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I had fun tonight, collected enough kills, and will try one mod after another…
Nice to see that StoneAge got new weapons. Never underestimate your imaginations! 😀
@The AI wrote:
Second, shouldn’t it state that you must gain those kills on the merge mod or stone age servers?
Locked servers give me the message that I need at least # kills on this server.
Whichever server this is.
I don’t see the IP numbers anymore after the servers sent their names. So I cannot compare anymore which mods are running on the same server.
Also I was quite surprised by a “registration process”. Probably because I don’t read this forum regularly. Is it suitable to request “hereby” access to v41 mod servers? If not, please point me to the requirements. Thanks!March 7, 2007 at 6:45 am in reply to: [Bug] 40.1d installer does not detect restricted useraccount #40501
Of course it would be possible to install the game to any other directory; for example: D:GamesScorched3D
What I was trying was the most basic “trap” possible: Denied writing access due to rights restrictions. An installer should easily detect it – and it does: It lists in the progress listbox that writing the file was “Skipped”.
My concern here is: After the installation failed, the installer still prints that the installation was completed successfully; it should instead fail and roll back the previous partial changes.
So I wonder if the writing of game files was not labeled “mandatory for success” in the installer script. And I am very sure that such an installation (using the NSIS engine) is script driven: Nullsoft provides script editors and script specifications.
Is there any more need for 8.3 filenames, anywhere? — I’d suggest *.s3dm ! 😈
Well, it took me too much time to make a working search query to find that information – so I didn’t look anymore for the thread date…
To allow details about the server to be listed in the server browser (when joining an internet game), you also have to open UDP/27271 – I just found in a note from Bobirov.
Ah, finally found a search query which returned the required details:
tcp/27270 (server port)
udp/27271 (still used by server)
udp/27393 (tracker server port, the port used to send server’s info)
Usually I am quite successful searching… 🙄
Now it works well. 😀
It may not be the small and handy text editor … but with Eclipse and Web Tools, you can add as many autocompletion “templates” as you like, even with placeholders to fill values in and tab to the next.
Syntax highlighting … well, I thought about keeping XML sources away from the mod developer as good as possible, by providing required features via window and input design. 😉
There is a PERL script digging through the sources? Interesting. If such a script can create DTDs or XSLs, XML loaders can often use them, and could e.g. pre-fill combo boxes with a list of supported values.
Yes, Bobirov – exactly this kind of specification I missed when I started long ago (might be more than a year ago).
8) Many thanks to everyone who made it.
So you did not understand the difference between “effective” and “efficient”.
Your tool as described would be effective – it would work.
But it would not be efficient: It would not be much more support to a mod developer than a plain XML text editor.
An efficient tool would support the developer by e.g. providing only available options in comboboxes, limit numeric inputs to sane value ranges (which includes providing numeric inputs where useful, instead of text fields), let you select files from the file system, and much more.
By the way: I don’t know programming in Visual Basic. I started with Borland Pascal and Delphi, and learned Java later.
Java could be a possible language to create a portable tool. Lazarus (FreePascal) might be another alternative.
Well, it would be complex.
I think it should have several “registers” to provide access to the different parts of a mod (accessories, terrains, general settings).
It should allow to define terrain definitions (real-time generated as well as heightmap based – which requires to select and preferably also preview images).
If should allow to define weapons – which will require to handle tree views with interactively adding, removing and moving branches in a tree, which can have different types.
It will need to display property pages, where parts of the pages will be shown or hidden depending on selected options (e.g. heightmap terrains will have a filename option, whereas generated terrains will have numeric ranges for the generator).
And last but not least, you must not forget about dependencies between several XML files (e.g. landscape definitions refering to texture definitions).
What I’d really miss, would be a “S3D Mod Builder” tool.
One day I started investigating the XMLs and a bit of the sources (but I am not a C developer), trying to find the dependency tree between the XML files and their entries. I could not find out enough details about the theoretically allowed content, and did not want to rely only on facts I discovered out of already built mods (e.g. by reverse-engineering DTDs out of the existing XMLs)…
That project stopped somewhere in the decision making which programming language I should use, because I guess you would prefer a portable tool. Meanwhile I think it wouldn’t matter much if it was a Windows-only tool, as long as it just exists.
For sure I discovered at least that it would have to be complex. The best example is the ability to support sub-weapons inside weapons — that can make branches grow long and wide.
About other tools:
I love Terragen. And I found several tools which enhance it well. Raw image export of heightfield terrains is easy, import of several formats possible via partially expensive, partially hard-to-find converters (like 3DEM, Wilbur etc.).
For source editing, I like ConTEXT (freeware text editor with syntax highlighting). Especially for XML, I still use “XML Notepad 1.5” sometimes, but I feel like writing an own hierarchical editor…
PhotoFiltre and GIMP are fine for imaging… apropos GIMP: Are you some day going to use the DDS (DirectDraw Surface) image format for textures? DXTC (DirectX Texture Compression) is usually directly supported by modern 3D cards, and ICD OpenGL drivers. The “PlaneShift” MMORPG made a good leap introduing this format. And the GIMP DDS plugin works just simple and well – except you prefer “The Compressonator”, or “nvdxt” and “DDS Converter”.
8) I meant that like “unfortunately I can’t stay long enough to play with you” (to save extra low-bandwidth connection costs). 😉 – Maybe at the weekends, there is a better chance to use a directly connected PC.
And I guess I won’t survive very long against most of you experienced players. The more I watched bot-vs-bot battles, the more I understand their weaknesses, and expect many of you knowing them for ages already… 😳
Thrax – unfortunately, most of the time I need to connect via a quite restrictive proxy (because here in the “wilderness”, only satellite internet is available yet, when I need flatrate and high bandwidth). So I can not join internet games at the moment. And so I would have to download mods manually and play them offline. 🙁
I could only try to connect via low bandwidth (ISDN, 64 kbps) for a limited time, and try to connect to game servers just to leech the mods and leave.