Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: karajorma on April 11, 2004, 08:09:01 am

Title: Directory Structure
Post by: karajorma on April 11, 2004, 08:09:01 am
I'm adding a list of the folders FS2 uses and the order it looks in them. Have I got the order it checks them in correct?

FS2

    * \Freespace2
    * \Freespace2\Data
    * \Freespace2\Data\x

FS2 Open

    * \Freespace2\ModDirName\
    * \Freespace2\ModDirName\Data
    * \Freespace2\ModDirName\Data\x
    * \Freespace2
    * \Freespace2\Data
    * \Freespace2\Data\x
Title: Directory Structure
Post by: TopAce on April 11, 2004, 11:52:13 am
Does FSO have an individual folder control system? :wtf:
I didn't know it.
Do I have to make them manually, or FSO does it instead of me? Because I have been using FSO for a while(since I joined the SWC staff), and FSO has never made new folders to me.
Title: Directory Structure
Post by: StratComm on April 11, 2004, 12:08:58 pm
The reference is to the -mod command, and no, you have to make and fill the mod folders yourself.  Kara, don't forget the VP, some people may not know/realize that its last on the list.
Title: Directory Structure
Post by: redmenace on April 11, 2004, 02:42:04 pm
this is how you need to set up the folders useing the -mod option
Freespace2
--Root Directory
---+data
----Files and VPs
----SWFC
------VPs
------data
--------maps
--------tables
--------effects
--------pilots
--------all the rest of the files and folders
Title: Directory Structure
Post by: karajorma on April 11, 2004, 02:58:04 pm
Red I'm pretty much aware of how to set up FS2_open correctly. I was checking I've got the order correct so that I can add information to the wiki so people who haven't done it correctly can troubleshoot. :D
(i.e that if you mistakenly add something to the main FS2 folder will it override something in the data folder?)


Quote
Originally posted by StratComm
Kara, don't forget the VP, some people may not know/realize that its last on the list.


Good point. I believe that only \Freespace2 (and \Freespace2\ModDirName if you're using -mod) are checked for vp files. Correct?
Title: Directory Structure
Post by: redmenace on April 11, 2004, 03:55:44 pm
I was getting a little more detailed. especially about the vps. those are very important. That is not something i personally understood about them for a while. now all works just peachy. except screen shots.
Title: Directory Structure
Post by: taylor on April 11, 2004, 06:55:19 pm
VPs are searched recursively through all game directories.  You could have LS's hi-res planets in a VP in Freespace2\data\effects if you wanted but VPs are used in directory then alphabetical order so any files in a VP in Freespace2\ would get used first.

Mods can go in any directory in Freespace2\ with the patch specified, so if you had Blackwater Ops in a mod directory called BWO then the mod command would be "-mod BWO" if BWO was in Freespace2\data then it would be "-mod data\BWO", etc..  I recommend just putting all mods in Freespace2\ or in a special mod directory (ie. Freespace2\mods) for ease of maintenance sake but that's just personal preference.
Title: Directory Structure
Post by: Kazan on April 11, 2004, 07:25:34 pm
for organizations sake .vp's should be in the module root

ie fs2 retail module root =
a mod module root = /mod
Title: Directory Structure
Post by: mrduckman on April 11, 2004, 07:33:34 pm
I think I can make a little batch file to make them.
Title: Directory Structure
Post by: karajorma on April 12, 2004, 04:36:40 am
Quote
Originally posted by taylor
VPs are searched recursively through all game directories.  You could have LS's hi-res planets in a VP in Freespace2\data\effects if you wanted but VPs are used in directory then alphabetical order so any files in a VP in Freespace2\ would get used first.


Now that I didn't know. When I first started using FS2_Open I'm sure I had trouble until I put the vp in /mod instead of /mod/Data. Must have been doing something wrong. I'll add that to the wiki in a bit.

