View Full Version : Creating new ruleset based on CoreRPG
Sorry if I'm posting in the wrong forum section. The CoreRPG section seems to be more oriented towards discussions regarding actual RPGs rather than technical problems.
I'm trying to create a new ruleset from scratch using CoreRPG. Before I even start any customizations, I did a check to see that simply extracting and repackacing CoreRPG works using FGPEMUtility.exe. When I do this, I get a bunch of errors on startup and the GM screen looks like the following image I've attached.
Am I doing something wrong?
MODERATOR: Moved to Workshop forum.
Magnatude
May 31st, 2014, 19:59
Cant see the png, need to swap it out with a jpg
When I edit a ruleset, I take the pak file copy/paste onto another folder on my drive...
Then I change .pak to .zip and extract it...
Then modify the xml/lua with Notpad+, when done rezip and change .zip to .pak under a new name.
Then throw it back into the Ruleset folder and pray as I try it in FG.
I'm not a scripter, I do learn from example, and I like seeing the xml (convert it in my brain) and then start my kung-fu on it.
I've never done it by scratch... too much for me. ;)
Trenloe
May 31st, 2014, 20:35
There is no need to repack if you are developing. It is best to develop against a ruleset in directory form rather than .pak as you can make changes and simply /reload the ruleset without having to repack as well.
Follow the steps in post #1 in this thread and you should get started OK: https://www.fantasygrounds.com/forums/showthread.php?20651-Modifying-the-CoreRPG-ruleset
Thanks guys. What seemed to solve it was renaming .pak to .zip and extracting the files using a different zip utility (the built-in one that Windows has). For some reason extracting the .pak with FGPEMUtility.exe consistently produces errors, even if I load the ruleset using the directory without repacking.
Powered by vBulletin® Version 4.2.1 Copyright © 2024 vBulletin Solutions, Inc. All rights reserved.