Dune Land of Sand
New mod based on D2k.
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- Posts: 52
- Joined: Fri Feb 28, 2014 2:08 pm
Not yet, i use IRC though but the interest in d2k and my mod is nearly 0. Need to fix the problems i am having with the new openra build first.
Now i am getting this error message:
Dune Land of Sand Mod at Version playtest-20140405-2
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 2.0.50727.5477
Exception of type `System.IO.InvalidDataException`: No valid shellmaps available
bei OpenRA.Game.ChooseShellmap()
bei OpenRA.Game.LoadShellMap()
bei OpenRA.Mods.RA.DefaultLoadScreen.TestAndContinue()
bei OpenRA.Mods.RA.DefaultLoadScreen.StartGame()
bei OpenRA.Game.InitializeWithMod(String mod, String replay)
bei OpenRA.Game.Initialize(Arguments args)
bei OpenRA.Program.Run(String[] args)
bei OpenRA.Program.Main(String[] args)
Now i am getting this error message:
Dune Land of Sand Mod at Version playtest-20140405-2
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 2.0.50727.5477
Exception of type `System.IO.InvalidDataException`: No valid shellmaps available
bei OpenRA.Game.ChooseShellmap()
bei OpenRA.Game.LoadShellMap()
bei OpenRA.Mods.RA.DefaultLoadScreen.TestAndContinue()
bei OpenRA.Mods.RA.DefaultLoadScreen.StartGame()
bei OpenRA.Game.InitializeWithMod(String mod, String replay)
bei OpenRA.Game.Initialize(Arguments args)
bei OpenRA.Program.Run(String[] args)
bei OpenRA.Program.Main(String[] args)
Code: Select all
Exception of type `System.IO.InvalidDataException`: No valid shellmaps available
- Missing a shellmap
- Not using SupportsMapsFrom: in mod.yaml
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- Posts: 52
- Joined: Fri Feb 28, 2014 2:08 pm
It has to be
compare https://github.com/Mailaender/OpenRA/co ... 3b81dd9R23
Code: Select all
MapFolders:
./mods/d2k/maps
SupportsMapsFrom: d2k
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- Posts: 52
- Joined: Fri Feb 28, 2014 2:08 pm
It has been converted to world coordinates. You should be a to automatize the transition with
Code: Select all
OpenRA.Utiltiy.exe --upgrade-mod d2krevision 20131223
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- Posts: 52
- Joined: Fri Feb 28, 2014 2:08 pm
Imported the remaining changes (weapons,units) to the new files but now i get this error...
Dune Land of Sand Mod at Version playtest-20140405-2
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 2.0.50727.5477
Exception of type `System.InvalidOperationException`: FieldLoader: Cannot parse `8.5` into `Range.OpenRA.WRange`
bei OpenRA.FileFormats.FieldLoader.<InvalidValueAction>m__1C(String s, Type t, String f)
bei OpenRA.FileFormats.FieldLoader.GetValue(String fieldName, Type fieldType, String value, MemberInfo field)
bei OpenRA.FileFormats.FieldLoader.TryGetValueFromYaml(FieldInfo field, MiniYaml yaml, Object& ret)
bei OpenRA.FileFormats.FieldLoader.Load(Object self, MiniYaml my)
bei OpenRA.GameRules.WeaponInfo..ctor(String name, MiniYaml content)
bei OpenRA.Rules.<LoadRules>m__31(MiniYamlNode k, Dictionary`2 _)
bei OpenRA.Rules.<LoadYamlRules>c__AnonStorey27`1.<>m__39(MiniYamlNode kv)
bei OpenRA.Exts.ToDictionaryWithConflictLog[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, String debugName, Func`2 logKey, Func`2 logValue)
bei OpenRA.Rules.LoadYamlRules[T](String[] files, List`1 dict, Func`3 f)
bei OpenRA.Rules.LoadRules(Manifest m, Map map)
bei OpenRA.ModData.PrepareMap(String uid)
bei OpenRA.Game.StartGame(String mapUID, Boolean isShellmap)
bei OpenRA.Game.LoadShellMap()
bei OpenRA.Mods.RA.DefaultLoadScreen.TestAndContinue()
bei OpenRA.Mods.RA.DefaultLoadScreen.StartGame()
bei OpenRA.Game.InitializeWithMod(String mod, String replay)
bei OpenRA.Game.Initialize(Arguments args)
bei OpenRA.Program.Run(String[] args)
bei OpenRA.Program.Main(String[] args)
Dune Land of Sand Mod at Version playtest-20140405-2
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 2.0.50727.5477
Exception of type `System.InvalidOperationException`: FieldLoader: Cannot parse `8.5` into `Range.OpenRA.WRange`
bei OpenRA.FileFormats.FieldLoader.<InvalidValueAction>m__1C(String s, Type t, String f)
bei OpenRA.FileFormats.FieldLoader.GetValue(String fieldName, Type fieldType, String value, MemberInfo field)
bei OpenRA.FileFormats.FieldLoader.TryGetValueFromYaml(FieldInfo field, MiniYaml yaml, Object& ret)
bei OpenRA.FileFormats.FieldLoader.Load(Object self, MiniYaml my)
bei OpenRA.GameRules.WeaponInfo..ctor(String name, MiniYaml content)
bei OpenRA.Rules.<LoadRules>m__31(MiniYamlNode k, Dictionary`2 _)
bei OpenRA.Rules.<LoadYamlRules>c__AnonStorey27`1.<>m__39(MiniYamlNode kv)
bei OpenRA.Exts.ToDictionaryWithConflictLog[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, String debugName, Func`2 logKey, Func`2 logValue)
bei OpenRA.Rules.LoadYamlRules[T](String[] files, List`1 dict, Func`3 f)
bei OpenRA.Rules.LoadRules(Manifest m, Map map)
bei OpenRA.ModData.PrepareMap(String uid)
bei OpenRA.Game.StartGame(String mapUID, Boolean isShellmap)
bei OpenRA.Game.LoadShellMap()
bei OpenRA.Mods.RA.DefaultLoadScreen.TestAndContinue()
bei OpenRA.Mods.RA.DefaultLoadScreen.StartGame()
bei OpenRA.Game.InitializeWithMod(String mod, String replay)
bei OpenRA.Game.Initialize(Arguments args)
bei OpenRA.Program.Run(String[] args)
bei OpenRA.Program.Main(String[] args)
You should really learn to read the stacktrace (especially these simple ones).
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Cannot parse `8.5` into `Range.OpenRA.WRange`
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- Posts: 52
- Joined: Fri Feb 28, 2014 2:08 pm
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- Posts: 52
- Joined: Fri Feb 28, 2014 2:08 pm
Try to follow the instructions at https://github.com/OpenRA/OpenRA/wiki/U ... ew-release and tell us which problems are remaining. I think I can confirm the problem with Range and Angle. https://github.com/OpenRA/OpenRA/issues/5464 The values are not converted correctly in some cases that need to be investigated.
- Prince Blueblood
- Posts: 169
- Joined: Wed Sep 24, 2014 6:32 am
- Location: Kudus
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- Posts: 52
- Joined: Fri Feb 28, 2014 2:08 pm
No i am not working on it anymore. And in my mod Harkonnen already had Harkonnen troopers instead of Sardaukar.Prince Blueblood wrote: ↑Is this mod still be working on? How about adding House Corrino as a separate house (yes, that means Harkonnen should have Harkonnen troopers as their elite infantry while Sardaukar end up in the new house?