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#hskal

hesopesomeso
It's still an rc schmeling, no editor 1.0 release any time soon :Obelul: I'll make sure it has a job later
schmeling65
Then call it action instead of job :KEKW:
schmeling65
not really that much of a pain. It actually was because it was already "something" that had a "build method", but that was horrible, so we had to set it up on our own. The result now is great and fits into every new version, because it never changes.
pegperegogaucho
When I load CC: ``` : kal_kcore_factory object creation failed; object with typeid [ MODULE, 5 ] not found (or could not be constructed). Terminating... ```
hesopesomeso
Is that the windowed or fullscreen version (renamed to GameModule.elb)? Have you renamed all the .KWN files properly? :FrogThinking:
pegperegogaucho
Oh, you are supposed to rename the exe?
pegperegogaucho
I will make another project...
hesopesomeso
Huh? :Obelul: How'd it work without you renaming it? Did you not get an error :PepeHands:
pegperegogaucho
I just selected the normal game path
pegperegogaucho
My reasoning was that it should not matter anyways, as the level files are already patched
hesopesomeso
Normal game path?
pegperegogaucho
game_path.normalized()
hesopesomeso
In the new project creation, select the CC directory, and the shall patch checkbox doesn't matter, I do check if it is already patched by adrien.
pegperegogaucho
Path to vanilla game
hesopesomeso
And then you replaced the files? Yeah, that won't work, because each project is either "adrientd'ed" or not (cuz of deserialization)
pegperegogaucho
That's the thing, I thought it would check it every time when reading the file :)
pegperegogaucho
Where is the project list stored?
hesopesomeso
in ~/.local/share/hsk/project.ids (binary file)
pegperegogaucho
Of course it is binary :Obelul:
pegperegogaucho
Maybe you could turn it into a JSON so any text editor can easily edit it