Quote
Originally posted by Kazan
for organizations sake .vp's should be in the module root

ie fs2 retail module root =
a mod module root = /mod


That's exactly where I've told them to put them :D It's the most sensible choice.

 The idea behind the page of the wiki is to give people a good enough explaination of how FS2 works that they can solve their own problems. It's worked quite well in my FAQ for FS2 so I figured I might as well do the same thing for FS2_Open. :)
Title: Directory Structure
Post by: TopAce on April 13, 2004, 08:48:20 am
Personally, I find it simplier to have all my data in the main FreeSpace/data. If I want to change from SWC to RR, I only change the tables.

But I guess it is only me ... :)
Title: Directory Structure
Post by: Kazan on April 13, 2004, 08:51:22 am
being a dipwad too :P

use -mod
Title: Directory Structure
Post by: TopAce on April 13, 2004, 08:57:00 am
dipwad?
Title: Directory Structure
Post by: Kazan on April 13, 2004, 09:00:02 am
how about dimwit, fool, being daft... etc

use -mod it's there for a reason - mixing mod files is not only dirty but it's dangerous
additionally it negatively impacts performance
Title: Directory Structure
Post by: TopAce on April 13, 2004, 09:05:05 am
Never occured problem to me, so I think I stay at the 'standard' solution.
Title: Directory Structure
Post by: Kazan on April 13, 2004, 10:06:23 am
no you shouldn't for very many technical reasons - the standards solution IS the -mod flag now
Title: Directory Structure
Post by: TopAce on April 13, 2004, 10:25:30 am
Needless efforts, Kazan. You cannot convince me. It is simpler than struggling with your command paratemeters, and I got used to it. This. Ends. Here.
Title: Directory Structure
Post by: kasperl on April 13, 2004, 10:32:19 am
ok, no problem, but this pretty much invalidates you for ever *****ing about stability, performance or reliability. and reporting a bug would basicly mean nothing.

standards are set for a reason.
Title: Directory Structure
Post by: TopAce on April 13, 2004, 10:36:58 am
I doubt. FSO quits every time I do those I listed to you via PM regardless of how I change between mods.
Title: Directory Structure
Post by: kasperl on April 13, 2004, 10:50:27 am
let's see, the pilot file is known, and it isn't and issue if you backup regurlaly. and for the rest, it might be worth the try to follow the steps disrcibed in the wiki [scp][/scp] to the letter, instead of being a egocentric "i know it better" kind of guy.

edit: FYI, the pilot file isn't "corrupted" it is simply used to store more data, and therefore standard :V: stuff cannot read it, same with mission files and tables.
Title: Directory Structure
Post by: TopAce on April 13, 2004, 11:03:07 am
Have I sad that FSO makes the pilot file corrupt?

Quote
Originally posted by kasperl
.. instead of being a egocentric "i know it better" kind of guy.
...


Same here. I have not said I know FSO better than you. You obviously know the engine better. I just pointed out that I am not changing my method of switching mods.
The 'FSO quits when weapon icon does not exits' and the 'How I change mods' things have no chemistry between each other.

My first thing would be to have a look at this -mod parameter and see how FSO works then.
Title: Directory Structure
Post by: kasperl on April 13, 2004, 11:08:08 am
dunno, it could very well be that the no icon thing is caused by FSO not findinf the correct file because you prevent it by turning your files into a mess.

and you said FSO was unreliable, and all i said that it was because you made a mess of everything. that, and TC is getting on my nerves.
Title: Directory Structure
Post by: Unknown Target on April 13, 2004, 11:15:52 am
EDIT: Never mind.
Title: Directory Structure
Post by: Kazan on April 13, 2004, 11:44:59 am
TopAce: infact kasperl's right - mixing your files can have that very effect - that is why mod is there to keep the filesystem clean and prevent cross contaimination that could and will cause crashing.

