FO4 - Sortta

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posted on October 22nd, 2021, 5:14 pm
Yes, I'd also like to know if you have the mod available to download?

Would any of those who have it already be able to help?

Maybe send what you have to Blade so that he can continue if he doesn't have a stable version anymore?
posted on December 8th, 2021, 11:08 am
https://1drv.ms/u/s!AqLrjdyb-32-lIhnhqz ... g?e=73u04x

most stable version of fo4 i can find

NOTE: if on win11 you may need to switch to win8 compatability to run it
posted on December 9th, 2021, 11:37 am
Great! This has not been lost to history!
posted on December 9th, 2021, 2:20 pm
i have no clue how stable or functional it is
posted on December 27th, 2021, 11:09 pm
I've actually got this working on Win 11 for the most part. I used the existing 3.2.7 installer, which could use an update to use the GOG install, not the CD. I was able to copy the FO4 files over top of an existing 3.2.7 install. I would be happy to help do an update to 3.x or the 4.x branch to work with Win 11 better.
posted on January 5th, 2022, 3:53 am
Blade wrote:https://1drv.ms/u/s!AqLrjdyb-32-lIhnhqzP2K5qEEmxJg?e=73u04x

most stable version of fo4 i can find

NOTE: if on win11 you may need to switch to win8 compatability to run it

Looks like tech1.xml is broken in this version with a " missing. Fixed version attached.

Attachments

tech1.zip
(39.16 KiB) Downloaded 265 times
posted on February 7th, 2022, 12:37 pm
oops thanks @cabal for fixing

@LogicMage3 feel free to update as you desire ive lost intrest in modding keep trying to get back into it as i have ideas but its too tedious
posted on March 2nd, 2022, 2:55 pm
I also found some bugs/issues, for those interested

- trigger_blocking_sml.odf has minasteroids = 0.25 maxasteroids = 0.25, this causes lots of crashes in the map editor on maps with small blocking triggers and in games on those maps there will be crashes when using the end mission or exit to windows buttons, setting both these values to 1 solves the problem

- the new background music system (in menus and such) breaks the playMusic function of Megadroid's Mission Mod, playSound still works, but with playMusic the game crashes

- the modding guide on the fleet ops site doesn't correctly state that you have to set
int SHIELD_EFFECT_RESCALE = 1; in RTS.cfg to get normal shield scaling back (P.S. you should set int SHIELD_EFFECT_DAMAGE_COLORED = 0; in RTS.cfg to get rid of the colored shields)

- it seems like shield upgrades with upgradelevel = 2 don't work anymore, upgradelevel = 3 still works but that leaves effectively only one useful upgrade level, I'm guessing this is related to how shields from units that were placed with the map editor now do correctly load, unlike in Fleet Ops 3.2.7
posted on March 6th, 2022, 12:06 pm
Would mods with 3.2.7 work with 4.0? I'm especially concerned about the techtrees and commands FO4 disabled. The original 3.2.7 version seems to be completely broken and unrecoverable since the last Windows update on Win11, but patching it to 4.0 seems to save the day.
posted on March 6th, 2022, 12:25 pm
Last edited by JanB on April 14th, 2022, 6:46 pm, edited 4 times in total.
k_merse wrote:Would mods with 3.2.7 work with 4.0? I'm especially concerned about the techtrees and commands FO4 disabled. The original 3.2.7 version seems to be completely broken and unrecoverable since the last Windows update on Win11, but patching it to 4.0 seems to save the day.


I think it mostly works, except for that blocking trigger bug. Although, mods with new units or otherwise changes to the techtree will have to get new xml techtrees. There's a techtree converter in the dev folder of 4.0, but cap lists (for example for warp-in units and special stations) will have to be manually added as requirements to xml tech trees. You also have to set those shield variables in RTS_CFG.h or shields will look like shit.

EDIT: the first shield upgrade (level 2) also doesn't work in 4.0, but the second upgrade (level 3) does. I haven't found a way around that as the game crashes when you use upgradelevels other than 2 or 3. Weapon upgrades do work fine, it's a bug that's really specific to the shield system.
posted on March 6th, 2022, 4:33 pm
Thanks, that helped... somewhat. My techtree is still full of anomalies though.

But I have a few question:

1) How do you define in the techtree to handle two requirements as AND or OR?
<requirement>
<object1>
<object2>
</requirement>
<requirement>
<object3>
<object4>
</requirement>
If I'm right, here you either need object 1 and 2, or 3 and 4 to be able to produce the ship. Is this correct?

The other thing that I can't figure out is how to hide buildbuttons? The builditemXavailabilty command doesn't seem to do anything any more.

And it seems that if an Avatar pops up any time other than the game start, you can't click on it, or to anyone else. You're stuck. is there a way to fix this?
posted on March 6th, 2022, 4:38 pm
The documentation in the modding guide isn't entirely correct, what worked for me to get OR statements to work in the xml techtrees was something like this:

Code: Select all
   <object ODF="buydilithium.odf">
      <requirement logicGroups="1">
         <obj>card_effectsS.odf</obj>
      </requirement>
      <requirement logicGroups="2">
         <obj>dom_effectsS.odf</obj>
      </requirement>
      <requirement logicGroups="3">
         <obj>fed_effectsS.odf</obj>
      </requirement>
      <requirement logicGroups="4">
         <obj>kli_effectsS.odf</obj>
      </requirement>
      <requirement logicGroups="5">
         <obj>rom_effectsS.odf</obj>
      </requirement>
   </object>


Here the "buy dilithium" button in my mod is available to all races, except the Borg.

Build buttons seem to disappear automatically for me, basically just delete the entire reference to the object from the techtree and there won't be a button ingame. And yeah, the xml techtrees do override some settings in odf files. Xml techtrees also appear to be tab/space sensitive. Don't forget that objects that don't have any requirements should be called with an / at the end, so for example, if I removed all the requirements from the buy dilithium button it would be:

Code: Select all
<object ODF="buydilithium.odf"/>


I don't know about avatars. My mod doesn't use avatars, except for in some single player missions (you get to choose as which race you want to play the mission), where they're only shown at the start, and that seems to work fine.

Btw, one thing that's really nice about 4.0 is that you can set the default autonomy levels in RTS_CFG.h, for example

Code: Select all
int CRAFT_DEFAULT_MOVEMENT_AUTONOMY = 0;
int CRAFT_DEFAULT_SPECIALWEAPON_AUTONOMY = 2;
posted on March 7th, 2022, 7:48 pm
Thanks for the info.

I noticed that FO4.0 removed the ODF command "buildableByOwnerRaceOnly". What is the hew default? Buildable by everyone, or only the owner race?
posted on March 7th, 2022, 7:53 pm
k_merse wrote:Thanks for the info.

I noticed that FO4.0 removed the ODF command "buildableByOwnerRaceOnly". What is the hew default? Buildable by everyone, or only the owner race?


It seems to be buildable by everyone. Though if something is not present in an xml techtree it won't show up in the game.
posted on March 8th, 2022, 1:23 pm
k_merse wrote:Thanks for the info.

I noticed that FO4.0 removed the ODF command "buildableByOwnerRaceOnly". What is the hew default? Buildable by everyone, or only the owner race?

back to default a2 so as long as you have the tech researched you can build it. the race dependancy is now done via xml techtrees
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