I'm posting this because Commando is away from his desk over the Christmas holiday.
I have to say that Commando deserves a *huge* round of applause, a promotion, and a medal for all the work he put into this. As I went through it, I just kept shaking my head at all the tedium he had to endure in making this for you. I was and am very, very impressed.
1.3 ModLog By Commando (http://overminddl1.com/Red_Devil/ModLog_PB4a/ModLog_PB4a.zip) ~5MB
(I just finished proofreading it, but there may be some typos/errors in it. If so, please let Commando or me know.)
Edit: Link edited to point to a zip file
Edit2: Zip updated. Redownload if you have already downloaded it.
Whenever I click on any topic, the right pane simply shows "The address is not valid"
It works when I run it directly from a ZIP file.
Thanks and sorry. Changed link to point to a zip.
Troublemaker... :-P
Updated file. redownload it if you have already downloaded it.
Anyone have a chance to look at it yet. If so, was it useful?
thankyou very much!
cant look at it right now, but i KNOW it will help me
It needs to be updated to include many of the new features added in pb4a, but that can be done at a later date.
wow. i just had a look at it. YES, it is damn halpful. all the information i sometimes forget in a handy compiled form hehe
Modders must look see! Especially newer guys.
It is up to date as of pb4. I still need to add the new pb4a odf settings to make it up to date.
I'd post this on bz2md if I had the authority to since I'm sure some over there would find it useful. Hopefully they would anyways.
Quote from: Commando on January 02, 2009, 05:23:05 PM
I'd post this on bz2md if I had the authority to since I'm sure some over there would find it useful. Hopefully they would anyways.
Already posted a link to this thread.
It looks like I have a lot of work up ahead recreating the HelpMaker project file so the ModLog will end up structured like my last private version.
I'm currently going through the modlog and redoing it. I plan on removing the Weapon Crosshair Creation chapter since I have no knowledge on the area. If there is someone who knows how to make weapon crosshairs and would like to write up a tutorial, I'll gladly include it in the ModLog.
I also plan on removing the DXTGenerator chapter because the latest versions have a GUI and no longer requires the uer to have an understanding of commandline options.
The latest version will be a cross between my old version and Red Devil's proofread version. It will have the same structure as my old version, but will have Red's pages in it. So far, I haven't seen all that much chnaged.
Tomorrow I'll start working on the ODF chapter which is probably 1/2 of the ModLog.
im pretty sure BBB knows a lot about crosshair creation as he made quite a few new ones for QF.
if that fails, i know that spAce does, and GBD should know...
I worked 12 hours on the ModLog yesterday and got past the CraftClass section. I still have half way to go if not more. I wish I would have been informed sooner that I had forgotten to post the .sh6 file which happened to be the only important file :(. Once I get the ModLog recreated, I'll upload that file to a public site for anyone to edit, add to, etc.
BBB hasn't been here since the 25th of December so I have no idea where he disappeared to. If GBD knows how to make the weapon icons and can write up a document with plenty of screenshots, that would be great.
I have a general idea how to do it, but not detailed enough to actually instruct others on how to make them.
Hmm, it looks like a few DeployableClass settings got lost when RD proofread the file. Particularly those under Idle Attack.
For anyone interested, the current recreated version can be downloaded at http://www.bzuniverse.com/~betadudes/unprotected/ModLog/modlog_1_9_09b.7z. It is nowhere near being complete. It will give you an idea of how far I am in recreating the ModLog. There were a few blatant typos I caught along the way, which I corrected. As far as I can tell, there are also a few settings that my private ModLog had but the publicly released one did not.
Thanks... :roll: Which ones are those? I included all the files that were in the original and had to recreate the.chm from them, modeling it after an older version. You added the new subheadings for the ODF settings, so maybe they got misplaced or were not in the original.
Quote from: Commando on January 09, 2009, 08:39:58 AM
Hmm, it looks like a few DeployableClass settings got lost when RD proofread the file. Particularly those under Idle Attack.
No telling, even my latest private build seems to be missing pages and had some minor issues so I have no idea.
Once I get the ModLog recreated, I'll upload the source file this time. I meant to do it last time, but I guess I got distracted in the process.
New version. Got half way though GameObjectClass. I corrected two pages, mainly GameObjectClass::damageEffect# and GameObjectClass::HasSeparateChunks. The examples on those pages indicated that the settings went under [CraftClass] when they really go under [GameObjectClass] for this particular instance of the setting. You can get it http://www.bzuniverse.com/~betadudes/unprotected/ModLog/modlog_1_10_09g3.7z.
you can put those sections under [craftclass] too cant you? i thought the entires under CC will win if they are present
Yes, the ones under CraftClass will override those under GameObjectClass. My pages for the GameObjectClass settings just had the wrong header. My modlog uses separate pages for the CraftClass settings and the GameObjectClass settings.
