StA2_Classic Mod: Different Questions & Modeling Mods After

Talk about anything related to old versions of Armada.
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posted on February 11th, 2013, 4:02 pm
Ok, I'll start with my first question since its easier.

(1) I gave one of my friends at church (Nick) a FleetOps install and an extra disc I had because he wanted to download and install the game, so this copy of FleetOps contained everything that my install has, including the Mods Directory with STA2_Classic included since he also likes the Original Armada II game and campaigns. (NOTE: This is before I added KA2 and fixed it up so it wouldn't need the "Cutdown" mod/file) Well, he says the STA2_Classic Mod crashes when he tries playing it with the: "Increase Swap File Size" error. Well here's the catch, his STA2_Classic is exactly the same as mine and I played the first mission of the Federation Campaign from 2:00AM until 3:30AM today without any problems. So my question is: "Why is he getting the "Increase Swap File Size" error and I'm not?
Is it possible for this to occur if you try to launch STA2_Classic through the game launcher in its mod file within the Mods Directory instead of through FleetOps directly?

(2) After playing the first Federation Campaign Mission in the STA2_Classic Mod, I found out I couldn't save the game after it automatically went to the Federation's Second Campaign Mission. I also noticed that parts were missing from the window that you can use to pause the game, change settings, where you should be able to Save the game, return to the game if your using that screen to pause it and also where you can exit to Windows.
I was wondering: Why are there options missing (like the option to save) well others are not?
How can I bring back these missing options?

(3) Well playing the STA2_Classic Mod, I also noticed that Warp is still there and I like that, but I was wondering how did the annoying "stretching thing" for when ships go to warp, it that because of FleetOps or will it work in regular versions of the game?

Ok, those are all the questions I have for the "Stock" STA2_Classic Mod. The following sets of questions are for adding other mods to the FleetOps Mods Directory.

As I have said in some other threads, I want to have two versions for my Star Trek Armada II Generational Mod. One version sticks with the original STA2 game and only uses the Patch Project 1.2.5 Patch, well the other is to add it to the FleetOps Mods Directory to utilize the FleetOps effects and additional coding. (More on that later.)

(1) Originally, I wanted to just copy and paste my entire STA2_Generational Mod from its separate location on my hard drive and paste it directly into my FleetOps Mods Directory but no one has answered my questions on what to remove from the Main Directory for the STA2_Generational Mod since it already utilizes the Patch Project 1.2.5 Patch and I really am looking for an answer to that question first but no one has answered that question yet. :(

(2) After I was done playing the first Federation Campaign Mission to try and figure out why my friend (Nick) was getting the fatal "Increase Swap File Size" error, and of course I didn't which tells me like I told him, the STA2_Classic Mod is supposed to work just fine. So after the first mission, I made a copy of the STA2_Classic Mods entire directory and renamed it: "STA2_Generational" and I edited the "info.ini" file to fit my mod.this is because I have a secondary idea to add my STA2_Generational Mod to FleetOps that involves the following steps (some are already done):
1. Copy, Paste & Rename STA2_Classic Mod Directory into FleetOps Mods Directory
2. Edit info.ini file for STA2_Generational
3. Delete the following folders and files (reasons included) from the copied and renamed STA2_Classic Mod: AI, animations, bitmaps, bzn, misc, missions (have extra missions), objectives (same reason), the entire ODF directory, the entire SOD directory, the entire Sounds directory, entire Sprites directory, entire techtree directory, and the entire Textures directory.
Along with these "main STA2_Classic directory" files: ART_CFG, Credits, Dynamic_Localized_Strings, Events, game_cfg, Input, label (mine is has extensive edits to it, might need to add more to it as well for new missions to show up), License (seems I updated part of it), mshell, Network_CFG, RTS_CFG, & splash
4. Copy from STA2_Generational the above mentioned files and "STA2.isu" and the "Universe Map Editor" and paste everything into the FleetOps/Mods/STA2_Generational Directory.

