Help by joining forces :)

As I said, it's your choice, but if you really want to start with the BtS dll and if you are interested in the health/happiness tags, you could start with the Specialist Enhancements Mod as it proposes its modified source code files in the download.

Otherwise, this one is a "simple and easy" copy/paste job to integrate it into another mod, even in K-Mod!
 
hi isenchine,
quite some time ago i managed to integrate 2 mods into mine but now, every time i try to add some new stuff that i want, i fail hard. i don't know why. maybe i was more eager back then. or maybe i became too old for this. all i know is that every time i look at a code for the sdk my head hurts as if i'm trying to read some ancient dead language :) .
 
i believe for someone who knows sdk/python stuff like these are very easy since most of them are already written in other mods. the problem is when i try to copy/paste the code and compile the dll i fail therefore i'm missing smth.

Did you manage to compile a dll in the beginning? Usually, the advice is to start to compile with the BtS source files to see if you can finish the process of compiling.

If yes, you might want to post errors that you had in your subsequent trials in the SDK section and try to solve things progressively. It would be more rewarding for you to do it yourself.

The problem with C++ coders is that the majority of them is busy with their mods. The "independent" ones would need to be convinced that it is an interesting job to do before they volunteer for you.
 
Did you manage to compile a dll in the beginning? Usually, the advice is to start to compile with the BtS source files to see if you can finish the process of compiling.

If yes, you might want to post errors that you had in your subsequent trials in the SDK section and try to solve things progressively. It would be more rewarding for you to do it yourself.

i once did it with success, now i just can't - i don't have the time to go through that again nor the will i'm afraid :)

The problem with C++ coders is that the majority of them is busy with their mods. The "independent" ones would need to be convinced that it is an interesting job to do before they volunteer for you.

on the contrary! i'm asking smne who is making his own mod so that he can help me code my mod and i can help him edit his units from his mod. i am not trying to convince smne to work for my mod for free but to help me with mine and in exchange i will help him with his. he adds a code, i edit a unit, e.t.c. ofcourse i'm talking about simple stuff, nothing complicated.
anyway, for now i will try and see if i can help people with their units in the unit thread :)
 
on the contrary! i'm asking smne who is making his own mod so that he can help me code my mod and i can help him edit his units from his mod. i am not trying to convince smne to work for my mod for free but to help me with mine and in exchange i will help him with his. he adds a code, i edit a unit, e.t.c.
That sounds reasonable and I guess I could do it. Do you have a git repository of your mod or would you mind making one? Using one would make it easier for me to contribute (particularly if I get push permission), but it would also make it easier for everybody in the future to help should a problem occur.

ofcourse i'm talking about simple stuff, nothing complicated.
Complicated 3D slows down the game and increases memory requirements.
 
hi Nightinggale,
thank you for your kind offer. i know nothing about git but after reading your post i went and downloaded the latest version from the official site and watched 1-2 tutorials to see what is about. if it's smth important i'll try to get the hang of it but it might take days.
wouldn't it be easier (n probably quicker :) ) if you could make the changes in the dll and then upload it as a compiled dll every now and then so that i could do some testing?
same goes for me ofcourse. i will upload the units as soon as i finish editing them so that you can check them ingame or with nifscope for errors, suggestions, etc. if you want me to, i could just upload the unit (including all the movement files ofcourse, it would be a complete unit, "add n play" :) ) or the unit plus the blender files (size might be a little big, depending the work cause i like to save every few steps of the work).

i'm looking forward to tell me what you think :)
 
i know nothing about git but after reading your post i went and downloaded the latest version from the official site and watched 1-2 tutorials to see what is about. if it's smth important i'll try to get the hang of it but it might take days.
wouldn't it be easier (n probably quicker :) ) if you could make the changes in the dll and then upload it as a compiled dll every now and then so that i could do some testing?
Maybe, but I would regret it if something goes wrong as git is excellent in keeping track of changed lines, hence it highlights when I change lines I shouldn't have touched. I could make a project for you on sourceforge and add git to it. It shouldn't take me long as I tried it before. However to do that, I would need a name for the mod and it doesn't look like you mentioned one yet. I would also need to add your sourceforge account to people with write access, though that doesn't strictly have to be right on project creation. As I often mention, using git or similar makes it a whole lot easier to assist when some modder runs into a problem and it is possible to run into problems even if the changes are in xml only.

One file I know I need right away is GameFont.tga. You mentioned you added an airport icon. Naturally I can't test if it shows up unless I have it, but more importantly I need the file to see where you placed it. The game translates each location to a number and the number is needed to print the icon. Naturally without the location I can't figure out the number.

Also speaking from experienced, the git client which seems to cause the least problems for git-newbies appear to be smartGIT. The interface is quite simple and people usually figure it out in no time. Some people recommend tortoiseGIT, but I find the integration with explorer confusing as it isn't always clear when you do something in git to explorer. Also while tortoiseGIT can handle most mods just fine, it can't handle M:C as it fails to use the submodules correctly. I know submodules is an advanced feature and overkill for most mods, but I would expect a widely used git client to support the feature, but it seems that I assumed wrong. SmartGIT handles M:C just fine.
Also for git client recommendations I completely ignore non-free clients. SmartGIT is free for non-commercial use, which includes modding.

same goes for me ofcourse. i will upload the units as soon as i finish editing them so that you can check them ingame or with nifscope for errors, suggestions, etc. if you want me to, i could just upload the unit (including all the movement files ofcourse, it would be a complete unit, "add n play" :) ) or the unit plus the blender files (size might be a little big, depending the work cause i like to save every few steps of the work).
That sounds fine. Well except for the file size, but I do understand why you save often and I likely would do the same.

