
Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 26, 2012 05:28 PM
Msg. 1 of 3
Hey guys, trying to test a .yelo map, however when I give the file to my tester to try playing online, it gives this error:
"mod-set "-modname-' for map for -mapname- is not regestered in the user's settings, crashing..."
(but replace modname and map name with appropriate values!)
Am I using the wrong settings when compiling?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Feb 26, 2012 07:44 PM
Msg. 2 of 3
You compiled the map as a modset? when compiling, "" true/false true/false true/false. The "" is the modset name. first true/false, is whether to generate the modset. Next true/false is whether to use the named modset that already exists, and last true/false is memory upgrades (compile as .yelo map with new features).. Well, you should probably just read here with Korns official description instead I guess, since I don't use modsets myselfUnless your trying to make a modset, use build-cache-file-ex "" false false true, as this just makes it a .yelo file Anyways, in your document folder, same place as other OS settings, there should be some xml that should contain modsets (never compiled a modset myself, so im only going by what little I've seen on other's PC's I've helped). Try sending the entire modset as well as your config file for that.
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 27, 2012 06:04 AM
Msg. 3 of 3
The reason I ask is because the game always asks for the .map files in the data folder in my maps folder, and I didn't have to do this with the a50.yelo file..! So I was just wondering how I am doing it wrong? If I compile 0, 0, 1 the map plays fine, but the data files are still there - they are just at 0kb. However if I remove them, the map won't play, i get a halo error for a missing or corrupt map/file. I've referred to the documentation but am still mildly puzzled.
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