***Now will this all work fine? It's better than Option 1 in copying the entire STA2_Generational Directory and pasting it into the FleetOps Mods Directory, and should thus be eliminating the Patch Project 1.2.5 Patch's files.***

(3) In my STA2_Generational Mod right now in its own directory within Program Files (x86) I have some ships and stations that utilize the special coding:
Code: Select all
Max Buildable #
maxBuildableNumber = 12
(Number given is an example)
Will this code still work after this mod is transferred into FleetOps? If not, what is it exactly replaced with?
Is there any coding that I can totally limit the number of ships and stations that can be built up to then that line just stops? If so, what is this code in FleetOps?

(4) One of the Special FleetOps Features I want to add to the FleetOps version of the STA2_Generational Mod is the use of "Warp-Ins". I want to be able to have both the "player" or "the AI" control these warped in ships until they are destroyed (or decommissioned). These warped in ships are the Hero Ships per their equivalent era for each race that follows this generational evolution theme. Will this work using the STA2_Classic Mod setup described in this sections' Question 2 & 3?
If so, what is the coding that I need to create these "Warp-In" Hero Ships? Is it controlled by separate ODF files or is it directly added to the ODF file of the desired ship? (Some eras for each race only have one or two ships that need to be brought in this way to be used.)

Last but not least, here are some final summing up questions that i have:

(1) What are any errors that a mod like the STA2_Classic Mod might get during development/conversion into FleetOps?

(2) Is there any additional coding that might be helpful? I have ships that aren't built but are launched through the "Replace Weapon" coding, they are mostly fighters and shuttle craft, and they have a special craft ODF file called "fighters.odf". I've heard a rumor that fighters work better in FleetOps than they do using the Patch Project 1.2.5 Patch. Can someone please explain this?

(3) How is the AI affected in FleetOps mods with the different coding? Is there a different setup for the AI if your ships have a "cutoff" number for the number that can be built?

(4) What are any additional features and or coding that is only in FleetOps that will also work for a mod like the STA2_Generational Mod?

I would very appreciate any tips and ideas along with any answers that anyone can offer me on this topic.

Thank you for reading, I know this is a long post.
Hopefully this mod can turn out well through FleetOps. If it does, it might just be a FleetOps mod and get away from also being a Patch Project 1.2.5 Patch mod.
posted on February 11th, 2013, 4:27 pm
1. He's clicking on the A2 executable. You must launch via Fleet Ops.
2. Because we forgot to re-include it for that version: ctrl+S saves the game. Ctrl+l loads.
3. Yes, warp stretch is disabled in any version running off the FO engine
------
1. You cannot install 1.2.5 over FO. If you copy files into FO it will not use the 1.2.5 engine, if you launch via FO.
3. Replaced with fleet cap files, the old commands are removed
4. Look at the FO files to emulate or check the guide's replaceweapon section
------
2. Check the fighter Craft classlabel section of the guide.
3. The AI is largely untouched; AI features are described in the weapons or craft pages that describe them.
4. Check the guide, it's full of new features
posted on February 11th, 2013, 6:09 pm
@Dominus_Noctis: Thank you, especially on that Nick is clicking on the A2 executable file. I guess I'm going to have to tell him how to actually launch it correctly. Is there a reason why the executable file has to be there? Does the game still read off of it or something?

Will the next version of FleetOps (4.0) include support/features for the STA2_Classic Mod?
Like will the disabled features return?

Thanks to you and the Devs for turning off the warp stretch problem!
Is there a way to do that in the stock game and mods that still use that platform?

I'll have to check the guide for the "replaceweapon section" and the "fightercraft section" and to find out all about the new features. It would actually be easier to have a link to those sections.
Or even better a full downloadable guide or a guide that gets installed as say a PDF file when the game is installed. That way, ever version has a guide featuring updates, new/old features, and what's available for aiding in modding in the current version.

When you say:
The AI is largely untouched, AI features are described in the weapons or craft pages that describe them.

Do you mean their individual ODF files or in the guide?

*****

Ok, I got 2 more questions:

(1) Pretty much my mod is just a Generational version of the STA2_Classic Mod since that is just the stock Armada II game transferred as a mod into FleetOps so really, Instant Action and Multi-Player is where my major Generational changes will show up, the campaigns are really untouched except with new additional units placed on the maps for the AI to have at the start of the missions. Because of this, my Star Trek Armada II Generational Mod (STA2_Generational) is really in my opinion exactly like the STA2_Classic Mod just expanded, so is it possible to make it a "Stand Alone Mod" without it having to use STA2_Classic as a "Parent Mod"? (Especially since the FleetOps version is using a copy & paste then edited version of the STA2_Classic Mod.)

