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Re: Galactic Conquest

Posted: Sun Oct 05, 2008 4:58 pm
by woner11
I'm sorry, but I don't understand what you just said. :?

Re: Galactic Conquest

Posted: Sun Oct 05, 2008 5:44 pm
by [RDH]Zerted
Ok, I can add support for a few custom Galactic Conquests into the v1.3 patch. However, there are some conditions.
  • You will have to use the current galaxy. Meaning you can change how all the planets and stars are linked together, but you cannot add new planets (you can always remove some). Of course, the planet has nothing to do with the map that gets played. You can play any map off of any planet.
  • If someone takes the time to create a new galaxy map (current one is gal1.lvl), then I'll add in support for it.
  • Any maps that are part of the conquest must configure all their units through SetupTeams.
In terms of creating a custom Galactic Conquest, it isn't too hard. You will need:
  • A bunch of maps
  • A table linking all the maps together
  • Points values for winning/losing each map
  • Starting team configurations
  • Resources for your fleet icons?
  • Fill in a template lua that I will make with all the above information
  • Munge a custom .lvl to containing only the above lua template
A Campaign seems to just be a Galactic Conquest without the AI and the galaxy map. It is possible to support custom ones, but its not worth my time to do so (I'm going back to school in two months...)

Please don't waste my time. I wanted to be done with the v1.3 patch two weeks ago and I have other things that I planned on doing. If you're not committed to making custom Galactic Conquests, don't make me waste my time supporting it. If I support this, I will not have time for any other mods.

Re: Galactic Conquest

Posted: Mon Oct 06, 2008 7:35 pm
by woner11
I'm currently working on making a load of custom maps and have begun assembling a team. I've almost finished two of the planets single handedly. For the galaxy map is that just a still image? Can you change the localization of the planets? If there is anything else that I need to do just let me know. I completely understand in not wasting time. What I would reccommend though is just releasing the 1.3 patch as is. Then I'll announce this in time and it can become the galactic conquest patch. The only reason I would release it now is as you said you have many other projects to invest your time in. I'm all for that, so you can do that while I finish up with the maps and then I'll contact you on it. :yes:

Re: Galactic Conquest

Posted: Fri Oct 10, 2008 11:18 pm
by [RDH]Zerted
Adding support was easier then I had first throught, so I added it into the v1.3 patch (will be in next release). In theory its supports 11 custom Galatic Conquests, but I haven't tested it with 11 to see how well all the buttons display on the screen. More then just woner11 wanted it (some were even willing to kill other GT members :o ).

It does looks like you may be able to override a planet's name (in UpdatePlanetInfo() of ifs_freeform_main.lua). However, you will have to do some function trickery to do so (not hard to code, just hard for some people to think in that programming way).

There is one problem. You have to choose one of the 11 slots. I would recommend building your Galatic Conquest (I know you don't know how to do that yet) and munging it for all 11 slots, then letting the user pick which slot to use when installing it. You can make it so that your custom_gc_#.lvl just loads another lvl file which contains your real Galatic Conquest scripts. This way, each one of the 11 custom_gc_#.lvl files will only be a few KB and you won't have to worry about any size issues when including all 11 of them.
woner11 wrote:...For the galaxy map is that just a still image?...
No, it is a map. GameData\data\_lvl_pc\gal\gal1.lvl to be exact. I'd guess the galaxy is a sky background and all the planets/stars are some type of entity (I know for a fact they are entities). The lines are drawn by the scripts, so I think you can draw random lines on normal maps... You should be able to load the map's layers into another map and see what it looks like when trying to play it as a normal map. If it helps, the game uses ReadDataFile("gal\\gal1.lvl")

Re: Galactic Conquest

Posted: Sat Oct 11, 2008 9:55 am
by woner11
Sweet! Thanks so much, I'll test that out right now! :yes:

Re: Galactic Conquest

Posted: Sat Oct 11, 2008 11:45 pm
by [RDH]Zerted
Great, let me know what the map looks like when you attempt to walk around in it (post some pics?).

The UnOfficial v1.3 patch r102 supports the custom Galactic Conquests. It also includes some documentation on how to create them. You can download that revision of the patch now.

Re: Galactic Conquest

Posted: Sat Oct 11, 2008 11:53 pm
by woner11
Sweet I will! As for the map, you can't walk around in it because there are no cps or spawning areas. The basic map though has a black floor with stars textured on it, or whatever those tiny blue and orange lights are. Then above the floor is a mist that has a brighter texture in the middle. This mist is an object. Then the map also has some orbs for planets, but no lines connecting them from what I could see. I'll upload some screens tommorow. I do have one question though, is it possible to go up and down with free cam. If so, then I could probably get a better view of the map as it is hard to see through the semi-transparent fog object.

Re: Galactic Conquest

Posted: Sun Oct 12, 2008 12:26 am
by [RDH]Zerted
Its in the readme :music: (oops, I spelled it wrong)
Keys To Conrol FreeCam:
[Home] - Move camera up
[End] - Move camera down

[M] - Pause/Unpause the game
[Backspace] - Pause/Unpause the game
[+] - Speed up
[-] - Slow down
Oh, I thought you would have created a blank Conquest map, then added in the galaxy map.

Re: Galactic Conquest

Posted: Sun Oct 12, 2008 12:58 am
by woner11
Wow. I must have missed that in the readme because I know I read it. As for the blank conquest map, there's no real need. This method's faster.