25.81 D:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution\DOW2.exe started at 2016-03-24 06:57
06:57:25.81 OS NT 6.1, 16342 MB Physical Memory, 13152 Mb Physical Available, 3311 Mb Virtual Available
06:57:25.82 RUN OPTIONS: -nomovies -modname Astartes -dev
06:57:25.82 WORKING DIR: 'D:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution'
06:57:25.82 USER: 'Balazs'
06:57:25.88 MOD -- Initializing mod 'Astartes', version '1.0', locale 'english'.
06:57:25.91 APP - Multi-threading Enabled
06:57:25.91 XTHREAD: Detected 6 core(s) with 6 hardware thread(s)
06:57:25.93 ParentalControls: Games Explorer found.
06:57:25.93 ParentalControls: Module found.
06:57:26.00 ParentalControls: IGameExplorer::VerifyAccess() call succeeded (0x00000001).
06:57:26.00 ParentalControls: access granted.
06:57:26.01 NetworkManager::Create - creating network manager
06:57:27.06 WorldwideLoginService::WorldwideLoginService - initializing
06:57:27.06 RLink::WorldwideLoginService::LongPoller::ThreadFunction - Entering network thread function...
06:57:27.07 WinTransport - CreateSocket exclusive broadcast socket was available.
06:57:27.07 WinTransport - CreateSocket listening for broadcasts on default port
06:57:27.13 WinTransport - Host Name: Balazs-PC, aliases: , type=AF_INET, len=4
06:57:27.13 WinTransport - Host IP Address #0: 192.168.1.84
06:57:27.13 WinTransport - Host IP Address #1: 192.168.56.1
06:57:27.13 WinTransport - WARNING, MultipleNetwork adapters may cause problems
06:57:27.13 WinTransport - Interface #0: ip:192.168.1.84, broadcast:192.168.1.84, flags=IFF_UP IFF_BROADCAST IFF_MULTICAST
06:57:27.13 WinTransport - Interface #1: ip:192.168.56.1, broadcast:192.168.56.1, flags=IFF_UP IFF_BROADCAST IFF_MULTICAST
06:57:27.13 WinTransport - Interface #2: ip:127.0.0.1, broadcast:127.0.0.1, flags=IFF_UP IFF_LOOPBACK IFF_MULTICAST
06:57:27.13 Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
06:57:27.13 SessionManager - Peer Header Size = 15 bytes
06:57:27.13 SessionManager - Game Data overhead = 4 bytes
06:57:27.13 SessionManager - Proxy overhead = 7 bytes
06:57:27.13 AutomatchInternal: Instantiating
06:57:27.13 MessageInternal::CreateChannel: Created channel fffffffe
06:57:27.13 MessageInternal::CreateChannel: Created channel fffffffb
06:57:27.13 MessageInternal::CreateChannel: Created channel fffffffd
06:57:27.13 RLink::ThreadFunction - Entering network thread function...
06:57:27.13 NetworkManager::Create - creating network manager
06:57:27.13 SteamService: region is HU
06:57:27.13 Net::ThreadFunction - Entering network thread function...
06:57:27.14 GAME -- Dawn of War 2, EXE Version: 3.19, Build 10316
06:57:28.70 Detected Device Vendor:0x10DE DeviceID:0x1380, Product:0x000A, Version:0x0012, Subversion:0x000D, Build:6175
06:57:28.75 ShaderDatabase : shader [DATA:Shaders\terrainoverlay.shader] specifies an undefined inputlayout terrainbasemesh.
06:57:28.78 VIDEO -- Driver Name = nvd3dum.dll Desc = NVIDIA GeForce GTX 750 Ti
06:57:28.78 VIDEO -- Driver Vendor = 0x10DE Device = 0x1380 SubSys = 0x36CA1458 Rev = 0x00A2
06:57:28.78 VIDEO -- Driver Version Product = 0x000A Version = 0x0012 SubVersion = 0x000D Build = 0x181F (6175)
06:57:28.78 VIDEO -- Driver GUID = {D7B71E3E-50C0-11CF-F76F-C7161FC2C735}
06:57:30.57 VIDEO -- Detected Display Video Memory [4095 MB]
06:57:30.57 VIDEO -- 64bit OS Detected
