Help with mod

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
1 ... 5, 6, 7, 8, 9
posted on July 25th, 2012, 2:41 am
Destroyer92 wrote:At first, I was using the usual format...

Code: Select all
"AUTOTOOLTIP-DST_Defender.odf"


...But as time went on, I started using my own.

Code: Select all
"DST-Ship_Defender"


If I am suppose to do it a certain way, I'll do it, but if not, the above example is how I would use it.

Also, would the #include code damage anything? I was thinking of having the original strings in a separate file and just have the DLS file use the #include code on it for the rest of the strings.


All you have to do is make the odf reference match the dls refrence.

so if the dls name is "AUTOTOOLTIP-DST_ACGun.odf" then the odf refrence also needs to be "AUTOTOOLTIP-DST_ACGun.odf"

:)
posted on July 28th, 2012, 3:47 pm
I tried that. I've been doing that forever. However, all it shows when the tool tip comes up is:

Code: Select all
Tyoe-3 Target Seeking Chaingun
AUTOTOOLTIP-DST_ACGun.odf


That's the main problem. I have no idea what's wrong.
posted on July 28th, 2012, 6:44 pm
Are you using mod modules? It is acting like that reference doesn't exist. If you are sure its in the right dls file, then it is probably in the wrong place in the file. Try moving the tooltip to the bottom, or maybe underneath another stock reference.
posted on July 29th, 2012, 4:10 am
Are you using mod modules?


Yes. Why? Does it affect it? ???

If you are sure its in the right dls file, then it is probably in the wrong place in the file. Try moving the tooltip to the bottom, or maybe underneath another stock reference.


Strange, I always put them just under the stock ones, though with a few lines extra to separate them, and some sections that showed what were ships, stations, etc.

Of note: in my module, I made a separate file, that has the original strings, and added a #include reference so it has the original strings, but also has my new strings in it. Am I suppose to mod the original file or copy it and put in my new strings. (Which I did originally) :D
posted on July 30th, 2012, 2:31 am
Yeah, it sounds like a problem with the file itself. I would suggest copying the entire original dls and putting your entries in there, mostly because it has C++ formatting and the @include or #include doesn't always work.
posted on July 30th, 2012, 3:18 am
Include instruction is not used for AllCommands.odf and Stars configuration .odfs and dynamic_localized_strings.h :)
posted on July 30th, 2012, 9:03 pm
I would suggest copying the entire original dls and putting your entries in there, mostly because it has C++ formatting and the @include or #include doesn't always work.


Alright, I'll try that. It might be easier then my idea.

Include instruction is not used for AllCommands.odf and Stars configuration .odfs and dynamic_localized_strings.h


Oh well. It was worth a shot. Do I nessesarally need to use Notepad++ to mess with it?

Does anyone know how to get the symbol for new races in. I've been trying, but it never shows up.

Also, I've been trying to design the symbol for the TCF and the Hunters, but nothing comes to mind. Any ideas?
posted on July 30th, 2012, 9:35 pm
Notepad++ is the easiest method to add the fancy symbols :)
posted on July 30th, 2012, 10:33 pm
So its alright to use normal notepad, I'm just not gonna get those fancy symbols like the Supply Symbol.

Speaking of which, I have an image to replace it, in the mod, but it's not taking that too. It takes everything else in the texture, but not that.
posted on July 31st, 2012, 6:44 am
there are multiple font textures depending on your resolution, you will have to edit them all
posted on August 2nd, 2012, 1:48 pm
there are multiple font textures depending on your resolution, you will have to edit them all


:hmmm: I'll work on it.

Also, I've been trying to remove the Dilithium and Tritanium images from my HUD, but its not leaving. Any advice?
posted on August 2nd, 2012, 3:51 pm
you can do it through the texture itself, or you can do in in the misc configuration files.

Here is a link to the relevant guide page. :)

http://guide.fleetops.net/guide/modding ... ce-Display
posted on August 3rd, 2012, 6:10 pm
Well, after looking through the guide, and looking at my HUD files, I realized what I had done wrong.

I am so stupid.

I was putting the info it needed to remove the resources into the wrong file.

Instead of putting them into the .cfg file like I should've, I put them in the .spr file.

On top of that, I've been putting the wrong info in to change the resource images. Rather then mess with supply, (resource2) I messed with the Borg Collective Connections (Resource3). To make matters worse, I referenced it back to its real image, so no matter what, it would still show the symbol for Collective Connections, not Credits.

Go ahead and laugh. I deserve it.

1 Question still comes up. I was able to change the supply image, but the mini image that is used when showing required resources is still the normal image. And advice on changing it?
posted on August 3rd, 2012, 11:11 pm
those are in the font final textures. there are a lot of them too, and are a pain to change. :sweatdrop:
posted on August 6th, 2012, 5:03 pm
I saw about four. Not a problem, but is there a way to make it specific to each race?
1 ... 5, 6, 7, 8, 9
Reply

Who is online

Users browsing this forum: No registered users and 6 guests