Importing Fleet-Ops ODF Commands to Stock STA2

Talk about anything related to old versions of Armada.
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posted on August 22nd, 2010, 2:44 pm
I'm wondering how it would be possible to import the ODF commands of fleet-ops to the stock STA2 system.  I thought about copying the FleetOpsHook.dll file and seeing what happens.  I'm wanting to do this for a mod I'm working on to make STA2 more balanced.  Right now, it's just a personal project.

Although, if it works, I would like permission to release the mod because of the fleet-ops ODF commands.
posted on August 22nd, 2010, 2:47 pm
I don't think so.  I'm pretty sure releasing those files would be against the rules anyway.

I am not sure that it would work if you just copyed the file anyway, I think it requires alot more than just that.
posted on August 22nd, 2010, 3:10 pm
yh it wont work its been tried and failed the closest thing you could do is import a2 into fo which i attempted a few patches ago but even so there are a few 'broken stuff' anyway
posted on August 22nd, 2010, 3:33 pm
The only file modifications I"m making are the following:
Mission file modifications
General config modifications
ODF modifications
Sprite modifications
Hot-key trigger modifications
Tool-tip modifications
Model enhancements

I'm wanting make it so that the Borg can have different vessel configuration just like in fleet-ops.  But that's just about it.  My goal is to keep the original gameplay of STA2.  I'm going to build new models for the Borg and scale down some of the models with animations so that the animations don't distort the appearance of the model.

The config modifications will only modify the RTS_CFG.h file.  By the way, how do you change the zoom level at which the camera starts leveling-out?

The Borg modifications I want to make is why I want to import some of the fleet-ops ODF commands into stock STA2.
posted on August 22nd, 2010, 3:54 pm
sadly still not possible until the devs work more on the pp
posted on August 22nd, 2010, 4:12 pm
How long is that going to take?
posted on August 22nd, 2010, 4:18 pm
as long as it takes (sorry couldnt help myself)
posted on August 22nd, 2010, 4:26 pm
TCR_500 wrote:How long is that going to take?

A very long time, if even possible - FO takes priority for the long haul right now :) . You'd be better off importing stuff into FO, not the other way around  :sweatdrop:
posted on August 22nd, 2010, 7:28 pm
I need it to be possible to import FO to A2.
posted on August 22nd, 2010, 8:25 pm
That won't ever be possible I'm afraid - too complex, and too time consuming. Better to learn Delphi and C++ so you can code some of the stuff yourself - might take less time too  :sweatdrop: .
posted on August 22nd, 2010, 8:46 pm
I have figured out how to transport Fleet Ops Ships and Stations into regular Star Trek Armada II. I have done this for the Dominion but the build buttons are the ones giving me the problems and since I haven't figured out those yet I haven't gotten to fully test the ships and stations in the game except for the ships and stations that actually replaced some from the Dominion Ultimate Mod. These replaced ships and stations are: dbase, dconst1 & dconst2, dfreight, dmining, and dresearc1. All those are now working fine after having to fix a weapons hard point error with the new Dominion Starbase.

I am as I said having trouble with the build buttons and am really finding it hard to actually create new ones by copying the picture using GIMP and then pasting it into Paint and saving it as a PNG file with the name saying .tga. It forms a TGA file but the file won't open and won't show up in game, its corrupt or something. Can anyone help me with this?

Also for some time now, the Trading Stations for all the races in the game have been crashing the game after they are built. In the map editor, I've found out the options to make the stations start a trade is missing and the same is the case for the cargo ships of all the races. I haven't done anything that would change that to any of the races. Can anyone offer a way to fix this?
posted on August 22nd, 2010, 9:14 pm
Delphi?

Well, I only need a few of the replace weapon commands and the module configuration commands for my mod to work.  Right now, I know little on C++.  And since my reformat, I don't have Visual C++ anymore.
posted on August 22nd, 2010, 10:22 pm
well the models and textures (inc build buttons) are easy to convert but the actual new coding can not be done
posted on August 22nd, 2010, 10:40 pm
The coding can be converted over.
posted on August 22nd, 2010, 10:42 pm
I'd imagine so, or FO wouldn't have the new code. Knowing how is the problem.
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