More about extended mod support

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posted on May 13th, 2011, 7:51 pm
Last edited by Shril on May 13th, 2011, 9:51 pm, edited 5 times in total.
I'd like to give some more technical background info to people interested in modding about the upcoming extended modification support that we'll include with Fleet Operations (as if it wasn't enough to read the last time).

Click here to read this article!
posted on May 13th, 2011, 8:15 pm
Oh, that's soooo awesome :D  :thumbsup:
posted on May 13th, 2011, 8:45 pm
Really nice.
posted on May 13th, 2011, 8:48 pm
Very innovative. And nothing short of brilliant, as always. =)
posted on May 13th, 2011, 9:07 pm
Is there anything you guys can't do?  I mean, how is that sentient female android coming along? :blush:
posted on May 13th, 2011, 9:24 pm
Wouldn't it be moar elegant to have a path name for the include? Like, ../rts_cfg.h? Or is that not possible? Anyway, definitely looks delicious. Great work, guys! :thumbsup:

Mal wrote:Is there anything you guys can't do?  I mean, how is that sentient female android coming along? :blush:


Nah. She has too many polys, even for FO.
posted on May 13th, 2011, 9:34 pm
Interesting.
posted on May 13th, 2011, 9:51 pm
Terra_Inc wrote:Wouldn't it be moar elegant to have a path name for the include? Like, ../rts_cfg.h? Or is that not possible?

you wouldn't be able to reference to odfs that are stored within the new archive format with only relative pathes. should be quite convenient without this requirement.
posted on May 13th, 2011, 10:06 pm
awesome, i mean i dont understand much of it :blush: , but having a2 inside fleetops would be easier than having a separate install.
posted on May 13th, 2011, 10:29 pm
You will make a lot of people happy with this Doca. :woot: :woot:  Thanks for all your hard work!!
posted on May 14th, 2011, 12:31 am
This is fantastic news, means that modders will only need one install of Fleet Ops if I am following you correctly and can have their mods in sub-folders in a mod directory which is in the data folder of the stock FO install.

This is something that stock A2 should have had to begin with. A huge thanks from one of the new FO modders.  :thumbsup:
posted on May 14th, 2011, 2:18 am
I think I'll delay my Tereanan Empire, Stock A2 Import, and Buildable Warp-Ins mods until this is released.
posted on May 14th, 2011, 3:14 am
TChapman500 wrote:I think I'll delay my Tereanan Empire, Stock A2 Import, and Buildable Warp-Ins mods until this is released.


I certainly won't be doing much code work either till this is released, that way I can build them from the ground up using this which would make it easier for me.

But certainly this is a great new feature, something all games should have included from the beginning.
posted on May 14th, 2011, 3:37 am
The way that its set up reminds me of OOP it really is the way that all mods should be implemented.
posted on May 14th, 2011, 6:32 am
nice and makes sence lol. also id like to say sweet menu lol. anyway how will the game know which mods are the parent mods, which are the sub mods and which are sub sub mods?
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