impspy wrote:Note, if you use the fix you will have to make a new project.
wait so i'll have to start my map over agian
Re: Munging help
Posted: Thu Apr 22, 2010 9:41 pm
by impspy
acryptozoo wrote:wait so i'll have to start my map over agian
Yeah, just save your world file and your scripts, (and sides too) delete the data_KOT folder and remake the project.
Re: Munging help
Posted: Thu Apr 22, 2010 9:49 pm
by acryptozoo
so just save KOT.lvl and my Scripts folder and then start agian after cleaning and changing the XD's? (what are they) and after that i should be fine Hopefully
Re: Munging help
Posted: Thu Apr 22, 2010 9:50 pm
by impspy
acryptozoo wrote:so just save KOT.lvl and my Scripts folder and then start agian after cleaning and changing the XD's? (what are they) and after that i should be fine Hopefully
XD is a smile that represents a laughing face.
Save your worlds/KOT folder and everything in it, as you don't have an lvl yet.
Re: Munging help
Posted: Thu Apr 22, 2010 10:00 pm
by kinetosimpetus
Hidden/Spoiler:
XD =
Ah, you seem to have removed last post before I posted?
Re: Munging help
Posted: Thu Apr 22, 2010 10:01 pm
by acryptozoo
try clean and munge and if not, try adding 1 per 1 XD (begin since 0)= confused on what that means
i know XD=lauging face
Re: Munging help
Posted: Fri Apr 23, 2010 4:20 pm
by hockeygoalie35
sadly, i had this problem as well, i have WIN7 too
Re: Munging help
Posted: Fri Apr 23, 2010 4:25 pm
by acryptozoo
hockeygoalie35 wrote:sadly, i had this problem as well, i have WIN7 too
good its not just me
EDIT: please anyone that can help i love to be able to play my maps
Re: Munging help
Posted: Sat Apr 24, 2010 8:38 am
by hockeygoalie35
and I want to play the sides i made
Re: Munging help
Posted: Sun Apr 25, 2010 7:44 am
by acryptozoo
hockeygoalie35 wrote:and I want to play the sides i made
hoppefully some help will come soon or not and i will have to quit modding
Re: Munging help
Posted: Sun Apr 25, 2010 8:46 am
by hockeygoalie35
acryptozoo wrote:
hockeygoalie35 wrote:and I want to play the sides i made
hoppefully some help will come soon or not and i will have to quit modding
well, you could always send a friend the file and he can munge it for you....
Re: Munging help
Posted: Sun Apr 25, 2010 9:00 am
by acryptozoo
hockeygoalie35 wrote:
acryptozoo wrote:
hockeygoalie35 wrote:and I want to play the sides i made
hoppefully some help will come soon or not and i will have to quit modding
well, you could always send a friend the file and he can munge it for you....
i could use my old computer but its so slow wish there was a fix
Re: Munging help
Posted: Sun Apr 25, 2010 12:16 pm
by Deviss
well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
Re: Munging help
Posted: Sun Apr 25, 2010 12:50 pm
by acryptozoo
Deviss wrote:well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
srry but i don't understand
Re: Munging help
Posted: Sun Apr 25, 2010 12:55 pm
by Deviss
acryptozoo wrote:
Deviss wrote:well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
srry but i don't understand
addme.lua
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert the new gamemodes or maps here for pre-existing maps:
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("KOT","KOTc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\KOT\\data\\_LVL_PC\\core.lvl")
Deviss wrote:well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
srry but i don't understand
addme.lua
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert the new gamemodes or maps here for pre-existing maps:
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("KOT","KOTc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\KOT\\data\\_LVL_PC\\core.lvl")
Go to data_abc\worlds\abc and copy everything in there and paste them at desktop.
Next, go to common\scripts\abd and copy all scripts in there.
Now, if you edited your addme.lua, copy that too and delete data_abc.
Make a new project and call it the same name (As in abc.).
Go into your new data_abc\worlds\world1\abc and paste all the contents of you old world1\abd folder.
Next, paste your addme in the new addme folder and paste any scripts you had into commom\scripts\abc.
I've don this plenty of times, so it should be right. But it's also possible it won't fix your munge problem, but it should.
Re: Munging help
Posted: Sun Apr 25, 2010 11:00 pm
by acryptozoo
genaral_mitch wrote:Oh, come on. Can't anyone help him?
Go to data_abc\worlds\abc and copy everything in there and paste them at desktop.
Next, go to common\scripts\abd and copy all scripts in there.
Now, if you edited your addme.lua, copy that too and delete data_abc.
Make a new project and call it the same name (As in abc.).
Go into your new data_abc\worlds\world1\abc and paste all the contents of you old world1\abd folder.
Next, paste your addme in the new addme folder and paste any scripts you had into commom\scripts\abc.
I've don this plenty of times, so it should be right. But it's also possible it won't fix your munge problem, but it should.
thank you sooooo much but now im getting errors konw anthing that can fix that
Thanks in adavnce
Re: Munging help
Posted: Sun Apr 25, 2010 11:20 pm
by Deviss
acryptozoo wrote:thank you sooooo much but now im getting errors konw anthing that can fix that
Thanks in adavnce
cool but anyway i want bother you, please post the new errors
Re: Munging help
Posted: Sun Apr 25, 2010 11:28 pm
by acryptozoo
Deviss wrote:
acryptozoo wrote:thank you sooooo much but now im getting errors konw anthing that can fix that
Thanks in adavnce
cool but anyway i want bother you, please post the new errors
k when i try to play the map it says it cant load MISSION/kotc_con