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Old 10-15-2014, 07:18 AM   #31   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by PikaCommando View Post
Plus, I need the enemy to be usable in the Editor too, like Solais's Enemy Resource Pack for SS3. Rev doesn't use a Mod folder too..
Quote:
Originally Posted by PikaCommando View Post
Weird, ecc.exe is not in Revolution. ANGELOOOOOOOOOOOOOOOOOOOOOOOO

I had to use TSE's bin folder instead.
Don't tell me, you're trying to use the SDK to make a mod for SS:Rev !? Oh boy...
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Old 10-15-2014, 07:21 AM   #32   Add To Ignore List  
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Default Re: mentalguy

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Originally Posted by GodOfGaming View Post
Don't tell me, you're trying to use the SDK to make a mod for SS:Rev !? Oh boy...
Is the point in the story where we find out that the protagonist's efforts are all wasted on a thing that will never happen, like in Requiem for a Dream?

Last edited by PikaCommando; 10-15-2014 at 07:25 AM.
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Old 10-15-2014, 07:36 AM   #33   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by PikaCommando View Post
Is the point in the story where we find out that the protagonist's efforts are all wasted on a thing that will never happen, like in Requiem for a Dream?
Or like in "Pika's SED Misadventures"?
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Old 10-15-2014, 07:49 AM   #34   Add To Ignore List  
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Default Re: mentalguy

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Originally Posted by PikaCommando View Post
Is the point in the story where we find out that the protagonist's efforts are all wasted on a thing that will never happen, like in Requiem for a Dream?
Using the SS SE SDK into Rev directory is ircorect. Scratch wrote x time ago he will release a something tool to modding.

But is it not better wait for the source code of Serious Engine?
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Old 10-15-2014, 07:54 AM   #35   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Mkbewe View Post
Using the SS SE SDK into Rev directory is ircorect. Scratch wrote x time ago he will release a something tool to modding.

But is it not better wait for the source code of Serious Engine?
Well, my goal is to make my own Mental before SSO Mental comes out, so I guess I need to find another way then.

Can I like, make this as a mod for TSE, then copy/paste the thing to Rev?
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Old 10-15-2014, 07:58 AM   #36   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by PikaCommando View Post
Weird, ecc.exe is not in Revolution. ANGELOOOOOOOOOOOOOOOOOOOOOOOO

I had to use TSE's bin folder instead.

And yeah, that's how it's laid.


EDIT: Now this shit happens instead.

https://i.imgur.com/p2JqSHq.png
You need the direct x header files. I got them on my computer though. (I dunno why it doesn't come with it). It includes all that (d3d8, etc...). And I was also compiling with the old ss 1.07 sdk.

Here:
http://www.mediafire.com/download/m5...7/Graphics.zip

Then include it. Make sure you put it in sources/engine/graphics/
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Old 10-15-2014, 08:02 AM   #37   Add To Ignore List  
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Default Re: mentalguy

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Originally Posted by Buzzy View Post
You need the direct x header files. I got them on my computer though. (I dunno why it doesn't come with it). It includes all that (d3d8, etc...). And I was also compiling with the old ss 1.07 sdk.

Here:
http://www.mediafire.com/download/m5...7/Graphics.zip

Then include it. Make sure you put it in sources/engine/graphics/
The problem still happens
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Old 10-15-2014, 08:07 AM   #38   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by PikaCommando View Post
Can I like, make this as a mod for TSE, then copy/paste the thing to Rev?
Nope, Rev is not the SS SE 1.07. You have to treat these as 2 different games.
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Old 10-15-2014, 08:11 AM   #39   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Mkbewe View Post
Nope, Rev is not the SS SE 1.07. You have to treat these as 2 different games.
So uh, what do I do now? TSE's Editor is still bugged despite being "fixed" by Angelo, and I'm not even sure if my code works.
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Old 10-15-2014, 08:13 AM   #40   Add To Ignore List  
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Default Re: mentalguy

Go to
Options>Directories
And choose include combobox

Then make sure /Bin
/Sources
/Sources/Engine/Graphics
is included

then RESTART c++.
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Old 10-15-2014, 08:32 AM   #41   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
Go to
Options>Directories
And choose include combobox

Then make sure /Bin
/Sources
/Sources/Engine/Graphics
is included

then RESTART c++.
Nice, that worked!


Until this happened https://i.imgur.com/LbmcRZS.png
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Old 10-15-2014, 09:19 AM   #42   Add To Ignore List  
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Default Re: mentalguy

1. Goto Build > Set Active Configuration and make sure its EntitiesMP release (not debug).
2. Make sure Library files from SDK is extracted to /Sources and /Bin.
3. goto options/directories/show directories for Library files and include BIN, BIN/DEBUG and SOURCES.
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Old 10-15-2014, 09:31 AM   #43   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
1. Goto Build > Set Active Configuration and make sure its EntitiesMP release (not debug).
2. Make sure Library files from SDK is extracted to /Sources and /Bin.
3. goto options/directories/show directories for Library files and include BIN, BIN/DEBUG and SOURCES.
Alright, it stopped at here
https://i.imgur.com/lgdvFj9.png


Does that mean it's safe to compile my mental.es now?
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Old 10-15-2014, 10:08 AM   #44   Add To Ignore List  
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Default Re: mentalguy

