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Creating a new era or mode....
Posted: Sat Dec 08, 2007 1:59 pm
by [SBF]ATATFIGHTR
Hey, I need to know....
Is it possible to create a new era alond with GCW and CW?
How do you create a custom mode for a map?
Re: Creating a new era or mode....
Posted: Sat Dec 08, 2007 3:13 pm
by authraw
I don't know if you can create new eras, but check the ZeroEditor_GameModes.doc (in BF2_Modtools/documentation) for a tutorial on how to add new game modes.
Re: Creating a new era or mode....
Posted: Mon Dec 10, 2007 1:17 pm
by [RDH]Zerted
You can create a new era if you want to mess around with the shell code. Bf1 pack's shell has a bunch of new game modes. If you want to use one of those, just add the mode to your map like you would a regular mode.
Re: Creating a new era or mode....
Posted: Mon Dec 10, 2007 3:48 pm
by MandeRek
[RDH]Zerted wrote:You can create a new era if you want to mess around with the shell code. Bf1 pack's shell has a bunch of new game modes. If you want to use one of those, just add the mode to your map like you would a regular mode.
Just add the mode? Are the assets of them?
Re: Creating a new era or mode....
Posted: Mon Dec 10, 2007 9:48 pm
by authraw
[RDH]Zerted wrote:You can create a new era if you want to mess around with the shell code.
So, wait, you
can create new eras? Can that be shipped with a map, or would you have to replace some game files to do that?
Why has nobody implemented a KOTOR era yet?
Re: Creating a new era or mode....
Posted: Mon Dec 10, 2007 10:08 pm
by Teancum
Yeah, look in /shell/scripts. Everything you need to create a new era is in there. Zerted and I worked on it for awhile, but in the end we (or at least I) didn't think it was worth the research.
Re: Creating a new era or mode....
Posted: Mon Dec 10, 2007 10:35 pm
by authraw
Say, it wouldn't be so easy as just modifying this function from ifs_missionselect.lua, would it?
Code: Select all
-- Helper function. For a destination item (previously created w/
-- CreateItem), fills it in with data, which may be nil (==blank it)
function MissionSelectListboxR_PopulateItem(Dest,Data)
if(Data) then
local DisplayUStr,iSource = missionlist_GetLocalizedMapName(Data.Map)
IFText_fnSetUString(Dest.map,DisplayUStr)
-- set the icon texture
if (Data.SideChar == "g") then
IFImage_fnSetTexture(Dest.icon1,"imp_icon")
IFImage_fnSetTexture(Dest.icon2,"all_icon")
IFObj_fnSetVis(Dest.icon1,1)
IFObj_fnSetVis(Dest.icon2,1)
elseif (Data.SideChar == "c") then
IFImage_fnSetTexture(Dest.icon1,"rep_icon")
IFImage_fnSetTexture(Dest.icon2,"cis_icon")
IFObj_fnSetVis(Dest.icon1,1)
IFObj_fnSetVis(Dest.icon2,1)
elseif (Data.SideChar == "k") then --I, authraw, added this section
IFImage_fnSetTexture(Dest.icon1,"oldrep_icon")
IFImage_fnSetTexture(Dest.icon2,"sith_icon")
IFObj_fnSetVis(Dest.icon1,1)
IFObj_fnSetVis(Dest.icon2,1)
else
IFObj_fnSetVis(Dest.icon1,nil)
IFObj_fnSetVis(Dest.icon2,nil)
end
end
-- Turn on/off depending on whether data's there or not
IFObj_fnSetVis(Dest,Data)
end
There has to be more to it than that, right?
EDIT: Oh, wait--it looks like missionlist.lua is going to need extensive editing, too.

I'll have to look at it more some other time.
Re: Creating a new era or mode....
Posted: Tue Dec 11, 2007 11:15 am
by MandeRek
You also have to load the new modes, like ABCa_con (where a stands for authraw era)
OffTopic; if you get this working there might be a new era called after you

Re: Creating a new era or mode....
Posted: Tue Dec 11, 2007 2:18 pm
by [RDH]Zerted
You have to change the era check in a lot more places than that. Everywhere something is done with an era, the check is hard coded to 'c' or 'g'. I don't have close to enough time to go through and replace all those checks. I haven't even gotten the next FakeConsole out yet, and I've been on/off that for the past half a year.
If you are going to spend the time to add another era, you might as well make another Lua with the functions to do the check. Point all the game's era checks to that Lua. Make the functions in that Lua generalized. Doing this would allow you to use any era (any single character). Theres no point in just hard coding in one more era when you can dynamically do them all.
You can always create a new mode/era and load that map through the command line or admin commands, but if you want it displayed in the map selection menu you have to edit the shell.
Re: Creating a new era or mode....
Posted: Tue Dec 11, 2007 9:46 pm
by authraw
If I were to make a bunch of modifications to the shell, could I include that in my map's folder? It sounds like I would have to replace game files...
If I replaced game files, a modification to the shell would end up being incompatible with the Conversion Pack, wouldn't it?
Re: Creating a new era or mode....
Posted: Wed Dec 12, 2007 12:20 pm
by MandeRek
Yes i think it would... Note that I'm only M'Rek and that i was not involved in the Convo Pack (why god isn't my name on that credits list?)
Re: Creating a new era or mode....
Posted: Wed Dec 12, 2007 12:30 pm
by DarthD.U.C.K.
the convo pack will still work, if you edit the convopacks lvls