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ME 2 PC : Coalesced Editor v1.0.0.32 (B)


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#201
RiotLaFontaine

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This program is hands-down amazing. I have to admit, it was intimidating at first since it seems, on paper, that editing a text file would be more efficient. Until you have to pull Ruby into the equation. Your program just makes everything incredibly simple and overall far more efficient. I haven't had a single major error that couldn't be solved with the click of a button.



I'm currently trying to figure out the model tags that creatures/enemies use - we could theoretically swap their models for our current player models (example: swapping Archangel in for the injured Garrus, which can't be so easily fixed by a texture swap).

#202
zBobG

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RiotLaFontaine wrote...
I'm currently trying to figure out the model tags that creatures/enemies use - we could theoretically swap their models for our current player models (example: swapping Archangel in for the injured Garrus, which can't be so easily fixed by a texture swap).

That is an excellent idea. I don't mind that Garrus has a few battle scars, buy why can't someone have fixed his armor?

What is "hench_garrus"? Referenced in:
HenchmanPackageMap=(HenchTag="hench_garrus",PackageName="BioHench_garrus")
m_aDefaultActorTypes=(sTag="hench_garrus",sActorType="BioHench_garrus.hench_garrus");
lstMemberInfo=(Tag=hench_garrus,LoadoutTag=hench_garrus,StrName=178197,ImageIndex=2,KismetIndex=5,...

I think "hench_garrus" is a symbolic reference to the character. Nowhere in the ini file can you find a reference to the graphics model, so the graphics model name/reference is apparently embedded in the data files.

But... Where are the graphics model definitions?

Maybe... Look in BIOGame/CookedPC/
BioH_Garrus_00.pcc
BioH_Garrus_00_LOC_INT.pcc
vs.
BioH_Garrus_01.pcc
BioH_Garrus_01_LOC_INT.pcc

Swap them and see what happens?

No, I haven't tried it yet. [EDIT] Tried it, game runs OK but the Garrus model does not change. So I don't know what is in those pcc files or what they're used for.

Other observations:
You can add a "Damage=" line for the GethPulseRifle, it works just fine. I did also adjust the DamageAI so that damage done by any AI is correspondingly reduced. So, if you increased player damage by 3 times greater then you reduce AI damage to 1/3rd - "DamageAI=0.3f" instead of "DamageAI=1.0f". I hope that's what that line means.

Also, you cannot make any changes in any of the DLC packages, they are apparently checked at game start time for integrity. Any changes in any of the files causes a failure and the DLC will not be loaded. For example, I wanted to change the damage of a DLC weapon but changing the "Damage=" line there caused the DLC to fail to load.

This also means that you cannot add new weapons, armor or items as if they were DLC because the game must "authorize" them before they can be used. I do know where this "authorization" is stored but it is probably a violation of the EULA to modify that file's contents. It might also break the ability to receive future authentic DLC.

Modifié par zBobG, 08 février 2010 - 09:38 .


#203
Iron Spine

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@RiotLaFontaine

Thanks glad to hear and that's a nice compliment, especially considering the thing started out as a way to help folks tweak their mouse settings. Crazy how things go some times..

But as its grown a goal was to try and make it easier for more folks to use which means they need to be able to do less to get more done hnce the Click-factor. So I came up with a loose object system to help do that. A side effect was after a cetain point I realized I was creating something that could then be searched and the results and instant jump aspects could be used to essentially track-down chains of logic. Was a fun realization and result.

@Both

zBobG wrote...
What is "hench_garrus"? Referenced in:
HenchmanPackageMap=(HenchTag="hench_garrus",PackageName="BioHench_garrus")
m_aDefaultActorTypes=(sTag="hench_garrus",sActorType="BioHench_garrus.hench_garrus");
lstMemberInfo=(Tag=hench_garrus,LoadoutTag=hench_garrus,StrName=178197,ImageIndex=2,KismetIndex=5,...

I think "hench_garrus" is a symbolic reference to the character. Nowhere in the ini file can you find a reference to the graphics model, so the graphics model name/reference is apparently embedded in the data files.

But... Where are the graphics model definitions?


