Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Flipside on July 27, 2004, 08:56:40 am
-
Ok, just testing the water here, but iirc, the table files are loaded at the start of the mission? Would it be difficult to alter matters so that, if the game cannot find the ship reference in the table file, it automatically looks for a .tbl file with the exact same name as the POF, e.g. fighter01.tbl and if one exists, take it's data from there? I think this has been asked before and there are reasons why it can't but I thought I'd ask and clarify it :)
Actually, it checks the directories first, but it still might work, it checks for Fighter01.tbl first, then checks Ships.tbl and then throws out an error if it can't find either?
-
I thought modular weapons and ships tables were already implemented.
-
Only from the command line I think, you can stack .vp files on top of each other, but I'm thinking for people who just want to throw the files into their directory and add the ship to the game, this requires a lot less 'hands on' work for inexperienced people?
Also, when you have a campaign on the go, and several people making/updating ships, it's a nightmare keeping it all up to date, it'd make life a lot easier if this sort of thing were possible.
If it's already possible, I'll shut up and pretend I didn't post this ;)
-
Put the ships data in a .tbM file and it'll overrule the stuff in the tbL. WMCoolmon implemented it.
-
...
< Shuts up and pretends he never posted >
;)
Thanks :D
-
Worth posting just to draw people's attention to it :)
-
Next time post it in the internal, so you don't draw too much attention ;)
-
LOL I always post suggestions out here, somehow I'd feel like I was 'jumping the queue' if I posted in internal ;)
Even if it does make me look like a prat sometimes :D
-
hey what builds is this availible in? and has the code been commited? i might start using it it its in one of the more recent builds.
how about a comand line option to force stuff in the modular files to be available in any mission regaurdless of weather its in the loadout or not.
-
It's in CVS, and it's in all recent builds.
-
sweet!
-
Am I correct in assuming that the max ship limit in the TBL file still holds true to the TBMs? As in, stacking the Inferno, TBP, and retail ships all in TBMs wouldn't allow access to all of them simultaneously?
-
I'd say that's a pretty good likelyhood since too many ships breaks multiplayer.
-
If you go past 130 in the code you break multi, so all the normal builds got a limit at 130. Inferno builds got a limit of 300 or something, but they don't support multi.
-
Originally posted by JC Denton
Am I correct in assuming that the max ship limit in the TBL file still holds true to the TBMs? As in, stacking the Inferno, TBP, and retail ships all in TBMs wouldn't allow access to all of them simultaneously?
Aye
-
sound table support?
-
Not atm. Music table support is in though.
-
i need that table for all my gatling gun sound effects. also i read in another thread about this. it said that there was a modullar weapon_expl.tbl but i wasnt sure about what to name it.
was that feature ever implemented, the one that lets lets you modify freespace's ships (to add compatability for new weapons and such) by only listing the tags you want changed. i think bobboau suggested it.
-
I doubt Bobboau suggested it. Anyway, that would require serious modification and will probably not be implemented.
-
I have modified the HL-7 to be a (relatively) long range weapon, and I was going to put it in a campaign of mine, which I am just starting. However, when I put "LRSubach.tbm" in the fs2/data/tables dir, the custom weapon will not show up in neither FRED, nor FS2_Open. And yes I am using the most recent builds. Anybody have the solution to this? I think it should be Wikified.
-
I don't think TBM files will overwrite existing entries. I think they only add extra entries. (Correct me if I'm wrong, WMC.)
-
I think I didnt make myself clear. Let me rephrase that. I modified the HL-7 using a template of the existing HL-7 code, and created a long range version of it, called the "Subach HL-7 Long". I hope that makes things more understandable than my previous stupid wording ;).
-
Actually they will overwrite, the reason it isn't working is because tbm filenames must have a suffix to identify what type of table they are; they also need the appropriate section header (Like "#Ship Classes")
For weapons it's -wep, -shp for ships, weapons_expl.tbl is -wxp.
Edit: So the proper filename would be "LRSubach-wep.tbm", should've included that. ;)
-
Thanks for the help WMCoolmon. Now, would you be so kind as to tell me why the weapon is identified by FRED and FS2 as a secondary, even though I specificly stated #Primary Weapons? :wtf:
-
Yeah, I think when Freespace 2 starts loading secondary weapons it saves the point at which secondary weapons begin. All weapons after that are considered 'secondaries'. I don't think I knew this when I built the original modular-weapons tbl code.
I can have a look-see but it'll probably require a number of changes...possibly break multiplayer with older builds (Then again, what doesn't?)
I'm disappointed it's taken this long for someone to notice this. :sigh:
-
The modular ships tables aren't that well known (The fact that this thread even exists is proof of that) but more importantly weapon development is quite quick so most campaigns have already done it. Unlike making new ships which happens all the time most of the major campaigns have already made their new weapons or haven't done them at all.
So since the tables were already done no one has been chopping them up into small slices to test this.
-
Does it work only for single items or can you add multiple things in a tbm file?
-
Originally posted by WMCoolmon
Actually they will overwrite, the reason it isn't working is because tbm filenames must have a suffix to identify what type of table they are
Hm, this seems a bit restrictive. Can you look into dropping the suffix requirement? It would be nice if the TBM manager could take action based solely on the #Ship Classes (or whatever) header.
-
Originally posted by Goober5000
Hm, this seems a bit restrictive. Can you look into dropping the suffix requirement? It would be nice if the TBM manager could take action based solely on the #Ship Classes (or whatever) header.
Wouldn't that mean you had to open a TBM file to find out what it was though?
That could be even more annoying :D
-
i still havent got them to work at all so im still using my original tables. probibly because i didnt name them right. this is just one of those confusiong features that give most modders painfull headaches.