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ForumsJedi Knight and Mysteries of the Sith Editing Forum → listing files in static.jkl and compiling mods
listing files in static.jkl and compiling mods
2006-02-03, 8:00 AM #1
Ive noticed that sounds sometimes do not work in custom levels when using a mod that doesnt have its world sounds listed in static.jkl

Even worse, when you have a lot of keyframes, the mod will sometimes crash because it cant find a keyframe for a weapon, which was solved by writing the name of the keyframe in the world keyframe section in static.jkl

So the plan is, to write ALL files for the mod in the static.jkl, but this will take a long time, the main question is:

--"Do all files under models/textures/keyframes/sounds etc need to be alphabetical order?"--

If so, writing these files to static.jkl can only be done at the end of all mod building, if not, it makes it easier.

And another question:


" Must I write the exact number of world files as [orginal jk + mod files] = total, or just a very high number to make sure all files are accepted?? (using the limit removal patches of course)

Thanks for thy help.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-02-03, 11:28 PM #2
Originally posted by Ruthven:
Ive noticed that sounds sometimes do not work in custom levels when using a mod that doesnt have its world sounds listed in static.jkl


Yea, JK is picky when static.jkl is involved.

Quote:
Even worse, when you have a lot of keyframes, the mod will sometimes crash because it cant find a keyframe for a weapon, which was solved by writing the name of the keyframe in the world keyframe section in static.jkl


Yep, listing files in static.jkl that your mod uses will greatly reduce any bugs you may be experiancing for unknown reasons.

Quote:
So the plan is, to write ALL files for the mod in the static.jkl, but this will take a long time, the main question is:

--"Do all files under models/textures/keyframes/sounds etc need to be alphabetical order?"--

If so, writing these files to static.jkl can only be done at the end of all mod building, if not, it makes it easier.


If you list every single file (save player model 3dos) that your mod uses in static.jkl, and make the number what it should be, then JK should work fine. (order doesn't matter) There's the memory for static.jkl, and then there's the memory for level.jkl. If both levels have everything listed properly, then you're fine.

Quote:
And another question:

" Must I write the exact number of world files as [orginal jk + mod files] = total, or just a very high number to make sure all files are accepted?? (using the limit removal patches of course)

Thanks for thy help.


In TDiR, I had static.jkl listing the EXACT number of files used for the mod, and left the levels up to listing what they needed.

Also, please note, with res2.gob sitting in JK\resource, and a mod that has ALOT of files, some files just will not be loaded, unless you remove the bloated res2.gob and replace it with something a little less.... 52mb'ish. The res2.gob for TDiR is a good example of a stripped down JK. :)

Oh, I wrote a program long ago, to build sections of static.jkl, based on files in a directory. I should fix the bugs and upload that to the hub.
-Hell Raiser
2006-02-05, 5:50 PM #3
awesome, thanks for that info, life saver :D

as for stripping down res2.gob, i dont think its safe to modify the gob when its only a TC mod. the mod is about 80 Megs unzipped, but requires you play normal jedi knight leves (or possibly custom levels)

I wouldnt know what to remove from the res2/gob for only a TC mod, but for my levels, it would be easier to redo the whole res2.gob cos its meant for stargate levels only.

I await the release of that program. :)
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-02-06, 2:05 PM #4
Originally posted by Ruthven:
awesome, thanks for that info, life saver :D

as for stripping down res2.gob, i dont think its safe to modify the gob when its only a TC mod. the mod is about 80 Megs unzipped, but requires you play normal jedi knight leves (or possibly custom levels)

I wouldnt know what to remove from the res2/gob for only a TC mod, but for my levels, it would be easier to redo the whole res2.gob cos its meant for stargate levels only.

I await the release of that program. :)



For the res2.gob, all you need to do is figure out what resources your mod and levels use, compile it all into your own resource gob. Have a proggie switch out res2.gob with yours, and you're good to go. Guess I need to spend a wee bit more time in VB than I thought. ;)

I'll get the Static JKL maker polished with an installer, and up on the hub asap.
-Hell Raiser

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