The project I mentioned the other day is finally getting off the ground although in its infancy I wager it'll progress well as he is digging like a dwarf. This may or may not produce any added "ahh ha!" to what you're trying to do, but it might if there's info in them that links out and gives a clue.

Simple ME2 TLK dumper project can be found here:
social.bioware.com/project/1919/

The file is currently in source code form and will only be useful to engineers or those that like to browse code. I've not looked at it yet but the project page defines what he has found out so far.

Also, and more directly related to this, is this from a forum at guru3d:
forums.guru3d.com/showpost.php

"On a side note, we found that using the Unreal Package Extractor will allow us to extract a .pcc file into the appropriate file formats, ripe for editing. All we need now is to find out how to recompile the extracted folders back into a .pcc and we should be good to go!"
www.gildor.org/downloads

Unreal Package Extractor:
http://www.gildor.or...del/extract.zip
Unreal Package Decompressor:
http://www.gildor.or.../decompress.zip
Skeletal Mesh Editor:
http://www.gildor.or...mp/SkelEdit.rar

I can't vouch for the validity of any of this but it's very likely the real thing. Let us know.

Other observations:
You can add a "Damage=" line for the GethPulseRifle, it works just fine. I did also adjust the DamageAI so that damage done by any AI is correspondingly reduced. So, if you increased player damage by 3 times greater then you reduce AI damage to 1/3rd - "DamageAI=0.3f" instead of "DamageAI=1.0f". I hope that's what that line means.


Knew we had to be right on that. Don't know if that fella finally did what I said or not and I haven't had time to personally do it. But based on the data we can easily see and track down with the editor it just seemed obvious. Glad it's finally been confirmed here.

...but changing the "Damage=" line there caused the DLC to fail to load.

This also means that you cannot add new weapons, armor or items as if they were DLC because the game must "authorize" them before they can be used.... violation of the EULA...


Yes indeed it would break it which sucks big time. Crap that's a bummer. More so for the fact people will not be able to create community DLC packages of their own. Editing existing would be alrght but it's when folks can come up with their own package that really brings stuff to life.Damn it. Image IPB.

Modifié par Iron Spine, 08 février 2010 - 11:29 .


#204
Driveninhifi

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The TLK thing was more an experiment to see if I could reverse engineer their format. Spent 2 days looking at disassembly and a day cleaning up my code. I'm no compression guru by any means, though I was able to figure out how to get the text out. Not sure how to compress one myself though.
Of course, the TLK doesn't really help with general mods as it really doesn't have much interesting info in it. I did see references to an Override folder in the binary. Maybe the game looks for one similar to the other Bioware games?
If the DLC looks for a CRC we may be able to manufacture our own packages as well...

Modifié par Driveninhifi, 08 février 2010 - 11:55 .


#205
RiotLaFontaine

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Thanks for the program links, Iron Spine! I did some further experimentation and found Garrus' original model is kept in two separate locations within his acquisition event. basically, if we extract the models we need from his event and were to replace his squadmate model with them, we could successfully make a model swap. The problem is that both pcc files need to be extracted to do this. Until a pcc can be recompiled, TexMod + heavy Adobe work is the only viable solution.

#206
Iron Spine

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@RiotLaFontaine

You bet and excellent. How many of those 3 were you able to confirm are functional, either in part or whole? They've been added to the main page under a new tools section.

I'm sure someone is going to (or is now) working on a way to repack the stuff. Once that happens it'll be good times... people come up with some crazy ****. 

Btw I currently have new context menus for the main program trees for Add Single Setting and Add Settings Batch to finally allow adding new settings in any section file wide. I just need to finish up the code and include some logic to refind the new setting. Since sections can have any number of non unique settings I'll just have to enumerate and choose the last one found of that name in the section. Since a rebuild of new settings added wll always put them at the end of the section that should do decent at usually re-locating the new setting just created after it's added and rebuilt.

Modifié par Iron Spine, 09 février 2010 - 02:46 .


