Then we definitely have different versions. I think I got the one here, but I think I didn't patch it afterwards.
Then we definitely have different versions. I think I got the one here, but I think I didn't patch it afterwards.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
New version uploaded. Changes made:
Method for reading textures from cas files moved to Util, and made more generic. Previously only (almost) appropriate for the siege engine cas files.
If encountering a specific bad syntax in EDCT, a Trait reference without a trait name following it, the checker will now output the error and which line to look at before quitting instead of crashing outright.
Too long length markers in the model DB will now cause an error to be output with which line to look at before quitting, rather than crashing outright.
Now reading descr_sm_resources.txt and crosschecking file references, as well as references to the resources in EDB and DS.
Adding file references to list of used files moved to the common method for checking file existence on disk.
File existence check is now better able to cope with alternate file extension and additional extensions added after the nominal reference.
TAB characters in the model DB no longer crashes the checker, instead it will report them and interpret TAB as SPACE.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Yes. This is the content of runCheck.bat:
REM javac -d ./target src/*.java
java -cp target BovineM2twCheck configuration.txt
start notepad eda.error.log
start notepad edct.error.log
start notepad graphics_n_units.error.log
start notepad sounds.error.log
start notepad script.error.log
start notepad building.error.log
You can replace those notepad instances with your Notepad++ location.
I can make this easier for the future by making them use a variable, so there is only one place to modify.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Uploaded a new version. Changes made:
The checker now has configuration files for accepted unused strat / battle models. By default, the vanilla strat map characters that need to be present even if not used, are included among the accepted unused strat models.
References to battle models in the campaign script using change_battle_model are now picked up on. Let me know if this is needed to also happen for show_me scripts.
runCheck.bat now has a variable for which editor to open up reports in.
I am still to read the cultures file at some point, but I believe all the known false reports should be gone with this update. Are there any other outstanding issues I have forgotten about?
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Great
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
I keep on getting massive lists of missing animations, even when I opt for the uncommented VANILLA_ANIMATIONS_REQUIRED=NO setting. Which animation set are using in your exception file?
This is the official one and it's different from your list.
Edit: never mind the problem is somewhere else, did a test with my trusty BG and the only error that popped up were those with files with the double space in the name in descr_skeletons.
Code:516: (Entry witch's animation no_mp) Reference "animations/lid_83 hide loop.cas" does not exist. 516: (Entry witch's animation no_mp) Reference "animations/lid_83 hide loop.evt" does not exist. 517: (Entry witch's animation no_mp_to_stand) Reference "animations/lid_84 hide to stand - strat map version.cas" does not exist. 517: (Entry witch's animation no_mp_to_stand) Reference "animations/lid_84 hide to stand - strat map version.evt" does not exist
My apologies, I have not been around for some time. I'll take a look at why my list of vanilla files does not match the ones in that file you linked. I cannot remember where I got the list I have now.
I'm not sure which mod you're getting a flood of reports on, or any specific ones of those that are false. Could you elaborate?
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
The main problem is with RotK, it seems as if the descr_skeletons is read and then compared to the vanilla list - despite the VANILLA_ANIMATIONS_REQUIRED=NO entry.
That would also be the reason why those 4 witch lines show for BG (because of the double space in the file name in descr_skeletons)
So it would seem that the problem is not with the vanilla list (it's fine, see my edit) but rather with the switch not working as intended. I mean, it does not make sense to read\compare descr_skeleton if the animations aren't unpacked, or? The output should be zero or better a simple text message 'No tests were done as the option is disabled in the configuration'.
No, you were right the first time. There were some 4000+ files that were missing from the list of vanilla animations somehow. Those 4 witch files are among the ones that were missing. Should be good now, as soon as I upload a new version.
You are mistaken about what that switch does.
If set to YES (or nothing), all references to any animation file requires the file to be present among the mod files, regardless of whether the files are part of vanilla or custom made.
If set to NO, all references to custom animation files need to be present among the mod files, but any vanilla animation file references are considered OK even if they are not present.
It makes little sense to turn off all verification of animation files being present. Your mod's file references still need to match actual files, whether those files can be found in the mod files or the pack of vanilla files.
Edit: I'll run on Rotk with the new vanilla list to see what remains.
Last edited by bovi; January 22, 2019 at 10:54 PM.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Is it possible that the dir *.* /b /s /a: -d > filelisting.txt command has a limit as to how many lines it can generate? I think that's how I created the list earlier which had about 11.7K lines. But it tallies with the number I am getting if I call up the properties of the unpacked animations folder (downloaded from here) in windows explorer.
EBII's animation folder comes up with nearly 17.4K lines which isn't surprising given the large number of custom directories, which tallies again with explorer.
Does that mean we have to live with large reports for mods that have the descr_skeletons file present, with custom animations, but do not provide the individual unpacked files, only the custom idx\dat files? Like RotK for example.
Sorry, those 4 witch files actually are wrong references after all, as you pointed out the double space isn't there in descr_skeleton.
Spoiler Alert, click show to read:
Taking a brief look at these few:
1154: (Entry mtw2_mace's animation eager_attack_centre_mid_c_slashrl_s0_fatality) Reference "animations/mtw2_swordsman/placeholder_slashlr_fatality_attacker.cas" does not exist.
1154: (Entry mtw2_mace's animation eager_attack_centre_mid_c_slashrl_s0_fatality) Reference "animations/mtw2_swordsman/placeholder_slashlr_fatality_attacker.evt" does not exist.
