Fixed and improved munge files

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Marvel4
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Fixed and improved munge files

Post by Marvel4 »

These are my munge files which have been modified so they work if your PATH variable has a ")" in it (64-bit Windows) without removing any lines. Also, they correctly munge (and clean) your sound files and loadscreens, and automatically move them to your addon folder. If you modified their .req files, common.lvl, ingame.lvl, and inshell.lvl will be moved, too.

Download
AceMastermind wrote:To fix the template files:
Extract the data folder from the archive and drop it in the BF2_ModTools folder to overwrite the original files.
If you don't get file replacement prompts here then you did something wrong.


To fix a project made prior to fixing the template:
Extract these files from the data archive:
_Build folder
Animations folder
soundclean.bat
soundmunge.bat
soundmungedir.bat

Then copy all of them to your data_ABC project and paste them in that folder.
If you don't get file replacement prompts here then you did something wrong.


Tip:
If you aren't munging a custom common.lvl, ingame.lvl or inshell.lvl you can comment out lines 125-130 with rem in the munge.bat here:
data_ABC\_BUILD\Common\munge.bat
This will keep unneeded files from being copied to your compiled project in your Addon folder.
Last edited by Marvel4 on Thu Feb 16, 2017 1:09 pm, edited 5 times in total.
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Re: Fixed and improved munge files

Post by Noobasaurus »

Do they move the ingame.lvl as well?
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Re: Fixed and improved munge files

Post by Marvel4 »

Updated. :P
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Re: Fixed and improved munge files

Post by Noobasaurus »

Thanks.
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Re: Fixed and improved munge files

Post by TWINKEYRUNAWAY »

Ty marvel4. So basically if someone were to upgrade to windows 7 or 8, this is something of a one stop thing, no longer having to look for multiple files through here?
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Re: Fixed and improved munge files

Post by Marvel4 »

Yes, exactly. :)
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Re: Fixed and improved munge files

Post by AceMastermind »

This is mostly complete except for the munge_side.bat missing this on lines 75/76 added by FragMe! for HUD munging:

Code: Select all

configmunge -inputfile $*.hud %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
move /y configmunge.log configmunge_hud.log
http://www.gametoast.com/viewtopic.php?f=64&t=9703


EDIT:
Updated archive added to this post.
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Re: Fixed and improved munge files

Post by Marvel4 »

That's because it makes more sense to just munge a custom ingame.lvl including only the modified .hud files.
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Re: Fixed and improved munge files

Post by Anakin »

No there is no sense to munge a ingame with only the .hud files. It should munge everything that is listed in the ingame.req :?
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Re: Fixed and improved munge files

Post by Marvel4 »

Unless you want to get rid of the changes from the Unofficial v1.3 Patch, you should load both your stock ingame.lvl and your custom one.
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Re: Fixed and improved munge files

Post by Anakin »

mh i don't understand why you should load an stock ingame and an custom. Why don't you add your custom things to the stock one and load only one??
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Re: Fixed and improved munge files

Post by Marvel4 »

Like I said, that would get rid of the changes from the Unofficial v1.3 Patch.
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Re: Fixed and improved munge files

Post by Anakin »

But why don't you add just things to your ingame.req that you want to change? There is no need to just munge the hud files.
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Re: Fixed and improved munge files

Post by Marvel4 »

I'm not sure what you're trying to say. I munge only the .hud files because everything else is loaded from the stock ingame.lvl file.
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Re: Fixed and improved munge files

Post by Anakin »

what about HUD things?? HUD Icons (tga and msh things)
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Re: Fixed and improved munge files

Post by AceMastermind »

Marvel4 wrote:That's because it makes more sense to just munge a custom ingame.lvl including only the modified .hud files.
No, because:
Floating Icons.txt wrote:Using the following method and files allows you to reposition the icons and have it become part of
the sides abc.lvl file that can get shipped with the map or even just a side mod and all persons who
play the map or use the side mod will have the icons properly positioned.
anyway, here's a new archive with the 'floating weapon icon fix' lines added to munge_side.bat
http://www.mediafire.com/download/6ip6d ... 0r/data.7z
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Re: Fixed and improved munge files

Post by Marvel4 »

That's true, I didn't think of that. If you want to replace the stock sides, there's no other way. Updated it now.
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Re: Fixed and improved munge files

Post by Atephious »

I hope I did this right as I'm rather new to this. I put the file directly into the "BF2_ModTools\data" folder and overwrote the files there.
Now that should fix it for all files created newly from the munge, but do I have to replace the files in older maps that i made previously? this all is a bit confusing.
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Re: Fixed and improved munge files

Post by AceMastermind »

Atephious wrote:... do I have to replace the files in older maps that i made previously?
Yep, any projects you made prior to this will need to have their bat files replaced by the improved ones as well.


I guess there should be some instructions added to the first post. :)

EDIT
Added some basic instructions and a tip to the first post.
Hidden/Spoiler:
To fix the template files:
Extract the data folder from the archive and drop it in the BF2_ModTools folder to overwrite the original files.
If you don't get file replacement prompts here then you did something wrong.


To fix a project made prior to fixing the template:
Extract these files from the data archive:
_Build folder
Animations folder
soundclean.bat
soundmunge.bat
soundmungedir.bat

Then copy all of them to your data_ABC project and paste them in that folder.
If you don't get file replacement prompts here then you did something wrong.


Tip:
If you aren't munging a custom common.lvl, ingame.lvl or inshell.lvl you can comment out lines 125-130 with rem in the munge.bat here:
data_ABC\_BUILD\Common\munge.bat
This will keep unneeded files from being copied to your compiled project in your Addon folder.
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Re: Fixed and improved munge files

Post by Marvel4 »

Due to differences in date formats and daylight saving time, the code checking if you modified a .req file didn't work. I updated it now.
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