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Topic: Keys.cfg missing! (Read 4304 times)
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Mika
Core Team
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You sure you have uqm-0.3-content.zip in 'content\packages' dir and the download didn't fail or become corrupt? I can replicate this error message if I remove my content zip. It's trying to copy file 'starcon.key' from that and failing.
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Michael Martin
Core Team
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"Application Data" is a hidden folder by default.
However, if it's looking in "Programdata" your machine may be configured to have a different name for the directory.
keys.cfg is supposed to be generated the first time you run the program, and it's supposed to copy it from "starcon.key" from the content packages. Is such a file in your uqm-0.3-content zip?
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Michael Martin
Core Team
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Posts: 387
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Sounds like it's having trouble finding the content directories, then. Try messing around with the -n option ("-n DIRECTORY" sets where the content dir should go).
You could also try copying the starcon.key file directly out of the zip into your local config dir and renaming it "keys.cfg", but I strongly suspect that it will then die because it will claim it can't find any of the menu graphics.
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Michael Martin
Core Team
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That looks like it not finding the content (hence, "kernel failed to load".) Experiment with the -n option, or try running it from the UQM directory directly.
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Alex Yap
Guest
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Hi,
I got a similar problem. My OS is Mandrake Linux 9.1. As root, compiled and installed UQM in
/usr/local/games/uqm
Unzipped the content zip into /usr/local/games/uqm/content/packages.
Then as normal user, ran
/usr/local/games/uqm/bin/uqm
but got error message:
Error: Could not copy default key config to user config dir: No such file or directory.
Then I tried running
/usr/local/games/uqm/bin/uqm -n /usr/local/games/uqm/content/packages
It WORKED beautifully.
So what's the problem? Looks like I got to type the -n ... option every time I play. Luckily the game is so cool I'm willing to do it every time.
Alex.
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Nic.
Guest
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You're not supposed to unzip the content -- simply place the content.zip in the packages/ directory and the game should do the rest.
If you've still got the original content zip, annihilate the existing contents of your packages/ directory and just put the zip files in there. Else you can create your own zip file, or move the contents of your packages directory up one level and play "unbundled", like we all used to.
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Sage
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Perhaps there should be some circumvention put in place so people don't try to unpack the zip files. A couple of ideas spring into my mind:
1) Put a password on the files within the zip, but don't keep it a secret. Put it in the readme and the various FAQs, but beside that password mention that unpacking the content files is unnecessary. 2) Change the extension of the content zips to something besides .zip so people who don't know better won't think they are zips and try to unpack.
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« Last Edit: September 16, 2003, 07:58:14 pm by sageallen »
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Nic.
Guest
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Duh! #2 is an easily-implemented and effective solution, already employed by the likes of id Software (Quake III Arena .PK3 files were simply renamed .ZIP files) It is definitely worth consideration.
Of course, then we'll have to deal with the teeming hordes of people who want to know "what is the spec for the .UQM file format?" which will require another entry in the FAQ. So perhaps you can't win no matter what you do.
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« Last Edit: September 17, 2003, 05:43:53 am by Nic. »
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Sage
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Yeah, considering the fact that we are being encouraged to mod the game, either solution will require an entry in the FAQ. People will keep on asking, but that can just be directed thusly.
/me thinks about all the RTFM posts regarding this subject that will come from these ideas.
Coincidentally, I was thinking of Q3 when I came up with that idea. Or Blizzard and thier MPQs (which though originally a secret format it has long since been decoded and is used regularly by modmakers). Either one applies here.
EDIT: One other idea.
3) Though people who run the windows installer completely through (including getting content files and such) have no problem with this, perhaps a separate installer program could be made that would put the zips in place for the users. Of course this requires knowing where the content files were downloaded to begin with, but hopefully if the user downloaded them he should know where they went. This really doesn't fall under the ideas of circumvention, but it might still be something to think about.
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« Last Edit: September 17, 2003, 08:58:04 am by sageallen »
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