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Messages - epinter

Pages: [1] 2 3
1
Downloaded and opened the respec tool. But for some reason i can't chose the charecter that i want to edit?
It only shows 3 out of 5 charecters in the select menu, but when i click the "watch chraecters" button, i can see the one i wanna edit, but i can't make the respec tool to open it.
I can only archive and explore the charecter, but not open it to edit.

Any advice?

See if the characters appears in the list as "Mod". Mod characters editing are not supported.

At some point, THQ Nordic told they would support multiple simultaneous mod in Titan Quest, since then I kept waiting the feature to appear in the game to start development in TQRespec, and they never released the feature. I will take look at this when I have free time, but no promises.

2
Your changes in the text should work. The .arc is being created in a way that is not parsed correctly by TQRespec. The message "StorageType not implemented: 0" from the stacktrace above means a field in the .ARC that should be 1(uncompressed) or 3(compressed), is set as 0. How did you create this .arc ? If you tell me the tool and options used, maybe I can reproduce and fix this issue.

I placed the modified "skills.txt in the TQ AE folder and then used the "ArchiveTool.exe" that comes with the game.
The command was:
Code: [Select]
ArchiveTool.exe Text\Text_EN.arc -update skills.txt .\ 9

I published a new version(0.11.3) with the problem fixed.

3
I just started playing TQ AE again (2.10.5) and ran into a strange problem with TQRespec (0.11.2), which I haven't noticed previously in an older version of the tool. When I start TQRespec it throws an error message:
Spoiler for Hiden:
Code: [Select]
br.com.pinter.tqrespec.core.UnhandledRuntimeException: Error loading text resource
at br.com.pinter.tqrespec/br.com.pinter.tqrespec.tqdata.Txt.preload(Txt.java:70)
at br.com.pinter.tqrespec/br.com.pinter.tqrespec.Main$2.call(Main.java:180)
at br.com.pinter.tqrespec/br.com.pinter.tqrespec.Main$2.call(Main.java:170)
at javafx.graphics/javafx.concurrent.Task$TaskCallable.call(Task.java:1426)
at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264)
at java.base/java.lang.Thread.run(Thread.java:833)
Caused by: java.io.IOException: StorageType not implemented: 0
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.models.StorageType.lambda$valueOf$1(StorageType.java:38)
at java.base/java.util.Optional.orElseThrow(Optional.java:403)
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.models.StorageType.valueOf(StorageType.java:38)
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.data.ArcFile.<init>(ArcFile.java:123)
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.data.ResourceReader.<init>(ResourceReader.java:38)
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.data.ResourceReader$Builder.build(ResourceReader.java:99)
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.Text.loadText(Text.java:129)
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.Text.loadTextFromAllPaths(Text.java:112)
at br.com.pinter.tqdatabase/br.com.pinter.tqdatabase.Text.preload(Text.java:83)
at br.com.pinter.tqrespec/br.com.pinter.tqrespec.tqdata.Txt.preload(Txt.java:68)
... 5 more

The reason for this message is the "Text\Text_EN.arc" file, which I have modified to add text for a new skill. What I did is add these lines to "skills.txt":
Code: [Select]
x3tagSkillStormBlizzard=Blizzard
x3tagSkillStormBlizzardDesc=Cast a whirlwind of icy air that slows and freezes your enemies.

Is it a known issue that modifications to the English text file break TQRespec?

Hi !

Your changes in the text should work. The .arc is being created in a way that is not parsed correctly by TQRespec. The message "StorageType not implemented: 0" from the stacktrace above means a field in the .ARC that should be 1(uncompressed) or 3(compressed), is set as 0. How did you create this .arc ? If you tell me the tool and options used, maybe I can reproduce and fix this issue.

4
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 13 December 2021, 17:03:56 »
@epinter
A little offtopic - is it possible for the old TQCam Tool to be updated for EE? It was a total blast to play with, but it got broken after Atlantis. Koderkrazy's cheat engine table can still edit the camera angle, but it isn't interactive as the old tool:
Spoiler for Hiden:

I think it is possible if there's a source code, and the time available.  :)

To rewrite a tool like TQCam from scratch is hard, and in my opinion it's a tool that makes the game ugly, you see everything you shouldn't. The game itself have a much better camera than TQIT, THQ Nordic have done an amazing job.