Yes, but you will have to use it in TSE 1.07, I don't think there is currently any way to use it in Rev. Sadly. Or I would have moved to Rev as my main Serious Sam game long ago The inability to code-in more enemies and more weapons is the only reason holding me back.
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Old 10-15-2014, 10:28 AM   #45   Add To Ignore List  
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Default Re: mentalguy

It should be. Warnings aren't too bad
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Old 10-15-2014, 10:34 AM   #46   Add To Ignore List  
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Default Re: mentalguy

https://i.imgur.com/01ogqlO.png
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Old 10-15-2014, 11:01 AM   #47   Add To Ignore List  
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Default Re: mentalguy

Check the icons for the files. Are they a text file or a text file with an arrow. If it has an arrow, it means it has compile code.
Right-click Mental ES, > settings

In Description, Commands and Outputs, copy another .es parameters and paste it on mental.es.
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Old 10-15-2014, 11:04 AM   #48   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
Check the icons for the files. Are they a text file or a text file with an arrow. If it has an arrow, it means it has compile code.
Right-click Mental ES, > settings

In Description, Commands and Outputs, copy another .es parameters and paste it on mental.es.
Sorry, but can you elaborate more?


My mental.es is directly edited from bighead.es with normal notepad, so it should have the parameters already.
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Old 10-15-2014, 01:58 PM   #49   Add To Ignore List  
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Default Re: mentalguy

Buzzy, look at his filepath in his error screenshot. Looks like he's trying to compile just the .es file separately. Of course it wont work like that. Pika, you will have to add your files to the SDK project and compile the whole thing together.
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Old 10-15-2014, 02:00 PM   #50   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by GodOfGaming View Post
Buzzy, look at his filepath in his error screenshot. Looks like he's trying to compile just the .es file separately. Of course it wont work like that. Pika, you will have to add your files to the SDK project and compile the whole thing together.
Before I tried to compile it gave me an option to add it, which I did. And then that happened. Or do I have to move it manually? Where to?
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Old 10-15-2014, 06:51 PM   #51   Add To Ignore List  
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Default Re: mentalguy

Move it into the Enemies section of Entities MP. When duplicating/creating new files, it doesn't copy the build parameters though. I have to add them to each file I make.
Next you need to right-click compile mental, then add the extra files (c, h, tables_h) into the project.
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Old 10-16-2014, 04:01 AM   #52   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
Move it into the Enemies section of Entities MP. When duplicating/creating new files, it doesn't copy the build parameters though. I have to add them to each file I make.
Next you need to right-click compile mental, then add the extra files (c, h, tables_h) into the project.
I'm not sure about you to right click on it to select what you said, but I'm pretty sure my mental.es is literally bighead.es with a different name. Like, I took the original bighead.es, changed some things inside, then Save As mental.es.
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Old 10-16-2014, 04:02 AM   #53   Add To Ignore List  
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Default Re: mentalguy

Into explorer or you put it into C++. Can you upload a screenshot of where the file is located and your C++ project with Enemies folder opened and the mental.es file in it?
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Old 10-16-2014, 04:43 AM   #54   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
Into explorer or you put it into C++. Can you upload a screenshot of where the file is located and your C++ project with Enemies folder opened and the mental.es file in it?
There is no Enemies folder in EntitiesMP. I tried to add it through C++, but it crashes instead.

https://i.imgur.com/nR6eP6p.png
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Old 10-16-2014, 04:58 AM   #55   Add To Ignore List  
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Default Re: mentalguy

In order to compile it, you'll need to use C++.. That's why it wouldn't compile though. Also why does c++ crash when you import a file.. thats strange .. Usually if you open EntitiesMP.dsp into C++ they will be a folder in there called Enemies. Have you got a project set up?
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Old 10-16-2014, 01:12 PM   #56   Add To Ignore List  
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Default Re: mentalguy

http://i.imgur.com/CR1sEhS.png

This folder.
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Old 10-16-2014, 01:25 PM   #57   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by GodOfGaming View Post
http://i.imgur.com/CR1sEhS.png

This folder.
Yeah, right clicking it and clicking the add a file there will crash it. Let's not forget you are within the safe confines of VMware.
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Old 10-16-2014, 06:17 PM   #58   Add To Ignore List  
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Default Re: mentalguy

Okay thats very strange... Have you tried dragging and dropping from explorer. I don't think you will be able to compile it outside c++, unless you try another program if it doesn't work.
According to issues other people had, this patch should do the trick for the crashing:
http://www.microsoft.com/en-us/downl...s.aspx?id=9183
It's a patch may fix the crashing or not. Others say reinstall it.

I am just wondering did this just happen or it happened since you installed it?

Last edited by Buzzy; 10-16-2014 at 06:20 PM.
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Old 10-18-2014, 01:01 PM   #59   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
Okay thats very strange... Have you tried dragging and dropping from explorer. I don't think you will be able to compile it outside c++, unless you try another program if it doesn't work.
According to issues other people had, this patch should do the trick for the crashing:
http://www.microsoft.com/en-us/downl...s.aspx?id=9183
It's a patch may fix the crashing or not. Others say reinstall it.

I am just wondering did this just happen or it happened since you installed it?
The patch doesn't even work. I'm not sure if reinstalling will fix the problem if it doesn't with SED1.
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Old 10-18-2014, 08:07 PM   #60   Add To Ignore List  
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Default Re: mentalguy

hmm. I never ran across this error before (dragging and item onto my project and it crashing).. I haven't tried it before on a virtual box or something, that sometimes is a little buggy for me when I ran visual basic on it.
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