#207
Driveninhifi

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My computer is currently packed up, but I'll take a look at the pcc files next. When I was doing the TLK thing last week I looked at them very briefly and didn't see anything that immediately caught my eye. If they are just renamed UTX packages it'll be much easier as that format is probably better understood (and it's probably based on a known compression algorithm like deflate or one of the lempel-ziv variants)



Another thing: it's possible that the ingame models (when fighting, etc) are lower fidelity than the ones used for cutscenes. I haven't really looked into this, but it crossed my mind when you said there are two locations for Garrus' model and it's a common enough technique.

#208
Vanni127

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Hey Ironspine...is there any way to edit the amount of squad points for your team mates using this? I've been searching the lines and it's all starting to blur together for me.

#209
RiotLaFontaine

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Iron Spine wrote...

@RiotLaFontaine

You bet and excellent. How many of those 3 were you able to confirm are functional, either in part or whole? They've been added to the main page under a new tools section.

I'm sure someone is going to (or is now) working on a way to repack the stuff. Once that happens it'll be good times... people come up with some crazy ****. 

Btw I currently have new context menus for the main program trees for Add Single Setting and Add Settings Batch to finally allow adding new settings in any section file wide. I just need to finish up the code and include some logic to refind the new setting. Since sections can have any number of non unique settings I'll just have to enumerate and choose the last one found of that name in the section. Since a rebuild of new settings added wll always put them at the end of the section that should do decent at usually re-locating the new setting just created after it's added and rebuilt.


I only had the chance to use the extractor, though I wanted to play with the skeleton editor.  Repacking seems to be the only issue.  If we could repack, we could swap files with relative ease, I think.  I may be way off, though XD

#210
Iron Spine

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Vanni127 wrote...

Hey Ironspine...is there any way to edit the amount of squad points for your team mates using this? I've been searching the lines and it's all starting to blur together for me.


For expicitly editing existing points I believe you need either a trainer or a save game editor instead.

Using my editor you could bind a key that adds a user defined amount of squad points every time you press it such as this:

If creating in the editor you could Add New and use this:
( Name="NumPadNine", Command="givetalentpoints 5" )

With numlock turned on this would add 5 squad points to the pool every time you press it.

If doing it manually you'd just need to add the Bindings= part and in the right location in the file and then rebuild the file.

You could also I believe edit the amount of points (xp) earned for various types of things done in the game related to kills under section SFXGame.SFXPRI but I haven't tried that it's just a hunch.

#211
Iron Spine

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RiotLaFontaine wrote...
I only had the chance to use the extractor, though I wanted to play with the skeleton editor.  Repacking seems to be the only issue.  If we could repack, we could swap files with relative ease, I think.  I may be way off, though XD


k thanks for the update. I went ahead and added the tools to the main page anyway. If someone finds them to be broken (actually broken and not a user error) let me know the details and I'll update it.

#212
Vanni127

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Iron Spine wrote...

Vanni127 wrote...

Hey Ironspine...is there any way to edit the amount of squad points for your team mates using this? I've been searching the lines and it's all starting to blur together for me.


For expicitly editing existing points I believe you need either a trainer or a save game editor instead.

Using my editor you could bind a key that adds a user defined amount of squad points every time you press it such as this:

If creating in the editor you could Add New and use this:
( Name="NumPadNine", Command="givetalentpoints 5" )

With numlock turned on this would add 5 squad points to the pool every time you press it.

If doing it manually you'd just need to add the Bindings= part and in the right location in the file and then rebuild the file.

You could also I believe edit the amount of points (xp) earned for various types of things done in the game related to kills under section SFXGame.SFXPRI but I haven't tried that it's just a hunch.


Okay cool that binding did what I was after.

Now...I'm curious about some help with guns and ammo stock/reloading.

I've gotten it so heavy weapons have unlimited ammo. (can't wait till I can buy the Cain. B))

The submachine guns also have unlimited ammo.

But for some reason I can't get shotguns to have unlimited ammo. Can you give me some hints on what I can do to make it so?

#213
Iron Spine

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Vanni127 wrote...
....
I've gotten it so heavy weapons have unlimited ammo. (can't wait till I can buy the Cain. B))

But for some reason I can't get shotguns to have unlimited ammo. Can you give me some hints on what I can do to make it so?


heh sounds like you're going nuts in there... unlimited nukes... wonder if the game has a doomsday countdown. Guess not Image IPB

As far as the shotguns I don't know. It may be related or tied to some special version of the weapon or the type. I haven't done anything of this nature yet personally. I've smply been working on the editor so we can all more easily customize the game to our own liking, either for these purposes, fine tuning settings for performance and handling, and to help any moddng projects that might start up.

