Uploading a zip file- general error

"Tried to upload empty file"

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sajwang
Posts: 11
Joined: Fri Jul 10, 2015 1:20 am

Uploading a zip file- general error

Post by sajwang »

Hi,

So I'm making a new mod and had some questions about it- was going to upload it, but I get the following:

General Error

Tried to upload empty file

The file in question is only 4.1 MB- it should be less than the 5 MB limit. Is there a way around this?

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Graion Dilach
Posts: 277
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Post by Graion Dilach »

Where are you uploading it?
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sajwang
Posts: 11
Joined: Fri Jul 10, 2015 1:20 am

Post by sajwang »

I was hoping to attach it directly to a comment on this thread.

Would it be easier to just upload it to modDB and link it here?

noobmapmaker
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Post by noobmapmaker »

Not an expert, but I would say yes to that. What kind of mod is it?
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sajwang
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Joined: Fri Jul 10, 2015 1:20 am

Post by sajwang »

It's a Red Alert mod. I'm working on an "expansion pack"- a lot's already done.

I'll upload it soon and link to it later. Might as well if trying to attach the zip to this thread is giving me trouble.

sajwang
Posts: 11
Joined: Fri Jul 10, 2015 1:20 am

Post by sajwang »

Okay, done!

Here's the preliminary version uploaded on MODDB: http://www.moddb.com/mods/openra-red-alert-world-at-war

To get to the first question I had (and interestingly, had no problem uploading an image to this thread. Weird):

- Attached is an image of a chemical weapon being used on some infantry. I want the smoke effect to not only appear larger but adopt the colors of my team. (I'm a bit of a darker yellow than the playersmoke suggests).

How would I go about making it bigger and adopting my color? I attempted to scale it from either the sequences or the weapons yamls, and miraculously didn't get any exceptions error crashes, but the size didn't change. (and I have no idea how to influence the color of the effects).
Attachments
OpenRA-2016-05-24T032347Z.png
OpenRA-2016-05-24T032347Z.png (448.26 KiB) Viewed 8986 times

noobmapmaker
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Post by noobmapmaker »

Can't help you on the technical stuff, but some kind of Red Alert 1.5 mod with a bunch of new units sounds good!
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sajwang
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Joined: Fri Jul 10, 2015 1:20 am

Post by sajwang »

Thanks!

The goal was to have at least one country from every continent, even if they weren't deeply involved in WWII- it is about a theoretical WWII/Cold War, after all. Why should Europe have all the fun?

Some new units, some new abilities, etc.- plus some balance changes, too.

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Graion Dilach
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Post by Graion Dilach »

We're talking about weapons/superweapons.yaml Mustard: Warhead@4Eff_impact: CreateEffect here right?

You have to upsize the artwork yourself. To remap it, ExplosionPalette: player and UsePlayerPalette: true are required. The Size property you specified doesn't exist.

I really hope you don't use the superbugged RenderSprites->Scale either... ohwait. you do. Axe that flag. That flag is a bugged hack, breaking a lot of stuff - like for example disguises, hospital/chemsuit overlays etc. etc.. It should have been removed atleast 2 years ago for now.

Upscale everything on your own. SHP Builder is a helpful tool to resize SHPs.

Regarding your coding style: you're aware you can reuse other mod's files? Since you're doing a RA 1.5 mod, you could say, specify the ra| rules/decorations.yaml instead of c'n'ping it into your own folder (especially, since you're reusing the RA maps). You also don't use the RA dll you have in your own folder, so delete it. You could also specify a $waw: waw below the others in the top of your Packages list to use the waw|yaml syntax.

Instead of docx, maybe you should use odts IMO. That's kinda more Linux-friendly.

Otherwise, it doesn't look bad, seen worse. It has potential, so go on.
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sajwang
Posts: 11
Joined: Fri Jul 10, 2015 1:20 am

Post by sajwang »

Yep, that's the one- forgot to specify.


Oh- forgot to mention- I think SHP Builder is still giving me "Index outside bounds of array" errors when I attempt to resize- I'll try again.

Haven't figured out XCC mixer yet either (aside from extracting files); will play around with it.


In the mean-time (until I figure this out), this is my temporary workaround:

Yes, I used the scaling effect. However, the flare is already in the defaults.yaml, so it will function for now. (Looks like I don't need the visual effect to define a zone of damage, perse. the range I defined is enough. That's good.)
Attachments
gasiraq.png
gasiraq.png (25.26 KiB) Viewed 8919 times

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