Jump to content
Sign in to follow this  
SantaMania

Ofp mod-handling

Recommended Posts

Hey there.

Its really cool that you can now use Mod="xxx" to tell ofp what to load when starting a game (it looks in a new folder), but 1 thing occurs which a pretty lame and that some of us really want a fix to. When using this, ofp ONLY loads the folder, not the Ressistance units. Im aware that ressistance work as a mod, but wouldnt it be nice if u could make the res objects load allways? Then we wont have to copy the res lib every time we install a new mod?

This is a very important thing for future 100&-modifications.

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SantaMania @ Nov. 05 2002,17:05)</td></tr><tr><td id="QUOTE">Hey there.

Its really cool that you can now use Mod="xxx" to tell ofp what to load when starting a game (it looks in a new folder), but 1 thing occurs which a pretty lame and that some of us really want a fix to. When using this, ofp ONLY loads the folder, not the Ressistance units. Im aware that ressistance work as a mod, but wouldnt it be nice if u could make the res objects load allways? Then we wont have to copy the res lib every time we install a new mod?

This is a very important thing for future 100&-modifications.<span id='postcolor'>

And also it would be nice if we could set itt to NOT LOAD the otehr addons like in c:\ofp\addon

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SantaMania @ Nov. 05 2002,17:05)</td></tr><tr><td id="QUOTE">Its really cool that you can now use Mod="xxx" to tell ofp what to load when starting a game (it looks in a new folder), but 1 thing occurs which a pretty lame and that some of us really want a fix to. When using this, ofp ONLY loads the folder, not the Ressistance units. Im aware that ressistance work as a mod, but wouldnt it be nice if u could make the res objects load allways?<span id='postcolor'>

This is already possible in 1.75. All you need to do is to use command line like this:

-mod=Res;your_mod_name

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 06 2002,00:06)</td></tr><tr><td id="QUOTE">And also it would be nice if we could set itt to NOT LOAD the otehr addons like in c:\ofp\addon<span id='postcolor'>

I would be happy if the -mod keyword could handle multiple directory names, such as -mod=a,b,c

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Nov. 06 2002,09:57)</td></tr><tr><td id="QUOTE">-mod=Res;your_mod_name<span id='postcolor'>

I don't understand. When I use -mod=mod_name alone, I get to use all the RES addons as well, without having to specify RES. confused.gif

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 06 2002,09:09)</td></tr><tr><td id="QUOTE">wow.gif6--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 06 2002,00wow.gif6)</td></tr><tr><td id="QUOTE">And also it would be nice if we could set itt to NOT LOAD the otehr addons like in c:\ofp\addon<span id='postcolor'>

I would be happy if the -mod keyword could handle multiple directory names, such as -mod=a,b,c<span id='postcolor'>

Looking at Suma's statement I think that is possible.

-mod=a;b;c

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ Nov. 06 2002,10:13)</td></tr><tr><td id="QUOTE">wow.gif9--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 06 2002,09wow.gif9)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 06 2002,00<!--emo&wow.gif)</td></tr><tr><td id="QUOTE">And also it would be nice if we could set itt to NOT LOAD the otehr addons like in c:\ofp\addon<span id='postcolor'>

I would be happy if the -mod keyword could handle multiple directory names, such as -mod=a,b,c<span id='postcolor'>

Looking at Suma's statement I think that is possible.

-mod=a;b;c<span id='postcolor'>

Yes, that's nice to know!

Still want to know why I have to specify RES. When I don't specify it, I still have access to everything in Resistance.

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 06 2002,09:21)</td></tr><tr><td id="QUOTE">Still want to know why I have to specify RES. When I don't specify it, I still have access to everything in Resistance.<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">When using this, ofp ONLY loads the folder, not the Ressistance units<span id='postcolor'>

I am surprised you are able to access any stuff placed in Res folder if you use command line -mod=some_mod and not -mod=Res;some_mod. I am not able to access it, and as written above, other people are not able to access it.

It is implemented as follows:

in Resistance default command line is -mod=Res. If you specify different mod argument, there is nothing that would tell OFP how should it access stuff placed in Res folder, unless you specify Res folder in the mod argument too.

