Newbie Question about adding ships

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Akuma
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Newbie Question about adding ships

Post by Akuma »

I have created a .mag of a new ship I would like to implement in to the game. How do I proceed step by step, to see a .dat in the MOD options in the game?
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Dragonlead
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RE: Newbie Question about adding ships

Post by Dragonlead »

If all you have done is create a .mag file, you don't actually have a new ship. The .mag file is just the eye candy. The real meat of a new ship is the .def text file that defines the ship and any weapons it has.

Before you worry about a .dat mod, you should add the "-filesys" extension to your command line prompt. This allows you to add new ships, etc to the game. That way you can change things around as much as you like first. I highly recommend hunting up some of the modding guides for newbies out on the Net. Also, the starshatter home page has a very good beginning guide to what you will need to know to make an actual ship.

good luck

V/R
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Akuma
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Open source mods?

Post by Akuma »

Allright, I think I got it down.

Now I find the major problem here being the lack of integrated examples of a fully functional mod. I read about the B5 Hold the Line mod, is it still available somewhere, in non-.dat format, for download? Or any non-.dat, functional mod at all will help greatly.
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DamoclesX
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RE: Open source mods?

Post by DamoclesX »

the galactic mod.. what small parts were done, is being uploaded to ssc right now its un-datted, I dont have time to finish it.

The b5 mod would be nearly 800 megs upcompressed
totaly insane as a download.
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Akuma
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Galactic MOD

Post by Akuma »

Great! Can you specify the exact location of the Galactic MOD pieces at the SSC? Tried to browse for it, but to no avail.. [&:]

Though I can gladly settle for the b5 mod transfer as well, got a 100/100 server at my disposal with ssh ftp capability. [8D]
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DamoclesX
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RE: Galactic MOD

Post by DamoclesX »

if you can set it up Ill upload both to you.

I tryed uploading to ssc but it wouldnt take, that server is usless for uploading
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Akuma
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RE: Galactic MOD

Post by Akuma »

Excellent. I PM'd you the specs of the server.

[&o]
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Kuokkanen
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RE: Galactic MOD

Post by Kuokkanen »

Mehrunes has hacked out plenty of parameters and has few DEF examples:
http://mywebpages.comcast.net/Mehrunes/ ... dding.html
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

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Akuma
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RE: Galactic MOD

Post by Akuma »

Yeah, I've seen Mehrunes's page... However, it does not offer an integrated demonstration of an actually functioning mod, which is absolutely necessary for me. An open-source mod will help a lot more.

For example, it says nothing about mod_info.def. I guess there are a lot of other things that I don't yet know of that stand between me and a functioning mod. And, these other things no-one talks about, I could easily locate in a functional mod.

[;)]

I wonder what happened to Mehrunes' Freespace project..
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Jumppoint
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RE: Galactic MOD

Post by Jumppoint »

Ok, found an old ship on my drive, freedom figher. I did not make it but all the files you need are there is it uncompressed as there was not a compression util until afterwards. I downloaded it from an old StarShatter site about a year or two ago. Send me an email at john.limbacher at gmail.com and I will send you the file. Oh if you played the old game Total Annilation it is a fighter from that game.
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Diabolico
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RE: Galactic MOD

Post by Diabolico »

Can I have it please?
Please zip it and e-mail it to starshattercentral@mariopaz.com.

I will convert it and put it for download if you like!

=S=
Jumppoint
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RE: Galactic MOD

Post by Jumppoint »

Three big files are on there way to you.
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Akuma
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RE: Galactic MOD

Post by Akuma »

Urgh, I guess my school addy has limited attachment capacity, so I created you an FTP account to my computer. I PMed you the specs as well. [:)]
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Diabolico
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Excellent!

Post by Diabolico »

I will see to it that they will be hosted properly on SSC! [:D]
Thanks for your work!... All of you!!! [&o]
[:-]We will keep this community alive!!! I make a personal point out of it![:)]

=S=
Jumppoint
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RE: Excellent!

Post by Jumppoint »

Just to make it clear, this are ships made by several different people. One is from good old Pheagey and is almost 3 years old, and it is quite powerful. One is from John Edmunds and I am figuring is as old if not older, and the last one I have no clue who built it as there is no readme. Hope you enjoy.
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Akuma
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The three ships

Post by Akuma »

I would enjoy them, if they just started working when I click to enable them in the MOD config screen. That is the core problem. I don't have a working mod skeleton.
Starshatter: The Gathering Storm - Freespace MOD project
Jumppoint
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RE: The three ships

Post by Jumppoint »

Copy the Quick start shortcut and add -filesys after " that will allow you to run it. I played with it until needed to do some things, I should be asleep but it isn't happening right this moment.
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Akuma
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RE: The three ships

Post by Akuma »

allright, so i just unzip this freedom package into the root of the starshatter as a directory (~/starshatter/freedom/) and hit "stars.exe -filesys" in the prompt? [&:]
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Jumppoint
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RE: The three ships

Post by Jumppoint »

/Starshatter/Mods/Freedomfighter that would do everything you needed. Also Orthadox is a very over powered ship. Fun to fly. Just put your shields up to 100% and almost nothing can kill you. Heck, I sent 20 and I mean 20 Freedom fighters one with heavy ship strike and they only did 50 percent damage to the dang thing.

Your shortcut target should be something like : "C:\Matrix Games\Starshatter\Stars.exe" -filesys
Keep the quotes, they are required.
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Akuma
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Unbelievable

Post by Akuma »

I have the MOD unzipped in ~/Starshatter/Mods/Freedomfighter/ , and I ran the game with the string you gave, and excluded the filesys outside the quotes on the command line. I get into the game, klick on options, I see Mods/Freedomfighter/freedom.dat there, I just click on it and enable, apply, and go back to check the Mission screen. Suddenly there are six classes of missions, two of each three - Single Player, Single Player, Multiplayer, Multiplayer, Custom Missions, Custom Missions. However, the "test" mission doesn't appear anywhere. When I go check if the mod is still active, it has been disabled - with a message "Could not deploy 'Mods/Freedomfighter/freedom.dat' - disabling" in the errorlog. What am I doing wrong? [:(]
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