Team Color Definitions in RTS_CFG
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posted on January 17th, 2014, 2:38 pm
I'm having problems matching up the team colors from Stock A2 into Fleet Operations for the A2 Classic mod. I know that the commands are hardcoded. For the purposes of the STA2 Classic mod, can these definitions be placed in the RTS_CFG file so that the teamcolor.odf file can match the Stock A2 file exactly?
posted on January 17th, 2014, 2:59 pm
If you want to change teamcolors, the odf file called teamcolors might work. I don't think RTS_CFG does anything with them except make weapons colored.
posted on January 17th, 2014, 3:16 pm
You didn't listen. I know about the teamcolor.odf file as I mentioned it in my previous post. The accepted commands however are hardcoded into the game and I would like them moved to the RTS_CFG file.
posted on January 17th, 2014, 8:22 pm
Drop the attitude. He did "listen", you've just failed to communicate, yet again.
Why can't you just edit the file in the odf, to achieve the same effect? What commands? Why does it need to match the stock file exactly? Players will not be able to see the difference.
Why can't you just edit the file in the odf, to achieve the same effect? What commands? Why does it need to match the stock file exactly? Players will not be able to see the difference.
posted on January 17th, 2014, 8:56 pm
I believe in one of the 'latest' versions (possibly 3.2-series) we made the toggle invisible in the gameplay options menu in game. It would be easier on the modder side of things to have it as a configurable element in RTS_cfg.h, and we may get to that in the future.
posted on January 17th, 2014, 9:09 pm
I did not "fail to communicate." If anything, I simply left out certain details that were not necessary for the FO developers to fully understand the request.
In my original post, I said that "the commands are hardcoded." The commands I'm referring to are the ones found in the teamcolor.odf file. If there is a command in the teamcolor.odf file that is not found in the game's programming, then the game will not recognize the command. I'm asking for these commands to "be placed in the RTS_CFG file so that the teamcolor.odf file can match the Stock A2 file exactly."
If the game can be programmed to accept different teamcolor.odf commands from the RTS_CFG file, then it would be more compatible with the STA2 Classic mod.
Thanks for the reply Dominus. And I don't see anything in the FOData.ini that would indicate anything related to the accepted teamcolor.odf commands.
In my original post, I said that "the commands are hardcoded." The commands I'm referring to are the ones found in the teamcolor.odf file. If there is a command in the teamcolor.odf file that is not found in the game's programming, then the game will not recognize the command. I'm asking for these commands to "be placed in the RTS_CFG file so that the teamcolor.odf file can match the Stock A2 file exactly."
If the game can be programmed to accept different teamcolor.odf commands from the RTS_CFG file, then it would be more compatible with the STA2 Classic mod.
Thanks for the reply Dominus. And I don't see anything in the FOData.ini that would indicate anything related to the accepted teamcolor.odf commands.
posted on January 17th, 2014, 9:28 pm
Exactly which lines are requesting be changed? The mpcolorXX lines or the racename lines?
posted on January 17th, 2014, 10:32 pm
As usual, ignoring the questions you don't want to answer.
Why can't you just edit the file in the odf, to achieve the same effect?
Why does it need to match the stock file exactly? Players will not be able to see the difference.
If it can be done in such a way that the game works the same from the players' perspective, there is no point in changing the hardcoded aspects of the game just to suit you.
Why can't you just edit the file in the odf, to achieve the same effect?
Why does it need to match the stock file exactly? Players will not be able to see the difference.
If it can be done in such a way that the game works the same from the players' perspective, there is no point in changing the hardcoded aspects of the game just to suit you.
posted on January 18th, 2014, 12:56 am
If you had been listening, Atlantis, you would have your answers by now and I wouldn't have to repeat myself.
The problem is that it cannot currently be done that way. That's why the hardcoded aspects need to be changed. Also, the FO developers are trying to make their mod as backwards-compatible with stock A2 as possible.
Cabal, I'm requesting that the system that recognizes those commands (like the racename and mpcolorXX commands) be modified so that we can define the valid commands in the RTS_CFG.h file.
Atlantis wrote:If it can be done in such a way that the game works the same from the players' perspective, there is no point in changing the hardcoded aspects of the game just to suit you.
The problem is that it cannot currently be done that way. That's why the hardcoded aspects need to be changed. Also, the FO developers are trying to make their mod as backwards-compatible with stock A2 as possible.
Cabal, I'm requesting that the system that recognizes those commands (like the racename and mpcolorXX commands) be modified so that we can define the valid commands in the RTS_CFG.h file.
posted on January 18th, 2014, 9:54 am
EDIT: You know what, kid, I'm done trying to help. People here ask you for clarification and explanation, and all you give us is aggravation, repeating the same nonsensical trash every time you post. You do this EVERY TIME. Byebye.
posted on January 18th, 2014, 1:43 pm
Oh sure, call it nonsense when the developers know exactly what I'm asking for. I explained how the system works TWICE and you claim I didn't answer your questions. You should have been able to get your answers from what I posted you troll!
posted on January 18th, 2014, 2:46 pm
Hahahahaha. Wow, YOU calling someone a troll? That's rich. Arrogant as ever. Incapable of communication, both in input and output (especially input).
You did NOT answer my question at all. You explained that the commands are different in the FlOps teamcolor.odf than the stock teamcolor.odf. You did not explain WHY you need it to match the stock one. Go on, explain... Why? What difference does it make to the player? NONE. You are trying to fix something that is NOT BROKEN.
You did NOT answer my question at all. You explained that the commands are different in the FlOps teamcolor.odf than the stock teamcolor.odf. You did not explain WHY you need it to match the stock one. Go on, explain... Why? What difference does it make to the player? NONE. You are trying to fix something that is NOT BROKEN.
posted on January 18th, 2014, 3:50 pm
Just about the only oddity it throws up is when trying to use a stock mod with the STA2 Classic mod. All your team colours come out grey. But, a quick edit of the ODF solves this, and besides without tweaking a mod designed for A2 when trying to get it to work on the modified FleetOps engine, you have far greater problems than teamcolours (audio.odf can make everything sound weird, your sprites can make the game crash etc)
Altering the teamcolour.odf is a 5 second job.
Altering the teamcolour.odf is a 5 second job.
posted on January 18th, 2014, 9:38 pm
Atlantis wrote:What difference does it make to the player? NONE. You are trying to fix something that is NOT BROKEN.
Wrong! That is half the point of this thread. (I have come to realize that is the only point that is not answered by what I've already said, sorry.) As for your other questions, your failure to get the answers from what I've already said has convinced me fully that you are posting here to troll me. As I have posted the necessary information twice.
Squire James wrote:Just about the only oddity it throws up is when trying to use a stock mod with the STA2 Classic mod. All your team colours come out grey. But, a quick edit of the ODF solves this, and besides without tweaking a mod designed for A2 when trying to get it to work on the modified FleetOps engine, you have far greater problems than teamcolours (audio.odf can make everything sound weird, your sprites can make the game crash etc)
Altering the teamcolour.odf is a 5 second job.
If it were that simple, I would not have posted this thread. But the FO enhancements to the A2 engine means that there are compatibility issues with stock A2 mods that are imported into FO. And this one ODF file is no exception. The A2 Classic mod is the base mod for other mods that are imported into FO from stock A2.
posted on January 19th, 2014, 6:52 am
How about "it is that simple, i've done it in KA2 and it works with no problem?"
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