1155: (Entry mtw2_mace's animation eager_attack_centre_mid_c_slashrl_s0_success) Reference "animations/mtw2_swordsman/swd_a_ct_ground_b_slshrl_suc.cas" does not exist.
1155: (Entry mtw2_mace's animation eager_attack_centre_mid_c_slashrl_s0_success) Reference "animations/mtw2_swordsman/placeholder_slashlr_fatality_attacker.evt" does not exist.
1156: (Entry mtw2_mace's animation eager_attack_centre_mid_c_slashrl_s0_victim) Reference "animations/mtw2_swordsman/placeholder_slashlr_fatality_deffender.cas" does not exist.
1156: (Entry mtw2_mace's animation eager_attack_centre_mid_c_slashrl_s0_victim) Reference "animations/mtw2_swordsman/placeholder_slashlr_fatality_deffender.cas.evt" does not exist.
All these files referenced are placed under animations/new_swordman/, not animations/mtw2_swordman/.
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Don't think so. It should have included everything. No matter, the correct list should be there now.
The tool is meant to be used by developers of the mod. I would think they have the custom animation files in unpacked form? If not, how do they make changes to their custom animations in the first place? The released version with packed animations is not ideal for checking, no. Possibly I could glean the file listing in those packs somehow, but I'm not sure how easy it is.Does that mean we have to live with large reports for mods that have the descr_skeletons file present, with custom animations, but do not provide the individual unpacked files, only the custom idx\dat files? Like RotK for example.
Edit: A quick look a Rotk's pack says it's not very easy at least. I'm sure that there's method to how that binary file is structured, but it's not immediately apparent.
Originally Posted by pack.idx
Last edited by bovi; January 22, 2019 at 11:14 PM.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Can you do a sub routine that checks if animation files are actually present in the mod and then suppress the report? A good number of mods are based on my Bare Geomod which has the kingdoms animation files below in it, those should be excepted from the routine.
engine\ram_destruction.cas
engine\ram_destruct_def.cas
engine\ram_v2_idle.cas
engine\ram_v2_ram.cas
engine\ram_v2_recover.cas
Umm... Checking whether the file is actually present is exactly what the tool does. Any files that are present, naturally will not be reported as not existing. I'm not sure what you mean.
Here is the current code that determines if a report should be suppressed.
So, if a file exists, it will not be reported. If vanilla animation files are set as available and it's present among those, it will not be reported. If it is set as suppressed in acceptedMissingFiles.txt, it will not be reported. If it is present with additional extension (such as tga.dds), or alternative extension (such as .cmi), it will not be reported.Code:if(!exists) { boolean acceptable = BovineM2twCheck.acceptedMissingFiles.contains(fileName); acceptable = acceptable || (vanillaFilesAvailable && BovineM2twCheck.vanillaFiles.contains(fileName)); if(!acceptable) { if(possibleAdditionalExtensions != null && vanillaFilesAvailable) for(String additionalExtension : possibleAdditionalExtensions) acceptable = acceptable || BovineM2twCheck.vanillaFiles.contains(fileName + additionalExtension); if(!acceptable && vanillaFilesAvailable && alternativeExtension != null) { String filenameSansExtension = fileName.substring(0, fileName.lastIndexOf(".")); acceptable = BovineM2twCheck.vanillaFiles.contains(filenameSansExtension + alternativeExtension); } if(!acceptable) BovineM2twCheck.writeGraphicsLog(lineNumber, entryName, "Reference \"" + fileName + "\" does not exist."); } }
I think that the acceptedMissingFiles.txt configuration file will be a proper location to put mod specific suppressions like the ones you speak of. As an aside, I notice that I have the vanilla sound packs in there. Those would be better placed in vanillaFiles.txt. I'll do that. Also, a duplicate list of vanilla files from unit_models and unit_sprites. Removing.
Edit: Oh, now I think I get what you mean. If there are any unpacked animation files present in the mod, the tool should check that every reference is there. If only packs are present, however, it should abandon the attempt to verify animation filles. That makes sense. I could do that, but it will make more sense to make a configuration option I think.
Last edited by bovi; January 27, 2019 at 09:36 PM.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
I just ran into an issue with the battle_model look up in descr_strat. It would seem that the checker expects the entry to be at the end of the line as entries within do not register. I would assume it's the same for script look up. Examples:
found:
not found:Code:character Gunther von Schwarzenburg, named character, male, leader, age 36, x 293, y 270, portrait gunther, battle_model Teutonic_Hochmeister
I first thought that it had to do with the capitalization (all small caps in modelDB) but that turned out not to be the case.Code:character Nur ed-Din, named character, male, leader, age 40, x 503, y 126, portrait nur, battle_model Sultan_Nur_Eldin, hero_ability Light_of_the_Faith
The checker also does not use the change_battle_model script command, syntax: change_battle_model [faction] [heir or leader] [battle model]
-----------------
file look up for models
- the checker reads the 'soldier' entry and then looks for supporting faction files in the modeldb file. This leads to false positives as this is the entry that defines the animation used. Usually it's the same as the first entry in the armour_ug_models line, but occasionally those are different resulting in the mentioned false positives. I would suggest to exclude that line from referencing.
- understandably the checker has an issue when in the ownership line cultures are listed instead of factions. Can a note to that effect be made or the wording of the message be changed?