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Bloody Beginner, Need Help


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#1
Greg the Mad

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 I've searched the wiki, and other stuff for a simple step by step, fool proofed, tutorial for the Toolset.
All I want, at the moment is to create a module (which I already achieved), set a area with starting point (also achieved) and try this in the game. At the moment all it says is "Unable to load module".

Well, the problem is that I'm not really a beginner. Hell, I already wrote my own engine/toolset, but there I knew every function and what the program expected, but it also was allot simpler, though.

But please could anyone show up the first steps I have to do to get such a simple module (area, dummy character, walk around) running? I could try each shiny red button till I got the right one, but somehow I fear to break the actual game through that.


Thanks in advance,
Greg the Mad

#2
Erenz

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Check these tutorial videos, they are very helpful for your first steps.

http://social.biowar...27/#discussions

#3
BloodsongVengeance

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oh i had the same thing.

see below, because when i posted this originally, i was only slightly more than clueless :X

Modifié par BloodsongVengeance, 11 décembre 2009 - 09:04 .


#4
Proleric

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"Unable to load module" means that the module build is incomplete or inconsistent. As a catch-all fix for this, recompile your module script (if you have one), then, for each area, export with dependent resources.

The point of doing a clean build like this is that every object is exported, and that everything exported is consistent.

Also, a clean build often removes "inexplicible" bugs. If a bug occurs in game, and you can't find a mistake in configuration and scripting, try a clean build.

This is not a criticism of the toolset, by the way. All a clean build does is to fix errors that we have made ourselves, though at the time it seems like a "magic bullet".

Modifié par Proleric1, 10 décembre 2009 - 07:11 .


#5
BloodsongVengeance

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okay, according to silentcid's tutorial...

http://social.biowar...ct/527/#details



show all resources in the palette, and find your new stuff you made (areas, placeables, etc.) select them all.



right click, and select export without dependent resources. (proleric is using with dependant resources; i don't know the exact difference; i'm following cid's and its working.)



note: dont just go to tools: export... because that will only export the one bit you have selected at the time. :/



after the first export of your build like that, cid then says to go to tools: export... generate module xml and generate manifest xml. i think you only have to do this once, because when i re-exported my subset of new stuff, it automatically updated them.




#6
Proleric

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Silentcid's method works, too.

The export options are explained here.

#7
cstanish

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Greg, also make sure that you go to File - Manage Modules - Your Module - Properties - and ensure that the area with your start point is listed under Starting Area and that the Starting Waypoint matches the object tag for the waypoint you created.



I forgot to do this a couple of times and spent more than time than I liked looking at "Unable to Load Module" before I realized what the issue was

#8
Hammer Fang

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I've been having similar problems, found that the following helps ...



Put your resources in the directory of your mod (internally of the toolset only, click on properties and make sure anything that your messing with goes there)



make sure your resources are checked in



CLEAR EXPORT directories



Export folder ...



I starting to run into a lot less problems



this little tutorial help me get going ...



http://social.biowar...ussions#details

#9
Proleric

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Hammer Fang wrote...

...make sure your resources are checked in...

My understanding is that check-in has no effect on the integrity of the exported module, so it's an unnecessary overhead while testing.

It's good to check an object in when you have a version you're fairly happy with. That acts as a backup for version control - you can get back to earlier versions if you screw up.

The other benefit of checking in is that it makes the talk table entries visible to the String Editor.

#10
Hammer Fang

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true ..

but I'm not good enough with the toolset yet to cut corners and with the mess that resources can turn into, I'm taking it one step at a time.