You're blaiming the SCP and us for crashes that you're expieriencing because of your doing, and you're being egocentric and saying you know you're right and you're going to leave it how it is even though we're telling you that's oging to cause problems - and infact it has caused problems.

Until such as time as you actually decide to follow our advice i'm not listening to any requests from you - infact i will personally go into mantis and close any bug reports you issue because I know we cannot trust them due to your corrupted FS filesystem


You know i refused to participate in the SCP until it reached a certain state of stability
Title: Directory Structure
Post by: karajorma on April 13, 2004, 02:57:57 pm
Are they puttting some kind of special noob juice in the water today?

TopAce. Now that FRED also recognises the -mod parameter it's silly to  continue that way. It will cause you all sorts of problems and what's more it was never a sensible way to do things even before the SCP came along.

My FAQ explained ages ago that the way to install multiple mods on FS2 was to swap folders. Swapping tables is an inherantly slower way of doing things and also leads to instability like Kazan and Kasperl are saying.

 If for some strange self defeating reason you refuse to use the -mod switch at least do the sensible thing and swap folders like I stated.

 (I've just noticed that now that I've joined in the KKK {Kazan, Kasperl, Karajorma}are telling him it's the wrong way of doing things :lol: )
Title: Directory Structure
Post by: Kazan on April 13, 2004, 03:01:14 pm
never made that connection again (Kazan, Kaserpl, Karajorma) .... (half :P)
Title: Directory Structure
Post by: Turambar on April 13, 2004, 03:05:38 pm
Where's Kalfireth in all this?
Title: Directory Structure
Post by: karajorma on April 13, 2004, 03:06:04 pm
I know. But since I'm coloured and therefore never going to be a member I can get away with it :D
Title: Directory Structure
Post by: Kazan on April 13, 2004, 03:07:55 pm
ok.. then i don't care then -- i'm just really sensative about people making any statement that could "color me racist"
Title: Directory Structure
Post by: karajorma on April 13, 2004, 03:15:44 pm
Quote
Originally posted by Kazan
ok.. then i don't care then -- i'm just really sensative about people making any statement that could "color me racist"


I fully understand which is why I made very sure I explained the joke :)
Title: Directory Structure
Post by: mrduckman on April 13, 2004, 03:56:06 pm
The batch files are online at
http://webs.sinectis.com.ar/dsusman/
There you will find a bat file (Windoze) and a sh file (Linux).

You must place the batch file in the new directory where you'll place the mod.
Title: Directory Structure
Post by: karajorma on April 13, 2004, 05:07:00 pm
That's not a bad way of doing it :)

I simply made a copy of my data folders, emptied them and then copied that whenever I needed new folders. This is a little nicer though. I may have to nick this and added to the FAQ/Wiki :D
Title: Directory Structure
Post by: mrduckman on April 13, 2004, 09:41:19 pm
Go ahead. Those files should be hosted elsewhere anyway. I've a 6Mb quota and I may remove them any day.
Title: Directory Structure
Post by: Goober5000 on April 14, 2004, 01:19:56 am
Quote
Originally posted by karajorma
I simply made a copy of my data folders, emptied them and then copied that whenever I needed new folders. This is a little nicer though. I may have to nick this and added to the FAQ/Wiki :D
I'll do you one better.  I have folders called data_TVWP, data_FSPort, data_DEM, and data.  Whenever I want to play a new mod I simply rename the appropriate data folders. :)
Title: Directory Structure
Post by: TopAce on April 14, 2004, 08:33:21 am
Quote
Originally posted by Kazan
TopAce: infact kasperl's right - mixing your files can have that very effect - that is why mod is there to keep the filesystem clean and prevent cross contaimination that could and will cause crashing.

You're blaiming the SCP and us for crashes that you're expieriencing because of your doing, and you're being egocentric and saying you know you're right and you're going to leave it how it is even though we're telling you that's oging to cause problems - and infact it has caused problems.

