Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Liberator on March 23, 2003, 09:10:44 pm

Title: MOD Structure
Post by: Liberator on March 23, 2003, 09:10:44 pm
I remember Inquisitor or somebody detail the new way MODS were able to be handled in v3.4 but I can't find it anywhere.
Can somebody explain it to me please?
Title: MOD Structure
Post by: WMCoolmon on March 24, 2003, 02:37:31 am
http://fs2source.warpcore.org/readme/

Search for -mod, or just read:
Quote
-mod Y ; Switches on the mod system, where Y is a subdirectory found in ../freespace2/
(DTP) ;
; in case Y = mymod, then the game will look in these directories for extra/replacement files
;
; freespace2/mymod/
; freespace2/mymod/data/
; freespace2/mymod/missions/
; freespace2/mymod/tables/
;
; and so on, all valid subdirectories in the mod directory will be read from.
;
; in case of the mod flag, you must manually in some way create the mod directories player
; sub-directories, you must do this before you run the game with the mod flag.
; these are in case Y = mymod
;
; freespace2/mymod/players/
; freespace2/mymod/players/single
; freespace2/mymod/players/multi
; freespace2/mymod/players/squad ;dont know about this one really needs to be created
; ;but be safe and create it anyway
; freespace2/mymod/players/images ;same as above.
;
;
;
;
; so the mod directory if Y=mymod would be freespace2/mymod
; all valid subdirectories like data/missions found in the mod directory will be used
; to be looked for files. if a file is found, and if a matching file exists in the normal
; locations then the file found in the mod directory will be used.
;
; VP files should now be fully supported.
; But if a .VP file is found in the Mod directory then files found in that .VP file will be used
; Instead of the files found in VP files in other locations than the mod directory.
;
; should there be more than 1 .VP file in the mod directory containing matching files, then the file
; found in the VP file that lexicographically comes first be used.
;
; Plain files not packed(in both the mod directroy and the default directories) will be used instead of matching files found in any .Vp file
;
; Player directories in the Mod directory must at the present time, be created, manually
; Those directories must exist or the game cannot write the pilot info when the player is being forced
; To create a new pilot when running the game for the first time.
;
; The game will ask for CD # 2 when you run the game with the mod-flag for a mod
; if there is not any pilot (.plr) files present
;
; Do not use invalid signs such as "#¤%&/()=? `@£$€{[]}~|'*¨^ in your mod directory name
;
; Y must match the directory name to the point. dont worry about directory seperators, the game adds them if needed.
Title: MOD Structure
Post by: Liberator on March 24, 2003, 06:20:19 pm
So if I have duplicate TBL files in multiple directories, does it use the default "Freespace2\data\tables" and ignore duplicate entries in the mod directory?
Title: MOD Structure
Post by: CptWhite on March 25, 2003, 02:01:11 am
read the FIRST line of the second post, if you start the game in the regular way, yes, if you use the -mod command and specify a valid directory, no