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To install a mod
https://xmoonproductions.org/viewtopic.php?f=27&t=4340
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Author:  byyilmaz [ Sun Jan 10, 2016 12:42 am ]
Post subject:  Re: To install a mod

hey I have a problem about unpack dungeon . when I press run on filemaker it says :name is invalid in file bla\filemaker\start.ini' at line 1 help

Author:  skidrow [ Sun Jan 10, 2016 10:16 am ]
Post subject:  Re: To install a mod

What you can change in start.ini is:
unpack = true; false can you change it to but pointless to do

file = "[RUNTIME]pack/pack_dungeon.bin"; here you change with bin file to unpack, so if you want Christmas you instead write "[RUNTIME]pack/pack_christmas.bin" and remember ; should be at the end

outpath = "[RUNTIME]pack/"; and here if you want it in a other directory like temp or what ever, "[RUNTIME]pack/temp";

Author:  linoleum84 [ Wed Jan 13, 2016 2:26 pm ]
Post subject:  Re: To install a mod

linoleum84 wrote:
Is it normal to have only these files in filemaker folder ?

Attachment:
fm.jpg




is it possible to have an anwser please?
filemaker is not working by my side, it says there are missing files ...

Author:  tomahawk308 [ Wed Jan 13, 2016 5:51 pm ]
Post subject:  Re: To install a mod

@linoleum84 i have 5 files (sounds, filemaker, fm_log, fm_trace, start.ini)

ps does it show which files missing

Author:  skidrow [ Fri Jan 15, 2016 6:51 pm ]
Post subject:  Re: To install a mod

Ok take it step by step to get a mod to work.

After you unpacked pack_dungeon you will have like this in X Moon Productions\XStoryPlayer 3.5\pack
Attachment:
step 1.jpg
step 1.jpg [ 75.92 KiB | Viewed 95885 times ]


Step 2 unpack the mod you want to install, in this case i took Dungeon EX
Attachment:
Step 2.jpg
Step 2.jpg [ 93.21 KiB | Viewed 95885 times ]


Step 3
Copy all files in the dir you unpacked to pack_dungeon here i renmaned it to pack_dungeon_Dungon_EX (missspelled i know)
Attachment:
Step 3.jpg
Step 3.jpg [ 104.42 KiB | Viewed 95885 times ]

Author:  skidrow [ Fri Jan 15, 2016 6:52 pm ]
Post subject:  Re: To install a mod

Step 4 start the game go to fastsex and chose the mod
Attachment:
Step 4.jpg
Step 4.jpg [ 425.76 KiB | Viewed 95886 times ]


Takes about 2min.

Author:  nil_ultra [ Sun Feb 14, 2016 9:49 pm ]
Post subject:  Re: To install a mod

Hey guys, I hate to be this guy, but I am not getting it.

My understanding is that you unpack the basic dungeon, and then add the modded files, and then repack it?

But what I am not getting is how to unpack and repack - I think the language in the explanation was just unclear, or its assuming an understanding of Filemaker that I dont have, or possibly I am a moron.
So lets say I want to install a mod called the "Smurf_dungeon" (No I dont have a smurf fetish, just an example), as my first step (which
I think is unpacking the regular dungeon?) do I open Filemaker and change the text in that? Or do I open the file in a different program? And which lines do I change to what text? Because it seemed like it was telling me to use the same text that was already there, and running it with that didnt do anything.
I get the copying files part once it is unpacked, so then what do I do to repack "Smurf_dungeon" once the files are copied? (maybe this is obvious once I understand how to unpack).

I really tried to figure it out myself with whats already here, but just not getting it. Thanks for any help.

Author:  riftporn [ Sun Feb 14, 2016 10:06 pm ]
Post subject:  Re: To install a mod

There is no need to repack.

Just unpack the dungeon, overwrite the files in pack/pack_dungeon with those from the mod.
At this point it will show up in the menu. Repacking is possible I think but not required.

Author:  nil_ultra [ Sun Feb 14, 2016 11:02 pm ]
Post subject:  Re: To install a mod

Cool, that's definitely helpful, but I still don't know how to unpack.

Author:  riftporn [ Sun Feb 14, 2016 11:15 pm ]
Post subject:  Re: To install a mod

Go to /filemaker directory, edit start.ini so it contains the unpack part, uncommented (without /*.....*/)
Code:
//////////////////////////////////////////////////////
// Defines
//////////////////////////////////////////////////////


#define RUNTIME  "../"
#define PACKPATH "pack/pack_dungeon/"


//////////////////////////////////////////////////////
// Unpack
//////////////////////////////////////////////////////
// Uncomment this to unpack a pack
Pack pack1
{
  unpack = true;

  file    = "[RUNTIME]pack/pack_dungeon.bin";
 
  outpath = "[RUNTIME]pack/";
}


delete or comment out all other sections that might be in there active.
Run filemaker.exe and press the green play button in the tool part
Wait until it's finished.
The unpacked dungeon is now in /pack/pack_dungeon/ and will show up in the menu (as a copy of the packed dungeon)

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