Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: EatThePath on November 03, 2020, 12:37:17 pm

Title: New moddability since 19.0: A modder's development digest(Updated\w Nov changes)
Post by: EatThePath on November 03, 2020, 12:37:17 pm
Since we've been the better part of a year without a stable release the temptation to try the shiny new things or enjoy a choice bugfix is hard to resist. I've certainly fallen to it. And looking for bugs to report to the SCP is always a noble endeavor, but we can't very well test or explore things we don't know exist. I've noticed that even people who've been keeping a decent watch on the dev channels are often unaware of some of the new features, even some that are in released campaigns now.

Inspired by that, and some Discord discussions, I went over the project history between 19.0.0's release and November 1st to note down every change that seemed to offer new or significantly updated possibilities for modders. "Under the hood" changes, smaller bugfixes, and ongoing projects that haven't yet reached fruition are omitted. Sometimes there's a bit of a grey area between this and bugfixes, I'm erring on the side of inclusion if it seems to open up possibilities to me.

I also want to be clear, this isn't an SCP produced document and I'm not on the SCP team. I consulted with a few members when things were unclear and got a lot of very gracious and kind help, but if something here turns out to be wrong yell at me, not them. And if it is, tell me so I can go in and fix it. Neither is this a comprehensive list of changes to the engine, lots of bugfixes and groundwork for future features have been happening along the way

Finally, while I try to provide an idea of how a feature works I strongly encourage you to look it up on the wiki to be sure before actually using it. And if you have problems with them after that, maybe it's a bug you should report.

Edit: Updated to include changes done in November, marked with (Nov)

F3 Lab improvements

New command line flags


#BEGIN TABLES

Misc

Particles effects, -part.tbm

Ships.tbl, -shp.tbm
New per-ship sound settings

Weapons.tbl, -wep.tbm
New Entries

AI_profiles.tbl, -aip.tbm
New Entries

Game_Settings.tbl, -mod.tbm
New Entries
#END TABLES

Mission building

The wiki may not have caught up to new SEXPs entirely, but remember that in addition to help in FRED the "-output_sexps" command line flag will make debug builds spit out a comprehensive html document for your reference.

General

New SEXPs

Scripting
Keep in mind that in addition to the wiki reference the engine can generate scripting documentation for you by running debug with the -output_scripting flag, and it's rather nice documentation. In fact this list includes improvements to the way that is generated!

General

New scripting hooks

New access

As you can see the SCP team has been quite busy, and I want to extend my thanks to them for both their efforts on the code and their help to me in setting this up. In particular I want to thank Asteroth, Cybrog, Wookiejedi, and m!m for helping me with the areas I understood poorly and in places directly contributing explanations.

If this helps you, or if you see ways to improve it, please let me know. Now, go forth and mod!
Title: Re: New moddability since 19.0: A modder's development digest
Post by: Nightmare on November 04, 2020, 07:20:54 pm
Excellent job writing this heads up! :yes:

However I noticed that some of the points (I just checked for "$Shockwaves Always Damage Bombs:" in AI_profiles and the "no impact spew" weapon flag) aren't listed on the wiki.
Title: Re: New moddability since 19.0: A modder's development digest
Post by: EatThePath on November 04, 2020, 07:58:10 pm
This is true. Things sometimes slip through. At time of writing my intial notes, I didn't find wiki info for those, or +Hotkey Team in IFFs, information about the current mainhall modularity, the random particle sprites, or the collision group 2 and celar sexps. Some of those might have been filled in since
Title: Re: New moddability since 19.0: A modder's development digest
Post by: X3N0-Life-Form on November 05, 2020, 04:16:47 am
That's a pretty neat digest.
Title: Re: New moddability since 19.0: A modder's development digest
Post by: Iain Baker on November 05, 2020, 04:29:19 am
Sweet, although about 90% of that went way over my head. Scripting - is that something people making films do?  :lol: :lol: :lol: derp-de-derp
Title: Re: New moddability since 19.0: A modder's development digest
Post by: EatThePath on November 06, 2020, 11:47:31 pm
well, that's a big part of why I broke it up into sections, so that people can focus on the parts relevant to the kind of modding they're comfortable with. That and the sheer length, of course.
Title: Re: New moddability since 19.0: A modder's development digest
Post by: EatThePath on December 02, 2020, 01:16:04 pm
Some really cool stuff came in November, so I'm amending this. I'm adding the new stuff into the main list, but here's the Novemeber things just on their own if that's more useful for you.
Weapons.tbl, -wep.tbm

Ships.tbl, -shp.tbm

Mission building
Title: Re: New moddability since 19.0: A modder's development digest
Post by: General Battuta on December 02, 2020, 03:28:15 pm

[/li][li]An optional flag added to ship-maneuver that lets it add to existing maneuvers rather than override them. 

I'm cackling