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Author Topic: Modding Races  (Read 1972 times)
Sandtrooper
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« on: October 31, 2008, 06:30:39 PM »

There needs to be a option to choose the color of the races (somebody told me the EXE currently handles this, and its also tied to the laser color) if somebody were to modify the races, I don't want to make 5+ more races (who I dunno what to name them!) to get to the next shade of green for my Trek mod. I guess you could add a hex code for the color of the race if somebody does this.

Thoughts?

PS, if you don't believe me on how the EXE handles the colors, heres an example, and expect some memory on the names of the fleets:
« Last Edit: October 31, 2008, 10:11:36 PM by DarkSun » Report to moderator   Logged



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« Reply #1 on: November 01, 2008, 03:55:44 AM »

Neat colors, but I agree, there needs to be a option to set the color in RGB values.
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« Reply #2 on: November 01, 2008, 05:18:25 AM »

My understanding is... First race will always be yellow.

I tried once to change the races around.. but I only confused the AI's and planets... The planets would switch colors. For some odd reason :\
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« Reply #3 on: November 01, 2008, 05:40:23 AM »

I think the whole adding races needs to be more simplifed. It just seems like a hassle to continue adding races. It's not super tough, but it can be annoying. That plus adding a color you could 'set' would be pretty nice in the end.

As well as using a delimiter other then a SPACE to sort things out, because you can't have two word names. for example "TEST RACE" wouldn't work, it would error out when loading.. Goes for all the files, but yeah.. I'd want to change it to, lets say "," 's
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« Reply #4 on: November 01, 2008, 08:46:40 AM »

Yeah... the whole thing with names not liking spaces sounds like variables need to be converted to text strings.
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« Reply #5 on: November 01, 2008, 03:59:59 PM »

I know about the spaces and such... When I switch the races... I had... JokerGang, Alliance, Batman, Villains; but for some odd reason... it gave me an error or it would crash my server... I switch everything... even the weaps to those names... It was my one and only server to crash like that.
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« Reply #6 on: November 01, 2008, 05:23:09 PM »

I know about the spaces and such... When I switch the races... I had... JokerGang, Alliance, Batman, Villains; but for some odd reason... it gave me an error or it would crash my server... I switch everything... even the weaps to those names... It was my one and only server to crash like that.

Oh nono, wasn't basing your issue with what I was talking about Tongue It probably was something so tiny, and since the program doesn't just resume on error (skip whatevers erroring or at least tells you where, proprely) It's damn hard to find. Sometimes just redoing it solves it and you wonder what the heck is different because you are 'sure' you did the same thing.
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« Reply #7 on: November 02, 2008, 02:20:06 AM »

Oh... Yea... I had SFServer look over it... he couldn't find the error either...
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« Reply #8 on: November 02, 2008, 10:37:28 AM »

Yeah those bugs are hell annoying, no error checking at all. We need to also figure that out to have 'some' sort of smart error checking.
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« Reply #9 on: November 02, 2008, 07:04:58 PM »

There really should be a nice GUI app to assist in the modding of servers.

I know there was one that somewhat worked. But I remember it being kinda buggy.

That could also be on the list of things TODO for game play improvment.

more people being able to mod = more diverse servers.

more diverse servers = more players.
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« Reply #10 on: November 02, 2008, 11:27:45 PM »

Per hearsay, at one point SFServer was close to finishing a GUI for SF modding. But he never released it publicly...
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« Reply #11 on: November 03, 2008, 04:01:29 PM »

I may start development on an application to assist in mods.

I remember how much of a hassle it was to mod the severs(Unless we are deciding to change the file format in the near future).
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« Reply #12 on: November 04, 2008, 09:26:15 AM »

I think a good portion of the coding will be changed for player ships and items so far. Otherwise I'm not sure of the rest, but I do know everything will get a few extra things/removals, most likely.
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« Reply #13 on: November 04, 2008, 12:22:53 PM »

Well that's fine.

I started some work on a parser for the files last night.

I am using C# with WinForms for the UI and parsing. I am going to abstract away the parsing and output so
that if the file structure changes the actual changes to the Parser / UI will be minimal.


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« Reply #14 on: November 04, 2008, 04:59:24 PM »

Well that's fine.

I started some work on a parser for the files last night.

I am using C# with WinForms for the UI and parsing. I am going to abstract away the parsing and output so
that if the file structure changes the actual changes to the Parser / UI will be minimal.




So in English that means... You are fixing the game?
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