MAINCFG Problems

Status
Not open for further replies.
When I started my wad modification, it had some errors and didn't show the custom cutscene for at the start of SRB2.

Code:
executing .\autoexec.cfg
WARNING: Game must be restarted to record statistics.
Added file intraining.wad (2 lumps)
Loading main config from intraining.wad
Unknown word: SSTAGE_START
Unknown word: SPSTAGE_START
Unknown word: RACESTAGE_START
Unknown word: INTROTOPLAY
Unknown word: GAMEDATA
Unknown word: LOOPTITLE
Unknown word: CREDITSCUTSCENE
Unknown word: TITLESCROLLSPEED
Unknown word: NUMEMBLEMS
9 warnings in the SOC lump
no maps added

Here is the MAINCFG Coding:
Code:
MAINCFG CATEGORY
SStage_Start = E1
SpStage_Start = Z1
RaceStage_Start = H1
IntroToPlay = 1
GameData = InTraining.dat
LoopTitle = 0
CreditsCutScene = 2
TitleScrollSpeed = 150
NumEmblems = 50

# Cutscenes
CUTSCENE 1
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = CutInt01
Pic1Duration = 200
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 35
TextYPos = 162
MusicSlot = 7
SceneText = Along with Sonic Team Junior's Program
which I coulden't have made without present...
      #
 
You need to tell SRB2 which version your MAINCFG is for. Stick

Code:
SRB2 version = 200
at the top of your MAINCFG lump.

You're still going to have problems, though, because SRB2 doesn't know what "E1", "Z1" and "H1" are. It's expecting the ordinal number of the map.
 
Thanks, I'll try that and about SRB2 version = 200. I didn't see it on the wiki on the article "maincfg"...

The maps are my own maps that are already added. That was just a part of the MAINCFG. I will try extending the map numbers for the starting maps, although.
 
In other words, use the extenxions provided in the wiki article instead of the exact map numbers.
 
When I added the SRB2 Version 200, it still has the 9 warnings and the introduction cutscene does not show.

Code:
SRB2 version = 200
MAINCFG CATEGORY
SStage_Start = E1
SpStage_Start = Z1
RaceStage_Start = H1
IntroToPlay = 1
GameData = InTraining.dat
LoopTitle = 0
CreditsCutScene = 2
TitleScrollSpeed = 150
NumEmblems = 80

# Cutscenes
CUTSCENE 1
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = CutInt01
Pic1Duration = 200
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 35
TextYPos = 162
MusicSlot = 7
SceneText = Along with Sonic Team Junior's Program
which I coulden't have made without present...
      #
 
You still need to add those level numbers, which can contribute to 1 or 2 warnings EACH. Second, there's no cutscene 2. Another warning. No clue about the intro, though.

EDIT: Make a new SOC with some level headers and a cutscene, then try it and see what happens. That might be your issue.

EDIT2: Do you have those graphics for the cutscene?
 
Last edited:
You still need to add those level numbers, which can contribute to 1 or 2 warnings EACH. Second, there's no cutscene 2. Another warning. No clue about the intro, though.

EDIT: Make a new SOC with some level headers and a cutscene, then try it and see what happens. That might be your issue.

EDIT2: Do you have those graphics for the cutscene?

But that has nothing to do with the cutscene... (Edits level number with extended map number)

I know how to make level headers in SLumpEd. >_<

I do have the graphics for the cutscene. I made it myself using pictures from the srb2.srb.
 
Get those level headers. THEN, answer me this: Did you use SOC edit for it?
 
I finished the level header for b1, THERE:
Code:
Level 137
Act = 0
Countdown = 120
CutsceneNum = 4
ForceCharacter = -1
Hidden = 1
InterPic = LvlPicB1
LevelName = Rocky Carverns
LevelSelect = 0
MapCredits = Donovansrb10
MusicSlot = 92
NextLevel = 1002
NoPerfectBonus = 0
PreCutsceneNum = 3
SkyNum = 1
SpeedMusic = 1
SubTitle = Get to Spike in under 2 minutes!
TimeAttack = 0
TypeOfLevel = 4096
Weather = 0
 
MAPCREDITS... Something tells me quite a few things from ShufflarB2 were implemented into 2.0.4
 
Do NOT bother putting MAPCREDITS in your level headers, it does not exist in 2.0.5.

Additionally, putting stuff like "Z1" in fields like "SPSTAGE_START" works just fine. There's extra code to handle such situations, no need to use the actual level number.

Code:
else if (!strcmp(word, "SPSTAGE_START"))
{
	// Support using the actual map name,
	// i.e., Level AB, Level FZ, etc.

	// Convert to map number
	if (word2[0] >= 'A' && word2[0] <= 'Z')
		value = M_MapNumber(word2[0], word2[1]);

	DEH_WriteUndoline(word, va("%d", spstage_end), UNDO_NONE);
	spstage_end = (short)value;
}
 
Last edited:
Fail. That's Lua, not C++.

EDIT: Or whatever programming language SRB2 uses >.<
 
Uh, that's copypasted straight from 2.0's source. Which is C.
 
Status
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top