Since I am not familiar with WPF, so I decide to create a Console
version of TL2-Mikuro
only works for MOD packing.
Just drop the TL2-Mikuro-Console.exe
into the same folder of Editor.exe/Torchlight2.exe
.
Limited by the logic inside EditorGuts.dll
, MOD build only accept the projects in mods
folder
Sometimes the D3D9RenderSystem::_createRenderWindow
fail to initialize, and not be able to correctly handled.
Wait for 500ms then try again should be fine, might be related to some memory R/W permission problem.
Fix via introducing correct console handle getting method
https://stackoverflow.com/questions/1277563/how-do-i-get-the-handle-of-a-console-applications-window
If there is no .BINLAYOUT
generated for .LAYOUT
, the .MPP
files might not be able to generated correctly at the first build.
Even with GUTS, if there is no .BINLAYOUT
, at the first you open MOD project with GUTS it will also generate the .MPP
frist then generate the .BINLAYOUT
.
Refer to this issue in TL2-Mikuro
.
So if you make changes in the .LAYOUT
file, and there is ROOM
or Particle
chunk in LAYOUT
file, you will need to build twice.
--> Potential fix: manually generate BINLAYOUT