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Posted: Sun Apr 02, 2006 4:19 pm
by Mr.Mouse
Ok, yet another version, this should fix the lot.

Check out the screen..spot the differences. The ert.pak is a recreation of the common.pak. :D

Posted: Sun Apr 02, 2006 6:03 pm
by Kamshaft
Cool, we're almost there...

The only thing I can see left is, making the file extension the program creates, lowercase (.pak, not .PAK)..because the game won't read the uppercase files. Weird, but true.

The other bug is, the path imbedded in the file. What I mean is...

if I tell the program to grab files within this....
d:\mva_test\files1\(then the rest of the files and dir here)

in the PAK file it embeds, the full path ...
mva_test\files1\

rather than excluding that part of the path. Make sense?

Posted: Sun Apr 02, 2006 6:17 pm
by Mr.Mouse
Hmm, what it does: it takes the path of the pak file you wish to create and if that path matches any path part of the files that you wish to insert it will remove that part. So,it depends where you save the pak. You can save it in the folder you wish to include, the pak file itself will be ignored in the inclusion.

Posted: Sun Apr 02, 2006 6:55 pm
by bruceatk
I just installed and registered MultiEX this weekend. The MXvsATV plugin is the first one that I've installed. When I go to open an MXvsATV pak file the "Files of type" displays this:

MXvsATVUnleashed(*.)

So it doesn't list any files unless I enter a filename. When you go to create a pak file (File-->New) it doesn't show up in the list as a *.PAK file it is at the top of the list as "*. (MXvsATVUnleashed)".

Kam's doesnt do this instead his shows *.PAK.

Bruce

Posted: Sun Apr 02, 2006 7:40 pm
by Mr.Mouse
Where did you put the dll ? What folder?

Posted: Sun Apr 02, 2006 9:24 pm
by bruceatk
That's all it was. It was in the plugins folder not the plugins\pak folder. I moved it and that fixed it.

Thanks,
Bruce

Posted: Mon Apr 03, 2006 9:39 am
by ocr_smokngrn
i got the plugin and donated to the site.
Sooo.. i been playing around and i think i have a good grasp on what things i can add (aud files and animation files sun flare stuff in the .toy files.

My question is... have you successfully repaked a track and had it run in game?

I have been able to get it to show up in game, but it crashes to desktop.

i have been noticing the diference on the way the stock tracks are structured, and the way the repaks are structured. do i need to organize these files in a certian way to get this to work? it seams as if i cant unpak and repak (without making any changes) and get it to even show up anymore

Posted: Mon Apr 03, 2006 10:36 am
by Mr.Mouse
Let's take a track as an example and please post it here.

Posted: Mon Apr 03, 2006 11:23 am
by ocr_smokngrn
here is a rar with 2 tracks. 1 stock and one quick test track... the user created track is fresh from the track editor, i have not touched it.

http://home.comcast.net/~smesple/test.rar

i have tried putting the extracted files in different named folders.....i wasnt able to do anything that worked... but then agian ima ultra-noob.


also off topic. do these companies use a in house codec for .wav files? i cant seam to play any of the extracted wav files.

Posted: Wed Apr 05, 2006 7:18 pm
by Mr.Mouse
Guys, I have been away for a couple of days. But I looked at it now, briefly, and it seems the bug is that the plugin unstably leaves out the last file during repack, that would of course explain a crash. Rest assured that I will not rest myself until I have this solved. :wink:

Posted: Thu Apr 06, 2006 5:50 am
by ocr_smokngrn
You are the man.... :rock:

Posted: Thu Apr 06, 2006 6:40 pm
by Mr.Mouse
Okay, I fixed it, I think. I tried it on a pak file and it repacked perfectly as expected. So, please go ahead and try the new plugin on the track you noticed crashed earlier.

Posted: Thu Apr 06, 2006 7:25 pm
by ocr_smokngrn
testing now

Posted: Thu Apr 06, 2006 7:44 pm
by ocr_smokngrn
perfect!!!!! thank you sooooo much

Posted: Thu Apr 06, 2006 10:51 pm
by Kamshaft
YOu rock man!