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Grim

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Aug 17, 2016
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Is there a proper guide somewhere for how to edit existing modules, or create new ones? Or is that like a closely guarded secret? The in the wiki seems to mostly be about coding triggers, but there's not really any info on packing/unpacking modules, editing module triggers, associating global variables with modules, etc.

So far I've worked out that to edit triggers in an existing module you have to unpack it first with the Unpack Module button, and to repack it you highlight the loose triggers and select Export As Module, but modules usually have globals defined and I have no idea how to associate global variables with a module. The export menu has lists for Triggers, Globals, and Dependencies, and the Triggers list gets populated with all of the highlighted triggers, but there's seemingly no way to populate or interact with the other 2 lists.

I'm concerned that if I unpack a module, edit it, and then repack it, I'm potentially missing some critical steps and the module will no longer work correctly.
 

Tsugumi

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Oct 16, 2018
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extralink Yes, actually. Then again, with as little info as you provided, it might be that you thought "win10fix" was irrelevant since you are not on Win10 - big mistake, if true. If the problem persists, go to the AA2 launcher, select win10fix, click Settings and change the "d3d9 variant" setting. See which one performs best for you (DXVK worked much better for me).
 
Jan 26, 2020
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extralink Yes, actually. Then again, with as little info as you provided, it might be that you thought "win10fix" was irrelevant since you are not on Win10 - big mistake, if true. If the problem persists, go to the AA2 launcher, select win10fix, click Settings and change the "d3d9 variant" setting. See which one performs best for you (DXVK worked much better for me).
Thanks but I managed to fix it another way.
I didn't have win10fix enabled because it caused a crash.
In the end, I tried what someone said on github to 'disabling win10fix and enabling wined3d and software vertex processing' and now everything runs fine for me.
 
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Tsugumi

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Oct 16, 2018
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You did all the work. (y)

I didn't have win10fix enabled because it caused a crash.
Did you have both win10fix and wined3d enabled, by any chance? :unsure: That would cause a crash. Then again, the error message for that is rather clear on what happened, so I doubt that was the case.

This is just me being curious.

but I managed to fix it another way.
At the end of the day, the thing that matters. ;)
 

tiikerihai

Member
Oct 22, 2022
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I'm concerned that if I unpack a module, edit it, and then repack it, I'm potentially missing some critical steps and the module will no longer work correctly.
You are creating a discrepancy by editing existing modules, that's what you should be worried about. The idea of modules is that everyone has the latest set so all cards work as expected. Modules don't add special additional functionality to triggers which you seem to be thinking they do, they are quite literally a bunch of different individual triggers with all their associated things like globals packaged into a single file for the sake of portability and updateability.
When you have loose triggers on a card, those triggers will always be the same until the card itself is edited whereas with modules the triggers are loaded from a file on your hard drive if you have the module stored there, so even if the card itself ships with outdated/broken module, it will work for the user.
 

Grim

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Aug 17, 2016
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You are creating a discrepancy by editing existing modules, that's what you should be worried about.
I don't intend to edit the modules that come with AA2Unlimited. Occasionally I'll download a card that has custom modules included which is what I'd like to edit.

Modules don't add special additional functionality to triggers which you seem to be thinking they do, they are quite literally a bunch of different individual triggers with all their associated things like globals packaged into a single file for the sake of portability and updateability.
I'm aware of what a module is. What I can't figure out is how to repackage the globals with the triggers. I suppose I could just leave the module unpacked.
 
Jan 26, 2020
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Did you have both win10fix and wined3d enabled, by any chance? :unsure: That would cause a crash. Then again, the error message for that is rather clear on what happened, so I doubt that was the case.

This is just me being curious.
During the crash I did not have both wined3d enabled - just win10fix. So I have no idea what was going on to make it crash, but thankfully things have been very stable since disabling win10fix and enabling wined3d and vertex processing.
 

tiikerihai

Member
Oct 22, 2022
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During the crash I did not have both wined3d enabled - just win10fix. So I have no idea what was going on to make it crash, but thankfully things have been very stable since disabling win10fix and enabling wined3d and vertex processing.
Win10fix isn't just a single option. Win10fix has 3 modes selectable in the settings. DGVoodoo2 should be default, DXVK is what I use and the third option is d3d9 (native) which used to be default many many years ago. D3d9 will 100% crash every single time on Nvidia graphics, the other should work and not crash. You may have a very outdated install.
I'm aware of what a module is. What I can't figure out is how to repackage the globals with the triggers. I suppose I could just leave the module unpacked.
If the triggers use globals, they are included.
 
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Grim

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Aug 17, 2016
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If the triggers use globals, they are included.
Is the editor just parsing the globals used in the trigger code when the module is added to the card? I thought globals had to be defined first using the Globals button in the Triggers tab? And does that mean the Globals list in the Export As Module menu is unused? That list is always empty for me even when I'm exporting triggers that use globals.
 

tiikerihai

Member
Oct 22, 2022
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I don't know what the deal with the UI is or even how to code triggers, what I do know is that it's ugly as shit, barely works and when you export your triggers as a module the global variables used by those triggers are still going to be there when you add your newly exported module to a fresh card.
 
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Grim

Active Member
Aug 17, 2016
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I don't know what the deal with the UI is or even how to code triggers, what I do know is that it's ugly as shit, barely works and when you export your triggers as a module the global variables used by those triggers are still going to be there when you add your newly exported module to a fresh card.
Weird, but I guess the UI is still a work in progress or something. Would be nice if this stuff was actually documented in the official wiki. Thanks for the info.
 
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