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, 10:59 pm
The problem isn't converting over the code - that's what FO is (well, actually, as we all know, that is also very difficult otherwise other "modders" would have done that  :whistling: ). The issue is making it backwards compatible with A2 which is extremely time consuming and frustrating.
posted on August 22nd, 2010, 11:07 pm
I suppose that asking for the ODF commands won't help.  For now, I'll just make the models necessary to build the vessels at the assembly matrix.  Although once modules can be built in stock A2, I'll make it so that the following vessels are built using modules:

Resource Assimilator
Probe
Sphere
Diamond
Multi-Kinetic Neutronic Mine (great for fighting Species-8472, not so great for assimilating)
Cube

By the way, my mod is not backwards compatible.  So many modifications to so many ODF files, sprites, and the addition of a new race makes it so that backwards compatibility is pointless.
posted on August 22nd, 2010, 11:31 pm
another reason that would cause error is that fo have added features such as extra resolutions (u'll need to modify the gui for it to work, the removed cinematic window so that would have to be removed, maps and the save function has been rewritten, folder directories for odfs and textures have been changed  and some other stuff it would just be eaier bringing over the stock a2 stuff including maps (althought stock a2 missions do not work in fo you'll have to remake them) by the time you have managed to get the fo odf commands to work it'll be fo again
posted on August 23rd, 2010, 12:02 am
Last edited by TChapman500 on August 23rd, 2010, 12:04 am, edited 1 time in total.
All I need are the replace weapon and module ODF commands.  Everything else related to fleet-ops is irrelevant.
posted on August 23rd, 2010, 12:38 am
Sorry, aspects of the Fleet Ops engine cant be ported. Thats like asking for Photoshop Features being ported to MS Word.
I would not count on any release of the patch project in the near future. I would recommend to make your mod Fleet Operations based, to get all FO features from current and future versions. You can find an active modding community here. We will release more modding related documentation and tools in the future.
posted on August 23rd, 2010, 12:39 am
:woot: Awesome !!!
posted on August 23rd, 2010, 3:22 am
By any chance, what do I have to do or use to edit the build button coding for converting ships and stations and some special weapons to regular Star Trek Armada II (as in a regular mod not really using Fleet Ops)? I've tried different things with the build buttons code and they don't show up. Pepperman at Armada Fleet Command is giving me ideas but they seem confusing or sound like they actually will not work at all.
posted on August 23rd, 2010, 6:34 am
fo build buttons have no special codings they should port over to a2 just fine just make sure the sprite settings are correct
posted on August 23rd, 2010, 7:35 am
I've been having some trouble with trying to figure out what code to use for the build buttons because of the fact that there are 32 to one TGA File and when trying to copy them to GIMP and cutting the ones I need, the TGA file after being created in Paint becomes corrupt and won't open. I was wondering if anyone can help me out with this?
posted on August 23rd, 2010, 8:26 am
they are standard TGAs and the sprite files follow the normal x,y,w,h notation, really nothing special
posted on August 23rd, 2010, 1:50 pm
The ODF commands can be ported.  It's just a matter of willingness.  Besides, the only thing I can say that I like about fleet-ops is that each vessel "class" can have different configurations.  And that nebula that hides ships but does not disable sensors.

In the stock STA2, you have map heights and warp capabilities that can work either for or against you.  You have gravitational bodies that interfere with warp and can have a drastic effect on the outcome of the game, and you have a limited number of crew, adding even more realism.  The only thing I don't like about stock A2 is that you don't have to rely at all on any of the support vessels and if you build only battleships, you'll most likely win if that fleet is taken to an enemy base.  Even if the enemy has his/her own fleet of battleships and even a couple dozen turrets.
posted on August 23rd, 2010, 1:57 pm
If getting the code into stock is that easy, put the fleet caps in their and show proof that it works. Or the code to rank-up.

Willingness doesn't cover for not knowing what you're doing.
posted on August 23rd, 2010, 3:08 pm
jetnova16 wrote:I've been having some trouble with trying to figure out what code to use for the build buttons because of the fact that there are 32 to one TGA File and when trying to copy them to GIMP and cutting the ones I need, the TGA file after being created in Paint becomes corrupt and won't open. I was wondering if anyone can help me out with this?


you should look in the texture section of the FO modding guide.  It might help with your problem.
posted on August 23rd, 2010, 3:54 pm
Last edited by Optec on August 23rd, 2010, 3:55 pm, edited 1 time in total.
TCR_500 wrote:The ODF commands can be ported.  It's just a matter of willingness.


Whee, you certaintly know more about Fleet Operations than me!
Lucky, you are only interessted in a very small part of the coding, so you will only have to reproduce a small part of Fleet Operations.

Happy modding :thumbsup:

//edit: The sensor/cloak nebula is Armada2 Stock, if you check the odfs you should be able to reproduce the effect
posted on August 23rd, 2010, 6:13 pm
I can manage just about everything in STA2 probably except the C++ programming.  I'm still working on that.  And that small detail about the mesh smoothing being in the wrong places once I export it to STA2.

Thanks for the tidbit about the nebula.  I was thinking of something similar.
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