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Big Problem with my mod


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#1 Easterling26

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Posted 03 August 2016 - 01:34 PM

Hello everyone.

 

As the tilte already says I have a huge problem with my mod.

I think that this problem cannot be solved.

 

First I will explain what the actual problem is.

When I began to work on my mod I did not

notice that for some reason my game had changed

the language.

 

My mod is/was based on a very old mod.

The mod had been not finished so I thought

I could finish it and make it even bigger because nobody seemed

to care about that mod anymore.

 

Now my mod had already taken shape and everything seemed to work perfectly

until I found a lot of "dirty codes". By that I mean that the previous mod author

had left a lot of unfinished codes and other stuff making the game very unstable and even causing it

to crash.I started to notice that the ran very laggy until it would crash then and the more I added to the game the more worse it became.

This is probably also the reason why the language got changed.

Not only does it look and sound stupid when all the text is english and

the voices are german, it is also very game breaking, it kills the feeling of the game

 

I think that it is also my fault that my mod is in this situation at the moment.

I should have checked if there were any unfinished codes.

I need some advice from you guys now.

 

Should I start from scratch and build my mod on a clean game

or should I try to fix all the errors and continue with this addon

for the old mod?

 

I think fixing all the errors would just take too long. I would need

to translate everything in the lotr string file back to German because

my game is German and I would have to go through all the files and clean

them.

 

Did anyone have a similar problem like me  before? If so would be the best solution here?

Start from scratch and make it entirely my on mod or fixing all the errors and carry on with the work

once everything is fixed?

 

Starting from scratch would however become a problem because I dont know the basics of extracting the big files.

The mod that I was using as a base was already extracted. Is there any tutorial that covers this specific step?

 

Sorry for the long text but I really dont know what to do.

Its not just a few hours of work, it is almost 2 years of work.

 

I would really appreciate help.

 

 

 

 



#2 MattTheLegoman

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Posted 04 August 2016 - 08:18 AM

It is your choice whether or not you start again. I can't suggest anything there.

 

If you need to extract the big files then use FinalBig which you can find here with the resources for modding.

https://www.the3rdag...pe=3&category=9


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#3 ICT

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Posted 04 August 2016 - 10:05 AM

It really depends on how much time you want to spend resolving the conflicts.

 

What I would do to find a solution is:

  • Extract all vanilla source files into a git repository
  • Add your current state of the mod as a branch
  • Compare the difference between those two branches and fix whatever you have to fix manually.
  • Merge your resolved state into a new version of your mod.

However, this will be very complicated for you since you don't know certain things yet (from basic modding skills with -mod command / directory / finalbig to more advanced version control using git). So I would suggest you start of learning the modding basics from our tutorials (see Matts link) and eventually start trying to look into git and why this could help you ;). You will have to google a lot, but it's certainly possible. And people are there to help.

 

Good luck.


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#4 Easterling26

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Posted 04 August 2016 - 12:55 PM

Thanks for both of your answers!

 

I think it would be a lot easier to start from scratch rather then

to fix all the errors. It would probably take longer than the

actual modding work.

 

I will probably start from scratch.

Is it however possible to keep files such as art folder with all the W3ds and the textures?

And I could still use my codes for my buildings like for my Easterling Fortress ?

I dont think that they use any of the dirty codes.

 

If I could keep those files, it would be a lot faster to reach my current stage of progress.

All I would have to do is set up my mod and just edit the command sets and the command buttons.

I really dont know if that would work but maybe you guys have an answer for me here.



#5 Before

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Posted 06 August 2016 - 03:06 AM

Thanks for both of your answers!

 

I think it would be a lot easier to start from scratch rather then

to fix all the errors. It would probably take longer than the

actual modding work.

 

I will probably start from scratch.

Is it however possible to keep files such as art folder with all the W3ds and the textures?

And I could still use my codes for my buildings like for my Easterling Fortress ?

I dont think that they use any of the dirty codes.

 

If I could keep those files, it would be a lot faster to reach my current stage of progress.

All I would have to do is set up my mod and just edit the command sets and the command buttons.

I really dont know if that would work but maybe you guys have an answer for me here.

You sound like a very strong developer. Two years of work? Damn, and I've seen some of your efforts too with previous posts. I hope you can get a great stable release sometime in the future :D

 

It's BFME1, right?



#6 Easterling26

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Posted 06 August 2016 - 03:51 AM

Hi Before.

 

No my mod is/was for Rise of the Witch King.

The reason why I chose the Rise of Witch King was

because of Angmar and Arnor. My addon/mod was only

supposed to rework and complete Arnor but then I started

to work on Rhun,Harad,Rohan and on the Hobbits.

 

Yeah two years is a long time but I am the only one working on my mod.

 

I might be able to solve these problems but it will take some time.

I was pretty close to a stable release but then this problem occured.

The pictures you saw were only for testing purposes but if you would like to see

some of my work just let me know and I will upload some pictures.



#7 Before

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Posted 06 August 2016 - 03:55 AM

Hi Before.
 
No my mod is/was for Rise of the Witch King.
The reason why I chose the Rise of Witch King was
because of Angmar and Arnor. My addon/mod was only
supposed to rework and complete Arnor but then I started
to work on Rhun,Harad,Rohan and on the Hobbits.
 
Yeah two years is a long time but I am the only one working on my mod.
 
I might be able to solve these problems but it will take some time.
I was pretty close to a stable release but then this problem occured.
The pictures you saw were only for testing purposes but if you would like to see
some of my work just let me know and I will upload some pictures.

Sorry I'm on a phone right now but that's great to hear, rotwk is my main t3a game :) will it work multiplayer?

#8 Easterling26

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Posted 10 August 2016 - 12:55 PM

This topic be closed now.

 

Everything is fixed now there is no longer a need to stop development of

my mod.






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