(2) I know people are still playing STA2 online alongside FleetOps in 1.1 versions of the game. Are they really just playing the STA2_Classic Mod via through FleetOps?
Or is it through totally independent channels with just the Patch Project 1.2.5 Patch?

If it is through the FleetOps Mods Directory route through the STA2_Classic Mod, then all I need to do is keep the STA2_Classic Mod, my STA2_Generational Mod and FleetOps and I can get rid of my plain old unmodded 1.1/Patch Project 1.2.5 Patch install which is only for that purpose when I'm not playing Star Trek Online, assignments, work or working on my mod.

If this isn't possible now, will it be eventually?
posted on February 12th, 2013, 12:07 am
No there is no reason that the executable has to be there. I am not sure why Blade included it :).

Yes FOv4 will include the unintentionally disabled features.

No, there is no way to disable warp stretch in stock A2.

http://guide.fleetops.net/guide/modding ... ft/fighter
http://guide.fleetops.net/guide/modding ... laceweapon

It's easier to understand things if you run FO and see why things are coded the way they are.

AI features are described in the guide on respective class pages - the FO ODFs don't include explanations.

--------
1.Yes it is possible, provided you have all the correct references. You'll know as soon as you come across crashes/missing sprites/etc.

2.I believe they are playing 1.2.5. I have no idea when people will switch over, if they will.
posted on February 12th, 2013, 2:18 am
Ok more questions, I think they might just be related to the STA2_Classic Mod being a "Parent Mod" which I'm trying to stay away from doing to have my mod stand on its own.

The following I am copying from the "Converting Stock Mods" section of the guide. It has raised a lot of questions than it has answered at the moment, I am also providing a direct link to the page, it's just easier copying the text here for this posts purpose instead of tabbing back and forth. http://guide.fleetops.net/guide/modding/tutorials/convert-from-a2

NOTE: All following questions with their number correspond to the number they are in on this quoted section of the guide so the numbers may or not be in numerical order.

Converting Stock Mods
This short tutorial will explain the basics on how to convert any Armada II modifications into Fleet Operations, using Blade's Armada II Classic Modification as a base. The Armada II Classic Mod brings all Armada II features into Fleet Operations (essentially making stock Armada II a modification in Fleet Operations, via the Mod Settings menu), thus creating a base with all the features necessary for an Armada II mod to function.

To make use of the following instructions, you will first need to download the Armada II Classic mod and extract it to your Fleet Operations mods directory. If a mods directory is not present, make one: Path: Fleet Operations\Data\Mods

1) Make a new folder for the mod in question in the mods directory for Fleet Operations.

2) Move all textures from textures\rgb and place them in the textures folder for the new mod: Path: Fleet Operations\Data\Mods\your_mod\textures

3) Delete the modification's label.map file.

4) In the misc folder for the modification, open gui_interface.cfg and add this to the top of the page:

#include "gui_interface.cfg" //This way it includes the Armada II entries, in addition to the necessary Fleet Operations entries

5) Now find gui_glob16X12.cfg in the same folder and place this on top of its page:

#include "gui_glob16x12.cfg" //This way it includes the Armada II entries, in addition to the necessary Fleet Operations entries

6) Make an info.ini in your new mods root directory and include the following (edit where needed):

[mod]
Name=mymod
Description=my mega mod
Author=me
Version=0.0
Icon=icon.ico
Screenshot=splash.bmp
AssetVersion=30205
ParentMod=STA2 Classic
Website=http://www.mymod.com
Email=me@mymod.com


(2) I don't understand why I can't just leave the textures in the Textures/RGB directory. Blade in the STA2_Classic has both of the files, in the RGB folder within the Textures folder are the exact same textures sitting also in the Textures folder alone. In SquireJames' KA2 mod, the textures are just in the Textures Folder.
I have seen some mods (total conversions) for regular/stock A2 without the RGB folder and when I've tried them, I've made an RGB Folder and placed all the textures into there with no problem.
For my STA2_Generational Mod, can I still keep/Use the RGB folder for the textures instead of the Textures folder alone? (Would this cause a crash?)

