New version available:
Bugfixes
- Fix non-virtual destructors
- Skip packing of EVT blobs which do not conform to the filename conventions used by XIDX.
- Fix error messages when packing an EVT blob fails
- Improve file name parsing of EVT blobs (no longer limited to files from the current directory).
Feature
- Add makefile flag to skip cross compilation (MinGW targets).
Reminder: beware of the data folder
XIDX rewrites paths so they are relative to the root of the mod (or installation if you do not use a mod folder), and it assumes that the "root" data directory is the last "data/" in the path. This is pretty much necessary to make packing work by default on Windows (unless you wish to try you hand at this sort of thing, but it does mean that your last "data/" must be the right "data/". Otherwise the path will be written to an invalid value. Example: "mods\EBII\data\sounds\data\SFX\effect.wav" would be rewritten to "data\SFX\effect.wav" instead of "data\sounds\data\SFX\effect.wav". So if the game tries to load "data\sounds\data\SFX\effect.wav" because that is what you put in your code, it would fail. Easy workaround: do not have data folders inside your data folder, at least not in the parts that you want to pack with XIDX.
This message does not apply to packing events, since the tool does not store filenames for those in generate IDX/DAT packs anyway. Note that for events you will want to sort filenames alphabetically so the filename convention for EVT blobs will guarantee that they appear in the right order. Example command for packing EVT blobs:
Code:
dir /S /A:-D /B /O:N "path/to/EVT/blobs/directory" "*.bin" | xidx -cbef "path/to/mods/my_mod/data/sounds/events"
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