Author Topic: What is needed in a mod?  (Read 1806 times)

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Offline CommanderDJ

  • Software engineer
  • 210
What is needed in a mod?
Hello,
Another n00b question. Basically, in the future I am planning on making a short four to five mission mini-campaign using FSO. However, the campaign will use some FS1 era fighters, such as the Apollo, Scorpion and Shaitan. I will also probably include voice-acting. So, if I've got the missions, got the fc2 file, got messages.tbl, got the voice files, and eventually I'll figure out a way to get the relevant models of the three ships mentioned above, do I just then pack them all into a .vp file and go? Or is there more to it? Thanks for the help, guys. I really appreciate your patience and persistence in helping out those who want to get involved.

CommanderDJ
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline TopAce

  • Stalwart contributor
  • 212
  • FREDder, FSWiki editor, and tester
Re: What is needed in a mod?
You'll also need a mod.ini. See the FreeSpace Wiki for details.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 
Re: What is needed in a mod?
http://www.hard-light.net/forums/index.php?topic=68817.0 - A checklist to review before submitting a mod.

http://www.hard-light.net/wiki/index.php/List_of_modding-related_articles - A list of all modding articles in the FS Wiki, arranged by subject.

And to get the three FS1 era fighters you may want to consider utilizing the FSPort.

 

Offline CommanderDJ

  • Software engineer
  • 210
Re: What is needed in a mod?
Okay. I'll figure it out eventually. I also had a few questions in general about modding:

If I'm making a messages.tbl and I put it in my mod's folder, will the game exclude the default messages.tbl? I guess what I'm really asking is: if I want to add to messages.tbl, can I just make another with the additions or do I have to have the default stuff in there as well?

Also, where does messages.tbl look for the voice files for its messages? Will it just look in the mod folder, or in the whole FS directory?

Thanks
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline PeterX

  • 27
    • Peter
Re: What is needed in a mod?
Messages.tbl(tbm) begin to look in to "mymod\data\voices\" continue to look in the "mymod\mymod.vp" over "freesopace2\data\voices\" up to "Freepsce2\stu_fs2.vp"
Peter
If i can“t model any ship then i use "flying trains" :-)

 

Offline Iss Mneur

  • 210
  • TODO:
Re: What is needed in a mod?
If I'm making a messages.tbl and I put it in my mod's folder, will the game exclude the default messages.tbl? I guess what I'm really asking is: if I want to add to messages.tbl, can I just make another with the additions or do I have to have the default stuff in there as well?
Yes, a .tbl will override the existing table.  As far as I can tell, messages.tbl does not have .tbm support so you will have to redefine everything in messages.tbl.  That is, include the defaults in the new messages.tbl.

Also, where does messages.tbl look for the voice files for its messages? Will it just look in the mod folder, or in the whole FS directory?
FSO will search for the voices in the voice /data/voice/{briefing, command_briefings, debriefing, personas, special, training} folders of all folders and .vps, following the game data loading rules. See the Wiki for a full explanation of the game data loading rules.
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: What is needed in a mod?
Do you really need a message table?

I've voiced like 7 individual missions long ago (never a Campaign) and wonder if there is a difference once there are an actual campaign.
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Offline Iss Mneur

  • 210
  • TODO:
Re: What is needed in a mod?
messages.tbl specifies the persona's and the audio files that go along with them.  The persona's are the random retorts and responses you get from the wingmen when you give them orders, they praise your shooting, they praise their shooting, etc.  Basicly all of the non scripted audio and lines.

So, no, not unless the mod maker wants to change the personas.
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
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Offline CommanderDJ

  • Software engineer
  • 210
Re: What is needed in a mod?
Quote
So, no, not unless the mod maker wants to change the personas.
Which I do, so yeah, lol.

Thanks for the assistance everyone!
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it