But there are plenty of folks that are doing the type of thing you're doing I'm sure so they should be able to shed some light on that issue. I just can't at the moment because I haven't tried to do it.

#214
Vanni127

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Iron Spine wrote...

Vanni127 wrote...
....
I've gotten it so heavy weapons have unlimited ammo. (can't wait till I can buy the Cain. B))

But for some reason I can't get shotguns to have unlimited ammo. Can you give me some hints on what I can do to make it so?


heh sounds like you're going nuts in there... unlimited nukes... wonder if the game has a doomsday countdown. Guess not Image IPB


Heh...My renegade femshep has a scorched earth policy. :bandit:


As far as the shotguns I don't know. It may be related or tied to some special version of the weapon or the type. I haven't done anything of this nature yet personally. I've smply been working on the editor so we can all more easily customize the game to our own liking, either for these purposes, fine tuning settings for performance and handling, and to help any moddng projects that might start up.

But there are plenty of folks that are doing the type of thing you're doing I'm sure so they should be able to shed some light on that issue. I just can't at the moment because I haven't tried to do it.


Ahh okies. Hopefully someone else can shed some light on, like you say. It's odd that everything else was easy...where this part is not working.

#215
Iron Spine

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Vanni127 wrote...
...It's odd that everything else was easy...where this part is not working.


Well not necssarily. The game appears to (smartly) use a fairly interesting class system. The issue may be because it's actually being overriden somewhere else, so even though you made the change where you think it should go, there may be a sub class of that one where it's overriding that setting with a default of False.

This assumes you're actually editing the correct shotgun class for the one you are using.

Been awhile going to stop work on the editor for a few minutes and actually play the thing.

#216
Vanni127

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Iron Spine wrote...

Vanni127 wrote...
...It's odd that everything else was easy...where this part is not working.


Well not necssarily. The game appears to (smartly) use a fairly interesting class system. The issue may be because it's actually being overriden somewhere else, so even though you made the change where you think it should go, there may be a sub class of that one where it's overriding that setting with a default of False.

This assumes you're actually editing the correct shotgun class for the one you are using.

Been awhile going to stop work on the editor for a few minutes and actually play the thing.


Hmm...I'll do some checking with the editor and see if there's more than the shotgun.

Edit: Hmm...no. There's nothing else I can find so it should be working. ><

#217
Squ1z

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hi guys, i downladed this, looks good but how does it work? i have changed the data files and pressed the top button on red application, but nothing happens! :crying::crying::crying: plz help












                                                                              :ph34r: the ninjas are watching. :ph34r:

#218
AndreDionne

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Anytime i use an edited an "Coalesced.ini" file from one of you guys "Modders". Files goes missing everytime from the "C:\\Program Files\\Mass Effect 2\\Binaries" directory. For half of the .DLL and the ME2.exe and MassEffect2Config.exe are gone. Which results me have to re-install game again.

#219
Iron Spine

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Squ1z wrote...
hi guys, i downladed this, looks good but how does it work? i have changed the data files and pressed the top button on red application, but nothing happens! :crying::crying::crying: plz help


After you make changes to settings you click the Rebuild Coalesced button. This incorporates/saves the changes you've made out to the Coalesced.ini file while recalculating the precise data block byte lengths and updating the 4 byte block headers with correct lengths so the game file parser can correctly pull in the file data and use the changes you've made.

Note all the features of the app are not at 100% perfect yet. Glitches and bug hunting and resolution will start heavily after a few more features are implemented, one of which is the ability to delete a setting.

#220
Iron Spine

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AndreDionne wrote...
Anytime i use an edited an "Coalesced.ini" file from one of you guys "Modders". Files goes missing everytime from the "C:\\\\\\\\Program Files\\\\\\\\Mass Effect 2\\\\\\\\Binaries" directory. For half of the .DLL and the ME2.exe and MassEffect2Config.exe are gone. Which results me have to re-install game again.


