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Re: Script for combining multiple mods
This is brilliant and will go a long way to combining my MOM nations mods when I get to that point. Thank you very much!
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Re: Script for combining multiple mods
Just updated the mod to make a small but important fix: Previously the script actually rather embarrassingly couldn't cope with more than one space between a command and a value (e.g. "#newmonster 2500" would have confused it). That's now fixed.
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Re: Script for combining multiple mods
So I've been absent from the modding forum and am glad to see that the first thing I needed to do has been done already :).
Thanks, llamabeast. This a vast improvement over anything I ever put together, or was likely to put together. |
Re: Script for combining multiple mods
I've been working on a tool that includes functionality similar to your combineMods script. In fact I've been cribbing from your script in order to see what I was supposed to do. I missed all the makemonster and summon stuff the first time. DMG does an additional thing that combineMods does not, which is it also combines the images so you can easily package your combined mods when you are done. For demo/testing purposes I put together a mega mod (~30k lines) that combines 20 of the mod nations and activates all the original nations. It modifies 623 monster ids, 20 nations, 48 magic sites, 159 weapons, 61 armors, and 995 tga files. The number of sprite files is actually the hard limit as more than 1000 crashes with *too many sprites*. I still haven't done anything with nametypes but I may follow your lead and overwrite some of the *unimportant* ones. Sorry if this sounds competitive as my intent is cooperative :)
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Re: Script for combining multiple mods
Wow! Awesome llama and pyg.
Llama, will this handle the question I asked in the ABM thread, ie., CBM.dm CBMfixes.dm So for example if the unit has the same unit number cbm.dm #selectmonster 1 ... #descr "foo" #end cbmfix.dm #selectmonster 1 ... #descr "bah" #end So monster 1 will have description "bah"? If so this would/will be amazing and awesome! |
Re: Script for combining multiple mods
Regrettably not chris. I don't know of any way to fix that problem unfortunately. I can see it's quite a bummer for you.
pyg - great stuff. I should think a mod like that might be really popular to let people see all the mod nations. I bet it was very pleasing to code too! Incidentally I would be inclined to set it in the middle era, where things are all averagy. You should post about it in the main forum, it might get some interest as a funky alternative to the other single age mods. It might be worth listing the mod nations and describing which ones are considered balanced though (basically Sombre's mods, Tomb Kings, Alugra and Haida Gwaii so far as I can remember). |
Re: Script for combining multiple mods
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I've tried using this for the Modness game, but got a non-functional mod out of it. I was using ActivePerl, and got the following messages.
Quote:
Error message was name2spell:no such spell! |
Re: Script for combining multiple mods
I am getting that:
Use of uninitialized value $totalModNations in subtraction (-) at combineMods line 120. Name of new mod: SuperMod.dm Use of uninitialized value $maxSpellCounter in numeric gt (>) at combineMods line 183, <MODFILE> line 23. Use of uninitialized value $replaceWith in substitution (s///) at combineMods line 816, <MODFILE> line 12748. |
Re: Script for combining multiple mods
Hmm... in my log file big part of CBM is highlighted in red, not in grey, like other mods and other part of cbm, the one that is being harvested. Maybe that's the reason? Or just my display? It is triggered by ' character. And in openoffice reader it is shown as unrecognised character. But it may be just my properties of text editor. I remember that you had issues on llamaserver with ' nations :)
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Re: Script for combining multiple mods
Huh, it works great for CBM, it makes all damage just fine. In CPCS.dm it changes #damage 2 to #damage llamaspell1 etc. And I don't see anything special about CPCS mod to explain it.
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