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Enhanced Data Method


Amauros
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In EaW, we use batch programs to change the directory that the game uses to find data for the game.

The batch file looks like this:

swfoc MODPATH=Mods\MYMODNAME
Then there is a shortcut made to the batch file, and the target directory goes to the location of the swfoc.exe file. You click the shortcut, it starts the game. It loads the data from the main directory, and then loads from the mod directory. Anything loaded from the mod directory will overwrite what was loaded from the main directory. ---- So I'm testing this method with LRR to see what happens. First I moved my modded Data folder to Mods\Lego, then took the unmodded data and put it in the main directory. Then I wrote a batch file like this:
LegoRR MODPATH=Mods\Lego
Game loads, then gives me the little window asking me if I want to load the game full screen or in windows mode... I then realize I want to load it in windowed mode by default. I tell it to load in windowed mode... and then it tries and crashes. Round 2, I try this:
LegoRR -best -testlevels -window -debug
Game loads in windowed and all levels unlocked... and of course the game loads from the main directory... however debug mode doesn't work, but that's because it's using the original cfg with debug set to false. Round 3, lets try the modpath again:
LegoRR -best -testlevels -window -debug MODPATH=Mods\Lego
Game loads, and loads from the main directory... Round4, lets extend the modpath:
LegoRR -best -testlevels -window -debug MODPATH=Mods\Lego\Data

Game crashes from the very start...

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Anyone have any idea what could be happening here? I'm not very knowledgeable with batch commands (command prompt). Anyone have any idea on another method or a different command? I've tried using DATAPATH rather than MODPATH, but it either crashes or ignores it and loads the main directory...

I'm wondering if LRR just doesn't like the fact that it's reloading files and having to overwrite the main directory with the mod directory...

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Well you see, "MODPATH" would be a parameter that exists for SW:EaW. However it does not exist for RR. So setting "MODPATH" will not do anything.

I wish it were that easy. It is possible to change the directory if you search for "Data" in the exe however you can only change it to another 4 letter directory.

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This is why I like WADs. I can have separate sets of WADs for separate mods, then just rename them to LegoRR# when I want to use them.

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Then why would the modpath directory change the results of LRR? I mean when I extend the path to Mods\Lego\Data, it crashes the game, instead of ignoring the fact that it's there.

Cirevam, it would be just as easy to rename the Data folder, the difference would be you wouldn't have to go through the trouble of packing and unpacking the wads...

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Oh wow, I compile the WADs one time then I can just rename them when I want to use them, and it takes about 15 seconds to compile both WADs. That's horrible, innit. This modpath issue does seem weird though. I wish I could help out but I've never done mods like that.

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Well the pro of this is you can have as many mods added to your game without conflicting each other (you can't run more than 1 mod at a time), and you don't have install the game to a new directory for it.

So say you wanted to have Baz's mod, RTPU, and TR, right now you would have to install LRR to three different directories and place the mods at the different directories (or else shift files/wads around)... or if we got this to work, you would only need one install directory, and you can have your unmodded and modded files contained within the install directory and open what you want with the appropriate shortcut. :D

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I mean when I extend the path to Mods\Lego\Data, it crashes the game, instead of ignoring the fact that it's there.

Maybe it's just wondering what the hell your trying to get it to do... or maybe too many parameters causes a crash?

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Do you have any idea if there's a way to do this with Command Prompt rather than the batch? It's pretty much one in the same, but do you know if there's a commandline that might work?

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This is the reason I have about 6 different installs of RR, with 4 of them linked with desktop shortcuts, and all of those have exe, Data folder and cfg shortcuts. All together, 12 shortcuts. the ones I have on my desktop are my mod testing install, which I use most often with testing lwo stuff; an new RR for actuall playing; a Data Raiders one; and one for testing levels. So what if it's all 700+ MB? I also have one for Baz's mod, which I can't play for UAC reasons, and a clean one for copypastaing from if I royally screw something up. Plus I have a hjsplit up tarball for emergency backup on my C drive.

No I'm not crazy. I'm organized.

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This is the reason I have about 6 different installs of RR, with 4 of them linked with desktop shortcuts, and all of those have exe, Data folder and cfg shortcuts. All together, 12 shortcuts. the ones I have on my desktop are my mod testing install, which I use most often with testing lwo stuff; an new RR for actuall playing; a Data Raiders one; and one for testing levels. So what if it's all 700+ MB? I also have one for Baz's mod, which I can't play for UAC reasons, and a clean one for copypastaing from if I royally screw something up. Plus I have a hjsplit up tarball for emergency backup on my C drive.

No I'm not crazy. I'm organized.

How do you install many of the same program?

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Sooo... It seems you've established most things. One more idea I have: Change the working directory for the shortcut. I'm hoping that maybe LRR might look for WADs and the data folder in the working directory rather than the installation directory. So you can have subfolders of the Lego Rock Raiders folder containing different WADs or Data folders. Let's wait for someone to test it or me to get back to France then :P

Oh right, to make this a batch file just "cd" to the folder where the new data is, then run LRR via an abssolute path (as in, "C:\Program Files\LEGO Media\andsoon\LegoRR")

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One more idea I have: Change the working directory for the shortcut. I'm hoping that maybe LRR might look for WADs and the data folder in the working directory rather than the installation directory. So you can have subfolders of the Lego Rock Raiders folder containing different WADs or Data folders. Let's wait for someone to test it or me to get back to France then :P

I tested it. It Worked. Then I changed the original folder. And it failed.

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One more idea I have: Change the working directory for the shortcut. I'm hoping that maybe LRR might look for WADs and the data folder in the working directory rather than the installation directory. So you can have subfolders of the Lego Rock Raiders folder containing different WADs or Data folders. Let's wait for someone to test it or me to get back to France then :P

I tested it. It Worked. Then I changed the original folder. And it failed.

Uuuh, WAD?

(yes that was a pun on "wat"

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Well you see, "MODPATH" would be a parameter that exists for SW:EaW. However it does not exist for RR. So setting "MODPATH" will not do anything.

I wish it were that easy. It is possible to change the directory if you search for "Data" in the exe however you can only change it to another 4 letter directory.

1, I think your right about that.

2, I looked and "data" only turns up for the error messages. Now if I were to go through extreme's decompiled list, that may be another story, but I would still have to figure out how change that string of information or how to recompile the engine and make it work.

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Anyways, this could be something you ORR guys could take into consideration... having a method of choosing what mod to load... and at the same time reducing the size of mods. ;)

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Anyways, this could be something you ORR guys could take into consideration... having a method of choosing what mod to load... and at the same time reducing the size of mods. ;)

Choosing what mod to load: See reducing size

Size: Zip files containing the data

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Well the thing is, the game loads from the main directory by default... THEN loads from the mod directory. That way, only the actually modified files have to be in the mod which will overwrite the main files after loading. Keeping them in a zip is great, but reducing the file count is even better.

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