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How to add a new era ?

Posted: Fri Dec 02, 2016 12:22 pm
by CT108
Hi GT,

I know, there is this topic, but I don't know why I can't open it : http://www.gametoast.com/viewtopic.php? ... 96#p287596

I want to add a new era for my map but I don't know how to. How can I add a new era please ?

Thanks for the help !

Re: How to add a new era ?

Posted: Fri Dec 02, 2016 4:30 pm
by commanderawesome
CT108 wrote:I know, there is this topic, but I don't know why I can't open it : http://www.gametoast.com/viewtopic.php? ... 96#p287596
What exactly is your problem with it?

Re: How to add a new era ?

Posted: Fri Dec 02, 2016 5:05 pm
by CT108
commanderawesome wrote: What exactly is your problem with it?
Goolgle says me this :

This site is inaccessible

Www.gametoast.com took too long to answer.
Do a Google search on gametoast viewtopic.
ERR_CONNECTION_TIMED_OUT

Re: How to add a new era ?

Posted: Fri Dec 02, 2016 7:04 pm
by commanderawesome
CT108 wrote:
commanderawesome wrote: What exactly is your problem with it?
Goolgle says me this :

This site is inaccessible

http://Www.gametoast.com took too long to answer.
Do a Google search on gametoast viewtopic.
ERR_CONNECTION_TIMED_OUT
Are you using a proxy to access this site?

Re: How to add a new era ?

Posted: Fri Dec 02, 2016 8:36 pm
by SkinnyODST
Ok CT. I`ve copied all the text from it and pasted it below.
Hidden/Spoiler:
How To Make A 'Pseudo' Side Mod (aka Era mod or mode mod)

First, just clearing a few things:

What a Pseudo Side Mod does:
+Adds an era or mode (or both) to shipped maps. For example, I made sides for an era supported by 1.3 patch, x (extended civil war), and added it to all the shipped maps. It uses my custom units rather than normal units. Another exsample of a PSM is BFX (I think).

Advantages over normal side mod:
+Online compatible.
+Greater control over what units/heroes are loaded into each map.
+Can add extra modes (eg hunt on Death Star). You can use ]v['s +123 source files for this.

Disadvantages:
+Takes more time.

First things first:
Create some custom sides (not 100% necessary, but you should do it).
Create a map that will be both your test map (if you haven't got one already) and your way of loading yor era/modes to stock maps.


Anyway, once you've done the above two things, it's time to add your era/mod to stock maps. Here's what to do:

1) Download Zerted's 1.3 patch r117. Lite version will do. Get it at SWBF Files. (If you haven't got it already).
2) Copy the scripts of the maps you want a mod for to your map's script's folder (where things like your map's conquest script and so on are). Eg copy myg1c_con to your maps folder.
3) Modify those scripts. So if, say, you have a custom republic side you'd like to load, replace the section that loads troops and the section that sets up the troops for teams. Here's an example of how I did it for XCW mygeeto:

Replaced this (loads the units gcw mygeeto conquest uses):
Hidden/Spoiler: Show
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_hero_luke_jedi",
"all_inf_wookiee",
"all_hover_combatspeeder")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_officer",
"imp_inf_sniper",
"imp_inf_engineer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
"imp_walk_atst")

With this (loads my units from my map's side folder):
Hidden/Spoiler: Show
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_hover_combatspeeder",
"all_inf_engineer_snow",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_inf_infiltrator_snow",
"all_inf_assassin",
"all_inf_captain_snow")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hover_fightertank",
"imp_inf_rifleman_snow",
"imp_inf_officer",
"imp_inf_engineer_snow",
"imp_inf_dark_trooper",
"imp_inf_shock",
"imp_inf_medic",
"imp_inf_rocketeer_snow",
"imp_inf_sniper_snow" )

And replaced this (sets up units):
Hidden/Spoiler: Show
SetupTeams{

all={
team = ALL,
units = 32,
reinforcements = 150,
soldier = {"all_inf_rifleman",9, 25},
assault = {"all_inf_rocketeer",1, 4},
engineer = {"all_inf_engineer",1, 4},
sniper = {"all_inf_sniper",1, 4},
officer = {"all_inf_officer",1, 4},
special = {"all_inf_wookiee",1, 4},