(3) It says delete the label.map file, but this is in the STA2_Classic Mod. Since I want my mod to Standalone, do I keep this file as well?

(4) The gui_interface.cfg in the misc. directory in the STA2_classic Mod doesn't have this information any where in its file. I checked using the Find feature in Notepad. This makes me wonder if its really needed and if its a waste of a step.

#include "gui_interface.cfg" //This way it includes the Armada II entries, in addition to the necessary Fleet Operations entries


(5) The gui_glob16X12.cfg in the misc. directory in the STA2_classic Mod doesn't have this information either any where in its file. I checked using the Find feature in Notepad as well. Yet again, this makes me wonder if its really needed and if its a waste of a step.

#include "gui_glob16x12.cfg" //This way it includes the Armada II entries, in addition to the necessary Fleet Operations entries


(6)
[mod]
Name=mymod
Description=my mega mod
Author=me
Version=0.0
Icon=icon.ico
Screenshot=splash.bmp
AssetVersion=30205
ParentMod=STA2 Classic
Website=http://www.mymod.com
Email=me@mymod.com


How do I rewrite this for a mod that isn't using the STA2_Classic Mod as a Parent Mod but instead is a mod that is set to be a Standalone Mod, or should I just say its own: "Parent Mod"?

***I will post some screen shots, or the individual files to show what I mean about the information associated with questions 4 & 5 not being in their respective files in the STA2_Classic Mod.

Hopefully someone can explain this out alittle further.
posted on February 12th, 2013, 6:41 am
making a standalone mod like the a2 classic mod is quite complicated as you need to ensure every file and line of code is included within the mod it is easier and probably better to use an existing mod as a parent mod imho
posted on February 12th, 2013, 6:47 am
Last edited by Squire James on February 12th, 2013, 8:05 am, edited 1 time in total.
You seem determined to set out to prove that you are right and others are wrong. That's an annoying tendency I would strongly encourage you to curb.

EDIT:

(NOTE: This is before I added KA2 and fixed it up so it wouldn't need the "Cutdown" mod/file)


You didn't fix anything. I've told you before. Please stop perpetuating the idea that somehow you "fixed" something I couldn't. I chose to have KA2 install the way it does to reduce issues with users not following instructions correctly. The fewer steps, the simpler the steps, the less likely there will be problems.
posted on February 12th, 2013, 7:44 am
If you already realized that this tutorial is for converting mods using the sta-classic mod as a parent and you dont want to do that... then... yep, then that tutorial is obviously not for you.
If you want to make a second a2classic mod, you should probably contact the original author for questions.
posted on February 12th, 2013, 8:30 am
First:
@SquireJames: How is that even relevant to this topic? Please keep your opinions/feelings from other threads out of this one, I would like to keep this one on the task it's for after all, this thread could turn into a reference thread for those that also attempt to make a Standalone mod converted from A2.

Now that that's out of the way:

@Blade: First thank you for posting Blade, I was actually hoping this thread would draw your attention. :)

I have no choice but to make a Standalone mod for my mod within Fleet Ops, the game is installed to a limited space 14.9GB Flash Dive that was supposed to be 18GB but it came with extra software by SanDisk that I didn't expect, I re-formatted the the Flash Drive by moving my FleetOps, regular A2 install with the Patch Project, to an external hard drive that hardly had room for that, STA2_Classic, KA2, and FleetOps so I choose to delete KA2 since I've been getting tired of it, no offense to SquireJames, it's just not my favorite mod.

Well, the FleetOps install and the normal 1.2.5 version of Star Trek Armada II are on that Flash Drive so I can take that and a disk and still play the games any where I go with computer access without needing my laptop, so this drive even has Tunngle installed to it.


Well Blade, I know you made the STA2_Classic Mod and thus like Optec said I should ask the original author questions, that's you, so can you please offer some assistance there? You can always send me a message if you don't want to post it here.

