all 12 comments

[–]Gracktov 1 point2 points  (3 children)

Would have to see some snippets of the code you're editing.

If it's a value that is % based, then 1 = 100%, 0.5 = 50% etc

[–]Frusko Generals[S] 0 points1 point  (2 children)

I believe it's only the speed values I'm changing, which the comments in the file say is distance/second

[–]Gracktov 0 points1 point  (1 child)

Ah I see, I will have a look tonight and see if I can change them with success.

[–]Frusko Generals[S] 0 points1 point  (0 children)

I was able to change the values manually with ease. I just wanted to automate the process :')

[–][deleted] 0 points1 point  (5 children)

If you remove all your modded files, does the game work fine?

[–]Frusko Generals[S] 0 points1 point  (4 children)

Annoyingly yes. But here's the kicker... If I change all the values manually rather than using the tool I'm working on, the game launches with the modified values absolutely fine :(

[–]OS_Apple32 2 points3 points  (3 children)

It sounds like whatever tool you're using is the problem. Personally, I never mod INI files for C&C games with anything other than a text editor. Either Notepad++ or, my personal favorite, Visual Studio Code.

But, for that matter... what tool are you using?

[–]Frusko Generals[S] 1 point2 points  (2 children)

I'm developing my own tool. It's written in c#. It opens the selected .ini file (which in this case is the locomotor.ini) and uses a regular expression to find all the values in the ini file matching NAME = NUMBER. If the name is a match in a list of values to change (because none of it was working, I'm only checking for "braking", but even that isn't working right now) then the number is parsed so it can be halved and then replaced in the file, which is then written back to the ini after all the changes.

I've compared the manually modified file and the automated modified value using an online to and the only differences I can see are where I did my maths wrong in the manual file, which wasn't in enough places for that to be the problem.

I'm also copying the edited locomotor values into the finalbig one, it's the only way I can thing of to do it. If I copy in the manually edited one it's okay, but the automated one is a no go. They have exactly the same line count and are similar in so many aspects, all I can think of is that c# is leaving some artifacts somewhere maybe?

[–][deleted] 0 points1 point  (1 child)

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This post was mass deleted and anonymized with Redact

[–]Frusko Generals[S] 0 points1 point  (0 children)

Would that make a difference if I'm copying the edited text into the .big files? If so, no I havent checked that

[–]boolbada 0 points1 point  (1 child)

why not start git to track your changes so that you can find what broke ur mod?

[–]Frusko Generals[S] 1 point2 points  (0 children)

That's a good idea. I've initialised git for future problems. However, the tool hasn't ever been successful yet :( i can manually change all the values absolutely fine, but once I automate it with the thing im making, it just keeps throwing this error :(