oldRPG Revival 3.0

A place to post your add ons and ideas for them

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krazycure
Wayist
Posts: 17
Joined: Sun Nov 08, 2015 6:39 am

Re: oldRPG Revival 2.0

#31 Post by krazycure »

Ok, so that makes more sense... DarkGod DID specially hardcode in oldRPG into the main game's files to show up as a tileset option, without having to do the "custom tileset" thing. Cool. Still doesn't explain why I can't upload the mod, and I don't really relish everyone who uses the mod having to change that file if I change the folder, is that file something you can overload?

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Re: oldRPG Revival 2.0

#32 Post by Stuntofthelitter »

Yeah, you can pretty much overload/superload anything just about.

As far as what the upload problem is...hmm. Have you been able to at all? You need to increment the addon version field on subsequent uploads I believe. Maybe the shortname is tripping it up? you only need to name it something like oldrpg-revival, not tome-addon-oldrpg-revival, but I honestly don't know if the tome on it would trip it up. The folder you have it in should be named tome-shortname, then when you upload it in game it converts it to the .teaa. In this case that would be tome-tome-addon-oldrpg-revival. Somewhat unwieldy =) Provided you have that structure going on you should be able to register the addon then upload it.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

krazycure
Wayist
Posts: 17
Joined: Sun Nov 08, 2015 6:39 am

Re: oldRPG Revival 2.0

#33 Post by krazycure »

Ok, tried EVERY which way to upload the mod / music pack, never could do it. Made a tiny little stupid example mod, able to upload that, no problem. So, is it a size limitation coming into play? I see on the "upload a module" page the size limit is 15mb, hardly enough for anything. And yet, the original oldRPG was 80mb+. So, what's the deal here. Is there a size limit for client-uploaded add-ons?

darkgod
Master of Eyal
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Location: Angolwen
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Re: oldRPG Revival 2.5

#34 Post by darkgod »

yeah there is a limit in upload size; I cheated for the old oldrpg :)
I'll see how to change that
[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 ;)

Einzbern
Higher
Posts: 52
Joined: Mon Aug 04, 2014 10:27 pm

Re: oldRPG Revival 2.5

#35 Post by Einzbern »

Did there end up being any fix for the "Online profile disabled(switching to offline profile) due to invalid addon hash" thing?

krazycure
Wayist
Posts: 17
Joined: Sun Nov 08, 2015 6:39 am

Re: oldRPG Revival 2.5

#36 Post by krazycure »

Yes, it's now uploaded to both te4.org and the steam workshop.

http://te4.org/user/67966/addons

http://steamcommunity.com/id/krazycure/ ... ollections

Einzbern
Higher
Posts: 52
Joined: Mon Aug 04, 2014 10:27 pm

Re: oldRPG Revival 2.5

#37 Post by Einzbern »

Thanks!

Unfortunately though I still get the same error with the extended music overhaul. Haven't tried the normal music overhaul.

krazycure
Wayist
Posts: 17
Joined: Sun Nov 08, 2015 6:39 am

Re: oldRPG Revival 2.5

#38 Post by krazycure »

Yea, not much I can do about that :\ It's too big to split really...

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: oldRPG Revival 2.5

#39 Post by Thexare »

The music links in the Steam Workshop one are screwed up; only the second one actually works, the other just sends me to the filedropper home page.

It'd also be nice if you made the skill icon replacement optional for those of us that use other class addons and would rather keep those consistent. Minor detail, I know.

krazycure
Wayist
Posts: 17
Joined: Sun Nov 08, 2015 6:39 am

Re: oldRPG Revival 2.5

#40 Post by krazycure »

Good catch, that's the problem with file dropper... if someone doesn't download it for awhile, it gets removed. I'll try to download them every now and again myself to make sure they stay current.

Re-uploaded, with Ashes of Urh'rok music added!

Chrambo
Low Yeek
Posts: 9
Joined: Tue Nov 03, 2015 6:26 pm

Re: oldRPG Revival 2.6

#41 Post by Chrambo »

Hey, I just wanted to drop by again and say great work! It's really come along nicely. Thanks for being willing to put the thing together.

krazycure
Wayist
Posts: 17
Joined: Sun Nov 08, 2015 6:39 am

Re: oldRPG Revival 2.6

#42 Post by krazycure »

Thanks! It's been alot of work but I'm decently proud of what's been accomplished. Certainly some things here and there that could be improved but at this stage i'd say it's very playable. I've gone ahead and further split the mod on steam, now some of the more optional bits are seperate, so those who don't care for the UI or the talents can skip those pieces. As of today, I'm no longer supporting the zipped file dropper version, only the steam version will receive updates. The music pack will still remain on filedropper however.

doubtofbuddha
Posts: 2
Joined: Mon Jan 11, 2016 4:46 am

Re: oldRPG Revival 2.9

#43 Post by doubtofbuddha »

How do you get this to work? I tried both downloading it from Steam and through the site and nothing happens when I boot the game up. Is there something else I need to do?

mori
Wayist
Posts: 19
Joined: Wed May 07, 2014 3:05 am

Re: oldRPG Revival 3.0

#44 Post by mori »

I also seem to be having troubles getting the custom music to work. I downloaded the extended pack, extracted it to C:\Program Files (x86)\Steam\steamapps\common\TalesMajEyal\game\addons, and it added the "overload" folder and init.lua... but none of the the music in-game has changed, and I can't seem to find a way to toggle it via the Addons option or via any game options.

krazycure
Wayist
Posts: 17
Joined: Sun Nov 08, 2015 6:39 am

Re: oldRPG Revival 3.0

#45 Post by krazycure »

I keep having to say this so many times, but you have to activate the tileset after you start a new game. ESC - Game Options - Change tileset to OLDRPG.

You extracted the music wrong. The top level folder (tome-oldrpgmusicrev) should be in addons, with the overload and init.lua within it. Nothing will happen if you extract the overload and init.lua themselves to the addons folder.

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