Blade also, unless there is additional coding that you needed to add to the game to make the STA2_Classic Mod work inside FleetOps as an independent mod, then I too have all the necessary coding because I've added all necessary coding into my modded 1.2.5 patch version of the game. I've checked the STA2_Classic Mod and unless I'm not seeing it right I haven't spotted extra coding, I've compared many of the Techtrees, Sprites and Misc. directory files for any thing that looks edited but the compared files seem identical except for my added information for my mod.

@Optec: Domininus_Noctis sent me to that part of the guide since its about "Converting Stock Armada II Mods into FleetOps" like he knows from other topics I've started that my mod has first been based on. Plus apparently it is the ONLY tutorial in the Guide for converting/transferring stock A2 mods into FleetOps unless I'm missing something in the guide.
posted on February 12th, 2013, 8:41 am
Je_mezu24 wrote:First:
@SquireJames: How is that even relevant to this topic? Please keep your opinions/feelings from other threads out of this one, I would like to keep this one on the task it's for after all, this thread could turn into a reference thread for those that also attempt to make a Standalone mod converted from A2.

Now that that's out of the way:



It's relevant because YOU brought it up. Just because you do not like the reply given does not mean you can shout "it's not relevant!". I am rapidly getting sick and tired of your attitude and I dare say so are the admin.

Nothing I posted was to do with the thread that shall not be named, although your behaviour here echoes it. You have decided that apparently you know better than the rest of us. We have tried to tell you the hows and whys to modding, but you somehow think that we are unable or unwilling to do something different but you are the magical modding messiah that can do it differently.

The reason the file structure is laid out the way it is, the reason that tutorial exists in the manner it does is because it WORKS! If you want to go ahead and reinvent the wheel be my guest, but doing so doesn't make you some genius and the rest of us ignorant plebs who will forever be in the shadow of your "glory".

Basically it seems to go like this:

You: How does X work?

Us: X works like this, and it does so because of Y

You: Well I have sod all experience but I think you are wrong.

If you think you know so much better than the far wiser people (than you or I) that are trying to help you, sod off and go and do it rather than posting asinine threads that are for no purpose other than for you to start the "You're wrong and I am right" saga all over again.
posted on February 12th, 2013, 6:37 pm
errr right codes that are needed in a standalone mod tbh i can not really remember the way i made the a2 mod was to start off with it being for fo so add the ships/stations etc and slowly transfer the files over (it was a long time ago sorry) but it took a lot of trial and error in order to get it working you are probably best either making a copy of the a2 mod and then mod that like you would modify normal a2 that way you know everything thats needed is there) one thing to know tho if you are wanting your own standalone then you'll need your own maps, map objects with odfs, textures, sods and sprite entries and the command odfs

or simply make a mod for fo so all thats not needed i guess the main question is what do you want the mod to include (feature wise)
posted on February 12th, 2013, 6:53 pm
Last edited by Je_mezu24 on February 12th, 2013, 8:26 pm, edited 1 time in total.
Squire James wrote:It's relevant because YOU brought it up. Just because you do not like the reply given does not mean you can shout "it's not relevant!". I am rapidly getting sick and tired of your attitude and I dare say so are the admin.

Nothing I posted was to do with the thread that shall not be named, although your behaviour here echoes it. You have decided that apparently you know better than the rest of us. We have tried to tell you the hows and whys to modding, but you somehow think that we are unable or unwilling to do something different but you are the magical modding messiah that can do it differently.

The reason the file structure is laid out the way it is, the reason that tutorial exists in the manner it does is because it WORKS! If you want to go ahead and reinvent the wheel be my guest, but doing so doesn't make you some genius and the rest of us ignorant plebs who will forever be in the shadow of your "glory".


@SquireJames: I haven't done any such thing like acting like I know everything about modding or am some modding messiah, stop putting words in my mouth. Really you are bringing the problems of other threads over to one that doesn't even have any? Sounds like you're trying to de-rail it..

