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Author Topic: Problems modding weapons and techtree  (Read 16044 times)

Offline tobbe

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Re: Problems modding weapons and techtree
« Reply #15 on: April 12, 2010, 03:50:34 pm »
ok, almost there^^

i installed the SVN and downloaded the source...if i understood the idea of SVN correctly, i should be able to make my changes to the script files and build them into a patch?

i could use some advice how to proceed...TIA.

Offline Legendman3

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Re: Problems modding weapons and techtree
« Reply #16 on: April 12, 2010, 11:41:29 pm »
Look here for how to make new/edit research things.

http://ufoai.ninex.info/wiki/index.php/UFO-Scripts/research.ufo

Offline tobbe

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Re: Problems modding weapons and techtree
« Reply #17 on: April 13, 2010, 02:19:30 am »
Look here for how to make new/edit research things.

http://ufoai.ninex.info/wiki/index.php/UFO-Scripts/research.ufo

tyvm for your try to help...but unfortunately i already read through that article...

Modifying the script files isnt the info im looking for, i already modified about 80% of the PHALANX weaponry and im runnig the first time game right now...

Im looking for a good way to form the modified script files into a patch (with SVN?!) or something...thats were im lost...

Offline Mattn

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Re: Problems modding weapons and techtree
« Reply #18 on: April 13, 2010, 07:57:54 am »
you installed tortoise svn? select the base/ufos directory, right click on the dir and select create patch from the context menu.

Offline tobbe

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Re: Problems modding weapons and techtree
« Reply #19 on: April 13, 2010, 09:58:30 am »
you installed tortoise svn? select the base/ufos directory, right click on the dir and select create patch from the context menu.

oh my...i really was THAT easy...

Creating a patch like this means that only persons with a SVN program will be able to use the modifications, right?

Offline MCR

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Re: Problems modding weapons and techtree
« Reply #20 on: April 13, 2010, 10:34:28 am »
If you want to create a test version for everyone to try, you should read about how pk3s work  ::):

http://ufoai.ninex.info/wiki/index.php/Pk3

Offline geever

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Re: Problems modding weapons and techtree
« Reply #21 on: April 13, 2010, 10:55:06 am »
oh my...i really was THAT easy...

Creating a patch like this means that only persons with a SVN program will be able to use the modifications, right?

No. This patch format is called unified diff quite much programs can use them (like GNU patch).

-geever
« Last Edit: April 13, 2010, 11:29:14 am by geever »

Offline tobbe

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Re: Problems modding weapons and techtree
« Reply #22 on: May 18, 2010, 12:04:28 pm »
New question, working with SVN...i simply dont understand the program :(

I modded some of the ufos files (got working copy) and i want to compare them with the newest files in the trunk and probably merge them...but i simply cant do it?

Can somebody give me a detailed walktrough how to do this?

Offline MCR

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Re: Problems modding weapons and techtree
« Reply #23 on: May 18, 2010, 04:57:40 pm »
Many ways to do this.
For example:
Overwrite the old files in your svn working copy directory of UFO:AI.
Use the explorer tortoise function 'svn check for modifications'.

chulhee

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Re: Problems modding weapons and techtree
« Reply #24 on: June 15, 2010, 03:43:07 am »
I want to use the multiplayer weapons (changed of course) in the campaign...i changed the research time to 0 (in research.ufo), moved the entries from weapons_multiplayer.ufo to weapons_human.ufo. that seems to work kind of...but once i change the research value to a positve value, geoscape crashes again

« Last Edit: June 15, 2010, 07:11:51 am by Mattn »

Offline Mattn

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Re: Problems modding weapons and techtree
« Reply #25 on: June 15, 2010, 07:12:28 am »
with which message does it crash?