Until such as time as you actually decide to follow our advice i'm not listening to any requests from you - infact i will personally go into mantis and close any bug reports you issue because I know we cannot trust them due to your corrupted FS filesystem


You know i refused to participate in the SCP until it reached a certain state of stability


It is pity that [V] FreeSpace doesn't crash with all the files I have. So in a field of view, FSO is a backspace considered to [V] FreeSpace. High-poly model support: OK, shinemaps, HTL and other graphical tricks : OK. But graphical quality is secondary at me.
I guess we should stop this here. I keep my opinion myself, even after you do not listen to me. And feel free to close/erase all my bug reports in the Mantis(I didn't make any ;)).
And I tested this so-called -mod parameter. All the missions were displayed in the mission list, except for those I placed in the REAL mod directory(or in Windows language: folder).
Title: Directory Structure
Post by: Kazan on April 14, 2004, 08:45:45 am
TopAce: You didn't set it up correctly then - ESAD N00B

(directory: windows language DIRECTORY)
Title: Directory Structure
Post by: TopAce on April 14, 2004, 08:55:35 am
(http://www.swooh.com/peon/TopAce/RR_dirstructure.jpg)
Title: Directory Structure
Post by: Kazan on April 14, 2004, 08:58:10 am
that folder name is a little long - try trimming it to jsut RR - fs2 does have internal path size limits
Title: Directory Structure
Post by: TopAce on April 14, 2004, 09:04:13 am
Quote
Originally posted by Kazan
that folder name is a little long - try trimming it to jsut RR - fs2 does have internal path size limits


You didn't recognise the error, do you? Same here, I have just recognised why the missions are not listed.
There is the campaign file. ;)

Sorry, I was stupid.
But I am certain that the crash bug when a weapon has no icon persists.

[EDIT] But other missions which do not belong to RR are still listed despite they are in the root data folder. Maybe this one can be blocked if I do the same dir structure for both Star Wars Conversion and ITHOV.
Title: Directory Structure
Post by: kasperl on April 14, 2004, 09:10:45 am
probably.....
Title: Directory Structure
Post by: Kazan on April 14, 2004, 09:16:32 am
it searches all mission foldiers top ace
Title: Directory Structure
Post by: TopAce on April 14, 2004, 09:18:14 am
Wouldn't it be more logical to list only missions from the same mod?
Title: Directory Structure
Post by: kasperl on April 14, 2004, 09:19:21 am
no, because sometimes when you only add ships and not change them, you can still play FS2 standard campaign missions.

that, and it goes for all files, otherwise each MOD would also require all the standard textures, making the switch mostly useless.
Title: Directory Structure
Post by: TopAce on April 14, 2004, 09:22:47 am
Quote
Originally posted by kasperl
no, because sometimes when you only add ships and not change them, you can still play FS2 standard campaign missions.

that, and it goes for all files, otherwise each MOD would also require all the standard textures, making the switch mostly useless.


They are in VPs. I meant the files which are not packed.
Title: Directory Structure
Post by: kasperl on April 14, 2004, 09:25:59 am
basicly, because if you want to combine stuff you still want to be able to put generic stuff in the main folder and mod specific things in the mod folders.

and for the HOTU version and the like, the stuff is outside of VP's, making it rather important that the main dir will be searched as well.
Title: Directory Structure
Post by: Kazan on April 14, 2004, 09:26:15 am
no - it makes technical sense to do it the way we do it

without a mod the roots look like this

fs2path
CDDrive

with a mod they look like this

fs2path/modname
fs2path
CDDrive
Title: Directory Structure
Post by: karajorma on April 14, 2004, 09:43:18 am
Kind of gets to the whole original point of this thread doesn't it? :D

One advantage of doing things this way is that if you want to add something like lightspeeds thrusters (at least before they were put into a vp) to all your campaigns you can do it easily by sticking them in the data folder.  

If only the -mod folder was checked you'd need a copy in every single mod folder.