Multiple Mod Management?

Post » Tue May 07, 2013 6:56 am

OK so I've already started one mod which includes a few custom maps, assets and scripts but now I'm wanting to start on a second mod that'll also tweak a few of the same resources but not all of them and no map modifications and I'm just thinking if I try to build the second mod will it automatically include all the content from the first mod, excluding the maps, if they're still in the base folder?

Luckily pretty much everything from my first mod is in new files instead of altering the existing ones, so it won't be that hard to move all those files out of there if that's the case.

Also when you're running Rage64 is there a way to choose which mods are enabled and disabled without moving them manually from the mods folder? Mine just seems to always enable all the installed mods except for loading new maps, they just appear beside the mod in the mods menu

(I'm only asking because I'm going to try modding the main menu and I haven't used actionscript in a very long time so I'm not expecting it to go very well lol)
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Hayley Bristow
 
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Post » Tue May 07, 2013 1:50 am

Wow, I'm now reinstalling the tool kit, modifying the main menu really didn't go well at all lol.

I modified the shell_redo.fla.forbuild file slightly, just to make sure I had the right file, and published it so it spat out the swf version then built the mod to test it. The mod built without errors but when I copied it into my mods directory for Rage64 it loaded up with the rage tool kit version of the main menu (where idStudio and Development Menu are options). After deleting the mod and restarting Rage64 it still had the Rage Tool Kit menu version there and same again when I tried running it with no mods in the directory at all.

Luckily I had previously built a mod with just the stock files in their original condition, when I ran Rage64 with that mod it must have recopied the correct menu back over because the normal menu was back (the one with the mods option) and everything functioned properly even after removing the mod.

I'm not entirely sure what caused it, but I think when I edited the flash file my copy of Flash may have saved/published it in an incompatible version and when the tool kit tried to build it, it just fell back to the tool kits own menu, so I'd be very careful if you are trying to modify the menu as well.

I figured I'd reinstall the whole tool kit just to make sure all my tool kit files are back to stock then try again, I think I'll pay a bit more attention to what's happening next time

On the plus side, now I kind of know why you wind up with a mod a few hundred MB in size even before you edit any of the files.
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Siobhan Thompson
 
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Post » Tue May 07, 2013 4:19 am

That would actually be pretty useful for testing your build, since its a bit different then working in id studio. I might look into that myself and put the subway town menu in if its in the decls. You wouldn't be able to jump there without the source map, but once you built the mod, if its a menu option, I assume it would still work. Testing from save games if you're modding the campaign is not very efficient. It'd be nice if the devmenu was under MODs.
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Amy Gibson
 
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Post » Mon May 06, 2013 6:24 pm

Yeah, what I'd like to add is a mode kind of like wasteland legends only for the campaign (and singleplayer) just a choice of difficulty,preset loadouts and mission (just a handful of the best ones at first) like the destroy RC bombcar base or Jackal hideout etc.

Without the files for the maps involved I'm not sure how much I can dictate to change through scripts and defining new jobs like spawning a new player so existing saves aren't affected, disabling saves altogether, automatically exiting when the job is complete, and hopefully tracking some sort of score (like the legends or even a basic timer) and it's kind of hard to test because I can't test it in idstudio at all since it uses a different menu

Hopefully if I get it all working I'll try add some sort of basic hashing so if you want to challenge someone to beating your 'score' for a map with the same options you used, a script will spit out a fairly short text string you can message across to someone else who can enter it in their game and the challenge and your original score will appear.

Edit: I actually just realised this is (at least partly) implemented in the scorchers DLC, I spotted the scripting for it in the menu files but didn't really pay enough attention to it, I just thought it was some unimplemented option.
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Tammie Flint
 
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Post » Mon May 06, 2013 8:58 pm

Hey Barry–You found the right file, shell_redo.fla.forbuild, but after you modify the file, don't forget to export to swf and replace the shell_redo.swf.forbuild–that's the file the mod will grab.
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michael danso
 
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Post » Tue May 07, 2013 1:19 am

Cheers Steven, It's good to know I had the right file at least.

So even if the menu files aren't altered they're always built into the mod, and when Rage loads a mod for the first time, it caches it overwriting the original menu outside the mod folder itself?

That would explain why deleting the mod and restarting rage didn't reset the menu and why the unedited menu file in a second mod that just happened to be in the mod folder didn't get installed when I deleted the one with the wrong menu, but it did get the original menu back when I added in a new mod with no changes to menus.
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Damian Parsons
 
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Post » Tue May 07, 2013 12:03 am

the '.forbuild' SWF is always grabbed, renamed without the 'forbuild' extension (shell_redo.swf), and then the mod is built. Once complete, the original files are replaced. As you know, the original SWF with the 'forbuild' extension has the 'Mods' button.

And yes, when you load Rage64 and mods are included, the engine will notice that the 'shell_redo.swf' is newer in the mod package and load that menu file instead of the original RAGE one.
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lacy lake
 
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Post » Tue May 07, 2013 1:12 am

Ah ok that clears it up. I was just trying to wrap my head around how it picks which menu file to load if there's more than one mod in the mod folder. I've managed to test it properly there now with a menu with a few strings switched around and it's working as expected now
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Destinyscharm
 
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Post » Mon May 06, 2013 11:40 pm

If there's more than one mod in the Mods directory, it just sorts the directories and loads one at a time (up till 6). The last mod loaded will be the menu you see. It's inherent to how the tech5 resource loader works (which is very similar to previous generations of id Tech). Glad it's working the way you want!
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teeny
 
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