Author Topic: Older Campaign .tbm Project?  (Read 1402 times)

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Older Campaign .tbm Project?
Since pretty much all the currently-released campaigns don't use tbms, they are often stuck using older effects instead of the new ones.  Campaigns more than six months old can be frustrating to play, simply because of their older beamglows/starfields/incompatible nebulas/etc.  Using tbms for many of them - particularly BRs, which often contained non-standard weapons - would keep the campaign unchanged but bring the look up to date, and substantially cut down the workload to KEEP them up to date.  Is this worth doing?  I'm largely inspired by karajormas mod inis, which make multimod easy enough for anyone to use.  In a similar vein, it should be possible to produce tbms that allow anyone to update their campaign effects with no assembly required.

 

Offline karajorma

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Re: Older Campaign .tbm Project?
I for one would certainly like to see this done. :)

Oh and mod.ini files aren't my work. Random Tiger added them. I simply cheerlead for their greater acceptance :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline WMCoolmon

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Re: Older Campaign .tbm Project?
Of course I like this idea. :nervous:

The main issue with this is that ships are added on. So if a campaign adds more than a few new ships, they won't get added because there won't be enough slots free.

Right now, I think it'd be best to convert the mediaVP stuff to use modular tables, then go on to the campaigns. This would fix a couple of nasty bugs - not being able to have low-poly models in effects without renaming the VP, and the cruiser01x/cruiser03x bugs. Pnakotus' tables have sort of started that process. Since modular tables are loaded after normal TBL files, this means that they will take precedence over campaign table files and the new effects would be applied. We'd just have to get rid of the non-effect data. The precedence order does mean that it'd kill custom-effect data, but there's no easy way to fix that in the code.
-C