06:57:30.58 VIDEO - NVIDIA card version [65552], memory, dedicated [4096 MB], system [0 MB], shared [7914 MB]
06:57:30.58 VIDEO -- Dedicated Video Memory [4096 MB]
06:57:30.58 VIDEO -- Graphics Card Memory [4095 MB] Texture Memory Available [3742 MB].
06:57:30.58 RTREF - Creating RenderTarget <worldscene render target>
06:57:30.58 RTREF - Found Reservation
06:57:30.58 RTREF - Creating RenderTarget <depth pre-pass render target>
06:57:30.58 RTREF - Found Reservation
06:57:30.58 RTREF - Creating RenderTargetTexture worldscene render target texture
06:57:30.58 RTREF - Found RTT Reservation
06:57:30.58 RTREF - Creating RenderTargetTexture post process bright pass texture
06:57:30.58 RTREF - Found RTT Reservation
06:57:30.58 RTREF - Creating RenderTargetTexture depth pre-pass render target texture
06:57:30.58 RTREF - Found RTT Reservation
06:57:30.58 VIDEO - Using shader profile 'sm3'
06:57:30.58 SHADER -- variable [g_bPostProcessingEnabled] declared in [effectpool.shader] but not in .fx.
06:57:30.58 SHADER -- variable [g_useTerrainLightmap] declared in [effectpool.shader] but not in .fx.
06:57:30.59 SHADER -- variable [textureSize] declared in [terrain_splatongeometry.shader] but not in .fx.
06:57:30.74 SHADER -- variable [dirtVisibility] declared in [dow2_unit_2uv.shader] but not in .fx.
06:57:30.80 VIDEO -- Texture Memory Start Device Reset: Video [4095MB] Total [3742MB] Available [3710MB] Used [32MB].
06:57:30.83 VIDEO -- Texture Memory End Device Reset: Video [4095MB] Total [3742MB] Available [3705MB] Used [37MB].
06:57:30.87 RTREF - Creating RenderTarget <shadow texture dummy>
06:57:31.48 SOUND -- FMOD System Initializing...
06:57:32.06 SOUND -- Speaker output configuration set to Stereo
06:57:32.09 SOUND -- FMOD System Initialized on device Hangsz�r�k (ASUS Xonar DG Audio Device).
06:57:32.56 SOUND -- SIR Filter 1 initialized
06:57:32.56 SOUND -- SIR Filter 2 initialized
06:57:32.56 SOUND -- Initializing ...
06:57:32.57 SOUND -- 128 voices selected, using 96 LOD settings
06:57:32.78 SOUND -- Initialization completed!
06:57:32.78 1 GameObj::m_loadState = LOAD_None
06:57:32.78 GAME -- Beginning FE
06:57:32.80 starting fe
06:57:32.80 ScaleformFrontEnd - Loading Front End
06:57:33.23 starting fe done
06:57:33.23 APP -- Resetting fp control word.
06:57:33.23 SteamLoginService::SetConnected: Steam connection established
06:57:33.23 OnConnect: successful connection established, enabling reconnect
06:57:33.23 LastStandManager -- not connected / Deactivate.
06:57:33.23 OnConnect: this wasnt a reconnect, no need for autologin
06:57:33.23 OnLogin: no previous login, auto selecting profile not required
06:57:33.26 Profile [01100001:02ac8846] selected on controller#0
06:57:33.26 LastStandManager -- Connect/SelectProfile -- Begin Loading.
06:57:33.26 SteamGetUserTitleData::OnComplete: result=0, length=3760
06:57:33.26 LastStandManager -- Begin GetUserTitleData.
06:57:33.26 LastStandManager -- Processing.
06:57:33.26 LastStandManager -- UserTitleData Event Successful.
06:57:33.26 LastStandManager -- Load UserTitleData Success.
06:57:33.26 LastStandManager -- End GetUserTitleData.
GAME -- tuning\tuning_info/wargear/wargear_drop_entity has to point to a valid ebp.
-- FATAL EXIT --
d:\p4\dow2rt\dow2-public\src\game\gamemod\simulation\modtuningwargear.cpp-61 !:
06:57:39.10 SessionManager::Process() - Warning - Time between calls was 1021 ms, time waiting for lock was 0 ms

