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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Failing to open files that are there.
So, I'm trying to run one module of my 8+ module set that me and a friend are building, and I just started this module today. I did the spriting, the coding, etc. for the weapons and actors that I wanted to use, and I added it to the main Index.ini, which looks like this: The error reads that line 5 is incorrect, or that the file couldn't be found.. Although it's right there. Even if I void line 5, it says the same thing for line 6, and so on. It looks almost the exact same as the other Index's I've written up.. What am I doin' wrong here? Help would be greatly appreciated!
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Fri Dec 11, 2009 8:26 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Failing to open files that are there.
Your index.ini file could be corrupt, the one it's opening could be structured wrong, there are a host of things going wrong, however, if it says the file isnt there, you should try making a new folder, copying the files that cannot be found into that folder, and then cutting them out again. Sometimes mods don't load because of errors like this. If it persists, your Index.ini might be corrupt, which is a pain to fix...
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Fri Dec 11, 2009 11:37 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Failing to open files that are there.
This could also be due to the fact that you've installed cortex command in your program files under Vista. Lotsa weird stuff happens with that. If Geti's advice does not work, try installing Cortex to a different folder, the easiest being your desktop.
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Fri Dec 11, 2009 4:11 pm |
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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Re: Failing to open files that are there.
Goddamnit. I created a whole new module, and re-did the files that were marked as missing. I created new '.ini's, and rewrote the index. I also moved the Data Realms folder into my desktop. Still, no luck.. I'ma try disabling all the other non-necessary modules. Maybe there's a conflict or something.
Last edited by AciD2 on Fri Dec 11, 2009 11:33 pm, edited 2 times in total.
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Fri Dec 11, 2009 11:12 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Failing to open files that are there.
This might be because you have several 'Index.ini' files. Try renaming the two included in the main one to something else and see if it works.
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Fri Dec 11, 2009 11:31 pm |
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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Re: Failing to open files that are there.
Forgot to add the sound index into the new module. But, another error appears..
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Fri Dec 11, 2009 11:34 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Failing to open files that are there.
Now that isn't something that should normally happen...
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Fri Dec 11, 2009 11:35 pm |
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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Re: Failing to open files that are there.
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Fri Dec 11, 2009 11:45 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Failing to open files that are there.
Code: AddEffect = Attachable CopyOf = PMC Head Base PresetName = PMC Head A SpriteFile = ContentFile FilePath = ModernPMC.rte/Actors/Merc/HeadA.bmp AddAttachable = Attachable ParentOffset = Vector X = -1 Y = -6 FrameCount = 1 SpriteOffset = Vector X = -5 Y = -7 Whee. From lines 356.
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Sat Dec 12, 2009 12:13 am |
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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Re: Failing to open files that are there.
Oh, ♥♥♥♥. I had a beret put on that guy, and I completely forgot to get rid of the AddAttachable lines..
Haha, thanks, I'ma test it again. <3
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Sat Dec 12, 2009 12:18 am |
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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Re: Failing to open files that are there.
Hell yeah, it works. Thanks a bunch guys.
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Sat Dec 12, 2009 12:28 am |
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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Re: Failing to open files that are there.
One more question. Is it possible to change the sound, and the 'decals' an object makes when it gets shot? I'm making a plastic material, more specifically, Perspex, and I want to change the impact holes and sounds from the metal ones to custom ones.
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Sun Dec 13, 2009 3:51 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Failing to open files that are there.
Yes. Change the Entry/Exit Wounds. They're emitters, and the sound they make when something gets shot is under "BurstSound".
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Sun Dec 13, 2009 4:05 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Failing to open files that are there.
Most of the basegame ones are defined in Base.rte/Effects/Wounds/Wounds.ini.
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Sun Dec 13, 2009 4:06 am |
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AciD2
Joined: Thu Jun 05, 2008 4:34 am Posts: 16
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Re: Failing to open files that are there.
Would these Entry/Exit wound lines be listed in the materials or the actual object's file? Or, would I have to add them in manually?
Nevermind, found them. I'ma just figure out how to work the BurstSound, but that should be easy enough. Thanks again, guys!
Last edited by AciD2 on Sun Dec 13, 2009 4:24 am, edited 1 time in total.
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Sun Dec 13, 2009 4:10 am |
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