Non-Connected System... Whew... it''s fixed!
Well, I'm off to a start with making my mod, and have already run into a major pain.
I want to make a mod where there is exactly ONE system. And new players start there.
So, I want a system with no jumpgates, no holes. Just one system. I'm taking baby steps on my TC project... if I can get this to work, then I'll work on the ships and custom weapon models, which looks surprisingly easy thus far, if you know how to model and skin with UV maps... of course, after this humbling experience, maybe not
I've tried using FL Explorer to do this, by taking the NY system and deleting all of the jumpgates and holes. The result? Insta-crash when trying to load up the FL Server or client applications and playing a game. No offense to the FL Explorer guys- this is a neat modding tool. But this just plain doesn't work when I try it.
I'm building this mod for MP only, so I don't even care about making it work for SP at all. How can I make a single system, and define it as the one which is where the player starts? FL Explorer seems to know how to ADD new systems pretty well... so if somebody can tell me what I have to change to change the start location for new players... I'll just hack around this problem, and people can wonder why the system is sitting in a corner on the map of the FL "universe" until I figure out how to get rid of all of the other systems for good and all. Please let me know how to set the starting system...
And while I'm at it... I don't suppose anybody's made a "empty" mod yet, where all of the weapons, IDs and everything else have been cleared out, leaving just an example of each thing in the relevant INI/DLLs? Ideally, this would be a "mod" only in the loosest sense of the word... you'd have to keep all of the things that FL can't live without, but get rid of everything else... so, for example, there'd only be one kind of ship, which could only have one kind of gun, missile, engine and so forth, one planet with one docking ring... one asteroid field... one patrol path... what else needs to be in there?
If not, maybe I can figure out how to make one, so that people wanting to do Total Conversions don't have to struggle with wading through the hundreds of weapon, equipment, and other entries... yes, I know that I have a looong way to go before I'll know how to do this... but it'd make people's jobs a lot easier if they could just start with a blank slate, and just add the things they wanted, instead of having to wade through DA's stuff... just my $.02 there... but having messed with a lot of things thus far (ship physics, .MAT files, weapons, patrols and other crap)... it doesn't look like it'd be terribly hard to do, once one had figured out how to make it all internally consistent.
Edited by - Argh on 10/11/2004 7:51:39 PM
I want to make a mod where there is exactly ONE system. And new players start there.
So, I want a system with no jumpgates, no holes. Just one system. I'm taking baby steps on my TC project... if I can get this to work, then I'll work on the ships and custom weapon models, which looks surprisingly easy thus far, if you know how to model and skin with UV maps... of course, after this humbling experience, maybe not
I've tried using FL Explorer to do this, by taking the NY system and deleting all of the jumpgates and holes. The result? Insta-crash when trying to load up the FL Server or client applications and playing a game. No offense to the FL Explorer guys- this is a neat modding tool. But this just plain doesn't work when I try it.
I'm building this mod for MP only, so I don't even care about making it work for SP at all. How can I make a single system, and define it as the one which is where the player starts? FL Explorer seems to know how to ADD new systems pretty well... so if somebody can tell me what I have to change to change the start location for new players... I'll just hack around this problem, and people can wonder why the system is sitting in a corner on the map of the FL "universe" until I figure out how to get rid of all of the other systems for good and all. Please let me know how to set the starting system...
And while I'm at it... I don't suppose anybody's made a "empty" mod yet, where all of the weapons, IDs and everything else have been cleared out, leaving just an example of each thing in the relevant INI/DLLs? Ideally, this would be a "mod" only in the loosest sense of the word... you'd have to keep all of the things that FL can't live without, but get rid of everything else... so, for example, there'd only be one kind of ship, which could only have one kind of gun, missile, engine and so forth, one planet with one docking ring... one asteroid field... one patrol path... what else needs to be in there?
If not, maybe I can figure out how to make one, so that people wanting to do Total Conversions don't have to struggle with wading through the hundreds of weapon, equipment, and other entries... yes, I know that I have a looong way to go before I'll know how to do this... but it'd make people's jobs a lot easier if they could just start with a blank slate, and just add the things they wanted, instead of having to wade through DA's stuff... just my $.02 there... but having messed with a lot of things thus far (ship physics, .MAT files, weapons, patrols and other crap)... it doesn't look like it'd be terribly hard to do, once one had figured out how to make it all internally consistent.
Edited by - Argh on 10/11/2004 7:51:39 PM