Author Topic: Multi-Mod  (Read 1900 times)

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Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
I am a noob, and i can't find out how to add more than one additional mod to my ships/weapons.tbl because each mod comes with its own table and i don't want to screw it up trying to mix them together. Please help.
Gettin' back to dodgin' lasers.

 

Offline Turey

  • Installer dude
  • 211
  • The diminutive form of Turambar.
    • FreeSpace Open Installer Homepage
Mind trying that again? It made no sense.

Is this you making a mod with other people's content, or trying to make someone else's finished mod work?
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
When i download a finished mod and replace the ships/weapons.tbl it works fine. But then, when i want to add another mod, it comes with a new .tbl which replaces the old one. I want to use two or more mods together, say two different ships from separate mods at the same time.
Gettin' back to dodgin' lasers.

 

Offline Turey

  • Installer dude
  • 211
  • The diminutive form of Turambar.
    • FreeSpace Open Installer Homepage
When i download a finished mod and replace the ships/weapons.tbl it works fine. But then, when i want to add another mod, it comes with a new .tbl which replaces the old one. I want to use two or more mods together, say two different ships from separate mods at the same time.

You should NOT be "replacing" anything. Can you post a pic of your FreeSpace2, FreeSpace2\data\tables, and FreeSpace2\data\models folders?
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
Not right now.
Gettin' back to dodgin' lasers.

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
*sigh*
... open a command prompt (in 2K, XP, 2K3 its Start>Run>cmd Enter, in 9x its command Enter)
switch to your FS2 dir.  type:
Code: [Select]
cd\games\freespace2ENTER
as long as your FS2 is in the same drive as your windows.  If not, type (replace "c" with "your FS2 drive letter")
Code: [Select]
c:ENTER
then switch to your FS2 dir.
Now, type in:
Code: [Select]
dir /ogm /b /s>FS2dir.txtThen, attach the file FS2dir.txt to your next post (FS2dir.txt will be in your FS2 root directory, unless you typed in something like
Code: [Select]
dir /ogm /b /s>%userprofile%\My Documents\FS2dir.txtin which case, the file would be in your "My Documents" folder.
:D
-To attach a file, when you post, hit the "Additional Options..." link.  If you don't see it, hit the preview button, then you will.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Sorry Cole, at this moment in time you cannot use more than 1 "mod" at a time. You CAN have Multi-Mods installed, but to use ships, say, from Wing Commander and TBP at the same time you need to edit the tables (like my old retail "MegaMod" project.

The problem is the game simply cannot handle that amount of data for that many ships (hardcode limit apparently).

Limits have been raised once in the past and will again in the future, but I seriously doubt the amount will ever have enough space allotments for 2 whole mods worth of ships in the same table.

"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
...You mean, more than one TC at a time?  You can run mods of mods, eg Inferno and Solar Wars.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
You can run them.. but as most of the TCs use full table files instead of modular table files it will not work without table editing (only one ships.tbl gets parsed).. Not to mention that limit for the shipclasses (130) is most likely going to be exceeded while doing that.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
I believe he's prolly going to want a .tbm file, correct?  I've heard they can modify a .tbl, without causing the game to override (disregard) it completely.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Yes. http://www.hard-light.net/wiki/index.php/Modular_Tables

But that still does not help with the shipclass limit.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
An Inferno build would help a little.  (IIRC, bumps the limit to 200.)

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
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    • Karajorma's Freespace FAQ
Hi colecampbell666. I think you led people down the wrong path by using the term multimod which actually means something different from what I think you're after.

Multimod is the ability FS2_Open has to run mods from several different folders at the same time. So I could install FS1 Port and another mod (with it's own table and ships) and then tell FS2 to use anything it likes from the FS1 port folder that isn't overridden by something from the main mod.

Correct me if I'm wrong but it sounds like what you want to do is download a bunch of ship/weapon mods from a wide variety of sources and put them all in a table so you can make your own missions, right?

In that case you have two options. The one you should choose depends on how big a change you are making. Both are very similar.

1) Take a look at the two ships tables for the first two ships you have. If say you have downloaded a new fighter and a new capship you'd open the tables for both and cut and paste the information that makes the new fighter work into the capship's table. Then you'd repeat this step for every other ship you wanted to add.

You should do this if you're replacing large numbers of ships. You may need to delete ships you aren't using to keep the number below 130 unless you use an Inferno build.

2) If you're using FS2_Open you can cut and paste the fighter and capship entries into new files and turn them into modular table files. Modular tables don't replace the original table but simply add new ships to it. If your mod will have less than 130 ships including everything in FS2 (say if you only want to add 2-3 ships) this is definitely the method you should use. Wanderer has already posted a link that explains how to use modular tables.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline takashi

  • Better than TrashMan
  • 29
on the topic of modular tables, whats the suffix for additions to the weapon-expl.tbl?

  

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Er.... Go up to Wanderer's last post the link is there...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)