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Modding Whipmarks (Lessons Learned)

 
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Modding Whipmarks (Lessons Learned) - 2/23/2012 1:42:22 AM   
Tampa_Gamer


Posts: 72
Joined: 12/27/2010
Status: online
I intend to add my cobbled modding notes here in the hopes that others with as little gaming/modding time as I have (oh the bygone days of school before work/family...) will not have to waste precious gaming hours repeating my mistakes...


[General Troubleshooting]

2-22-12 Use the "Change Themes" subroutine to help test your mod. When you are adding elements\testing a them, always exit the game to the main menu and change the theme back to "default" before exiting the program. This way when you restart the game the next time, it will load the defaults (although if you have replaced default files (sounds, ui images, weapon images, etc,) it will load them at this point so you could still error out if you screw up a default file like I have and in that case you will more then likely get a general exception error). Once inside the game, change them theme to the mod you want to test again, now it will load the elements and provide you much more useful information for troubleshooting than just a general exception error. It will actually tell you the line and file it had trouble loading or did not find.


[\Customization\Your Theme\flagShapes]

2-22-12 There can only by 41 flags and they must use the same names (0-40) as in the original folder.


[\Customization\Your Theme\biases.txt]

2-22-12 If you add a custom race, do not forget to add this file to your theme and modify it to include your custom race not only at the bottom but at the end of each line so that you expand the bias matrix properly.


[\Customization\Your Theme\characters\racename.txt]

2-23-12 The name of this file must match the exact name you have given the race in your race file. Seems relatively straight forwarad but watch race names with special characters such as spaces. I have a number of custom races representing various "houses" similar to Dune or Game of Thrones. They all had spaces in the exact name of their house\race and this caused the game to generate random characters instead of the predefined characters I made up. No error was generated because this is working as intended (no file found so generate random characters).

2-23-12 Also, to easily test your characters - set them all to appearance = 0 for now. This way when you load a new game they will appear at once and you can verify the data and images for each character are working as intended.


< Message edited by Tampa_Gamer -- 2/24/2012 3:34:09 AM >
Post #: 1
RE: Modding Whipmarks (Lessons Learned) - 5/24/2013 4:20:44 AM   
Tampa_Gamer


Posts: 72
Joined: 12/27/2010
Status: online
Bad form replying to my own thread from last year, but here goes anyway. As everyone (at least those of us not in the beta) is busily trying to update their own personal mods for Shadows, I figured I would post my observations so far in the hope they would save someone else some time...

This analysis was strictly comparing the files/file structure of the last version of Legends to the 1.9.0.0. release today of Shadows. The goal was to quickly determine what areas of my mods need to be revised to work in Shadows.

\root folder
- GameText.txt (revised 5/17/13)

\characters
- (20 new race files dated 3/4/13)

\designTemplates (new subfolder in root directory)
- contains 23 new subfolders (one for each race, plus default)
- each subfolder contains 30 design templates, humans contains 1 more (BLANK)

\help
- 32 new/revised files

\images
\\effects
\\\tractorbeamstrikes (new subfolder)
- contains 21 new .png files
\\\weapons
- contains new .png files for troop combat and assault pods
\\environment
\\\planetmaps (new subfolder)
- contains 18 new .png files for ground combat maps
\\\planetaryfacilities
- contains 9 new .png files for new facilities
\\ui
\\\achievements (new subfolder)
- contains 60 new .png files
\\\chrome
- contains new/revised .png files
\\\cursors
- contains 2 new .png files
\\\flagshapes
- contains new subfolder for pirates
- contains new .png versions of original flags
\\\messages
- new construction stalled .png file
\\\shipsymbols (new subfolder)
- contains 17 .png files of visual ship shape symbols
\\units
\\\races
- contains new subfolder for pirates (8 pics)
\\\ships
- new subfolders for family22 through 26 (26 pics each)
\\\troops
- 80+ new .png files for multitude of new troop types


\policy
- 22 new files, one for each race)
- new subfolder for pirates

\races
- 22 new files, one for each race

\sound
\\effects
- 8 new/revised sound effects (tractor beam, etc.)
\\music
- 1 new song

\tutorial
- 2 new tutorial text files (new ways to play)


That's it for now. This weekend will be spent determining whether or not we can now override additional files by placing them in the theme folder or not (or whether we are stuck still replacing default files).

[edit - I had this nicely indented in a code box but it kept extending the text below the box and making a mess in the post, so posting as normal text for now - sorry]

< Message edited by Tampa_Gamer -- 5/24/2013 5:04:07 PM >


_____________________________

FWIW, my DW Mods: Sound Effects
Character Symbols

(in reply to Tampa_Gamer)
Post #: 2
RE: Modding Whipmarks (Lessons Learned) - 5/24/2013 8:03:29 AM   
rjord

 

Posts: 57
Joined: 5/13/2013
Status: online
Nice work there Tampa......

(in reply to Tampa_Gamer)
Post #: 3
RE: Modding Whipmarks (Lessons Learned) - 5/24/2013 4:46:18 PM   
Shark7


Posts: 6187
Joined: 7/24/2007
From: The Big Nowhere
Status: online
On the flags issue:

There is now a folder within the flagshapes folder for pirate flags, so there are more than 41 flags with shadows. Also, flag symbols may now be in .png format.

_____________________________

aka- Akula

Larry Bond's Harpoon - Commander's Edition

Development Team Member

(in reply to rjord)
Post #: 4
RE: Modding Whipmarks (Lessons Learned) - 5/24/2013 6:06:40 PM   
2guncohen


Posts: 355
Joined: 4/9/2010
From: Belguim
Status: online
guys what are the size specifications for ground combat units ?


_____________________________

Link to Star Wars Mod
Alternative stormtrooper picture




(in reply to Shark7)
Post #: 5
RE: Modding Whipmarks (Lessons Learned) - 5/24/2013 6:09:12 PM   
Tampa_Gamer


Posts: 72
Joined: 12/27/2010
Status: online
the .png files are 80x80 pixels and all less than 10 KB - each race has 5 unique ones (see \images\units\troops)

_____________________________

FWIW, my DW Mods: Sound Effects
Character Symbols

(in reply to 2guncohen)
Post #: 6
RE: Modding Whipmarks (Lessons Learned) - 5/24/2013 6:57:36 PM   
Shark7


Posts: 6187
Joined: 7/24/2007
From: The Big Nowhere
Status: online
Any size will work, some of my older .pngs were 300 x 300 pixels and worked fine. However, it is advisable to resize them down to 80 x 80 as they take far fewer resources at that size.

I do suspect that many mods will be updated once the modding guide is released.

_____________________________

aka- Akula

Larry Bond's Harpoon - Commander's Edition

Development Team Member

(in reply to Tampa_Gamer)
Post #: 7
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