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Asphyxiator

.kwad?

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@Shirsh, are you replacing images or loading in new ones by modifying scripts.zip. When I was testing, I could replace images, but I never tried to open new ones through lua.

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hmmm, I thought that if I add path "stuff/*.png", for example, that will do the job, I'll test it again then) 

Yeah, I trying to add new ones, without replacements:

at agentdefs.lua I trying to make

team_select_img = { "drpedler/team_select_1_pedler.png", } 

work.

Main.lua had 

KLEIResourceMgr.MountPackage( "drpedler.kwad", "data" )

 and log shows that drpedler.kwad loaded successfully, but still nothing.

 

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Ok, thanks for it, going to try it out. If it doesent work, Im going to do all the building stuff at amother PC while coding on my own.

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My problem is solved by using default paths!! :yaypigs:

MadDoctor5813 YOU SAVE MY DAY NIGHT!

post-448854-0-91199800-1433524334_thumb.

That's not really cool (I mean that's not that I was expect from picture) but it's more than nothing.

And shows that channel swapping not intended (I thought that maybe, for some reason).

 

Looks thrashy, but maybe there could be Cold-Fusion Pedler too then (and it makes my suffering with augment/item decision easier).

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@Shirsh where are the kanim files/folders safed, I totaly dont have a clue. And I want the pedler kanim. How is it Named.

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Have you tried just running it again? This program does suck up a lot of memory sometimes, and that exception you're seeing could be an OutOfMemory exception. If not, then can you show me the whole error, because the stack trace it shows right now is a little unhelpful.

 

Does this help?

 

http://imgur.com/g3yALfS

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As I mentioned before, he hiding from us as engineer :grin:

(and yeah, after seeing those "+150 AP, +8 augments" etc, more trainers than mods, I'm a bit scared to share this info)

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no, you need to "build" kanim by yorself :razz:

my temp version for now is:

kanim_cyborg_engineer ={wireframe ={--"data/anims/characters/agents/overlay_agent_sharp.abld",},build = { "data/anims/characters/agents/engineer.abld","data/anims/characters/anims_male/shared_hits_01.abld", "data/anims/characters/anims_male/shared_attacks_a_01.abld",   },grp_build = {"data/anims/characters/agents/engineer.abld",},grp_anims = commonanims.male.grp_anims,anims = commonanims.male.default_anims_unarmed,anims_1h = util.tconcat({"data/anims/characters/anims_male/shared_basic_b_01.adef"},commonanims.male.anims_1h,commonanims.male.anims,commonanims.male.attacks_1h,commonanims.male.tech,{"data/anims/characters/anims_male/tech_basic_a_03.adef"}),anims_2h = commonanims.male.default_anims_2h,animMap = AGENT_ANIMS,symbol = "character",anim = "idle",shouldFlip = true,scale = 0.25,layer = Layer.Unit,boundType = BoundType.Character,boundTypeOverrides = { {anim="idle_ko" ,boundType= BoundType.CharacterFloor},{anim="dead" ,boundType= BoundType.CharacterFloor},}, peekBranchSet = 1, },

I didn't use wireframes at all (but Tony's could be better that Sharp's, if you need it, it's not time for this small things yet, maybe it's ok to create new one later, dunno)  

it's a mix of Tony's and Sharp's anims, yes.

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Oh, it works like that, thanks mate.

 

Edit: I also dont use Wireframe, makes it so much cooler and immersiv looking.

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Two of three (or four, If dreaming about huge splash screen for campaign generation) wanted pics for now:

 post-448854-0-29885000-1433542971.png post-448854-0-73080300-1433543002.png

 

@MadDoctor5813, did you tried to transform .abld and .adef files to .xml? Those especially interesting in question of possible Internationale scarf for animated portrait (and archive recolours).

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It's on the list, though I am taking a bit of a break from dev for a few days. If you know C#, feel free to make a pull request or something.

