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Can't mod : lobby try to download a local mod

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15 months ago
Hello.

Then I'm trying my hand at modding, but the lobby try absolutely to download the mod somewhere, when I just want to try it localy, where it is.

I'm not sure I understand how it works. And yes, I got a read on Spring website, too.

1° I downloaded the "basemod" mutator (?), and put it in Zero-K/games/
2° Unzipped it.
3° Renamed the new folder in SpiderBunny.sdd
4° Modified the modinfo.lua like that :


return {
name = 'SpiderBunny V0.1',
description = 'A special spidery Com to extend the fighting capabilities of enemy AI or allied AI against chickens. Add defenses, adding a second level to existing defenses, and a new tab with new units for the facs. With maybe some other stuff.',
shortname = 'SpiderBunny',
version = 'v1',
mutator = '1',
game = '',
shortGame = '',
modtype = 1,
depend = {
[[rapid://zk:stable]]
},
}


Basically, I just changed Name, Description and Shortname

5° Zipped the folder and named the zip SpiderBunny.sdz

6° Created a SpiderBunny.json file and put it in Zero-K/CustomeModes/ :


{
"shortName" : "SpiderBunny",
"name" : "SpiderBunny V0.1",
"description" : "A special spidery Com to extend the fighting capabilities of enemy AI or allied AI against chickens. Add defenses, adding a second level to existing defenses, and a new tab with new units for the facs. With maybe some other stuff.",
"roomType" : "Custom",
"game" : "Spider Bunny"
}


The new mod appear in the list in Skirmish, I can choose it, but then the lobby try to download it.

I lack some understanding, but what is it ? If somebody could help me there, I would appreciate it.
+0 / -0
15 months ago
The mod is just supposed to modify the normal game, by the way.
+0 / -0
You need to unzip it and have the directory of the file like this (as an example):
.
\LuaRules
-\Configs
-\Gadgets
\LuaUI
-\Configs
-\Widgets
\Gamedata
-\ModularComms
modinfo.lua

You should see luarules,luaui,gamedata and modinfo.lua at the top level of the gamefile.



Like so
+1 / -0
15 months ago
Okay, it is working (giant lotus range is fun to watch).

Meaning the folder in /games don't want extension name.
Thank you.


Other question :

Now the mod appear in the two mod tabs :

Looks like Select Mod looks in the Games/ folder, and Select Custom Mode in CustomModes/ (duh !)


I suppose it's because the mod is at the same time in /games and as a json file in CustomModes.
Is it normal ? Do I have to choose or delete one ?




Long range lotuses ARE fun ! But again, I'm not the AI at the receiving end...
I'm so trying the chickens against that (it's working. I'm feeling chicks' pain)...
+0 / -0

15 months ago
quote:
Long range lotuses ARE fun !

That was the first thing I did in a mod too. :D Need a different strategy in that kind of battle. Would actually be fun multiplayer I bet.
+0 / -0
15 months ago
Tried in against normal chickens on Fairyland. Seven lotuses, and a barriers of patrolling cloacks bots (without the cloacking, but for the Gremlins.


Queen got blown up by my singus... Oh, come on !
+0 / -0
15 months ago
Hello.

New questions :

Apparently, I still have to zip the mod folder and change the .zip to .sdz.

Q1 : Can I force the game to use the folder ? Having to zip/rename the file after any change can be cumbersome.



Q2 : After any change, I have to quit the game, open TaskManager, kill zero-k.exe, launch again the software (and wait for it).

But in the infolog.txt, I see an option "overwrite = false" on the lines where the game load stuff, here my mod.
Where can I change this in "overwrite = true" ? With a little chance, that mean the lobby will reload the mod every time I launch a game.


+0 / -0
15 months ago
Oh yes : And Q3 : How do I add a Com choice - Here the SpiderBunny - ? I can't find this anywhere (even looked in the campaign files)
+0 / -0