},

imp={
team = IMP,
units = 32,
reinforcements = 150,
soldier = {"imp_inf_rifleman", 9, 25},
assault = {"imp_inf_rocketeer", 1, 4},
engineer = {"imp_inf_engineer", 1, 4},
sniper = {"imp_inf_sniper", 1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},
}
}


-- Hero Setup --

SetHeroClass(IMP, "imp_hero_bobafett")
SetHeroClass(ALL, "all_hero_luke_jedi")
With this (sets up my units):
Hidden/Spoiler: Show
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman_snow",9, 25},
assault = { "all_inf_rocketeer_snow",1,4},
engineer = { "all_inf_engineer_snow",1,4},
sniper = { "all_inf_sniper_snow",1,4},
officer = { "all_inf_officer_snow",1,4},
special = { "all_inf_captain_snow",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman_snow",9, 25},
assault = { "imp_inf_rocketeer_snow",1,4},
engineer = { "imp_inf_engineer_snow",1,4},
sniper = { "imp_inf_sniper_snow",1,4},
officer = { "imp_inf_medic",1,4},
special = { "imp_inf_officer",1,4},
}
}

AddUnitClass(IMP, "imp_inf_shock",1,4)
AddUnitClass(IMP, "imp_inf_dark_trooper",1,4)
AddUnitClass(ALL, "all_inf_wookiee_snow",1,4)
AddUnitClass(ALL, "all_inf_assassin",1,4)

-- Hero Setup --

SetHeroClass(IMP, "imp_hero_darthvader")
SetHeroClass(ALL, "all_inf_infiltrator_snow")

For this kind of thing where you just edit the units/vehicles (rather than things like CPs) then that's all you gotta do. But, do get it to actually show up you'll need to do the following.

Now, time to make that custom script you made actually playable!

6) Go to your 'mission'.req file (in the 'common' folder in your map) and edit the script files it says. It should have something along the lines of 'XXXc_con', 'XXXg_con' (where XXX is your maps three letter id). Add the name of the script you modified. So if you added era 'a' to mygeeto conquest, add 'myg1a_con' to your mission req.
7) You'll need to add a req file for that mode to your data_XXX/Common/mission folder. This contains the req files for all stock scripts. Say we added a script called 'myg1a_con.' Copy the 'myg1g_con', rename it 'myg1a_con', open it, change the line 'myg1g_con' to 'myg1a_con'.
8) Change your addme lua. RED51 explains how to do it in this link - http://www.gametoast.com/viewtopic.php? ... 94#p281994
9) Repeat steps 5, 6 and 7 for any scripts you have.
10) Munge and play.

If it worked, you should see your new era as selectable on the instant action screen.


I'll add a bit on how to edit the name of the era/mode you use ,and some screens soon....

Re: How to add a new era ?

Posted: Sat Dec 03, 2016 2:55 am
by CT108
commanderawesome wrote: Are you using a proxy to access this site?
I'm actually using Hola because I can't open Gametoast without this.


EDIT
SkinnyODST wrote:Ok CT. I`ve copied all the text from it and pasted it below.
Hidden/Spoiler:
How To Make A 'Pseudo' Side Mod (aka Era mod or mode mod)

First, just clearing a few things:

What a Pseudo Side Mod does:
+Adds an era or mode (or both) to shipped maps. For example, I made sides for an era supported by 1.3 patch, x (extended civil war), and added it to all the shipped maps. It uses my custom units rather than normal units. Another exsample of a PSM is BFX (I think).

Advantages over normal side mod:
+Online compatible.
+Greater control over what units/heroes are loaded into each map.
+Can add extra modes (eg hunt on Death Star). You can use ]v['s +123 source files for this.

Disadvantages:
+Takes more time.

First things first:
Create some custom sides (not 100% necessary, but you should do it).
Create a map that will be both your test map (if you haven't got one already) and your way of loading yor era/modes to stock maps.


