modmaking tutorials and faq's. collecting questions[message #135972]
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Sat, 14 April 2007 16:05
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i've been a big mouth again and claimed to do some tutorial stuff once RR is out.
use this thread to suggest topics, adress issues that you've had during modmaking or simply ask any questions.
maybe we can use the questions to create a short FAQ list as older FAQ's have mostly dissapeared.
there's a huge ja2 modmaking world outside the 1.13 wikipedia site.
let's just collect some input here. After a certain time, we'll also see if there's an actual demand for such a thread or not.
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #135976]
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Sat, 14 April 2007 16:47
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Realist |
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Messages:28
Registered:September 2005 Location: Duesseldorf, Germany |
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JSDs
- how do they work, how to edit them, what is possible with JSDs, what isn't, how do they translate to map objects and STIs
NPCs
- how do you get them into the game, into a map, how do you script them, what's possible with NPC scripting, how do NPCs relate to civilian groups, how do these relate and interact to the player's actions
animations
- anything really
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Private 1st Class
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Re: modmaking tutorials and faq's. collecting questions[message #136072]
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Sun, 15 April 2007 16:01
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yeah, you're right, the tilesets question might be covered by john's tilesets guide.
maybe he'll look into this thread so he can specifilcy answer realist's first 4-5 questions, those on the jsd's.
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #137248]
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Tue, 01 May 2007 01:52
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Drakshin |
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Messages:5
Registered:April 2007 Location: Lisbon, Portugal |
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well, after, not acually contributing much, (and i've only registered here pretty recently, became participant instead of a mere follower). there are some questions, that would need to be answered for a mod, and some people already did it. (change mine places incomes, have full control over sectors, wich are available, wich are not, starting position etc.)
I've never even looked into C / C++. (even tho i'm studying computer science in university, programming included, weird)
Anyways, i'd help anyone who'd go for a big mod here, doing gathering, organizing resources, doing the .GAPs for synchs, and those things, tilesets and such. just not into hard coding. oh well, keep at it
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Private
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Re: modmaking tutorials and faq's. collecting questions[message #165824]
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Tue, 27 November 2007 17:01
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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are you referring to the link in my signature?
after you have clicked on the link in my signature, follow the steps outlined under the link.
ja2 RR is on the second page of listed mods, thus the use to click on the small "weiter" line to get to the second page of mods where you can find ja2 renegade republic.
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #165825]
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Tue, 27 November 2007 17:02
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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the website design doesn't allow to link directly to the section where ja2 RR is located, otherwise i would have posted a direct link.
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #165961]
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Thu, 29 November 2007 15:32
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i think for 1.13, these things are described and documented on their PBwiki page, no?
as for pre-1.13, i have to admit that i used to ask the same question but didn't get an answer (especially true explosive ammo i think must be hacked into ja2 pre-1.13)
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #173914]
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Thu, 31 January 2008 11:33
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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there's no easy way to do this.
you'd have to port the tilesets, ja2set.dat and the map files. (plus radarmaps for cosmetics)
custom map files might be what 1.13 isn't really coping with (freezes) so in fact i doubt that importing them back to 1.13 arulco helps anything in regards of stability.
also the maps would break vanilla quests, you'd have to reset a ton of npc's in the maps etc make sure they can reach the gridno's they have to go to in vanilla etc.
you better import them to vanilla (non-1.13) ja2 (there they might work, though you had to erase a ton of items first plus the npc stuff outlined above)
vanilla ja2 would however not support the 70 tilesets so you'd have to convert other tilesets...
RR was bulit under the assumption that 1.13 serves as a platform. Now it suffers from bad backwards compatibility.
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #180778]
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Fri, 11 April 2008 00:12
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i don't quite get it. Bobby ray setting? is this the global setting from the options screen?
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #180878]
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Fri, 11 April 2008 14:20
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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and you think it should be used for traders?
i mean it is activated from a simple yes/no option while the point of it would rather be to define individual traders differently.
some traders shoudl stack according to coolness, others might be better off with that 50% roll.
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #181199]
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Sun, 13 April 2008 14:18
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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as long as every trader can be set individually and independantly regardless of the options.ini or options screen, why not?
but the decision as to how a trader works under different settings must be made within each trader's own xml, otherwise it becomes extremey restrictive and balancing is impossible.
one trader may only slowly stock more/better, say, laser beam rilfes of ultimate doom than the other trader stocks new hammers and nails or pens.
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Sergeant Major
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Re: modmaking tutorials and faq's. collecting questions[message #188895]
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Tue, 17 June 2008 00:39
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i think i have adressed some of the points that lacked publicly available information in this section of the board
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=postlist&Board=43&page=1
the jsd's that were asked are not adressed, but i think there was a thread by CNC_gun that brough across some basic information, the rest can be learned by using a jsd editor.
ah yeah, there was that explosive ammo question for 1.13 that wasn't answered, basicly it works by adding the (corresponding) index of explosives.xml into the "high explosive" tag in ammotypes.xml
there should be some of these amm types in RR for additional reference/ blueprint.
In absence of any other topic suggestions, i guess we can call it a day with this thread too, can we.
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Sergeant Major
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