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February 10th, 2010, 05:13 PM
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combineMods.py
Quote:
Originally Posted by pyg
I intend to release another version of DMG and I would like to test it further by creating combined mods for interested parties. If you want to put together a game with a lot of mods or would like a package of a certain set of mods, let me help. You get the combined mods you want and I get free testing.
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And here it is. The included utility (combineMods.py) is a functional replacement for Llamabeast's combineMods. It probably contains bugs but many of them have been worked out doing the mods for Blood Red and Lunar Sea games.
The following would generate the equivalent of the Blood Red mod:
Code:
./combineMods.py 2 CBcomplete_1.6.dm TombKings.dm City\ of\ Wonders.dm Jomon\ broken.dm Warhammer\ Skaven.dm themiskyra_MA3.dm Warhammer\ Dwarfs.dm Arga\ Dis.dm Warhammer\ Ogre\ Kingdoms.dm BLOODRED
And for Lunar Sea:
Code:
./combineMods.py 1 CBcomplete_1.6.dm diversity.dm holywar.dm sitemod.dm CPCS.dm LUNARSEA
This utility has moved to here. I removed the attachment because I don't want to update in both places.
Last edited by pyg; May 14th, 2010 at 10:10 PM..
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March 27th, 2010, 09:26 PM
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Re: combineMods.py
OP now contains utility.
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April 2nd, 2010, 10:42 AM
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Corporal
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Re: combineMods.py
ups, does not work under *nix
ImportError: No module named DMG
and after renamin dmg/ to DMG/ is still does not work
ImportError: cannot import name D3M
'''and string d3m is nowhere to be found'''
By the way, perl mod-combiner malfunctions, so i am impatiently waitin for a workin replacement
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April 2nd, 2010, 02:37 PM
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Re: combineMods.py
Quote:
Originally Posted by mehrunes_dagon
ups, does not work under *nix
ImportError: No module named DMG
and after renamin dmg/ to DMG/ is still does not work
ImportError: cannot import name D3M
'''and string d3m is nowhere to be found'''
By the way, perl mod-combiner malfunctions, so i am impatiently waitin for a workin replacement
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Sounds like you moved things around after unzipping. Best place to unzip is in mods/ After unzipping there should be a combineMods.py, a DMG.py, and a dmg/ Doing ./combineMods.py should give you usage help text. Moving combineMods.py to a different directory than DMG.py will give you the results described above.
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April 2nd, 2010, 04:23 PM
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Re: combineMods.py
Here is an Asia themed mod containing EA-LA TC, Yomi-Jomon, EA Atreus, Goguryeo, Shangri-La, and EA-LA * Qayan.
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April 2nd, 2010, 04:34 PM
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Corporal
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Re: combineMods.py
Hmm, sounds like a good time for me to try out Shangri-La. Thanks you!
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April 3rd, 2010, 12:33 AM
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Corporal
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Re: combineMods.py
the utility has a nice side-effect of checking if all the graphics is referenced correctly
unfortunately there is a bug which becomes visible when a processed mod contains commented-out line like
-spr1 ".\Angmar\Winged Uruloki\Winged_Uruloki_1.tga"
-spr2 ".\Angmar\Winged Uruloki\Winged_Uruloki_2.tga"
combineMods.py tries to find these files, fails and prints error message
Bad File Name: {name of tga}
Last edited by mehrunes_dagon; April 3rd, 2010 at 12:36 AM..
Reason: angle brackets ignored in 1st version of my post
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April 5th, 2010, 08:49 AM
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Re: combineMods.py
Quote:
Originally Posted by mehrunes_dagon
the utility has a nice side-effect of checking if all the graphics is referenced correctly
unfortunately there is a bug which becomes visible when a processed mod contains commented-out line like
-spr1 ".\Angmar\Winged Uruloki\Winged_Uruloki_1.tga"
-spr2 ".\Angmar\Winged Uruloki\Winged_Uruloki_2.tga"
combineMods.py tries to find these files, fails and prints error message
Bad File Name: {name of tga}
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Don't worry about the error message to much, it still creates the mod. If it was a commented out sprite it's still going to complain, sorry. You can turn off the sprite compilation by changing line 8 where it says 'packTGAs = True' to 'packTGAs = False'. This will also save space as you wont' have duplicate copies of all the graphics.
It should also be telling you that how many nations, monsters, spells, etc. it combined. It DOES NOT check to make sure those numbers are within safe limits. Usually new spells is the first to go over (~135 I think).
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April 8th, 2010, 11:33 PM
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Re: combineMods.py
OK, here is a mod of stuff I enjoy using together. It is a bit like the Lunar Sea mod. This combo adds a lot of magical options. It uses up all the spell slots so it's not compatible with anything else. Contains:
CBM 1.6
Endgame Diversity
Holy War Divine + Sacreds and Priests
FW Thugs
CPCS
Mytheology
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April 9th, 2010, 06:45 AM
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Re: combineMods.py
I think that combination deserves its own thread. A lot of people would probably like that pack and it could be used for some simply set up MP games.
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