I have inky been asking questions on this thread, right from my first post on it to every other post I've made here.
I haven't said the guide was a problem or anything, yet again your putting words in my mouth. I was agreeing with Optec that it wasn't exactly what I needed, but it is what Dominus_Noctis pointed me towards and said to use to help out with making a "Standalone" mod. It just brings up extra questions, questions that I'm guessing are to just be ignored if you're not using the STA2_Classic Mod as a parent.

Squire James wrote:You seem determined to set out to prove that you are right and others are wrong. That's an annoying tendency I would strongly encourage you to curb.

EDIT:

(NOTE: This is before I added KA2 and fixed it up so it wouldn't need the "Cutdown" mod/file)


You didn't fix anything. I've told you before. Please stop perpetuating the idea that somehow you "fixed" something I couldn't. I chose to have KA2 install the way it does to reduce issues with users not following instructions correctly. The fewer steps, the simpler the steps, the less likely there will be problems.


Now I think I know why you're being way you are to me. If you have a problem or really want to know what I did, PM me. If not, I'll be happy to delete your mod from my FleetOps Mods directory. Your choice.

Basically it seems to go like this:

You: How does X work?

Us: X works like this, and it does so because of Y

You: Well I have sod all experience but I think you are wrong.

If you think you know so much better than the far wiser people (than you or I) that are trying to help you, sod off and go and do it rather than posting asinine threads that are for no purpose other than for you to start the "You're wrong and I am right" saga all over again.


Well hypothetically, if I'm asking "how does X work", and the answer is "it does because of Y", obviously my question also further goes to the Y and that needs to be explained as well or why would I be asking the question. Did any one ever stop to think about that? Making an assumption that someone knows what "Y" is or does makes the problem worse.

I don't think others are wrong, I do try what other people suggest all the time, I only say if it doesn't work only if it doesn't work, or if through the course of trying to get it to work, I ended up doing the same thing with a "work around", or should I say tried another idea on the side as well.

No way do I think I know better than anyone else, I only know alittle about modding that is why I am asking there questions, it is common sense to ask questions when you are stuck. Like a person shouldn't go and assume something especially when they don't know the reasons why someone wants to do something, for example why I want to have my STA2_Generational Mod "Standalone" or "Independent" of the STA2_Classic Mod, and as I said that is basically because they are the exact same thing and its called a waste of space to have more than one of the same thing on something (like a Flash Drive, Hard Drive or anything else that a game or program can be installed to), I want to get rid of "the waste of space, in this case, with no offense to Blade and the STA2_Classic Mod, it is that mod that would have to go.

Here's my rreasons behind saying this:

(1) Both the STA2_Classic Mod & my STA2_Generational Mod have the exact same campaign, except my mod has also added additional units to the campaign maps.

(2) Both the STA2_Classic Mod & my STA2_Generational Mod have the exact same Textures, SOD files, ODF files, I just have a lot more added to their respective folders since my mod was built on a stock A2 install (with all the patches). What is the STA2_Classic Mod? Everything I've heard about it and seen from playing it, that answer is simple; it is Stock Armada II as a Mod inside FleetOps and my guess would be the reason it was made was for those that wanted to have the original A2 game in FleetOps for the campaign for example. (Of course correct me if I'm wrong. Blade would know the reason why he made it and I'm just guessing.)

(3) Lastly, both the STA2_Classic Mod & my STA2_Generational Mod have the same techtrees and sprite files along with these main directory files: Events, Dynamic_Localized_Strings, Input, label, mshell, ART_CFG, and RTS_CFG. It is just these files for my mod are also edited extensively.

Now personally, in what I am seeing with them being that close to exactly the same keeping both is just a waste of space. And of course I'm not going to delete my mod so that leaves STA2_Classic. What would you honestly do in my place? Keep both and lose space or get rid of one and gain that amount of space?

Hopefully I explained that good enough so you understand why I want to make this: a "Standalone" or "Independent" mod and not have a parent mod. Now if any of the files I mentioned actually need editing to work with FleetOps, I'd like to know that.

In fact, I strictly remember posting those exact files/names in my original post for this thread.

