Anyone manage to get a full set of files yet? I tried to both manually convert via DOS prompt and one of the GUI conversion programs in order to get a full set but it doesn't seem that the version of ConvertData in the ForgeTools 3 download works with 1.02 all that well. Keeps giving me errors and not converting certain files, especially the "PLANETMODULE_" files. There also seems to be many files that are either missing or were deleted by Ironclad as not needed anymore as the number of files in my old mod directory is significantly more (in the hundreds) than the number I ended up with in my v1.02 mod listing.
I'm trying to convert my personal modifications for v1.01 and I've cobbled together something that kinda works by combining the mod for E1.01, correctly converted files, and the files that wouldn't convert left in binary form in the mod's gameinfo directory. It works... sorta. Before I mangled it all together Sins would hang and give a "Not Responding" error in Task Manager. Now it will load into a game and everything is seemingly normal... but when I try to build a TEC starbase it builds outside of the playing view of the solar system and is invisible. *sigh* There may be more problems but I'm stopping now until someone manages to get it done correctly or the official data is released. Any help out there?
We always release the latest convertdata with the actual patch. Check your Sins install directory for both the Sins 1.16 convertdata and the Entrenchment 1.02 convertdata. These are the actual exe's we used to turn our native text files of the data into the binary versions that are delivered via Impulse.
Am novice, searched forums..how do I actually use the converdata file? tried different ways of using it to open / convert files, none worked....thanks
Commandline...
save the following line to batch file with extension (whatevername).bat
for %%a in (*.entity) do convertdata entity %%a %%a txt
convertdata name it to the executable you want to use.
and put that batch file to where you the files you want to convert.
thanks.
I'm also experiencing similar challenges to the OP. It would be nice to have a list of files that were changed from v1.01 to v1.02 so that we can get our mods working in the latest version.
Also, where can I pick up the Developer .exe for Entrenchment v1.02?
P.S. Awesome game btw! Please don't forget allowing custom ship names for additional races and some explanation of music action level/range + emotion level/range some day
Ditto Jason FJ: A list of changed files and an updated dev exe would be a real boon toward keeping mods from grinding to a halt each patch.
Knowing what files have changed due to a recent patch is not that hard to figure out. Basically if you go into the Gameinfo folder in the default sins directory or the default entrenchment directory, sort the files by date modified, and then you should be able to figure out which files were changed in the recent patch. You can pretty much do that for all the folders.
As for the developer.exe, there are work arounds for that as well such as changing the show errors in the user settings to TRUE, but I do agree that a new version of this program would help in keeping mods productive.
That's a cool trick - thanks Ordian.
The easiest and best way (and what I do to create the files in the first place) is to download an eval copy of BeyondCompare and do a folder compare.
For those who didn't know, go to your mods directory
C:\Users\[yourname]\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting
1) Edit user.settings
2) Change the following lines to TRUE
LogOutput TRUEShowErrors TRUE
You'll now get all the features of Developer exe with one exception: your live saves won't immediately be reflected in the game (you need to restart to see them).
... oh and the only change I needed was to change one line in my starbase/weapon platforms...
rotateToFacePlanet FALSE
to
rotateFacingType "AwayFromOrbitBody"
Entity.manifest also shrunk by two entries this patch. Also, if you have any custom string work for your mod, an extra entry was made to English.str that would have to be added to your custom string file as well.
That and the already mentioned rotate control on star bases and planetmodules are the only formatting changes I am aware of so far that break mod compatibility in 1.02.
-dolynick
That is my point when is that going to come out? I hope soon, I don't want to restart and load the load screens again and again just to see a difference
https://forums.sinsofasolarempire.com/343929
This is what Blair is talking about.
Ah, I had no idea you pushed out those files via Impulse with each update. Thanks for that, I've got everything squared away now and working again.
I'm hoping it comes out soon as well... maybe a mod can answer this? It really makes mod development a lot faster (though I do notice it does create some stability problems that can result in random minidumps after a while, e.g. saving a playerrace.entity file updates ok.. but 10 mins later a random minidump can occur).
But still, it would be nice.
Hi guys,
Having an issue when trying to convert Entrenchment .2's entity files from GameInfo into txt files where ConvertData.exe will crash trying to convert quite a few of the files there.
I am using Vista 64 ultimate if that is known to cause any issues, otherwise I can't think of anything. Complete fresh install of Sins yielded same results.
I wonder if Blair mind answering this, why doesn't developer exe work anymore and when is the new version coming out soon.
solymer, I have converted the entrenchment files in a xp32 box & 7zipd them here http://www.mediafire.com/file/hzmazcyezwd/entrenchment 1.02 reference.exe
harpo
it says that i need a password to download the file
rs-fx,
Sorry but I have removed the password, and I have no idea what the password was
Nevermind, as i couldn't download the file, i used your tutorial with the .bat file to convert them and it worked perfectly !
I finally have the reference files and i can start tweking the values, thank you a lot !
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