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instructions for creating modswap plugin file

 
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instructions for creating modswap plugin file - 7/4/2011 4:33:15 PM   
davidss

 

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Hi,
Please help with instructions for creating a modswap plugin file.
I have all the files for the mod in a folder, along with the associated mod.ini file.

I'm not sure how to produce a zip file with the .tLD extension. I have several zip programs, but can't figure out how to produce a working modswap file for the plugin folder.

For the config manager system ... I simply zipped (right clicked) the folder with the files inside and then renamed the file with a .pln extension instead of .zip. This method doesn't seem to work for .tLD

Any help would be appreciated
Thanks
Post #: 1
RE: instructions for creating modswap plugin file - 7/5/2011 12:24:26 AM   
Platoon_Michael


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How did you figure it out?
I see you have a thread for a new version.

thanks

(in reply to davidss)
Post #: 2
RE: instructions for creating modswap plugin file - 7/5/2011 12:34:54 AM   
davidss

 

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Hi,
yes I have all the files completed for the new version, but can't release it until I get help with the ModSwap plugin file. I still can't figure out how to get it zipped with the .tLD extension, so that it's ModSwap compatible.

zoyks ... hmmm

(in reply to Platoon_Michael)
Post #: 3
RE: instructions for creating modswap plugin file - 7/5/2011 1:52:30 AM   
Platoon_Michael


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I don't know either
Hoping to follow your lead but here is what schrecken posted
http://www.matrixgames.com/forums/tm.asp?m=2721101&mpage=1&key=�

(in reply to davidss)
Post #: 4
RE: instructions for creating modswap plugin file - 7/5/2011 4:45:41 AM   
davidss

 

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quote:

ORIGINAL: Platoon_Michael

I don't know either
Hoping to follow your lead but here is what schrecken posted
http://www.matrixgames.com/forums/tm.asp?m=2721101&mpage=1&key=�

Hi,
Thanks for the link ... I hadn't seen that one.
In Andrew's explanation he mentions zipping and renaming with .tLD, but that doesn't work for me.
I even tried unpacking the files from GT2.0 ... then re-zipping and renaming with .tLD
That didn't work, even though those files work for the GT2.0 plugin file.

(in reply to Platoon_Michael)
Post #: 5
RE: instructions for creating modswap plugin file - 7/5/2011 5:22:54 AM   
Platoon_Michael


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I really don't know.
I've tried it in the past for CCIV but didn't get it.

(in reply to davidss)
Post #: 6
RE: instructions for creating modswap plugin file - 7/5/2011 5:33:46 AM   
davidss

 

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quote:

ORIGINAL: Platoon_Michael

I really don't know.
I've tried it in the past for CCIV but didn't get it.


Thanks anyway

(in reply to Platoon_Michael)
Post #: 7
RE: instructions for creating modswap plugin file - 7/5/2011 9:06:11 AM   
berndn

 

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I would really like to know something about Modswap. The original, new way for mods had been to create a new directory and only add those files which are needed for the new mod in a directory structure similiar to the original one. This had the advantage of clearly leaving the original files untouched.

Is modswap working the same way or is it instead 'swapping' original files with modified files.

Just some questions.
Michael, delivering the patched exe via the modinstaller I build around the original mod idea would be not that hard. No idea but what about multi-language. Haven't checked a lot but can I switch the game language from english to german or is it only english. Like I said haven't checked because for me the english language is fine :)

(in reply to davidss)
Post #: 8
RE: instructions for creating modswap plugin file - 7/5/2011 1:03:10 PM   
Platoon_Michael


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I do not know about multi language as I too only know English.
I'm interested in Mod Swap not only for the new .EXE but it is also said to be GameRanger compatible.

(in reply to berndn)
Post #: 9
RE: instructions for creating modswap plugin file - 7/5/2011 1:20:41 PM   
Platoon_Michael


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quote:

ORIGINAL: davidss


quote:

ORIGINAL: Platoon_Michael

I don't know either
Hoping to follow your lead but here is what schrecken posted
http://www.matrixgames.com/forums/tm.asp?m=2721101&mpage=1&key=�

Hi,
Thanks for the link ... I hadn't seen that one.
In Andrew's explanation he mentions zipping and renaming with .tLD, but that doesn't work for me.
I even tried unpacking the files from GT2.0 ... then re-zipping and renaming with .tLD
That didn't work, even though those files work for the GT2.0 plugin file.




I assume you do have a folder called plugins created for your file right?
And you are choosing the correct game to install to with Modswap?

I downloaded the GT Mod as well for Mod Swap.
it comes with a self-Installer
it wont install for me but I assume that's because I don't have tLD
I did see where it created the plugins folder so that's why I asked.