The only file the Coalesced Editor works with, other than the files that come-with the editor itself, is the Coalesced.ini file. it does not touch, in any way shape or form, any other file related to the game. Just that file.

I don't know what you're installing or using but from your description it -doesn't- sound like my edtor. When you run he editor for the first time (or later change it from the tools menu) it gets automatically from the registry (or prompts you to browse to) the root directory of the game. Not the bin folder or any other folder. The root folder. It then automatically builds a path to the Coalesced.ini file using the root as the root of that path.

The result depending upon where you have the game is essentially this:

D:/Games/Mass Effect 2/BioGame/Config/PC/Cooked/Coalesced.ini

It just take the root folder you select, builds a path from that with /BioGame/Config/PC/Cooked and then adds the filename and confirms it can reach the file. If it can reach the file it stores that in the settings as GamePath and uses that to reach Coalesced.ini until you change it or until it can no longer reach it.

If you are litterally losing library and binary files by installing things from other people I would be -very- curious for you to post some links of these in here so others can also investigate to see if they are some form of virus, malware or badly written software that is trashing your installation. But I can certainly tell you that is NOT something my editor does, unless you are getting it from some other site besides my project side in which case someone could be tampering with it.

Modifié par Iron Spine, 10 février 2010 - 05:46 .


#221
Driveninhifi

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Here's some info about Unreal packages from Tim Sweeney (epic's lead programmer):

http://unreal.epicga...om/Packages.htm

If the pcc are just these guys, this may help. Unfortunately the format seems to be quite complex, which will make packing them annoying without more documentation.

However, the free Unreal Dev Kit may help:

http://www.udk.com/download

I won't be able to look at this for a week or so, but I'll keep you posted on what I find.

#222
Iron Spine

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@Driveninhifi



Ok dude thanks for the info. I will put that in the tools section as reference material for others. More and more folks are going to want to edit the graphics and models for various reasons and the more info we can gather the more it'll help everyone wanting to try.

#223
Azazelbishop

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i was wondering if someone can help me add all the weapons to my Soldier,

#224
Rez_O

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Okay, first I want to say thank you to Iron Spine and everyone else who have contributed to the editor program.

So, after realizing that none of my achievements were saving, that I didn't even have a .prf file, and none of my save files were where they belonged, I read the whole damn Coalesced.ini and figured out how to award Achievements (most of them anyway, explained below).

(I'm writing this out step by step for those whom may not know how to navigate the program)
In the middle of the editor, on the Quick Jump Panel, click the Bindings Manager button to create a new binding. Create a new binding at the bottom of the Manager window by selecting Add New option. Delete the code that appears in the binding box and copy/paste the code from below.  Once the code has been pasted, press Enter to to rebuild the Coalesced.ini.