5
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 13 December 2021, 16:58:03 »
Hello, I have a problem with unpacking the map. When I decompiled the map, the information about the zones that the player cannot enter (the "Passable" brush on the level editor panel) is not imported.
Screen #1
P.S. I applied this zone myself, it was not in the decompiled map

For example, in the original, it is not possible to go into the river. After decompiled a level with river, do a Rebuld patch and compile the map, I can freely move into these zones.
Screen: #2, #3

Can you say something about this situation?

P.S.2. Sory for my bad English.

Hi,

I didn't have access to mapdecompiler source code until few days ago, so I can't guarantee there's nothing to be done about this. But for what I have seen in it, there's nothing specific about this kind of zones. Maybe could be something that changed in the Editor, I don't know.

6
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 05 December 2021, 16:42:44 »
Hey o/

It's me

Last release 10hours ago
Last edit 8 hours ago

You did not update the release, it seems.

Also, I checked the source and there are issues and lots of warnings using MSVS2019 because you're playing with the memory manually without checks and safety, although it's fine this is hard to read and can be source of issues.
It's working fine though so let's hope it stays like this.

What changed btw ? From Ragnarok to Eternal Embers ? I'm curious.

Wagi

The release is updated, I just committed after I built the exe.

Actually I changed just a few lines of code. I saw there's a lot of warnings, but to solve everything would require a time I don't have.

Looks like on every release of the game, somebody got this source and increased the "char fileNames[1024][256]" to 2048 or only a little above. But on every release of dlc, there are always a lot of new files, then the change is needed again... The stack limits the array size, so I used malloc to increase the array to 65535.

Code: [Select]
diff --git a/MAPDecomp.cpp b/MAPDecomp.cpp
index e1ee25d..cd2097d 100644
--- a/MAPDecomp.cpp
+++ b/MAPDecomp.cpp
@@ -10,6 +10,8 @@
 #define SHR_SIZE 2 /*sizeof(unsigned short)*/
 #define FLT_SIZE 4 /*sizeof(float)*/
 #define PTR_SIZE sizeof(void*)
+#define FILENAMES_BUFFER_SIZE 65535
+#define FILENAME_SIZE 256
 
 void mkdirtofile(char* path) {
  size_t length = strlen(path);
@@ -67,7 +69,13 @@ void main(int argc, char **argv) {
  fwrite(sec, INT_SIZE, 1, wrlFile);
 
  bool outOfOrder = true;
- char fileNames[1024][256];
+
+ char ** fileNames = (char **) malloc(FILENAMES_BUFFER_SIZE * sizeof(char*));
+
+ for (int i = 0; i < FILENAMES_BUFFER_SIZE; i++) {
+ fileNames[i] = (char *) malloc(FILENAME_SIZE);
+ }
+
  eofdetect = fgetc(mapFile);
  unsigned char* buffer;
  while (!feof(mapFile) && !ferror(mapFile)) {
@@ -318,12 +326,12 @@ void main(int argc, char **argv) {
  }
  //.sd
  else if (0x18 == sec[0]) {
- sprintf_s(fileNames[1023], 255, "%s", argv[2]);
- *(fileNames[1023]+strlen(fileNames[1023])-3) = 's';
- *(fileNames[1023]+strlen(fileNames[1023])-2) = 'd';
- *(fileNames[1023]+strlen(fileNames[1023])-1) = 0;
+ sprintf_s(fileNames[FILENAMES_BUFFER_SIZE-1], 255, "%s", argv[2]);
+ *(fileNames[FILENAMES_BUFFER_SIZE-1]+strlen(fileNames[FILENAMES_BUFFER_SIZE-1])-3) = 's';
+ *(fileNames[FILENAMES_BUFFER_SIZE-1]+strlen(fileNames[FILENAMES_BUFFER_SIZE-1])-2) = 'd';
+ *(fileNames[FILENAMES_BUFFER_SIZE-1]+strlen(fileNames[FILENAMES_BUFFER_SIZE-1])-1) = 0;
 
