The W:RD Sandbox Mod (5.4.2) [THE ULTIMATE SANDBOX]

Devastator325
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Re: The W:RD Sandbox Mod (5.0)

Postby Devastator325 » Fri 23 Dec 2016 03:35

Awesome response time Noob! thanks a ton, love your mod

HereticPilot101
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Re: The W:RD Sandbox Mod (5.0)

Postby HereticPilot101 » Fri 23 Dec 2016 06:25

The W:AB Noob wrote:
matty1053 wrote:I'm having issues 'spamming units'?

Literally for the Leopard tank, I can only spawn 2 of them. Am I doing something wrong? I always thought I could spam units before in previous updates. :|
dmitryshapo wrote:They patched the game again
Devastator325 wrote:aaaaaand Eugen already broke the mod lol
HereticPilot101 wrote:God
Damn
It

I was so excited. You don't even know how excited I was. I waited so long and somehow managed to miss the 5 minute window of getting to play it again. rageandfury.exe
PhantomColonel wrote:Damn you Eugen!!! I finally have a few days off of work after 2 weeks straight and now no sandbox :x :cry: :evil:


Or two weeks straight of Sandbox. You're in luck, my friend.

New version is up on ModDB ;)
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PhantomColonel
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Re: The W:RD Sandbox Mod (5.0)

Postby PhantomColonel » Fri 23 Dec 2016 16:04

+999 to the above :mrgreen: :mrgreen: :mrgreen: :mrgreen: :D :D :D :D

wolfmanlima
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Re: The W:RD Sandbox Mod (5.0)

Postby wolfmanlima » Sat 24 Dec 2016 01:01

Hi W:AB Noob,

Just a question as i was fiddling with your mod to get it working on the new patch before you updated, witch i had some succes with before i learned you updated your mod almost as fast as Eugen breaking it with the update.

i know you change the installer's target path's to the .NDF file with the Installerconfig file. i had succes as soon i changed one of the last targetpath's to the current update serial number. i had the unlimited decks, units, near infinite FOB's and cameramod after also assigning the "extra" options after replacing the serialnumber to the newest update and it worked.

Just one thing, i could not assign the language localisation refference's to the newest patch as the Installer would stop the mod install right there at trying to work at localisation citing "file cant be found". so had to revert to the original installerconfig file and leave localisation just alone and only edit the main mod targetpath and those of the extra's. this was the only way i could get the mod's functions in game and to let the installer finish its process.

I know those language localisations reffer to those destination path's for a reason, i just did not see any effect of them in-game. is it safe to just leave them alone or what purpose do they have?.

Also, Never say never of course as a new update might contain something entirely new that might break your installer process, but let's say there is a next small update. can it be just as straightforward updating the Installerconfig's TargetPath's to the newest version serialnumber?.

Again, thanks man great mod ;).

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The W:AB Noob
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Re: The W:RD Sandbox Mod (5.0)

Postby The W:AB Noob » Sat 24 Dec 2016 08:03

Devastator325 wrote:Awesome response time Noob! thanks a ton, love your mod
HereticPilot101 wrote:(Pic)
Thanks guys :D

wolfmanlima wrote:Hi W:AB Noob,

Just a question as i was fiddling with your mod to get it working on the new patch before you updated, witch i had some succes with before i learned you updated your mod almost as fast as Eugen breaking it with the update.

i know you change the installer's target path's to the .NDF file with the Installerconfig file. i had succes as soon i changed one of the last targetpath's to the current update serial number. i had the unlimited decks, units, near infinite FOB's and cameramod after also assigning the "extra" options after replacing the serialnumber to the newest update and it worked.

Just one thing, i could not assign the language localisation refference's to the newest patch as the Installer would stop the mod install right there at trying to work at localisation citing "file cant be found". so had to revert to the original installerconfig file and leave localisation just alone and only edit the main mod targetpath and those of the extra's. this was the only way i could get the mod's functions in game and to let the installer finish its process.

I know those language localisations reffer to those destination path's for a reason, i just did not see any effect of them in-game. is it safe to just leave them alone or what purpose do they have?.

