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A tiny tool to save your time when working with Torchlight2 MOD

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heiybb/TL2-Mikuro-Console

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TL2-Mikuro-Console

Since I am not familiar with WPF, so I decide to create a Console version of TL2-Mikuro only works for MOD packing.

Installitaion

Just drop the TL2-Mikuro-Console.exe into the same folder of Editor.exe/Torchlight2.exe.

Known Issue

Internal

Limited by the logic inside EditorGuts.dll, MOD build only accept the projects in mods folder

D3D9RenderSystem

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

MMP Issue

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

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A tiny tool to save your time when working with Torchlight2 MOD

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