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Loading Screen for Mods

Posted: Tue Nov 09, 2010 11:42 am
by raminator
just noticed that when you make a custom loadingscreen that the game still loads the default loading screen.
changing name in mod.yaml leads to an IE

Code: Select all

System.InvalidOperationException: Cannot locate type: CncXLoadScreen
   at OpenRA.ObjectCreator.<MissingTypeAction>m__2&#40;String s&#41;
   at OpenRA.ObjectCreator.CreateObject&#91;T&#93;&#40;String className, Dictionary`2 args&#41;
   at OpenRA.ModData..ctor&#40;String&#91;&#93; mods&#41;
   at OpenRA.Game.Initialize&#40;Arguments args&#41;
   at OpenRA.Program.Run&#40;String&#91;&#93; args&#41;
   at OpenRA.Program.Main&#40;String&#91;&#93; args&#41;
The game should automaticly load the loadscreen.png from the mod´s folder once the uibits-folder is correctly set in mod.yaml

thank you :P

Posted: Tue Nov 09, 2010 6:07 pm
by Gecko
1) Do you have a loader class defined as CncXLoadScreen ?
2) Did you actually 'include' your dll ?

Posted: Tue Nov 09, 2010 6:20 pm
by raminator
i did not create any dll at all...just using the two standard dll from the mods

Posted: Tue Nov 09, 2010 6:24 pm
by secret
Wait, its possible to have custom faction loadscreens like in RA2? How?...

Or do you mean as replacing the background anim in the main menu?...

Posted: Tue Nov 09, 2010 6:39 pm
by Gecko
If you create a mod, you can define your own loadscreen.

Posted: Tue Nov 09, 2010 6:55 pm
by raminator
i think you could program something into the dll to have custom loadingscreens for each faction.
multiple countries per faction, like in ra2 are pretty easy to create...
see my crappy tutorial

Posted: Sat May 26, 2012 9:54 am
by Matt
Currently the loadscreen.png including it's path is hardcoded into the mods .dll (which should be changed btw) so I created a custom library with https://github.com/Mailaender/OpenRA/bl ... dScreen.cs for my Dune 2000 mod.