When I copied my CraftClass settings for GameObjectClass, I forgot to change the header from [CraftClass] to [GameObjectClass] for those pages.
The latest version can be downloaded http://www.bzuniverse.com/~betadudes/unprotected/ModLog/modlog_1_12_09g.7z. I got GameOjectClass finished, and made it down to MachineGunClass where I'll resume from there tomorrow. I have approximately 32 chapters to go.
Today's ModLog update. I'll resume working on it tomorrow. I've already put about 4+ hours into it for the day. You can get the latest version at http://www.bzuniverse.com/~betadudes/unprotected/ModLog/modlog_1_13_09x.7z.
Out of curiosity, does anyone even find the ModLog useful?
Yes! I've found it extremely helpful! Excellent stuff. Wish there was one for pre 1.3 stuff, but what an endless task that would be. :-P
Yeah, I'd be willing to post a page consisting of all settings that go under each Chunk, for example [GameObjectClass], [CraftClass], [HoverCraftClass], etc if I could get such a list. Especially a complete list.
i guess youd have to ask around for them
ive been modding for ages and i still see new ones pop up here and there that existed in the stock game!
Yeah but there are some in stock odfs that do nothing. For example.
[BarracksClass]
pilotHold = 500.
No such setting exists in code. That is what GSH told me.
It would be interesting seeing if there are any settings in bz2 that noone knows about because they are never used. That and it will help weed out the nonexistent settings like above.
lol
Today's public build http://www.bzuniverse.com/~betadudes/unprotected/ModLog/modlog_1_14_09n.7z.
I'm almost done. All I have to do left are [ShieldTowerClass], [SioClass], [SprayBombClass], [SprayBuildingClass], [SupplyDepotClass], [ThermalMissileClass], [TorpedoClass], [trackedDeployableClass], [trackedVehicleClass], [TuretCraftClass], [WalkerClass], and [WeaponClass].
With the exception of [trackedVehicleClass], all of those are small chapters.
Anyone using the ModLog, be on the lookout for broken or bad links. Basically links that lead you to the wrong chapters. As far as I can tell, all links work properly.
I got the ODF portion of the ModLog completed for the most part. I still need to tweak two Chapters in particular.
Tweak Ai Physics Variables in TrackedVehicleClass. Break them up within their own sub-chapter with a page for each setting.
Split up WalkerClass into chapters.
Death Animation Settings
DeathTimer
ExplodeTimer
Physics
Ai Physics
// individual pages for ai physics settings go here
Friction_COEF
XSI Hierarchy Settings
is13Walker
12WalkerType
Misc
canWaterDamage
The final version for the day can be found at http://www.bzuniverse.com/~betadudes/unprotected/ModLog/modlog_1_14_09_Final.7z. The ODF section is complete with some minor tweaking needed. Other than that, it is as complete as the one posted by Red Devil when it comes to the ODF section. I intentionally cut out a few chapters, mainly those related to dxtgen and creating weapon icons since I need someone to write a HowTo guid with pictures.
The latest version of the ModLog. This one should be up to date as of pb4a.
If it is missing any settings or you guys notice any typos, bring them up and I'll fix them.
You can get it http://www.bzuniverse.com/~betadudes/unprotected/ModLog/modlog_1_20_09L.7z.
wouldnt it be better to update the first post? i find i can miss the latest version sometimes by hunting for links :lol:
gah if i wasnt so busy and knew enough id quite happily fill in as much as i could for pre-1.3
Does anyone even use the modlog? Just curious.
YES?
I sure do.
I use it most days actually, no joke whatsoever.
Quote from: Commando on August 03, 2009, 08:52:50 PM
Does anyone even use the modlog? Just curious.
Yep, I do use it next to an instance of explorer with the folder selected where I keep all changelogs to search them. I mostly use it to get all information about the subject together and possibly see some links with other bits of information, which is a lot harder if I had to do it from the changelogs and would probably force me to create my own sheets of information.
In the end I dont use it often, but where I use it it saves me hours of work. ;)
Its invaluable, I just wish It had even more info.
Just curious if it was even worth updating to TA5.1 specs. I don't think it has most of TA5's new features, but I could be wrong.
Many of us would LOVE to have it up to the latest info.
It'll probably take me some time to figure out where I left off.
Oh we can wait :)
I'd love to have a full list of ODF flags... might put one together over time. See what they do. Discovered a new one a few days ago 'SoundAmbientDist = ##' for [BuildingClass]. Theres still so much i dont know.