Map And some confused code

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xpoy
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Joined: Mon Sep 22, 2008 3:55 am

Map And some confused code

Post by xpoy » Thu Jun 04, 2009 6:42 am

Crash due to load map Weight (game load)/mimamap(seleceting map)/ feature Numbers (game load)

And in the Sidedata.cpp, will this worked when load mod? It will replace ta3d.mod's set, or am I wrong?

Code: Select all

        TDFParser mod_parser( "ta3d.mod", false, false, false, false );
        unit_ext = mod_parser.pullAsString( "MOD.unit_ext", ".fbi" );
        unit_dir = mod_parser.pullAsString( "MOD.unit_dir", "units\\" );
        model_dir = mod_parser.pullAsString( "MOD.model_dir", "objects3d\\" );
        download_dir = mod_parser.pullAsString( "MOD.download_dir", "download\\" );
        weapon_dir = mod_parser.pullAsString( "MOD.weapon_dir", "weapons\\" );
        guis_dir = mod_parser.pullAsString( "MOD.guis_dir", "guis\\" );
        gamedata_dir = mod_parser.pullAsString( "MOD.gamedata_dir", "gamedata\\" );

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zuzuf
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Re: Map And some confused code

Post by zuzuf » Thu Jun 04, 2009 5:57 pm

In fact this code loads some config variables from ta3d.mod file, but the ta3d.mod file used depends on the VFS state, if there is a mod loaded, then the ta3d.mod associated to the mod has priority over the main one and is read instead of the global ta3d.mod file :)
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xpoy
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Re: Map And some confused code

Post by xpoy » Thu Jun 04, 2009 8:20 pm

I didn't know why, but switchFix 1.7b got a Wrong Arm commander, I had try to search the bug, but all look like work well.

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zuzuf
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Re: Map And some confused code

Post by zuzuf » Thu Jun 04, 2009 9:48 pm

it may not be the model file, it might be because of some unit description pointing to something unexpected.
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xpoy
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Re: Map And some confused code

Post by xpoy » Fri Jun 05, 2009 7:53 am

Not modle wrong, the DecoyCom instead ArmCom, and some other mods also meet this

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