Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Support 1 on August 12, 2003, 03:20:02 am

Title: Some suggestions in using mods
Post by: Support 1 on August 12, 2003, 03:20:02 am
I'm new to SCP. One particular feature I liked, is the "-mod" parameter. It allows me to install mods, isolating it from the normal FS2 stuff, which is convenient for me.

Can we add an option to IGNORE the campaigns, missions, and pilot files from the normal FS2? The normal FS2 campaign may not be compatible with the mod I'm currently running, but it is still displayed. And I've had "normal" FS2 pilot files crash when I run them with mod files (in FS2 1.2). At least we can make it an option, not necessarily have to be hard-coded.
Title: Some suggestions in using mods
Post by: Solatar on August 12, 2003, 08:58:07 am
Your stuff will overide the main fs2 campaign stuff anyway. Also, when you play MODs, make a new pilot.
Title: Some suggestions in using mods
Post by: Rictor on August 12, 2003, 09:07:56 am
Would it be possible to make a fs2_open Launcher, such that you have a list of mods and you simply clikc the one you want to play?

For example, if I have Inerno, FS Port and Derelict on my comp (all are .vp files) could you have a launcher that displays the 3 mods and lets me choose which one I wish to activate?
Title: Some suggestions in using mods
Post by: karajorma on August 12, 2003, 03:55:07 pm
Quote
Originally posted by Rictor
Would it be possible to make a fs2_open Launcher, such that you have a list of mods and you simply clikc the one you want to play?

For example, if I have Inerno, FS Port and Derelict on my comp (all are .vp files) could you have a launcher that displays the 3 mods and lets me choose which one I wish to activate?


You might want to actually try the latest version of the launcher before asking for features already in it :) Have a look at Phreaks sig and get the version from there.