For the files you want included that are not strictly part of the mod, would be ok to insist that they are in some subfolder e.g. /info ? I could look for files in such a folder and include them all, always?Could it put those files in a separate archive, like magitech.1.yourmod.1_dev.zip? These are files that aren't necessary for playability, so most players don't want to spend the bandwidth and extra space for them, but they should be useful for developers. I think it could be set to put files with extensions like .blend, .3ds, .max, .xcf, .pdn, into the development zip, and host that alongside the regular one.
The tool does look for <music> in the fractions, so what xml file specifies the music that it isn't including?This is specified in the name_of_faction.xml. For example:
<music value="true" path="music/music_moon.ogg"/>
It should now hopefully find all your particles. Are there any particles it still doesn't find, and how are they specified in the xml?Particles can be specified in skills and effects. They follow this syntax:
<particles value="true">
<particle-file path="ss_smoke_particles_right.xml"/>
<particle-file path="ss_smoke_particles_left.xml"/>
</particles><particle value="true" path="particle_proj.xml"/>
<particle enabled="" path=""/>
mint@mint ~/Desktop/temp/ $ ./glest_mod_pack.py
./glest_mod_pack.py: line 15: help_modname: command not found
./glest_mod_pack.py: line 25: legal_path_chars: command not found
:confused:
* Techtree directory contents:Not to nitpick, but just to ensure we're all on the same page here, the music directory is NOT a hardcoded directory like units and upgrades. Whereas you must place units and upgrades in those specific folders, you don't have to have a music folder, or could name it anything you like, as long as the paths in the faction XML (https://docs.megaglest.org/XML/Faction) are accurate.
- DIR factions
- DIR resources
- FILE techtree-name.xml
* Faction directory contents:
- DIR music
- DIR units
- DIR upgrades
- FILE faction-name.xml