Also, Never say never of course as a new update might contain something entirely new that might break your installer process, but let's say there is a next small update. can it be just as straightforward updating the Installerconfig's TargetPath's to the newest version serialnumber?.

Again, thanks man great mod ;).
Thanks for your interest and your good questions. I myself learn best using the "fiddling around" method and it's great to see another person so interested in modding.

I'll just start off by saying that .dat files are compressions of multiple files and folders, kinda like .zip or .rar. In my Sandbox Mod installers, I only wrote ReplaceContent commands and no AddContent commands. So you can think of it like the computer searching for a .txt file in a .zip to replace but not being able to find it. .ndfbin files are data files that go into NDF_Win.dat, .dic files are dictionary files that go into ZZ_Win.dat, and .wmv are video files that go into Data.dat. The weird one is the .dds file, which is a texture file, which is compressed into an outgametextures.ppk file, which is then compressed into ZZ_4.dat. For text changing, I do not replace a file at all, but go into the current ZZ_Win.dat folder and have the installer manually mod it.

Go into the files folder, and you'll realize how I actually structured the installer. The options for the installer are possible, not because the installer is modding to the selected arguments (though that is the case for the renaming commands), but because each of those choices replaces a separate .ndfbin subfile (hence why there are 4 .ndfbin files in the download). But when uninstalling, I have it uninstall all of the data modification not by replacing individual .ndfbin files but by replacing the whole NDF_Win.dat file.

I'm going off on a tangent, but here's the answer to your question:
NDF_Win.dat file targetpaths will always be the newest patch since Eugen always includes every .ndfbin file in each new NDF_Win.dat
But for any other file, it will not necessarily be the newest one. Eugen only includes assets when it is essential to the patch by adding or replacing something. For instance, the Sandbox Mod 5.1 installer edits the .dic in Data\Wargame\PC\Third-to-last-patch\Second-to-last-patch\ZZ_Win.dat because the last patch had an empty 8KB ZZ_Win.dat since it did not do any renaming (it was just a bug fix patch). The second-to-last patch did because it needed to add the Yugo/Fin unit and weapon names, commander names, country names, etc. To the same effect, outgame.wmv (aka the Loading Screen) replaces the Data.dat file in patch 210 which is the first full release patch of W:RD because Eugen never needed to change the loading screen and therefore never included it in any other patch. (Yes, you can add instead of replace subfiles into a .dat that doesn't have it, but let's save that for another day.)

I would love to answer your questions or walk you through W:RD if you want. Feel free to friend me on Steam @ The W:RD Noob. ;)
W:RD Sandbox Mod 5.4.2, the Final and Ultimate Patch Click -> Image

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nightkilla23
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Re: The W:RD Sandbox Mod (5.1)

Postby nightkilla23 » Fri 30 Dec 2016 08:46

Is anyone else having a problem with Gjoll not working? This is the crash message steam gives me when loading the map crashed Wargame:

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lastcrusade101
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Re: The W:RD Sandbox Mod (5.1)

Postby lastcrusade101 » Fri 30 Dec 2016 11:21

New Wargame Patch my dudes
120 Smooth-bore > 120 Rifled

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The W:AB Noob
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Re: The W:RD Sandbox Mod (5.2)

Postby The W:AB Noob » Fri 30 Dec 2016 19:56

Sandbox has been updated! nightkilla, try to see if it works with the new version.

If you like this mod's update rate, please consider supporting it.
W:RD Sandbox Mod 5.4.2, the Final and Ultimate Patch Click -> Image

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nightkilla23
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Re: The W:RD Sandbox Mod (5.2)

Postby nightkilla23 » Sat 31 Dec 2016 00:45

I still get the same error message just with a different version since the patch.

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TheMarraMan
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Re: The W:RD Sandbox Mod (5.2)

Postby TheMarraMan » Sun 8 Jan 2017 21:41

When I install it, and click on it after its downloaded. Nothing pops up, no automatic installer or anything. I click the option "show in folder" and clock on i there then it says "application not found" which is unfortunate on a count of I love this mod and I have all the nation DLC and really wanted to slug it out the Sandbox way.

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