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I'll go Andy Warhole then

post-448854-0-75405400-1433545706.pngpost-448854-0-98419500-1433545719.pngpost-448854-0-54107000-1433545740.png

post-448854-0-47855900-1433545777.pngpost-448854-0-64669300-1433545793.pngpost-448854-0-83680200-1433546564.png

post-448854-0-93336900-1433545804.pngpost-448854-0-26954800-1433546397.pngpost-448854-0-09331900-1433547209.png

Maybe toothless variant could be fun for an new character (there was ideas about Incognita as agent for example)

also release candidate for now:

post-448854-0-23891600-1433551211.png
I agree, I should go with it to some other thread already >_<

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I tried this today and I have the same problem as sonicgarbage. It seems that the program thinks that a file it is trying to access is being used by another program, but I tried closing everything before running the program and it didn't help.

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Oh good, I'm glad it's not just me then! Yeah I've tried a bunch of times but it never works out.

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@Cyberboy2000 and @sonicgarbage, I believe the problem lies in a multithreading issue, where the program will basically compete with itself for a file. I haven't had much time to work on it the last week, and I guess to you it seems like I just gave up, but I am working on it. Slowly.

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Good to hear you are still working on it.

That was what I thought aswell. I'm not an expert programmer, the only language I know is GML, but that's the way it seemed to me.

I have a question. When I have edited a file, how to I repack it into a .kwad? I see a few people have already done it, but I'm not quite sure I understand how to do it.

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There is a tool, 3 or 4 pages back in the thread called builder. Now, there are two versions, the 32 bit and the 64 bit. The 32 bit version I was told didn't actually work all that well, though I'm not sure who's using it so I can't ask them. If you're planning to replace a file with your own, you can just pack it into its own file, and put it in the game folder. Then load it in the main.lua, and it will overwrite the games version, if it is loaded after the original one. There is a gotcha: When you download the builder, it comes with a directory called stuff, to put the files in. However, it will be included in the path when the .kwad is built. You have to rename the folder to suit the path, and change the enclosed lua file to use that folder instead. For example: if the path to the original was GUI/images/button.png, then you'd have to rename stuff/ to GUI/, and make the lua file load GUI/ instead of stuff/. If you need any more help, just ask.

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Ah. That was what I was missing. I saw the 32-bit builder but not the 64-bit one. So I don't need to repack the entire file, that's good to know.

Now I just need to wait for the extractor to be finished. Thanks alot for the help.

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Yay, it works now. As you can see, I started with something simple.

6bZbm5e.jpg

The icon is made by JimThePea.

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My idea for those icons was to replace them all with Matt Damon's face. Get it?

In more important news, I believe our next step towards full modding after the extractor would be something akin to MinecraftForge, which would hook into the game's lua, and allow us to poke at its internals, and add new agents and items and such without directly modifying scripts.zip, which I feel is just asking for conflicts, at least after more than two mods have been built. Hopefully, because lua is more open than conventional game programming languages, it will be less complicated than it otherwise could have been. Or, I could be completely overcomplicating the modding scene for this game. Thoughts?

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I'm now working on .adef files, and I've run into a bit of problem that I hope that @Strelock could help me with, as he made the full .kwad specification. I think I have a handle on how to convert everything save the frames dimensions. Each frame in the animation.xml specifies a width, height, x, and a y, and I can't seem to find these anywhere in the format. Would you have any insights on how to get them?

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I'm now working on .adef files, and I've run into a bit of problem that I hope that @Strelock could help me with, as he made the full .kwad specification. I think I have a handle on how to convert everything save the frames dimensions. Each frame in the animation.xml specifies a width, height, x, and a y, and I can't seem to find these anywhere in the format. Would you have any insights on how to get them?

 

Frame's "w", "h", "x" and "y" is not present in the KWAD. Packaging two "anim" files with different attributes for animation.xml "frame" element produces the same KWAD (at least with the current build configuration and example anim file. There is still some logic in the builder that checks for existence of those attributes and some combination of values will produce an error).

 

Just a reminder that those files are intermediate KLEI files. The production pipeline is probably like this:

Adobe Flash project files (.fla) -> (converter) -> Intermediate KLEI files (.anim) -> (packager/converter) -> KWAD

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