Dungeon Adventure MOD MOD

Ooookay....

I have decided that the DA mod mod would benefit from being rebuilt from scratch. This is a bit of a bitter pill to swallow, but I really want the mod mod to be stable. Currently for Vista users, myself included, it is not. Must fix!

So my question to the FfH2 team is this: in your opinion, which version of FfH2 should I use as a base? Which one was/is most stable under Vista?

If I am going to do this all over again, I'd like to know I at least have a stable foundation.

Thanks!
 
You could always use my MODCOMP for the extra tags and junk :p



The flat out most stable for Vista that I know of (ie - the only one I know of to have gone out of the way to make Vista work) is WoC. So you COULD try to merge what you want from FfH into what they have. Lots of neat stuff over there, but right out the gate you would be giving up the SpellInfos.xml, until you manage to merge them.

They are hoping ot release 1.0 next weekend, so I'll be working on a merge myself after that point.
 
Ok, so that last little vista fix you posted didnt help either. :hmm:

Its probably a rasonably good idea to rebuild from scratch, i think something fundamentally wrong must have happened to make Vista spit the dummy so much like it did. i have no clue which version is the most stable for vista so cant help you there im afraid.

also, rebuilding it will give you an opportunity to tidy things up a bit, i found that when i rebuilt my WH mini mod it went much faster because i knew what i was doing, and i didnt have as much un-needed code cluttering it up :p
 
So I was pondering the difficulties of Vista again today.

I am wondering if some of the programs I use to edit stuff could be throwing things off? For example, if you open an XML file with Notepad++ and then save it with changes -- could odd permissions with Notepad++ make the newly saved file pukeable?

I guess what I mean is -- if you don't run Notepad++ as an admin, will the newly saved file somehow take on or absorb the less than perfect permissions status? Even if it doesn't really show up that way? Does the status of the editing program affect the status of the files being edited?
 
Also, since I am looking for advice, what are the best "save as" options when altering DDS files with GIMP? It seems like my altered savefiles always end up being HUGE compared to the originals.
 
Well I am not exactly sure how gimp works with dds (I just started using gimp myself), but for dds the DXT5 and etc are all compressed to various degrees I think.

I use 8x8x8x8 or something like that for crisp looking images, and they are quite big.
 
i have gimp but i dont use it for dds images, i use DXT.BMP which is a free download. very simple to use.

on the note of notepad, i always hear that notpad++ is the best to use if you havent got an excel editor like FfH...perhaps try modding it directly in the FfH Editor?
 
Here's another question:

After you have unPAKed the Art0.FPK file, do you need it anymore? I have disabled PAK loading in the config file, too, I think. Just wondering if having it still there in the assets file might be causing some of these crashes -- and if removing it would help?
 
Well, I learned two things.

1. After you have unPAKed the FPK files and disabled PAK memory mapping in the config file, you can dispense with the art0.FPK file. This makes sense.

2. Doing this did not resolve the CTD problems under Vista.
 
@ Psychic_llamas:

Try this other method and see if you can get the mod to start:

Start up vanilla BTS. Then select "single player," then "load a game." Try loading the demo savegame. After I deleted the art0.FPK file in the assets folder, using this method works more often than anything else. But still not 100% of the time.

Please let me know if it works for you.
 
nope :( sorry Lutefisk that dosnt work for me either:(

.....i wonder if you could ask Kael and the gang to take a look at this problem?

I'd love to, but I sort of suspect that they are busy with their own work right now! ;) I am loath to be that annoying noob that pesters them with requests to ," Plz cn u fix my ganky mod? Kthxbye!" :)
 
In the meantime, would people be interested in seeing little sub modmods that make some of the individual features from DA available?

I could split out all the stuff for things like doors, traps, some of the potions, floor textures, and claim flags and make them stand alone modmods.
 
Considering the amount of work that you have done here and that you have tried alot, I don't think that if you ask Kael and the team it would be noobish. I have been following this thread for a while and it looks cool. I would help but my only skill is at xml, and even then it isnt very good.
 
personalyl i think Kael is secretly planning on merging this with the main mod after Ice :p, because, afterall, FfH WAS originally a DnD campaign designed by him. so i dont think it would be noobish :p

but on the note of mini mini mods i think definately. that was other people can try recombining them and see if it miraculously works with vista...
 
This looks awesome! Looking forward to a stable vista release.. :)
Would be really cool if this could be incorporated directly into ffh2's adventure mode, or trigering a dungeon crawl every time you explore a rune/giant steading/... feature while in singleplayer/campain mode, though that'd probably be difficult to code.. O_o
 
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