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Nexus
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Post subject: Single Player Posted: Sun Jul 26, 2009 8:21 pm |
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Joined: Mon Jan 07, 2008 5:56 pm Posts: 253
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Anyone got a tutorial for modding singleplayer? I expect its much the same as MP but id like to be certain before touching it and id like to fix MU's so it can be used again 
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Legion
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Post subject: Posted: Sun Jul 26, 2009 10:33 pm |
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Joined: Mon Jul 20, 2009 10:08 am Posts: 8
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There should be something on TSP, DB and in the old archives about this...
I can't remember who but someone made quite a nice tut about it somewhere... Let me see if I can dig it up! 
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Nexus
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Post subject: Posted: Mon Jul 27, 2009 2:38 pm |
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Joined: Mon Jan 07, 2008 5:56 pm Posts: 253
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Thanks Legion 
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FlyByU
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Post subject: Posted: Mon Jul 27, 2009 2:50 pm |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 566 Location: Indiana, U.S.A.
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Just remember SP modding you have to deal with the storyline if you plan on having the storyline in it. Depending on what you mod that is.
Make a liast of what you want to do and we will try and help you find the tutorial or help you mod that area.
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Nexus
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Post subject: Posted: Tue Jul 28, 2009 7:21 am |
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Joined: Mon Jan 07, 2008 5:56 pm Posts: 253
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Well i was thinking of changing the story line at some point, but for now i just want to repair the errors as i am being told about them. I have a player playing through it and reporting errors as he finds them.
At the moment i know there is a problem with baxter research station.
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Legion
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Post subject: Posted: Tue Jul 28, 2009 8:53 am |
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Joined: Mon Jul 20, 2009 10:08 am Posts: 8
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Ah... I thought you meant creating whole new storyline and not just correctiing errors/mistakes and make additions...
But in this case there's always the Quickfix patches made by Louva... They correct alot of things, BUT they are far from error free and those patches are "outdated" as they were made years ago and we have alot more knowledge about the game now...
So if Louva approves it maybe a new patch could be made using his as a template!?
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SWAT_OP-R8R
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Post subject: Posted: Tue Jul 28, 2009 9:24 am |
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to fix all errors of FL might take some time
sometimes I have the feeling that FL has more bugs than features
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Nexus
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Post subject: Posted: Tue Jul 28, 2009 9:49 am |
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Joined: Mon Jan 07, 2008 5:56 pm Posts: 253
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Well ive fixed literally a couple thousand errors in our mod so far and now have it to a crash free state so i figure a few more wont hurt lol
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Legion
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Post subject: Posted: Tue Jul 28, 2009 10:27 am |
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Joined: Mon Jul 20, 2009 10:08 am Posts: 8
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I second that OP...
The best way I've found to "correct" errors is to make total conversions... lol
But then... That requires a great bit of knowledge and help from others along with TIME to do it!
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DwnUndr
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Post subject: Posted: Tue Jul 28, 2009 5:00 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1067
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The UnderVerse has over vanilla 1700 fixes beyond Quickfix. And that doesn't count the tens of thousands of syntax corrections I have now completed for the next release or the removal of whitespace (also completed).
I understand that Argh's Toolkit was a massive project to 'fix' vanilla but it fixed too much and made vanilla users coming into the server crash because of incompatibilities. Simple solution, force them to use a mod!
Anyway, why build off of vanilla anymore? Been done to death. Too many boring, empty and irradiated systems. 
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Nexus
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Post subject: Posted: Tue Jul 28, 2009 5:47 pm |
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Joined: Mon Jan 07, 2008 5:56 pm Posts: 253
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Hey no empty systems on my mod, i like filling empty spaces with things that fit into the story
Just take a look at the top half of Tohoku for example, i modded the giants causeway there with a rock base called skellig and a custom made base known as Druids Rocks. Has a nice high profit cargo run going there "druid fluid" but its no easy task flying almost blind through a minefield complete with asteroids and of course radiation oh and not to forget scanner efficiency reduced 
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Legion
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Post subject: Posted: Tue Jul 28, 2009 6:36 pm |
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Joined: Mon Jul 20, 2009 10:08 am Posts: 8
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DwnUndr wrote: Anyway, why build off of vanilla anymore? Been done to death. Too many boring, empty and irradiated systems. 
Exactly why I stopped concentrating on vanilla and went for something I wanted to do in the first place... Make a TC based on two old games: Haegemonia: Legions of Iron and Haegemonia: The Solon Heritage!
Those two and FL are my favourite games of all times... So why not combine them!? Hehe...
Just google them if you don't know them... Better yet, buy them if you can find them!
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SWAT_OP-R8R
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Post subject: Posted: Wed Jul 29, 2009 3:30 am |
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Ive started working on a singleplayer storyline long time ago... but never finished it due to more important projects. The idea was to link the already story telling elements of my mod (quests) with a storyline that guides the play right through the game.
SP story editing is not that hard... but you always have to do the stuff step by step and dont leave the story path. In the end its just about logical causality. I hope that I find enough time to finish the story mode of my mod so I can release an update just for the singleplayers out there.
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FlyByU
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Post subject: Posted: Wed Jul 29, 2009 8:09 am |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 566 Location: Indiana, U.S.A.
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"druid fluid" that sounds familiar....
Could Nexus be a old Druid I know a while back???
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Nexus
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Post subject: Posted: Wed Jul 29, 2009 8:26 pm |
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Joined: Mon Jan 07, 2008 5:56 pm Posts: 253
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Nope but you do know me 
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