Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SadisticSid on August 10, 2003, 05:22:11 pm
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There seems to be one major point of incompatibility between SCP and non-SCP FS2 data, and that's non-SCP builds crashing when they encounter a SCP-specific flag (such as 'no pierce shields' for beam weapons). Providing it's not too much hassle, could someone maybe put add in an optional escape character for the parser when it encounters a comment?
That way, the old FS2 will see ;new flag and disregard it, but SCP builds would see the escape character and realise the following text should be parsed. It's a simple idea but I don't know how much modification to the parser code you'd need to make. This would negate the need to have SCP and non-SCP friendly mods, I believe. Do-able?
Sid.
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Actually I just realised this is a stupid idea, please disregard.
Sid.
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yes sir, disregarded
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Yeah, sorry, but that's gonna have to be the baliwick of the mission/mod designer ;)
Don;t play SCP mods on non-SCP builds :)
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You wouldn't want to anyway...
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Agreed, looking at some of the stuff emerging, you won't ever want to play non SCP Freespace again.....ever.
Flipside :)
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I was thinking about doing something like this as there are many campains that are being developed for the origonal exe and offering SCP enhancements as an add on, and I thought this would make adding of new features (in fact we could set it up so that there could be totaly diferent balence between them wich would be good for things like fighter beams) I would do this is I hadn't just opened two giant can's of worms already