( Name="NumPadNine", Command="UnlockAchievement ACHIEVEMENT_1_PRONOR_COMPLETE | UnlockAchievement ACHIEVEMENT_2_PROCER_COMPLETE | UnlockAchievement ACHIEVEMENT_3_JACKACQ | UnlockAchievement ACHIEVEMENT_4_GRUNTACQ | UnlockAchievement ACHIEVEMENT_5_GARRUSACQ | UnlockAchievement ACHIEVEMENT_6_MORDINACQ | UnlockAchievement ACHIEVEMENT_7_TALIACQ | UnlockAchievement ACHIEVEMENT_8_SAMARRAACQ | UnlockAchievement ACHIEVEMENT_9_THANEACQ | UnlockAchievement ACHIEVEMENT_10_CR1 | UnlockAchievement ACHIEVEMENT_11_MIRANDALOYALTY | UnlockAchievement ACHIEVEMENT_12_JACOBLOYALTY | UnlockAchievement ACHIEVEMENT_13_JACKLOYALTY | UnlockAchievement ACHIEVEMENT_14_GRUNTLOYALTY | UnlockAchievement ACHIEVEMENT_15_GARRUSLOYALTY | UnlockAchievement ACHIEVEMENT_16_MORDINLOYALTY | UnlockAchievement ACHIEVEMENT_17_TALILOYALTY | UnlockAchievement ACHIEVEMENT_18_SAMARRALOYALTY | UnlockAchievement ACHIEVEMENT_19_THANELOYALTY | UnlockAchievement ACHIEVEMENT_20_LEGIONACQ | UnlockAchievement ACHIEVEMENT_21_LEGIONLOYALTY | UnlockAchievement ACHIEVEMENT_22_CR2 | UnlockAchievement ACHIEVEMENT_23_ENDGAME | UnlockAchievement ACHIEVEMENT_24_COMPLETE | UnlockAchievement ACHIEVEMENT_25_COMPLETESURVIVE | UnlockAchievement ACHIEVEMENT_26_COMPLETEINSANITY | UnlockAchievement ACHIEVEMENT_27_COMPLETEFOLLOWER | UnlockAchievement ACHIEVEMENT_28_COMPLETEME1IMPORT | UnlockAchievement ACHIEVEMENT_29_ROMANCE | UnlockAchievement ACHIEVEMENT_30_HEADSHOT | UnlockAchievement ACHIEVEMENT_31_MELEECOMBO | UnlockAchievement ACHIEVEMENT_32_THRESHERMAW | UnlockAchievement ACHIEVEMENT_33_POWERCOMBO | UnlockAchievement ACHIEVEMENT_34_HEAVYWEAPON | UnlockAchievement ACHIEVEMENT_35_SCREAM | UnlockAchievement ACHIEVEMENT_36_DISRUPTSHIELDS | UnlockAchievement ACHIEVEMENT_37_BREAKBARRIERS | UnlockAchievement ACHIEVEMENT_38_BURNARMOUR | UnlockAchievement ACHIEVEMENT_39_N7MISSION | UnlockAchievement ACHIEVEMENT_40_MULTIN7MISSION | UnlockAchievement ACHIEVEMENT_41_MINERALS | UnlockAchievement ACHIEVEMENT_42_EXPLORATION | UnlockAchievement ACHIEVEMENT_43_POWERGAMER | UnlockAchievement ACHIEVEMENT_44_CODEX | UnlockAchievement ACHIEVEMENT_45_TECHUPGRADE | UnlockAchievement ACHIEVEMENT_46_WEAPONUPGRADE | UnlockAchievement ACHIEVEMENT_47_RESEARCH | UnlockAchievement ACHIEVEMENT_48_PERSONALIZE | UnlockAchievement ACHIEVEMENT_49_EVOLVEDPOWER | UnlockAchievement ACHIEVEMENT_0_CERBERUS | UnlockAchievement ACHIEVEMENT_50_DLC1_ZAEEDLOYALTY" )

Beware, this does not work 100%. The recruitment achievements (THANEACQ, SAMARRAACQ, etc) did not work for me, nor did Zaeed's loyalty achievement, or whichever is for the Highly Trained achievement (I think it's #0, though not sure). I posted the defunct ones anyway for those who want to see everything and maybe figure it out. Nevertheless, doing this awarded me 20 something achievements. Was worth it just to get back the damn loyalty ones (except zaeed's) so that I can finally use Advanced Training. Enjoy.

Modifié par Rez_O, 11 février 2010 - 06:28 .


#225
Iron Spine

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@Rez_O

I've created a How-To topic because of your post:
social.bioware.com/project/1854/discussion/1358/

If you don't want to create an entry for this then I will but I'll wait a couple days incase you do. If you do it yourself you can then return and edit it or refine it as you see fit at any time. You can also (or in addition to) add the direct link to this particular or any post in there since each post provides that with the Link in the upper right of each response.

This is good info for those that are in the same situation or that want to refine it and get only specific achievements they're after by just removing the ones they don't want to trigger. A potential caveat could be suggested with it that it may or may not negatively affect the games scripting or sequencing system in some way. I do not know if it can or wll. But it's possible.

EDIT:
Because you are doing it the direct way and not through the bindings manager, you should include the Bindings= part in the statement because you are effectively manually creating a new setting via context menu and therefore must define the name of the setting itself while you're doing that. The way it's currently written will cause some not to realize this and they'll fail to type or add Bindings= before pasting the rest of that, which will result in a value or bad result since adding new settings that include  value must follow the SettingName=SettingValue format.

Modifié par Iron Spine, 11 février 2010 - 02:12 .