Page 13 of 13

Re: NW3 Ultra Gore SSE

Posted: Sat May 18, 2019 1:48 am
by sektor2111
This for me it's not so relevant because I have 436 (working/testing) and I was dropping mutator into servers using 440 and 451. I could see INI changes after generating a new file as called in class definition and not in other way in ALL versions. I dropped INI file with changes in both servers + client/modding version and I could see effects immediately - file used is called NWConfig.ini created by Mutator and UT itself.
What I was aiming:
- defined LifeSpan for decals and all those things - for preventing a lot of load;
- Green Blood for Sliths and custom Mercs and NsSliths (from my NsMonster package) - except LavaSlith which I defined as red-blooded in MH stage;
- bigger chunks;
- network relevance.
If network relevance was not so visible for me if do works or not (I did not draw too much attention), Sliths and custom Mercs were using the same red blood until new INI file was created and after that all setup was visible different according to changes which I've done. I even removed old ini and leaving new file, everything was running as I wanted.
This is what I could figure before changing INT file for accessing Preferences menu:

Code: Select all

class NWBloodyMess_UGSSE expands Mutator config(NWConfig); //It's definitely NWConfig.ini
For server here it's not only a need to be in ServerPackages but all changes and gore modifications should be in a file called NWConfig.ini.

Re: NW3 Ultra Gore SSE

Posted: Sat May 18, 2019 5:57 pm
by Feralidragon
Yes, NWConfig.ini is the configuration file for that, even because this mod was originally part of NW3, which has the same file, when the final version of NW3 was under development, hence the SSE name (SSE = Special Standalone Edition).
Although if I did it all over again, I would do things very differently of course.

Having that said, I understand all the settings that you wanted to do, and they can indeed be done (as you have already), but I am starting to think I am not really grasping the real problem you're having, so:
1. Did you edit a different .ini file thinking it was the correct one, when it wasn't the correct one? (considering your mention about the config file being NWConfig.ini)
or
2. Did you edit the correct file, but for some reason the names in double quotes in the ini file didn't work for you?

I would really like to understand what the actual problem is. :)

Re: NW3 Ultra Gore SSE

Posted: Sat May 18, 2019 6:33 pm
by sektor2111
File NWUltraGoreSSE.ini did not help me in any way - being out of NW3 things. I spent some time trying to figure how do I need to declare classes for custom creatures and gore related appearances. Nothing worked. Later I decided to check main mutator's code. Surprise... thinking up to 10++ seconds... Solution: trigger mutator to "reveal" properties by editing INT. After opening Preferences from Console I figured mutator listed and I have done a single change (relevance, I think). When that window is closed ANY mutator will save configuration - some of my tools are working this way on purpose. Due to my machine speed and files wrapping methods (time based - newer first) could figure a new file appearing: NWConfig.ini - never existed before in System folder. I did a small examination and first move was to copy all three lines with mercenary stuff at bottom of array. After that I replaced last Mercenary string with NsMercenary. Next position was "blood type" NsMercenary -> Green. DONE, working perfectly. After a few minutes I simply deleted file NWUltraGoreSSE.ini from any environment and mutator has worked with my settings properly without any issue caused by a missing file - NWConfig.ini was the file read and used and not NWUltraGoreSSE.ini.
To summarize:
Here we do have only one single problem requiring attention: INI name, else mutator it's working using internal default properties if INI doesn't have values, or if it doesn't exists. For me was not that hard to do desired settings after figuring INI name. INI provided with "B" version has no effects regarding to values edited, no one can change anything for mutator's behavior from game because that file NWUltraGoreSSE.ini does nothing but it will be used if is Renamed accordingly (I think - speculating those string/names...). User which uses GORE and not NW3 won't be able to configure "bloody" stuff if INI it's wrong, and required INI it's not provided inside StandAlone mutator but other file, which has no purpose.

Re: NW3 Ultra Gore SSE

Posted: Sat May 18, 2019 10:43 pm
by SC]-[WARTZ_{HoF}
Feralidragon wrote:Yes, NWConfig.ini is the configuration file for that, even because this mod was originally part of NW3, which has the same file, when the final version of NW3 was under development, hence the SSE name (SSE = Special Standalone Edition).
Although if I did it all over again, I would do things very differently of course.

Having that said, I understand all the settings that you wanted to do, and they can indeed be done (as you have already), but I am starting to think I am not really grasping the real problem you're having, so:
1. Did you edit a different .ini file thinking it was the correct one, when it wasn't the correct one? (considering your mention about the config file being NWConfig.ini)
or
2. Did you edit the correct file, but for some reason the names in double quotes in the ini file didn't work for you?

I would really like to understand what the actual problem is. :)
I believe what Nelsona is trying to say is that anybody not code savvy downloads this mutator which is packed with NWUltraGoreSSE.ini is gonna assume this for configuring the gore settings. So maybe repack the mutator with the correct ini would avoid future discussions about configuring this mod.

Re: NW3 Ultra Gore SSE

Posted: Sat May 18, 2019 11:44 pm
by Feralidragon
Yeah, got it, now I understand what happened, thanks. :tu:

And also, sorry, this is indeed on me, I messed up the package on release, and didn't notice this problem.
After redownloading my own package, I noticed that NWUltraGoreSSE.ini was indeed the intended configuration file, however in the code I never changed the config(NWConfig) to config(NWUltraGoreSSE), resulting in this problem.

The ideal way to fix this would be for me to release a new recompiled version of the package (renamed of course), pointing to the intended configuration file (NWUltraGoreSSE.ini), especially to fully separate the NW3 configuration from this mod's configuration, especially for those who have both installed.

However, if I release a fixed version now after such a long time, only to fix this issue, I will need to test it again, make sure everything works properly, for which I don't have the time (nor the patience) to do, and it may also lead a fair number of players think I am actively developing the mod again (there are about 140-150 watchers in moddb alone, which by UT's standards is a fair amount), and even cause confusion among the server admins who may be using this mod already, so for now I won't do anything, but feel free to repackage it yourselves with the right configuration file if you want, and I can put the link to it in the first post. :)

Re: NW3 Ultra Gore SSE

Posted: Sun May 19, 2019 6:20 am
by sektor2111
If this would be my task, first I would try to change INI, then recompile mutator and then conforming it with previous one for preventing mismatches or a future re-editing server's configuration. Update would be done by only dropping new files in System and... done.
I could try this already but I do not have source-code... else I don't think Editor will help here... but it worth a try.

Edit:
Some GEN2 done with Editor seems to work properly, all private tests done so far were successfully.

Re: NW3 Ultra Gore SSE

Posted: Sun May 19, 2019 11:22 am
by Feralidragon
All my sources, including this one, are here: viewtopic.php?f=12&t=5638
Namely this one is one of the last ones in the list: http://www.mediafire.com/download/7iexi ... Eb_SRC.rar

However, in order to compile any NW3-based mod, you will need a "hacked" version of Botpack.u, where the ZoneInfo bFogZone property is not defined as a constant (drop the const keyword essentially), given the way I fix decals in fog zones.

Have fun. :)

Re: NW3 Ultra Gore SSE

Posted: Sun May 19, 2019 5:24 pm
by sektor2111
Feralidragon wrote:However, in order to compile any NW3-based mod, you will need a "hacked" version of Botpack.u, where the ZoneInfo bFogZone property is not defined...
That's not a big deal, UT version which I'm using in modding/mapping can compile mods/plugins able to modify Movers, pathing data, etc, etc.
For now I can manage this configuration but... I'm curious about lecturing a bit these things.
I'll try other "chunks" attached in configuration at once with these gore things, but that's another story...