3599 unleashed mod finished

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Re: 3599 mod finished

Postby dstojkov » 03 Dec 2012, 03:06

don't worry about navy wreck this is already in the mod ;-)
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Re: 3599 mod finished

Postby dstojkov » 03 Dec 2012, 06:37

Is it possible to have a default featured mod on the lobby in order to make possible the modding ? ... an empty shell to build something new on top of the lobby ?

Because what can I do with a mod if no one can launch it ?

the default_init.lua should look like:

-- this imports a path file that is written by Forged Alliance Forever right before it starts the game.
dofile(InitFileDir .. '\\..\\fa_path.lua')

path = {}

local function mount_dir(dir, mountpoint)
table.insert(path, { dir = dir, mountpoint = mountpoint } )
end

local function mount_contents(dir, mountpoint)
LOG('checking ' .. dir)
for _,entry in io.dir(dir .. '\\*') do
if entry != '.' and entry != '..' then
local mp = string.lower(entry)
mp = string.gsub(mp, '[.]scd$', '')
mp = string.gsub(mp, '[.]zip$', '')
mount_dir(dir .. '\\' .. entry, mountpoint .. '/' .. mp)
end
end
end

blacklist = {
"00_BigMap.scd",
"00_BigMapLEM.scd",
"fa-ladder.scd",
"fa_ladder.scd",
"faladder.scd",
"powerlobby.scd",
"02_sorian_ai_pack.scd",
"03_lobbyenhancement.scd",
"randmap.scd",
"_Eject.scd",
"Eject.scd"
}

local function mount_dir_with_blacklist(dir, glob, mountpoint)
LOG('checking ' .. dir .. glob)
for _,entry in io.dir(dir .. glob) do
if entry != '.' and entry != '..' then
local safe = true
for i, black in blacklist do
safe = safe and (string.find(entry, black, 1) == nil)
end
if safe then
mount_dir(dir .. entry, '/')
else
LOG('not safe ' .. dir .. entry)
end
end
end
end
-- these are the classic supcom directories. They don't work with accents or other foreign characters in usernames
mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods')
mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')

-- these are the local FAF directories. The My Games ones are only there for people with usernames that don't work in the uppder ones.
mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods')
mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')

-- these are using the newly generated path from the dofile() statement at the beginning of this script
mount_dir_with_blacklist(fa_path .. '\\gamedata\\', '*.scd', '/')
mount_dir(fa_path, '/')


hook = {
'/schook'
}

protocols = {
'http',
'https',
'mailto',
'ventrilo',
'teamspeak',
'daap',
'im',
}


Here is the link of my mod that I build on top of the CommunityBugFixPatchV4

http://www.fileden.com/files/2012/12/1/ ... atchV5.zip


Download it !
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Re: 3599 mod finished

Postby dstojkov » 04 Dec 2012, 01:34

So what now ? I finished the mod who fixed the most bugs for 3599. It works now. But what can I do more if it's not allowed to be launched from the lobbby ?
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Re: 3599 mod finished

Postby Ze_PilOt » 04 Dec 2012, 09:45

Make it a standard mod. I'm not planning to adding it as featured mod, and I won't make a blackbox for it.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: 3599 mod finished

Postby dstojkov » 04 Dec 2012, 13:14

What do you mean with standard ?

Are you aware that doing so I would have to adjust it every time you change something on FAF side ? it's absolutely not a viable solution or it will be a huge mod like import almost all the fa .sca files again in order to override the FAF code.

May be you know an another solution but I don't see how to do it. That is why I asked you for a featured leer mod on which my mod could work but not only for mine this could simulated a mod vault on which could have been built blacks op, vanilla .... not like now one "featured" mod for each
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Re: 3599 mod finished

Postby Myxir » 04 Dec 2012, 14:02

dstojkov, it works this way:

for a .scd file:
you start FA, the init-file calls the standard FAF init-file which overrides FA stuff, then your mod overrides stuff from FA/FAF

for a "normal" mod:
you start FA, the standard FAF init-file overrides FA stuff, then your mod (which has to be selected in the lobby) will override stuff from FA/FAF

there is no real difference, and you won't have to change your mod every time
(take a look at for example the BlackOps mod, it will still work even though FAF has gone a long way since 3599)



what you have to do in order to make your .scd mod to a normal mod:
useful: re-arrange the folder system of your mod folder in order to match the standard gamedata folder system (how their folders are structured, which folder contain what, stuff like this)
necessary: edit all data paths from your mod files so they can find the new location, add a version-file, an info-file (author, version, modnumber, incompatibilities, ...)
Unhappy with balance http://i.imgur.com/q5G2BlM.png
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Re: 3599 mod finished

Postby dstojkov » 06 Dec 2012, 08:07

If I rename my mod with an another name because my clan made some change on the 3599 balance will it be accepted as a featured mod ?

The name could be dstojkov legacy :-)
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Re: 3599 mod finished

Postby Ze_PilOt » 06 Dec 2012, 09:29

If I'm starting to accept slight variations of balance in the featured mods section, in 6 months, the lobby will be cluttered with tons of it.

And it add nothing to the player. Featured mods are there to bring new experiences, not the same as the original with some little differences.

The two exceptions being vanilla and diamond, but that's where I'm drawing the line.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: 3599 mod finished

Postby dstojkov » 07 Dec 2012, 13:30

Ok guys , I write this there because a lot of people pm me :-)

The mod because this will be a mod is a little bit deferred because I have to find a work around with the loading of the .scd file.

The mod is finished for 3599 I have now to adapt it for FAF and I will have to maintained it for each version of FAF that will come out. This is lot of work and I have no other solution than doing this like this.

Thx for your encouragement ;-)
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Re: 3599 mod finished

Postby dstojkov » 20 Dec 2012, 15:38

So guys,


The mod is like finished: I have to wait thought that the 3621 comes out in order to adjust it

I will provide the link where you can DL it no worries ;-)


Regards
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