#Modding changes for version v167812 : fixing Dev mode Spawn unit menu.

55 messages Β· Page 1 of 1 (latest)

quaint mauve
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As usual, here is a non-exhaustive list of main NDF changes between this version and the previous one:

Dev Mode spawn unit menu:

  • Fixed Shift+Alt+Key shortcut not working to spawn enemy or allied units.
  • Fixed inverted keys for non-AZERTY keyboards.
  • Added config field to select experience level.
  • Fixed some typos in help text.

Ammunitions:

  • Removed CanHarmAirplanes, that was useless since a weapon with a MaximumRangeAirplane of 0 cannot target airplanes.
  • Calirifed error message about MaximalSpeedGRU and ShotWithPhysics.

Unit Descriptors:

  • For TLandMovementModuleDescriptor, merged StartTime, StopTime, RotationStartTime and RotationStopTime into one EngineCooldownTime.

Depictions:

  • Improved error callstacks in case of wrong parameter type in NDF depiction template.
  • Deleted MimeticGhosts.ndf. Instead, replaced GhostVehicleDepictionDesc by GhostVehicleDepictionRegistration (and the same for GhostAerialDepiction*) that also contains a MimeticName to register. One less file to edit for each new unit.
  • Replaced TacticVehicleDepictionDesc by TacticVehicleDepictionRegistration (and same for TacticAerialDepiction*). Deleted TMimeticUnitRegistration list at the end of DepictionVehicles.ndf and DepictionAerialUnits.ndf.
  • Replaced ShowroomVehicleDepictionDesc by ShowroomVehicleDepictionRegistration (and same for ShowroomAerialDepiction*) that takes a MimeticName. Deleted TMimeticUnitRegistration list at the end of DepictionVehiclesShowroom.ndf and DepictionAerialUnitsShowroom.ndf.

Conditions:

  • Inverted TConditionNotInMovement to TConditionInMovement. Condition for immobile caster can be used with TConditionNot applied on TConditionInMovement.

User Interface:

  • Moved loading videos configuration from GameData:/UserInterface/Use/OutGame/UIOutGameLoadingResources.ndf to GameData:/UserInterface/LoadingScreen/LoadingScreenResources.ndf.

Map Editor:

  • LaunchDatapacking.bat delete previous datapacks to be sure nothing deprecated remains.
acoustic nest
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@quaint mauve hi, is there a way to start updating process once again if update tool didnt merge and delete some things (mostly refers to everything related to depiction)

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well looks like it didnt merge at all, even EffectsSurUnite didnt get updated

quaint mauve
acoustic nest
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like it added some new files but failed to delete/update old one and because of that i can`t assume what was changed and what was not

acoustic nest
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i would be grateful if you could send like a list of changed files so that i could check them by yourself

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however even with a list its very hard(almost impossible) to fix everything

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its totally broken

quaint mauve
acoustic nest
# quaint mauve If it can be of any help, here are moddable NDF files for last version (166262) ...

i figured out what was the issue
earlier I by mistake have deleted .base zip from the mod folder and only now realized how your diff tool works. Used old mod data that you've sent as a base for update. Still it failed to fetch some things, mostly in DepictionResources, but i managed to dix it
Could you please include old mod data after further updates so that other people who may stuck with this process will have the ability to fix it.
BTW, thank you very much for your effort

narrow aurora
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@quaint mauve, I am having trouble finding the source of this error as I am only declaring the one Gepard in DepictionGhosts.ndf

narrow aurora
acoustic nest
night warren
quaint mauve
quaint mauve
candid yacht
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My entire UniteDescriptor.ndf file got reset to default due to this update...

acoustic nest
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Just look at backup

candid yacht
# acoustic nest Just look at backup

so i've fixed it without backup, but i modded something else like i usually did in the past and now it's giving me this crash error on startup, any clue what it might be?

acoustic nest
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Looks like your DepictionInfantry is broken
Can't help because didnt get that error, sorry

candid yacht
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i had forgotten to add the TMeshlessDepictionDescriptor in the unit i modded, fixed now lol

acoustic nest
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Tyulpan has wrong AngleRotationBase(picture 1). It should turn around to fire, however it doesnt do that
Fixed version is Chech Tyulpan(picture 2) and it works as it should be

acoustic nest
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Something very strange happens with staff related to Ghosts and Towable units
First of all game for no reason now requires to have ghost version of the Towable depiction (at least with the same name) but at the same time for no reason starts searching for another Depiction

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so the final solution was to create yet another MissileAlternatives with reference to ghost

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i see this rather a bug

regal hull
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Sorry, have been out the past couple days so I don't know which update caused this. Anybody have any idea what file might be causing this? I suppose it might be UniteDescriptor.ndf?

regal hull
summer wadi
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I don't want to create a new subject for a simple question so I'll ask here :
what are MimeticDescriptor and InfantryMimeticName ?
Also : what am I supposed to do with descriptorIds and their GUID ? just put a new unique ID ?

acoustic nest
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those mimetics are just like links between one object to another

summer wadi
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thank you very much

summer wadi
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also if I may : where are NameToken defined ?

acoustic nest
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units.csv

ebon forum
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(I'm not making a new post because I'm just trying to understand the mechanics, and not to get them working ingame yet)
Hello, I'm wondering how missile interception is supposed to work.
The only thing I found that could be related is Mininmum/MaximumRangeProjectileGRU in both Ammunition.ndf and AmmunitionMissiles.ndf but I haven't had time to test yet.

What I'm trying to know here:

  1. Did I miss something?
  2. Is it possible to have an "APS" for tanks and also airplane AT missile interception? I'm afraid that if I give the AA missile interception capabilities, they will intercept ATGMs as well. And vice versa for the APS intercepting AT plane missiles.

Anything would be useful, thanks πŸ‘

summer wadi
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Any ideas ? I imagine that it has to do with the DepictionInfantry.ndf entry but I tried different way, inspired by different infantry and I don't see what could be wrong. (I do have a MeshAlternative_4 entry there, "TDepictionVisual( SelectorId = ['MeshAlternative_4'] MeshDescriptor = $/GFX/DepictionResources/Modele_LRAC_F1 )")
There is another MeshAlternative_4 in WeaponDescriptor.ndf but it looks so simple that it seems less likely.
Any others potential MeshAlternative_4 I should know about ?

acoustic nest
acoustic nest
acoustic nest
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new modding changes are coming?

quaint mauve
# acoustic nest new modding changes are coming?

Nothing really new with this version (very few structural changes from last one), except a new check in to replace a crash by an error message in case of missing country in TUISpecificCountriesInfos.

inner sail
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Is it possible that since the update the localization files are not generated? Since the update the edited ones come out without any modification, and the ones created by me close the game saying with the error that they are not in any dictionary, when before they all worked

acoustic nest
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maybe it would be cool to make assets backup to be optional. Backuping over 8gb of assets from hotfix to hotfix kinda exhaustive for my HDD

errant glacier
inner sail
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Since the update I can not solve these error

errant glacier
inner sail
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I already have it, and it was working before the update, but now I'm not able to fix it

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And I have units with personalized names, and they don't see it in the game either, it's as if when generating you don't get the csv files

limpid anvil
acoustic nest
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@quaint mauve Hi, sorry for disturbance. Could we get please two-three example sound assets. I feel like my own are not loud enough and would like to get a point to which i should head. The assets are: small firearms (m4, ak74 whatever), autocanon (2a42 bmp2), tank canon (t80bv/abrams, big caliber). Thank you

acoustic nest
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The bug with game requiring missile hardpoints from vehicles that shouldn't have them still present