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Structures not appearing in sidebar using custom game.exe
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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Thu Jun 18, 2020 6:16 pm    Post subject:  Structures not appearing in sidebar using custom game.exe Reply with quote  Mark this post and the followings unread

I was using the new ts patches from Github and I tried using a similar method from DTA to use different MCV's. Currently, four factions, everything spawns in correctly, however I cannot build any structures even though they have the same owner.



rules.ini
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 Filename:  rules.ini
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 18, 2020 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

A.Productions wrote:
I cannot build any structures even though they have the same owner.

doesn't look like that to me

[Houses]
00=GDI
01=Nod
02=Enriched
03=Scrin
04=Neutral
05=Special

[ECONST]
Owner=Enriched

[MAPOWR]
Owner=MySide ???

searching for Owner=Enriched, you only find the mcv and the conyard. no other building has this Owner.
Same for Owner=Scrin.

So there is no chance for either of the new sides to show any building, since they have none.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Jun 19, 2020 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I suppose you are trying the 2nd example from here. As LKO mentioned, you haven't replaced the MySide from the example to your new sides.

With buildconst_harvesterunit_baseunit.asm patch, you can avoid the spawner method for separate MCV and ConYards, for which the coding becomes similar to the first example. Just remember when using this patch, ActsLike number in maps shouldn't exceed the number of houses in rules. Better to use the updated FinalSun for TSClient from here.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Fri Jun 19, 2020 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I thought there was nothing wrong, however, even playing as Nod...



Game.exe Screenshot 2020.06.19 - 11.32.19.03.png
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Game.exe Screenshot 2020.06.19 - 11.32.19.03.png



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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Fri Jun 19, 2020 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

It's only GDI that can place structures down and I have no idea why.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Fri Jun 19, 2020 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's the updated rules:



rules.ini
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Jun 19, 2020 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are additional files that need change, like in the example 2, the Bases
flag is set to no in INI file in resource folder. With your updated rules, can't say
whether you are using the spawner method for separate MCV or the newer
patch from AlexB. DTA mod uses the newer patch but the example 2 is for
spawner method only.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Sat Jun 20, 2020 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah well I assume I'm using a mixture of both. How would I be able to get it to work with just AlexB's patch?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Jun 20, 2020 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

As you mentioned that you are using ts-patches and compiling on your own,
compile the game.exe by including mods/buildconst_harvesterunit_baseunit.asm
patch in your tsclient.mk file.

It would be more simpler than the spawner method. You could use the
Example1 and build upon it by adding separate MCV and conyards.

Also you would need to put the side specific MCVs in HarvesterUnit flag as
you already did in your last rules.ini update.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Sat Jun 20, 2020 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

So does that mean I do not need BLDCNSTU and BUILDCONST dummy entries then? I see that DTA's rules says that they're obsolete, so I can just remove them if they're not needed?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Jun 20, 2020 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Sat Jun 20, 2020 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Mon Jun 22, 2020 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same thing happens even with the changes. I think it's an INI problem, but I have no idea where it is.

EDIT// I really need to get Nod to start building again. They don't think they have any structures they can build, even though everything's organised correctly.



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Jun 22, 2020 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did minor changes to rules in a few minutes, attaching. If this doesn't work,
problem may be somewhere else.



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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Mon Jun 22, 2020 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Testing.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Mon Jun 22, 2020 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem is somewhere else it seems. I'll provide you with a link later so that you can download the mod. I am gonna rest for a bit.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Thu Jul 09, 2020 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Jul 10, 2020 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't see all the files in your upload. Mix folder says 28 files but shows only 24 files as if not all side mix files are present. There is also no language.dll in game folder etc.

Also I can't guess what patches you applied to game.exe.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Mon Jul 13, 2020 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

There's the 1024 X 720 language dll. And I did just copy-paste the sidebar mix files, although they haven't been changed yet.

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