ToME: the Tales of Maj'Eyal

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 Post subject: Buggy module recognition
PostPosted: Sun Aug 04, 2013 4:21 pm 

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
The engine seems to expect /mod and /data for a .team file. However, it doesn't recognize a folder with the very same folder structure.

Can we get a fix, please? It's hampering development...

Working on a T-Engine game
Veins of the Earth

Veins of the Earth ModDB page

PostPosted: Sun Aug 04, 2013 6:46 pm 

Joined: Thu Nov 24, 2011 8:57 pm
Posts: 30
Not a fix as such but I can recommend a batch file for building a .team file from a module folder:

copy /Y *.lua C:\module\build\mod
xcopy data\*.* /E /Y C:\module\build\data
xcopy ai\*.* /E /Y C:\module\build\mod\ai
xcopy class\*.* /E /Y C:\module\build\mod\class
xcopy dialogs\*.* /E /Y C:\module\build\mod\dialogs
"C:\Program Files\7-Zip\7z.exe" a C:\module\build\ C:\module\build\mod C:\module\build\data
move C:\module\build\ C:\module\

I use 7-zip but you can probably substitute the program of your choice there. I then have a team file I can place in a clean copy of t-engine to test it and get the md5 from. This assumes you are working on windows but I'm sure these commands are available on most platforms.

PostPosted: Mon Aug 12, 2013 2:20 pm 
Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10238
Location: Angolwen
Not a bug and not easy to "fix" so .. no :)
Yeah jsut make a script that packs up the team file

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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