(2) After I was done playing the first Federation Campaign Mission to try and figure out why my friend (Nick) was getting the fatal "Increase Swap File Size" error, and of course I didn't which tells me like I told him, the STA2_Classic Mod is supposed to work just fine. So after the first mission, I made a copy of the STA2_Classic Mods entire directory and renamed it: "STA2_Generational" and I edited the "info.ini" file to fit my mod.this is because I have a secondary idea to add my STA2_Generational Mod to FleetOps that involves the following steps (some are already done):
1. Copy, Paste & Rename STA2_Classic Mod Directory into FleetOps Mods Directory
2. Edit info.ini file for STA2_Generational
3. Delete the following folders and files (reasons included) from the copied and renamed STA2_Classic Mod: AI, animations, bitmaps, bzn, misc, missions (have extra missions), objectives (same reason), the entire ODF directory, the entire SOD directory, the entire Sounds directory, entire Sprites directory, entire techtree directory, and the entire Textures directory.
Along with these "main STA2_Classic directory" files: ART_CFG, Credits, Dynamic_Localized_Strings, Events, game_cfg, Input, label (mine is has extensive edits to it, might need to add more to it as well for new missions to show up), License (seems I updated part of it), mshell, Network_CFG, RTS_CFG, & splash
4. Copy from STA2_Generational the above mentioned files and "STA2.isu" and the "Universe Map Editor" and paste everything into the FleetOps/Mods/STA2_Generational Directory.


And before that, I had asked:
(1) Originally, I wanted to just copy and paste my entire STA2_Generational Mod from its separate location on my hard drive and paste it directly into my FleetOps Mods Directory but no one has answered my questions on what to remove from the Main Directory for the STA2_Generational Mod since it already utilizes the Patch Project 1.2.5 Patch and I really am looking for an answer to that question first but no one has answered that question yet. :(


All I've gotten for an answer really everytime I've asked that is pretty much that the Patch Project 1.2.5 Patch won't work in FleetOps, that I know; I already knew that. What I've been wanting to know is what files are part of the Patch Project 1.2.5 Patch so I could remove them from the full copied version if I was to place it into the Mods Directory for FleetOps. If I wanted to know if the Patch Project 1.2.5 Patch would work in FleetOps, I would have asked that, to me and what I've been reading every time I write/read this question, I'm not asking if the Patch Project will work in FleetOps, I'm asking what I need to remove.
I sadly don't know how else to simplify that question. :(

***
If anyone has any problems with this post, or admins, please message me to work on an edit.

***

Now on SquireJames, if you have a problem with anything I say or post on any thread, just PM me about it and leave it out of the threads in question. I believe this would be good for everyone to do actually :) .
posted on February 12th, 2013, 7:56 pm
Blade wrote:errr right codes that are needed in a standalone mod tbh i can not really remember the way i made the a2 mod was to start off with it being for fo so add the ships/stations etc and slowly transfer the files over (it was a long time ago sorry) but it took a lot of trial and error in order to get it working you are probably best either making a copy of the a2 mod and then mod that like you would modify normal a2 that way you know everything thats needed is there) one thing to know tho if you are wanting your own standalone then you'll need your own maps, map objects with odfs, textures, sods and sprite entries and the command odfs

or simply make a mod for fo so all thats not needed i guess the main question is what do you want the mod to include (feature wise)


Simple answer:
I want it to include everything that Stock Armada II contained with all of my additions to make it a Generational Mod. All I did was edit it really for Instant Action and added a few more TNG/DS9 Era units to the maps for the campaigns from the races that are featured in them. Like for the Cardassians, they have rejoined the Dominion (*that's why their race has Dominion and Breen ships available to them along with the Sona.)

The Romulans have some Reman ships and stations (seperate race) added to the maps that feature them as an enemy or a secondary enemy.

I've made the Borg more powerful and deadly.

Species 8472 have been given more ships.

Other than that, my STA2_Generational Mod is really exactly like your STA2_Classic Mod, no difference that I can see.

****

When it comes to making a mod for FleetOps directly, that is way to far advanced for my skills. I tried it even with help from the guide and all I managed to do is destroy FleetOps. Its far to complicated to mod especially when there is a lot more to get rid of in FleetOps as a mod to make my mod (textures, sods, odfs) and then there is no campaign to even mod.

