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How to open the .teaa file?
Posted: Mon Oct 26, 2015 5:03 am
by roro4ever
How to open/edit the .teaa file?
Or its a compiled file, need source file to recompiled?
I wanna edit some translation .teaa files.
Re: How to open the .teaa file?
Posted: Mon Oct 26, 2015 5:16 am
by Effigy
It is basically a zip file with 0% compression. You can use 7zip or any other such program to open the archive. If you want to make changes, you probably need to extract it first, then remake the updated archive using 0% compression.
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 12:45 am
by Zizzo
Effigy wrote:It is basically a zip file with 0% compression.

Wait, we're not supposed to use compression? All my addons have had whatever the UNIX 'zip' command's default compression is.
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 12:58 am
by Effigy
This is what I was told. If you upload the addons through the in-game dev menu, it makes the file for you anyway.
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 1:53 am
by Radon26
i also wanted to ask about something.
first question was already answered by a quick google search.
sometimes (in my case) the extensions do not show as a part of the name by default.
for that go to: organize>folder and search options>"view" tab, and in advanced setting find "hide extensions of known file types"
un-check it.
something this critical should have been pointed somewhere.
with that, i finally made step forward and changed teaa to zip.
i was also able to "unpack" the file with winrar.
what comes next however, are 2 things i was not quite expecting.
files are in folders, of which i have not heard anything. pretty sure the wiki states to not folder it.through that might be my misunderstanding.
second thing, you can see the the init file is a lua file. when i double click it, i get the message "the archive is either in unknown format or damaged.
every single file within those folders, as far as i have seen, is in this format, so i cannot open anything...
what the hell?
ok, nvm, renaming that to "txt" made it readable.
those things should be properly listed somewhere.
so, are the folder's supposed to be there like that?
and how does the developer mod compress it?
it can't show in the mod list unless its already moded, and i couldn't find any "text the addon" button or something.
the only additional button i have seen in main menu, or options, was rebut.
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 2:39 am
by HousePet
The wiki says not to put all the folders inside another folder before compressing it. The folder structure you see is correct.
it can't show in the mod list unless its already moded, and i couldn't find any "text the addon" button or something.
the only additional button i have seen in main menu, or options, was rebut.
I couldn't understand this bit at all.
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 2:43 am
by Micbran
Yes, that is standard folder hierarchy for an addon. For it to show in the list, put it in a folder called tome-(shortname of addon here) in this case, arcanum. As for the Lua files, it looks like you're trying to open them with win-rar, which is probably a bad idea. Instead open them with notepad (which is gonna look like shit) or if you have a text editor designed for coding, Atom, Sublime Text, Eclipse, etc., then open it with that. Might provide a little more insight.
I think he means test the addon, HousePet.
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 2:59 am
by Radon26
it was said "...and let the dev mod do the rest"
any explanation how it does that?
and yes, i do have "scintilia", thanks to which now it looks sensible. after, i found it out on my own...
still could be nice if someone just listed it all.
the wiki says this
"A .teaa file is simply a renamed zip that contains the whole addon, so feel free to rename and unzip your favorite addon..."
nothing bout sometimes the file type being "hidden"...
and nothing about "0% compression"...
"You can also just put a folder 'tome-addonname' in addons and it will be loaded directly, no need to zip or rename. "
ok, i assume that's how you get the dev mode to do its magic?
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 3:30 pm
by Micbran
The developer mod can generate an ID for your addon and then publish it to the website and then steam. I could have sworn the 0% compression portion was mentioned somewhere, perhaps in the developer mod, somewhere.
Radon26 wrote:what comes next however, are 2 things i was not quite expecting.
files are in folders, of which i have not heard anything. pretty sure the wiki states to not folder it.through that might be my misunderstanding.
second thing, you can see the the init file is a lua file. when i double click it, i get the message "the archive is either in unknown format or damaged.
every single file within those folders, as far as i have seen, is in this format, so i cannot open anything...
what the hell?
ok, nvm, renaming that to "txt" made it readable.
those things should be properly listed somewhere.
Not to belittle you, but most people with the intent to edit an addon have enough know-how to understand that Lua is a programming language and you would need a text editor or something similar to that to look at any files of it. And probably the libraries to familiarize yourself with the functions it has.
Re: How to open the .teaa file?
Posted: Tue Oct 27, 2015 6:37 pm
by Effigy
Radon26 wrote:"You can also just put a folder 'tome-addonname' in addons and it will be loaded directly, no need to zip or rename. "
ok, i assume that's how you get the dev mode to do its magic?
I don't know if it's documented, but having the addon in a normal folder instead of in a .teaa file is how the dev mode menu finds addons to register/upload. That is, the menu will only show addons that are in normal folders instead of .teaa files. I think this is to filter out addons that you downloaded instead of created yourself. I found this out by asking in IRC.