.ini help

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CowboyUp
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.ini help

Post by CowboyUp »

I hope this is in the right forum. Anyway,

I dont really understand the .ini thing. Ive gathered that I can't add weapons because I don't have projectiles or weapon firing sounds, and since there are no weapons or anything with the game I have no examples to go by (the "gl_grenade" thing is full of garbage- it even links to files that arent there) but I cant fix that because I dont know how to code in the .ini's to get things going. And please dont tell me to read the docs- I've looked at the things about the .ini, but they are outdated and the ini in the current version of RF is written a bit differently.

Are there any up-to-date tutorials or help things? Is there a way I can download a version that already has all the built-in weapons and actors? I downloaded the resource pack (77 mb of weapons, actors, sounds, and scripts), but I dont know how to set up the items that came with it.

Could I possibly get the full download of an older version with the resources built in and update it to Rf072a?
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QuestOfDreams
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Post by QuestOfDreams »

The docs ARE up to date... :roll:
however the next full release will have examples for weapons....
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AndyCR
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Post by AndyCR »

try uncommenting (removing the ;'s infront of) a weapon and it's corresponding projectile, and replacing all dependancies that do not exist with files that do.
CowboyUp
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Post by CowboyUp »

Are you sure they are up to date? I read somewhere in the doc I read that it was for RF066.

The problem with the ini is the not the accents, but that with the resource packs, all that came was a bunch of textures, and some .act files, all of them weapons and characters. I dont have any projectiles, and like I said there arent any sound files that seem to work. Ive tried configuring it using the doc for reference, but when I compile the level to see if it comes on in-game, it says it can't find the .act file. Go figure :/
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AndyCR
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Post by AndyCR »

i checked through the resources pack, and i couldnt find a single actor which was animated... i believe the weapons need animations (never tried them without them, but i dont believe they would work).

as for it saying "actor not found", bear in mind the path you give it should be relative to the media\actors folder (ie if its media\actors\weapon.act, it should be weapon.act, if its media\actors\weapons\weapon.act, it should be weapons/weapon.act)
CowboyUp
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Post by CowboyUp »

Most of them have animations. I checked them all in Actor Viewer and the majority had animations. At least all the ones Ive been trying to put in. Ive gotten the weapons to appear as solid objects that couldnt be picked up or passed over, but never as usable weapons. I think my problems are in the weapons.ini file and the inventory.ini file.
hike1
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Post by hike1 »

Check the asylumdemo.exe on my page
http://terrymorgan.net/download.htm You can't actually use the
weapons, but there are 5 or 6, with the proper .ini declarations,
give you an idea anyway. Also download Pickles RF games,
Crypt Spawn, OGRE, and Operation Spyerwolf has weapons, projectiles you can use, decompile them
in Milkshape to get an idea of how they work.
CowboyUp
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Post by CowboyUp »

Thanks. It really helps to see working examples.

By the way, the only one I got working was the OGRE. Crypt Spawn said it had "invalid files", and Operation Spy Wolf was a broken link.
CowboyUp
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Post by CowboyUp »

I think ive gathered something from looking at the ini's from OGRE. when a ";" is placed in front of a stat in the ini, does it simply cancel it out so the game doesnt read for it? I nocited that in the weapon.ini in OGRE whenever something linked to something that didnt exist, mainly the sounds and some bmps, it had one of these ";" in front of it.

Just an observation. Maybe if I link it to another existing sound or bmp, and erase the ; i can get it working :/
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AndyCR
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Post by AndyCR »

CowboyUp wrote:I think ive gathered something from looking at the ini's from OGRE. when a ";" is placed in front of a stat in the ini, does it simply cancel it out so the game doesnt read for it? I nocited that in the weapon.ini in OGRE whenever something linked to something that didnt exist, mainly the sounds and some bmps, it had one of these ";" in front of it.

Just an observation. Maybe if I link it to another existing sound or bmp, and erase the ; i can get it working :/
exactly.
CowboyUp
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Post by CowboyUp »

That would explain why nothing worked before (I thought everything had to have the ; in front of it :oops: ).

Anyway, I still get the "cannot find x.act" message when I compile levels. Dont know whatelse to do :/
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AndyCR
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Post by AndyCR »

where are you putting the actor you want to use?
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jonas
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Post by jonas »

make sure x.act is the path specified by the realityfactory.ini. It should say something like actors=media/actors/ or something like that so make sure that x.act is in media/actors/
Jonas

Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
CowboyUp
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Post by CowboyUp »

I just have them in the media/actors file. Do I need to put "media/actors/x.act" in the ini to make it work?
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jonas
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Post by jonas »

If your ini file says media/actors/ and the file is in media/actors/ then its another type of problem. But make sure thats the location the ini has.
Jonas

Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
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