- writeBuffer(buffer, CHR_SIZE, sec[1], fileNames[1023], "wb");
+ writeBuffer(buffer, CHR_SIZE, sec[1], fileNames[FILENAMES_BUFFER_SIZE-1], "wb");
  }
 
  //Data chunks. Output by other sections.
@@ -341,6 +349,12 @@ void main(int argc, char **argv) {
  eofdetect = fgetc(mapFile);
  }
 
+
+ for (int i = 0; i < FILENAMES_BUFFER_SIZE; i++) {
+ free(fileNames[i]);
+ }
+
+
  //close the world. open the nExt.
  fflush(wrlFile);
  fclose(wrlFile);

EDIT: I will take a look at those code issues when I have some time, at least those that are more critical

7
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 05 December 2021, 16:13:45 »
It's not me epinter, but one of my fellow mods.  He's getting it with Windows Defender.  Fine for him with virustotal.

Before I published the last version I uploaded some .7z with false positives. Maybe he downloaded the file as soon as I posted here ?

8
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 05 December 2021, 15:49:15 »
Maybe, but he's literally just tried and seen it so the latest fixes haven't worked for false positives.

I had problem with false positives in Windows Defender, but last commit fixed for me. Using virustotal.com before, I consistently saw Defender and MaxSecure detecting as trojan. After the fix, everything is green on virustotal:

https://www.virustotal.com/gui/file/5296e70c5a1d2549537b648b729ad9ee15d90bba6c40b65f4bca056f317d647a

What antivirus do you have?

9
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 05 December 2021, 09:00:37 »
Download the mapdecompiler.7z from releases page: https://github.com/epinter/tq-mapdecompiler/releases

10
Maps and the Editor / Re: Using the game's existing map in your mod
« on: 05 December 2021, 07:48:58 »
A build of the mapdecompiler working with Eternal Embers: https://titanquestfans.net/index.php?topic=1571

11
Art Manager / Re: Eternal Ember and Art Manager Modding - Help
« on: 05 December 2021, 07:06:55 »
I built a mapdecompiler that works with Eternal Embers: https://titanquestfans.net/index.php?topic=1571


https://imgur.com/HQDeg7e

12
Maps and the Editor / Mapdecompiler updated (Eternal Embers)
« on: 05 December 2021, 06:12:28 »
Hi,

I was trying to extract the map from Eternal Embers, and the mapdecompiler didn't work. I found an old source code here at titanquestfans.net and managed to make a quick change to extract all files from new maps. Editor opened the maps, so I think everything should work... I don't know if there's any other fix needed, feel free to clone the repo and update.

Unfortunately, I didn't found a way to contact the original authors, I only found a link to the source code. I think there's no problem posting on github (the code was already public on mega.nz). If the author wants I can remove from github, no problem, I'm just trying to contribute.


All credits goes to p0a (original author I think) and knightsouldier.

Source code available at github:

https://github.com/epinter/tq-mapdecompiler


Download:

https://github.com/epinter/tq-mapdecompiler/releases

Hope this helps.

13
Art Manager / Re: Eternal Ember and Art Manager Modding - Help
« on: 05 December 2021, 04:00:19 »
Editor is crashing for me too. I can open maps from TQIT, but maps from Eternal Embers makes the editor crash.

Maybe the mapdecompiler needs update ?

14
As neither TQDefiler nor GDDefiler are working properly with the current TQ AE I wanted to try TQRespec. However when I start it (version 0.7.2) it presents a message box telling me that the game is running and I need to close it. The game isn't running so there is nothing to close.
Maybe related - in TQRespec I can see my characters in the dropdown list but when I select one nothing happens. Neither attributes nor skills are populated with data.

Is there any way to fix these issues? I'm using the GoG version 2.8b of TQ AE with Ragnarok and Atlantis on Windows 7 x64 (up-to-date patches).

Don't run TQRespec from game folder, keep at another place. The game detection searches for any .exe from game folder.

15
Yeah, the last build (0715.4) works.
Thanks for your great work  ;D!

I appreciate your help, icefreeze. Thanks for the contribution!

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