Share this post


Link to post
Share on other sites

Suma,

I just tested two mod shortcuts I use: one for the Resistance Dynamic Range soundpack, another for WWII addons.

Specifying each mod alone, I was able to play the Resistance campaign w/o any problems.

Granted that the soundpack has its own config.bin file and this might enable this somehow but not so for the WWII mod, which is just unit and vehicle addons.

Share this post


Link to post
Share on other sites

Avon Lady, is correct - as usual. I have to change my statement above:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">It is implemented as follows:

in Resistance default command line is -mod=Res. If you specify different mod argument, there is nothing that would tell OFP how should it access stuff placed in Res folder, unless you specify Res folder in the mod argument too.<span id='postcolor'>

In Resistance default command line is -mod=Res. If you specify different mod argument, it is appended to this command line argument. You can also specify several arguments like this: -mod=mod1 -mod=mod2 or like this: -mod=mod1;mod2.

Conlusion is: even if you do not specify -mod=Res, OFP looks for Resistance specific files (configs, addons and campaigns)

However, there is one situation, where OFP may be unable to find Resistance file, and that is when such file is hidden by corresponding file provided by the mod. This can easily happen for config.bin file, which can be hidden by config.bin or config.cpp defined by the mod.

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Nov. 06 2002,11:34)</td></tr><tr><td id="QUOTE">Avon Lady, is correct - as usual.<span id='postcolor'>

Embarass.jpg

tounge.gifwink.gif

Share this post


Link to post
Share on other sites

Im confused (as allways), does this mean that there is no way to get rid of all the other (RES) addons when running a mod?

Share this post


Link to post
Share on other sites

I've seen and heard that it's possible to change the "Design" of the menu in the game for example a new mod. Do I do that in the resources.bin file?? I am a bit confuesed about that.. tounge.gif

If there is any good tuturial for how to make mod, more like a mod in the menu's and things, I would be happy to use it.. So is there anybody? smile.gif

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mellis @ Nov. 07 2002,17:29)</td></tr><tr><td id="QUOTE">I've seen and heard that it's possible to change the "Design" of the menu in the game for example a new mod. Do I do that in the resources.bin file?? I am a bit confuesed about that..  tounge.gif  

If there is any good tuturial for how to make mod, more like a mod in the menu's and things, I would be happy to use it.. So is there anybody?  smile.gif<span id='postcolor'>

Yes there is but I dont think tehre is a good 100% owrking 1.85 ressource.cpp file that you can edit. Most of the mhave problems sad.gif

Share this post


Link to post
Share on other sites

Another problem is that if you make modified version of resource.cpp, it can stop working once new version of resource.cpp is released. Such mod is therefore dependent on one particular version of OFP.

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 07 2002,14:01)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mellis @ Nov. 07 2002,17:29)</td></tr><tr><td id="QUOTE">I've seen and heard that it's possible to change the "Design" of the menu in the game for example a new mod. Do I do that in the resources.bin file?? I am a bit confuesed about that..  tounge.gif  

If there is any good tuturial for how to make mod, more like a mod in the menu's and things, I would be happy to use it.. So is there anybody?  smile.gif<span id='postcolor'>

Yes there is but I dont think tehre is a good 100% owrking 1.85 ressource.cpp file that you can edit. Most of the mhave problems sad.gif<span id='postcolor'>

A-Lone-Wolf's resource.cpp works fine....

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Nov. 08 2002,00:57)</td></tr><tr><td id="QUOTE">Another problem is that if you make modified version of resource.cpp, it can stop working once new version of resource.cpp is released. Such mod is therefore dependent on one particular version of OFP.<span id='postcolor'>

not necessarily...(though it is true)...you'll just not have the missions work, but everything else should work... biggrin.gif

-Well, thats what happened when I used the v1.75 resource.cpp on the newer 1.85

Share this post


Link to post
Share on other sites

I am going to take a whole day with only re-coding/deleting codes that's not needed.. in the resources.cpp file! wow.gif

And figure out how all work biggrin.gif

But it would be greatest if BIS releases something that helps out smile.gif But BIS have supported use creators pretty mutch lately with some of the tools they have...

My last question, do you know when Visitor is going to be released?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×