Anyway, once you've done the above two things, it's time to add your era/mod to stock maps. Here's what to do:

1) Download Zerted's 1.3 patch r117. Lite version will do. Get it at SWBF Files. (If you haven't got it already).
2) Copy the scripts of the maps you want a mod for to your map's script's folder (where things like your map's conquest script and so on are). Eg copy myg1c_con to your maps folder.
3) Modify those scripts. So if, say, you have a custom republic side you'd like to load, replace the section that loads troops and the section that sets up the troops for teams. Here's an example of how I did it for XCW mygeeto:

Replaced this (loads the units gcw mygeeto conquest uses):
Hidden/Spoiler: Show
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_hero_luke_jedi",
"all_inf_wookiee",
"all_hover_combatspeeder")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_officer",
"imp_inf_sniper",
"imp_inf_engineer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
"imp_walk_atst")

With this (loads my units from my map's side folder):
Hidden/Spoiler: Show
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_hover_combatspeeder",
"all_inf_engineer_snow",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_inf_infiltrator_snow",
"all_inf_assassin",
"all_inf_captain_snow")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hover_fightertank",
"imp_inf_rifleman_snow",
"imp_inf_officer",
"imp_inf_engineer_snow",
"imp_inf_dark_trooper",
"imp_inf_shock",
"imp_inf_medic",
"imp_inf_rocketeer_snow",
"imp_inf_sniper_snow" )

And replaced this (sets up units):
Hidden/Spoiler: Show
SetupTeams{

all={
team = ALL,
units = 32,
reinforcements = 150,
soldier = {"all_inf_rifleman",9, 25},
assault = {"all_inf_rocketeer",1, 4},
engineer = {"all_inf_engineer",1, 4},
sniper = {"all_inf_sniper",1, 4},
officer = {"all_inf_officer",1, 4},
special = {"all_inf_wookiee",1, 4},


},

imp={
team = IMP,
units = 32,
reinforcements = 150,
soldier = {"imp_inf_rifleman", 9, 25},
assault = {"imp_inf_rocketeer", 1, 4},
engineer = {"imp_inf_engineer", 1, 4},
sniper = {"imp_inf_sniper", 1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},
}
}


-- Hero Setup --

SetHeroClass(IMP, "imp_hero_bobafett")
SetHeroClass(ALL, "all_hero_luke_jedi")
With this (sets up my units):
Hidden/Spoiler: Show
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman_snow",9, 25},
assault = { "all_inf_rocketeer_snow",1,4},
engineer = { "all_inf_engineer_snow",1,4},
sniper = { "all_inf_sniper_snow",1,4},
officer = { "all_inf_officer_snow",1,4},
special = { "all_inf_captain_snow",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman_snow",9, 25},
assault = { "imp_inf_rocketeer_snow",1,4},
engineer = { "imp_inf_engineer_snow",1,4},
sniper = { "imp_inf_sniper_snow",1,4},
officer = { "imp_inf_medic",1,4},
special = { "imp_inf_officer",1,4},
}
}

AddUnitClass(IMP, "imp_inf_shock",1,4)
AddUnitClass(IMP, "imp_inf_dark_trooper",1,4)
AddUnitClass(ALL, "all_inf_wookiee_snow",1,4)
AddUnitClass(ALL, "all_inf_assassin",1,4)

-- Hero Setup --

SetHeroClass(IMP, "imp_hero_darthvader")
SetHeroClass(ALL, "all_inf_infiltrator_snow")

For this kind of thing where you just edit the units/vehicles (rather than things like CPs) then that's all you gotta do. But, do get it to actually show up you'll need to do the following.

Now, time to make that custom script you made actually playable!

6) Go to your 'mission'.req file (in the 'common' folder in your map) and edit the script files it says. It should have something along the lines of 'XXXc_con', 'XXXg_con' (where XXX is your maps three letter id). Add the name of the script you modified. So if you added era 'a' to mygeeto conquest, add 'myg1a_con' to your mission req.
7) You'll need to add a req file for that mode to your data_XXX/Common/mission folder. This contains the req files for all stock scripts. Say we added a script called 'myg1a_con.' Copy the 'myg1g_con', rename it 'myg1a_con', open it, change the line 'myg1g_con' to 'myg1a_con'.
8) Change your addme lua. RED51 explains how to do it in this link - http://www.gametoast.com/viewtopic.php? ... 94#p281994
9) Repeat steps 5, 6 and 7 for any scripts you have.
10) Munge and play.

If it worked, you should see your new era as selectable on the instant action screen.


I'll add a bit on how to edit the name of the era/mode you use ,and some screens soon....
Thank you !