Thread: Notepad++ color codes
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April 14th, 2018, 04:20 #11
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- Dec 2017
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- Bethany, Missouri
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Thanks for the tips guys. I really appreciate it. I went a bit overboard today and I'm not sure what the average production speed is but I punched out a good 500 lines of code. It sure felt like a lot and my brain is all washed out. I pushes myself to see what sort of mistakes I would make by unintentional complacency. Sure enough so of my lines werent collapsing for some reason and I knew it was some minute detail. Turns out I forgot to close a single text tag with the backslash. So once I have a modestly working product what is the save order to get it into FG? I know I had to open the mod file with winrar... Unzip it and then edit with notepad++. Is there some reverse order ill need to follow to ensure my external assets go along with my work?
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April 14th, 2018, 04:37 #12
If you watch the tree along the left side carefully, you'll see when a tag isn't closed properly. The tree will have an unexpected collapsible mark at the point where you are missing a tag.
Mod, ppk (portrait modules), and rulesets are all renamed zip files. I use 7zip and edit the db.xml or client.xml directly in the mod file. It saves a bit of time. You can do this while FG is running. Once you save the file and close notepad++, on the mod archive in 7zip you will have the option of updating the archive - click yes. In FG close and reopen the module, and the module will now have all the changes you just made. If you have an error in your XML, the console will pop up with a warning telling of a faulty tag and give a line number. The bad tag will be ABOVE that line number in the relevant XML file.
Not sure if winrar gives you that ability to edit the file directly in the module.Ultimate License Holder
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April 14th, 2018, 04:41 #13
I actually do all my editing and testing in FG in the raw file formats - I only zip them up (7-Zip's my app of choice) once I'm actually ready to publish (ie they're finished).
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