Hey all, I am working on some modding stuff (1.3 drop in mod/rec variant) and need to know if the "f" suffix is taken or will mesh well with my stuff.
For example, using custom recys, can I go with ODF names like:
ibrecyf.odf
ibcbunf.odf
ivconsf.odf
etc..
Anyone have mods or rec addons that this will conflict with?
i dont think so - not in any mods ive played
Lets see:
1.3:
ivrecy_lw
ivrecy_m
ivrecy_mb
ivrecy_mu
ivrecy_mu1
ivrecy_nf
ivrecy_u
ivrecy_u1
ivrecy_w
ivrecy10
ivrecy11
ivrecy12
ivrecy13x
ivrecy4
ivrecycm1
ivrecycm2
ivrecycmd
ivrecycmd1
ivrecycpu
ivrecygh
ivrecyghb
ivrecyin
ivrecyins
ivrecyold
ivrecyonb
ivrecysst
ivrecystb
ivrecytb
ivrecyttn
Obviously some of these are from single player missions (the numbered ones).
Now, Steeveeo's Rec is
ivrecy_st
ivfrecy
I don't think "_st" is a good choice, but that is what he used.
I use "n1" for my tap heavy rec varient and "scrappy" for my scrap driller rec which I hope to finish. I might have on offshoot of my "n1" be "_bomb" and only include the bomber factory and anti-bomber . ODF names can be longer in 1.3 so you can use words.
you dont want to end an odf name that will be used in mp with a number. This caused some wierdness with some of my things, because the game assigns teamnumbers after things. so, if you have a "blablabla2.odf" then team two will get a "blablabla2.odf", even if they were SUPPOSED to get a "blablabla1.odf"
and i'd just name your things **blablabla_zeroa.odf or something that no one would accidently use, without putting numbers on end.
also note, i had to make steeveeo change his turret name because *vturr_st is used by stock DLLs.
@GBD: You didnt make me, you just warned me about the bad assets.
Anyway, I will change the mod suffix upon release of pb4 (when we begin work on the "SRV for 1.3pb4" version)
I CAN use numbers, but I have to thin about it.
You cannot have a number varient if you have a verient without the number. SO, if I use "n1" then "n" cannot be used. Also, the tmp odfs mine will make will be "n11" , "n12" , "n13" etc
I don't know about that. I remember Lizard's fleshstorm mod had some issues for a short period due to one odf being named pvcoms2.odf. Team 2 got this variant which was free which was a very unfair advantage in ffa.
I've been using ivrecymm? for my Recycler Variants.
PB4 will make it much easier to not step on another mod's toes.
-- GSH
Quote from: Commando on February 05, 2008, 01:28:59 AM
I don't know about that. I remember Lizard's fleshstorm mod had some issues for a short period due to one odf being named pvcoms2.odf. Team 2 got this variant which was free which was a very unfair advantage in ffa.
If so he was trying to build pvcoms.odf
In my case, because the number is in what I want to call in the first place, there is no issue!
I would be calling ivconsn1.odf, and thus the problem odfs would be ivconsn11, ivconsm12, etc.
speaking of problemed odfs from fleshstorm - pbsbay!!!
it was the pluto building with the bottom entrance to the tunnel!!!
now all those phaer-rhan service bays show up in the first bz2 missions!!!!!!!!
Lol... bonus!
Seriously, in 1.3 you place your entire mod inside it's own folder, NOT IN ADDON. Start the game with a custom config file and all of your assets are safe and sound, seperated from all other assets including the stock ones. Nothing in your mod should be under Addon at all...
I thought Lizard did this for Fleshstorm, are you sure you didn't install the FS patch to the wrong place? All Fleshstorm files should end up under FSADDON...
-Av-
Or just make it easy overall and put it in its own .pak file.
Some things need to be outside of the .pak file, such as the .bzn files for any IA/MP maps, and the new .autoreg files. If you don't have either of those, then a .pak is probably best. If you do, a .pak plus an AddDirRecurse with just a few files is pretty easy.
-- GSH
Thanks to GSH's prodding, it sure made FE simple. :-) Took awhile, but it was well worth it.
// The Battlezone2 Community Project
//
// Forgotten Enemies
//
// http://www.bzscrap.com
// Main config
ConfigureFileSystem()
{
ConfigureStream("base")
{
AddDirRecurse("@rootdir\FE13addon"); <-- Map and autoreg files (69mb)
AddPack("@rootdir\FE13.pak"); <-- Everything else (256mb)
// AddDirRecurse("@rootdir\addon"); <-- Commented out this line from the main cfg file so stock maps don't show up.
AddPack("@rootdir\patch13.pak");
AddPack("@rootdir\data.pak");
AddDirRecurse("@rootdir\data");
}
SetActiveStream("base");
// Optional, for mods -- the ability to put pilots & savegames in
// other directories. Commented out to simply demonstrate how to
// do it.
SetPilotsDirectory("FEpilots"); <-- Have to copy your pilot files into this folder before running, otherwise you get an AV.
SetSavesDirectory("FEsaved"); Maybe I'll just supply a default one. :-)
}
I tend to think of the PAK as the final step before release, leaving everything else 'live' while being developed. Then again I think I've redone every single part of BZC at least three times, there's been that much change in the patch that's affected it.
Not complaining, just saying... :)
-Av-
I want to set up an SVN, if I only knew how.
When I finish up my new site I will add a donate option to fund the SVN and then work on getting it up.
Fund the svn? Am I like the only person that actually manages to host all my server stuff myself, at no real cost?
I barely pay anything so far, but I don't have mutch space used. The SVN just SOUNDS like it will be big, so I am a bit unsure of how to handle the whole thing.
Nah, easy to setup, and plenty of documentation.
I guess I will open my site. I still have some more mods to apply and custom changes to make.
http://www.bzcomplex.com