Author Topic: Pilots and Mods  (Read 1842 times)

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Offline SGGWD

  • 24
It isn't possible to play different mods with one and the same pilot without messing up statistics and techroom.
It is also not possible to create a pilot with the same name for different mods.

Or am I wrong?

Maybe for the next build(s) it would be fine if the game stores pilots separate to the subdirectory of the mod where the pilot was created in.

 

Offline taylor

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Pilots are meant to be used with multiple mods (so you don't have to keep customizing graphic and control options for each mod).  It is possible to play different mods with one pilot and not mess up the techroom, but it's touchy and most people switch them wrong so it tends to break for them.  The new pilot code will address this problem and many others though (but if you ask when the new code will be released I'm going to ignore you from now on, seriously).

Pilots will NOT be stored separately for each mod.  The code will be fixed to better deal with how people tend to switch mods and that will be that.  You'll be able to use the one pilot with any number of mods.

 

Offline karajorma

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Out of interest what is the "not wrong" way to switch mods. I've had very few problems with switching but I'd like to take that down to zero :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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

 

Offline taylor

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Out of interest what is the "not wrong" way to switch mods.
I'm not totally sure to tell the truth.  I have documented a couple of ways to switch mods without screwing everything up, but with search broken I can't find those and I don't remember the full set of instructions off-hand (since I've changed it for the new code and can't remember the exact method for the old code).  The proceedure isn't all that strange but knowing the code does greatly help avoid problems.  The main thing is just to make sure that your ships.tbl and weapons.tbl is always correct for your active campaign, to keep your mods separated properly so that switching a mod that needs different tbls can not be an active campaign for a different mod, and to always switch active campaigns before going into the techroom, readyroom or barracks.  The current code is not 100% bug free though so I'm not sure that it's possible to get the problem count down to absolute 0.  More like a 1-3% change of a problem occurring with the current code.

The new code actually keeps track of the last 5 campaigns played and will use a 5-point-test to verify they are safe to use.  The 5-point-test basically just randomly picks 5 different ships and 5 different weapons from the tables and before being able to switch to that campaign it has to verify that each of those is available before allowing the campaign to go active.  It will also keep track of every ship and weapon type ever used by the pilot so that even if it somehow gets past all of the safety checks and somehow lets a bad set of ships/weapons tables get used, it won't lose any information.

 

Offline SGGWD

  • 24
Aha okay taylor, so it is possible.

And now not really something different.

I would like to play the original FS2 campaign (with the source media vps in the main directory and not separate added through the -mod parameter) and the FSPort FS1 campaign with the same pilot and without messing up the statistics and tech room. So please show me a way how I can do it.

 

Offline karajorma

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Why would you want to move the media VPs?  :confused: I've been slowly pursuading people to put them in a seperate folder for very good reasons.

If you put the mediavps in a seperate folder you can use them in any mod or not depending on which mod it is. If you put them in the main folder you HAVE to use them with every mod which will most likely result in you posting on here sooner or later asking why campaign X crashes.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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

 

Offline SGGWD

  • 24
If you put the mediavps in a seperate folder you can use them in any mod or not depending on which mod it is.
Did I miss something? The launcher let me activate only one mod. What I have to do?

  

Offline SGGWD

  • 24
Aha found it, mod.ini is the secret. Damn disabled board search.