Michelange Posted May 9, 2010 Posted May 9, 2010 (edited) Hy all, Concerning the futur Mod's for FC2.0 and DCS, it think that it will be important to have some common rules. The countries : The integration of new countries will cause the problem of the overlaying (Same ID for 2 different Mods). Example : - I know that Pink_Tigrou's Sweden has the ID=18 - In \BlackShark\data\images\Countries\flags-1.png you have all the flags : Sweden, will be at the end of this list - The corresponding line in \Scripts\Database\db_countries.lua to assign the flag is {0,510,64,30} that's Pink_Tigrou's Sweden. I think, if each new country has it's own ID, we will prevent futur problems. The skin's There is a problem of transparency In FC2 and BS if you change or move the ID's, for that all mod's should respect the given ID's of the skin's. If you add some skin's after the common one's don't use it on server missions. DCS KA-50 What will be the game play if add a new plane in FC2.0 and don't have the mod in DCS ? You have to think about this ! Are they other rules ? MA Edited May 9, 2010 by Michelange 1 EVAC : French fighter school on LockOn: Flaming Cliffs Moding tutorials at C6
VireVolte_tigrou Posted May 10, 2010 Posted May 10, 2010 Some interesting points. I'm agree we should define some common rules to allow many mods to work together in the future. It was often frustrating to not be able to make working many mods together in the past ! One first rule should define unique IDs and CLSID for new countries added in FC2. Then, flags-1.png file should be unique too with flag coordinates in db_countries file.
OldCrow Posted May 10, 2010 Posted May 10, 2010 Interesting points. How much is possible to add "new" to the sim? As in, is it possible to add new countries? Is it possible to add new planes? Is it possible to add new ground vehicles and buildings? By new I mean units that doesnt replace any existing stuff in the game, but added as new units [sIGPIC]http://www.virtualredarrows.com/member_sigs/vra2012_crow.png[/sIGPIC]
Bearitall Posted May 10, 2010 Posted May 10, 2010 Interesting points. How much is possible to add "new" to the sim? As in, is it possible to add new countries? Is it possible to add new planes? Is it possible to add new ground vehicles and buildings? By new I mean units that doesnt replace any existing stuff in the game, but added as new units All that is hard coded..don't think possible:thumbup: www.virtualtuskegeeairmen.com
VireVolte_tigrou Posted May 10, 2010 Posted May 10, 2010 (edited) Adding new countries is fully possible and works fine. For incoming Gripen Mod FC2, Sweden, Hungary and Czech Republic will be available as new entries. The only problem is they all speak Russian for audio exchanges... Adding new planes is possible as clones from existing ones. Actually, it doesn't work as new entries, but we're still working on it. ;) Edited May 10, 2010 by VireVolte_tigrou
zaelu Posted May 11, 2010 Posted May 11, 2010 What is important is to have a community modpack that is continuously updated... much like IL-2. For people actively involved in moding their game is easy to sort through many mods and conflicts of them but for casual player (aka most of the buyers) is a no go zone. People just look at the many mods and install only a few until they stuck into conflicts and reinstalls then they give up. Having many people that can easily access mods is good for moding guys too cause it brings many betatesters and things can progress faster. just my 2 cents. [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
Michelange Posted May 11, 2010 Author Posted May 11, 2010 What I'm trying to say is : Moders, please take care off several things. There are also some rules to test a Mod. - Install the MOD, créate a mission with the mod's and ask a non moded user to join your mission and verify together what you see. - Install the MOD, créate a mission without the mod's (sample use Ed's standart slots for a skin) and ask a non moded user to join your mission and verify together what you see. - Same for the Non Moded User, créate a mission (with the changed planes for example) and ask a moded user to join your mission and verify together what you see. I give you few examples : - A-10 SimMod for FC2.0 : Did you see, as me, that some weapons aren't attached on the pylons ? The Minox's Mod is solving this issue by correcting the coordinates. - The F4-E & Harrier by Mitch and Tomcat's : The skins don't have the same position as in ED's standart for the first once. That mean if you are using this mod on a server mission, there is a big chance that the F4-E is not visible for non Moded players. - And so on... To the moder's : try to respect as mutch as possible ED's spec's. If it is not possible the User must be warned. MA EVAC : French fighter school on LockOn: Flaming Cliffs Moding tutorials at C6
Michelange Posted May 16, 2010 Author Posted May 16, 2010 Feedback of the firts comparison between DCS 1.0.2 and FC 1.2.1 : - The directory Bazar is the same - The directory \Scripts\Database (a part Troops) is the same - The db_countries.lua is the same. What does this all mean ? It means that all new 3D models and skins are now compatible between the 2 sims. EVAC : French fighter school on LockOn: Flaming Cliffs Moding tutorials at C6
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