When I copied fieldnames.fl and such from the newest Elite release to the mod, it crashed once again.

07:06:20.29 LastStand -- Adding heroPBG sbps\core\race_eldar\survive\farseer_hero at index 0.
07:06:20.29 LastStand -- Adding heroPBG sbps\core\race_ork\survive\mekboy_hero at index 1.
07:06:20.30 LastStand -- Adding heroPBG sbps\core\race_marine\survive\tactical_marine_hero at index 2.
07:06:20.30 LastStand -- Adding heroPBG sbps\core\race_tyranid\survive\hive_tyrant_hero at index 3.
07:06:20.30 LastStand -- Adding heroPBG sbps\core\race_chaos\survive\chaos_sorcerer_hero at index 4.
07:06:20.30 LastStand -- Adding heroPBG sbps\core\race_imperial_guard\survive\ig_commander_hero at index 5.
07:06:20.30 LastStand -- Adding heroPBG sbps\core\race_tau\survive\commander_hero at index 6.
07:06:20.30 LastStand -- Adding heroPBG sbps\core\race_necron\survive\necron_overlord_hero at index 7.
post load validate failed in WeaponFamilyBag because the weapon family "weapons\weapon_family\pvp\ability_pvp" has no weapon damage bag.
-- FATAL EXIT --
d:\p4\dow2rt\dow2-public\src\game\gamemod\simulation\weapon\weaponfamilybag.cpp-82 !:

Now the modded files read "badly" with all their entries mixed up. Some simply crash upon opening, I have no idea what to do, but it seems the mod's original files do not mix with the files of Elite at all. Seems the attributes and fieldnames dont work with old files. I'll upload here my old and pre-necron working attrib files here.

http://www.speedyshare.com/2jADC/originalmodfiles.7z

Here are both the attrib and dataattrib folders, please take a look if you can! The mod is the continuation of Aradiel/Bloodravage's Destroyer mod, maybe he rewrote the original fieldnames and attributes.rbf and it now clashes?

Please, could you check the files and tell me step by step how to fix it? The files sent are the 100% pre-necron overlord, working files that the patch broke.
Myrdal
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Posts: 347
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Re: Army painter crashes

Postby Myrdal » Thu 24 Mar, 2016 3:59 pm

Your attrib files are a mess with conflicting fieldname indexes. Just take a look at ebps\pvp\race_marine\vehicles\sm_sicaran.rbf. You'll need to get them in order first before doing any updates. Also not sure why you have 2 attrib directories?
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Imperator1
Level 2
Posts: 66
Joined: Sun 16 Feb, 2014 5:49 pm

Re: Army painter crashes

Postby Imperator1 » Fri 25 Mar, 2016 6:46 am

Cope's tools added the "Dataattrib" one after its newest 1992 patch version.

As for the files, they seem to work with the modified FLB that was in the mod, save the sicaran. I think the Sicaran was made with the flb that Elite uses or with Dow2's standard one.

The old FLB I had worked perfectly fine before the necron patch. It was the one Aradiel/Bloodravage left me with. I don't think completely redoing all the files are possible.

Can't I update the existing files in the mod to just disable the crash somewhow? I don't need necron overlord or TLS to work, the mod is for Skirmish.

If there is a way to fix it, could you please tell me step by step how to do it?
Myrdal
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Posts: 347
Joined: Mon 15 Apr, 2013 1:47 pm

Re: Army painter crashes

Postby Myrdal » Fri 25 Mar, 2016 10:04 am

I converted all your files found in Attrib to a common fieldnames.flb and at least it seems to load without crash

https://www.sendspace.com/file/4ku3o2

Include our gameattrib_orig.sga if you want the NO updates and follow Windu's post to avoid any crashes.
User avatar
Imperator1
Level 2
Posts: 66
Joined: Sun 16 Feb, 2014 5:49 pm

Re: Army painter crashes

Postby Imperator1 » Sat 26 Mar, 2016 10:07 pm

Wow, that is amazing! The files seem to work in cope's tools well!

I'm not sure how you did this, but may the Machine God bless your contributions! I'll try to get the mod running tomorrow, I'm dead tired today! Thank you!

Edit: the mod works well! The army painter tau race still crashes, but since its not used for the mod (Tau use IG race 3rd commander) this is all good.
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Imperator1
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Joined: Sun 16 Feb, 2014 5:49 pm

Re: Army painter crashes

Postby Imperator1 » Sun 27 Mar, 2016 8:19 pm

The mod does well and I will put on the link to this site on my mod page so people can check Elite mod out :)

Thank you all , you have been both amazing for doing this for me, I'll upload the fixed mod tomorrow.

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