I looked into Megadroids mission mod for making a campaign, but I found it way to hard to comprehend and the forums for that site are dead, there's no way to get there, the page always says: "Restructuring Ahead Of Releases".
Megadroid's Mission Mod Forums Page.jpg
Megadroid's Mission Mod Forums Page - Shows How The Site Is Down
Megadroid's Mission Mod Forums Page.jpg (126.05 KiB) Viewed 1682 times
posted on February 15th, 2013, 9:21 am
(1) I have asked before about what files have been edited and or deleted in the STA2_Classic Mod to get it to work as a mod inside FleetOps, I have also been checking certain folders and their files in the STA2_Classic Mod and then deleting them in my STA2_Generational Mod is easy to do if the folders don't have much information to notice them missing between the two folders for both mods. I would still prefer a "rough" list or idea of what files I need to edit and or delete to make my mod playable as a mod inside FleetOps. Especially since I already have many edited files that I have edited so if copying and pasting them into a copied install of the STA2_Classic Mod will just re-add them back to a folder that might be missing them well say adding files that my mod replaces.

I have already noticed that "Demotech.tt" and "earlytech.tt" are missing from the STA2_Classic Mod, I deleted them from my techtree folder/directory as well which is ok because I don't use them in my mod anyways. I'd think though that there would be some other file(s) that mention those two files that have to be edited to let the game know that those files are gone.

(2) In my mod, I have the Armada II Upgrade Project (Vanilla Ultimate 2.0.0), it was recommended to me some time ago and I choose to try it out. I really like the physics files that it came with and how its changed the graphics. I believe that this will work just fine in FleetOps through any mod that has it installed.

(3) In the Sprites Directory for the STA2_Classic Mod, there are two files with the names "fleetops.spr" and "fleetops_comp.spr", they are of course in my STA2_Generational Mod because they copied over with the STA2_Classic that I renamed STA2_Generational. Also I have noticed that the "glows.spr" file is missing in the STA2_Classic Mod but in my mod that is an edited file than came with the original stock version of Armada II, so I don't know what to do there, is there a FleetOps file that has the exact same information? What will happen if I keep the "glows.spr" file in my mod?

Lastly, I just wanted to add that I have tried to search for files in the STA2_Classic Mod that were recently edited by changing ghe "view" options for each file to look for ones "Recently Edited" (AKA: View/Sort By/Date Modified) except doing that isn't helping with any of the files. They are all showing the date that the STA2_Classinc mod was downloaded and added to the Mods Directory that I created inside FleetOps for it; that date was: 11/28/2012. So that idea in attempting to search for recently edited files failed, which I was hoping would really work.

****

Lastly, I believe that it should be known that I tried to test out my STA2_Generational Mod inside FleetOps through launching it in the game. My intro videos played just fine, just even though the whole pictures showed up they weren't centered to the screen.

I tried the set up the first Federation Mission "Invasion" but the text for the box that gives that mission's name wasn't there at all but it is clearly in my "label.map" file and also in the "mshell.SET" file.

When I tried to load the first Federation Campaign Mission for my STA2_Generational Mod, the load bar
froze less than a quarter of the way in, like it froze the moment it switched to the loading screen.
The game had totally stopped responding so I had to do "CTRL"/"ALT"/"Delete" to bring up the Task Manager to manually stop the program. There was no Bug Report/Exception file and I think this is because the game only froze and didn't crash. From working on my mod in the non-FleetOps platform (as in stock A2) I know this freezing error has to do with the techtree which I am still currently editing for my mod and AI purposes.

I would appreciate any tips, ideas and suggestions anyone can offer me at the moment for this.
Thank you very much. :)

Attachments

info.ini
My info.ini file (Is this correct?)
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Main STA2_Generational Mod Directory.jpg
Main STA2_Generational Mod Directory - Anything Missing Or Can Be Removed?
Main STA2_Generational Mod Directory.jpg (210.17 KiB) Viewed 1642 times
posted on February 15th, 2013, 10:57 am
Now on SquireJames, if you have a problem with anything I say or post on any thread, just PM me about it and leave it out of the threads in question. I believe this would be good for everyone to do actually


If the admin and moderators here wish me to do this, I shall. You however do not have the authority to require me to do so.
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