Azworai Posted February 20, 2016 Share Posted February 20, 2016 How would I go about opening another persons mod in the SDK to examine their entire build rather through it? Or is that not possible? Link to comment Share on other sites More sharing options...
davidlallen Posted February 20, 2016 Share Posted February 20, 2016 There is no easy way to see the other person's mod in modbuddy. I tried copying the directory of files from the mod area to the modbuddy area. But, because there is nothing in the x2proj file, the picklist of files inside modbuddy is empty. I guess you could add them one by one, but why? A talented person could probably fake up the x2proj file; but again why? Personally I don't get much out of the modbuddy picklist and editor. I only need it to build, and copy the files to the game mod area, and maybe to publish. You can easily point your own text editor at all the mod files, for example in the config and src/<modname>/classes directories. I find my own text editor more powerful than the modbuddy editor anyway. Link to comment Share on other sites More sharing options...
Azworai Posted February 20, 2016 Author Share Posted February 20, 2016 I just found it simpler to quickly use to check the ini files, would also let me see if I put a + somewhere I shouldn't have, as my soldier Class isn't showing it's name or description anywhere in the ui, despite filling out that int file in the build... wanted to look at a class that DID have those show up inside mod buddy to check for differences. Suppose I could just use a text editor, but that can't look at the int files... Link to comment Share on other sites More sharing options...
davidlallen Posted February 20, 2016 Share Posted February 20, 2016 Some of the int files use the "utf-8" character set to display fancy accent characters. Make sure your editor can display this type of file, and then you should be able to open the int files fine. Link to comment Share on other sites More sharing options...
Azworai Posted February 20, 2016 Author Share Posted February 20, 2016 Well, I corrected the issue that caused me to need this particular issue answered. I have a + somewhere I wasn't supposed to in my coding. So, now I can create a class 'skeleton' and fill it with remixed abilities. The next step, I believe, is learning to clone/modify existing skills or create entirely new ones. Thanks for the info, David! Link to comment Share on other sites More sharing options...
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