< Message edited by Platoon_Michael -- 7/5/2011 1:21:39 PM >

(in reply to davidss)
Post #: 10
RE: instructions for creating modswap plugin file - 7/5/2011 2:07:45 PM   
berndn

 

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Joined: 1/5/2007
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quote:

ORIGINAL: Platoon_Michael

I do not know about multi language as I too only know English.
I'm interested in Mod Swap not only for the new .EXE but it is also said to be GameRanger compatible.



Interesting thing about GameRanger. I don't have the time for Multi Player and what I hated about the original CC releases was that original files had been 'swapped' and that the campaign files have been overwriten or new ones which had problems when I used the swap utility where using the mod directories gave 'extra' directories for the save games as well as for the campaign files. So in basic patching an exe and using the /D switch with the patched exe which has a different filename (so an individual desktop link) would give the most freedom.

It would be even possible to create a custom CC launcher, which would allow the add of base installs, scan the directories and create on the fly a launcher for CC ReReleases which would simply allow to choose which base CC and there which 'Mod'. There would have to be the option however to deal with additional EXE files and Mods related to the extra EXE files. Somthing like a MOD directory with an additional text file which tells which EXE to use. So in case there's no extra file or there's no value set in the extra file it would belong to the original CC exe.

No idea how GameRanger would work with such approach and no real idea how the current ModSwap works. But for me the creation of 'Mod' directories and no changes to the original files seems the best for me.

(in reply to Platoon_Michael)
Post #: 11
RE: instructions for creating modswap plugin file - 7/5/2011 2:59:44 PM   
Platoon_Michael


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Hi berndn
I thank-you very much for your time and interest in possibly updating ModInstaller but the things you mention are way over my head.

@davidss
I have been trying to create a file for Mod swap but seem to be having some issues in doing so.
Is this the same error you get?
http://www.matrixgames.com/forums/tm.asp?m=2721101&mpage=1&key=&#2854889

(in reply to berndn)
Post #: 12
RE: instructions for creating modswap plugin file - 7/5/2011 5:56:21 PM   
davidss

 

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quote:

ORIGINAL: Platoon_Michael

Hi berndn
I thank-you very much for your time and interest in possibly updating ModInstaller but the things you mention are way over my head.

@davidss
I have been trying to create a file for Mod swap but seem to be having some issues in doing so.
Is this the same error you get?
http://www.matrixgames.com/forums/tm.asp?m=2721101&mpage=1&key=�


Hi,
I do have a plugin folder.
The error you posted is the same thing I'm getting.
Also note: the mod.ini file was being saved in ANSI format, as berndn suggested.

Thanks

(in reply to Platoon_Michael)
Post #: 13
RE: instructions for creating modswap plugin file - 7/5/2011 7:29:41 PM   
Platoon_Michael


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Have a look now davidss
http://www.matrixgames.com/forums/tm.asp?m=2721101&mpage=1&key=&#2855108

(in reply to davidss)
Post #: 14
RE: instructions for creating modswap plugin file - 7/5/2011 7:58:08 PM   
davidss

 

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quote:

ORIGINAL: Platoon_Michael

Have a look now davidss
http://www.matrixgames.com/forums/tm.asp?m=2721101&mpage=1&key=�


Hi,
I just got winzip to create the plugin file properly. It sounds like you already got yours to install ... so maybe you have another problem.
I'll post the winzip instructions for producing a working ModSwap .tLD file:

First associate a new extension in WinZip

To set an alternate extension:

1. Open the System tab of the Configuration dialog.

Note: in order to change certain settings on the System tab, you will need administrative privileges. If you are using Windows Vista or Windows 7, right click on the WinZip shortcut on the Desktop and select Run as administrator. This operation allows you to gain administrative privileges by elevating your user rights via the User Account Control window.
2. In the Associate WinZip with group, check the box labeled The specified alternate extension for Zip files.
3. Type the alternate extension you want to use in the space provided.
4. Click OK.

Second, follow these instructions

1.open WinZip
2.select "New" from the File Menu
3.locate the folder where your mod files (and mod.ini file) are located
4.double click the folder
5.make sure "All files" is selected in the "Files of type" option box
6.type the name of the mod and new file extension in the "File name" option box. Example: Ground_Tactics_v2.1.tLD
7.click "OK"
8.at the new screen ... look at the "Action" option box. It should read "Add (and replace) files"
9.to the right of the "Action" option box ... there is another rectangle option box. This needs to read "Add with wildcards"
10.click the "Add with wildcards" button, and Winzip will create the plugin file in the folder where your mod files are.
11.drop the new file into the Plugins folder ... done

< Message edited by davidss -- 7/5/2011 8:08:11 PM >

(in reply to Platoon_Michael)
Post #: 15
RE: instructions for creating modswap plugin file - 7/5/2011 11:11:31 PM   
davidss

 

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Joined: 12/10/2009
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http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=9171

there is that screen shot

(in reply to davidss)
Post #: 16
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