Isn't there a way to shrink files made in blender? It doesn't sound right that saving 5 times makes the file bigger than if you just saved once. If it saves some change history, then it should be possible to strip that data to get small files, right?
 
hi Nightinggale,
again i want to thank you for accepting my invitation to cooperate. in this post i have attached the tga file. i know the icon looks kinda plain (:)) but i can change it anytime later on if i come across with a better one :)

EDIT: ok, so this is my little to do list:

1. upload GameFont.tga ==> DONE :)
2. name for my mode: the name is MYMODE ==> DONE :)
3. get smartGIT ==> DONE :)
4. sourceforge account to people with write access ==> DONE :)

please let me know if i missed anything :D

now, when it comes to saving while working on blender, i am changing the name of the file in order to have multiple saves in case smth goes wrong or the power goes off (i know i'm a little paranoic here but it's better safe than sorry :) ). otherwise, if you keep saving without changing the name of the file you just overwrite the previous ones. and from what i've seen so far i believe that blender has a limited history record, meaning that you can't do unlimited "undos" (that's why i tend to save a lot) so the history doesn't affect the size. ofcourse, for your convenience i could limit the saves to a more logical number and name them after exactly what i'm doing, for example "step 3 - joined left arm.blender", "step 4 - joined head.blender", "step 5 - joined vertices.blender", etc.
 
hi Nightinggale,
again i want to thank you for accepting my invitation to cooperate. in this post i have attached the tga file. i know the icon looks kinda plain (:)) but i can change it anytime later on if i come across with a better one :)
It doesn't matter if it is plain or placeholder to anything like that. I just needed the location, but it's true that awesome isn't the first word that comes to my mind when I see it :p
I sure hope it goes better with blender :lol:

2. name for my mode: the name is MYMODE ==> DONE :)
:eek:
If I am to make a project on sourceforge, the name should at least have a little reference to what it is about. I can't make it with that name... maybe I can, but I don't want to act stupid.

Actually maybe making a new project is overkill. I can just make another git repository in M:C. Git is superior to svn (another popular source control system) in the fact that it is really easy to move to a new location while keeping the complete file history. I can just make a repository called heroicfort and you can decide on a name later, if needed. If not, then it will be forever known as "heroicfort's mod".

4. sourceforge account to people with write access ==> NOT YET
Just go to https://sourceforge.net/ and sign up. Remember to use an email, which you don't mind being public. Make a gmail if needed.
 
I can just make another git repository in M:C. Git is superior to svn (another popular source control system) in the fact that it is really easy to move to a new location while keeping the complete file history.

to be honest, i haven't quite yet understand what git does ( :) ) but i'll just follow your advise and do what you say.
please don't forget to upload the unit(s) you want me to edit. i'll try to do best. i also have units ready like those whose images i posted on this thread. if you want any of them i could upload it to a host of your preference and pm you the link. the reason for that is you get to be the first who uses the unit in your mod, just like all other people do with their mods. or you can give it to smne else if you want. it's your choice :) .
 
to be honest, i haven't quite yet understand what git does ( :) ) but i'll just follow your advise and do what you say.
To put it simple, git is a file server. Once you made something new, you send it to the server and then other people can download from there. In other words it is an easy to use system to ensure everybody has the newest version and everybody have the same full version when somebody asks for help.

However rather than a constant sync, it updates when you commit. This creates a revision(snapshot) of all changed files, complete with history of each line change and whatever log entry you add. As each revision can be recalled, it is possible to pinpoint precisely when a new problem started and get the changed lines, which must have introduced it.

In short it is distribution, changelog, bughunting tool and backup packed into one application. It is even better when multiple people work on the same mod as it is designed to merge changes from multiple contributors and it can reveal down to each line who touched it last. It should be noted that git isn't a proper backup system due to being too fragile. This mean it isn't a replacement for proper backup, which you naturally do all the time, right ;)

please don't forget to upload the unit(s) you want me to edit.
I haven't forgotten. However I try to coordinate the answer with Kailric (the founder of M:C), which is why there is no answer ready yet.
 
i tried to get a new e-mail from google but it needed phone verification.
They require your phone number now? I have never done that, but I admit I haven't made any new emails in quite a while.

I remembered that I had an unused project on sourceforge and added a git server to that one. The link is https://sourceforge.net/p/fallouttamethewaste/heroicfort/ref/master/

In smartGIT you can tell it to clone using this address:
Code:
ssh://[B]nightinggalemod[/B]@git.code.sf.net/p/fallouttamethewaste/heroicfort
The highlighted part is your sourceforge login name and will naturally be different for you. As destination select mods/heroicfort. That way in the future when you pull changes they go strait into your game and they are playable without moving anything. Git can have a permission problem in writing inside program files though. I recommend installing bts elsewhere, like C:\games.

Currently the git server is empt. Cloning is likely more interesting once I have added something.

Also yes the mothballed project I used was named fallouttamethewaste and yes it is the FTTW mod. However the story goes that due to miscommunication two people started a project with a git server for that mod and naturally it only makes sense to keep one. Because deleting a project turned out to be difficult I ended up with an unused project.
 
But the sdk isn't written in java :confused:

Har har, did anyone catch that? Just glad you didn't say C# as I putting a lot of time into learning it :scan:


I haven't forgotten. However I try to coordinate the answer with Kailric (the founder of M:C), which is why there is no answer ready yet.

Omg, I can't turn my back on you for two seconds where you don't hound me for something. Yes, I'm slow these days, but who wins the race in the end? Slow and steady:old:
 
Har har, did anyone catch that? Just glad you didn't say C# as I putting a lot of time into learning it :scan:
Most programming languages look like messages from outer space when coded poorly. Java has a strange tendency to do it even if it is done right due to... well not the best syntax available. C# has normal readability and wouldn't make any sense if I had mentioned that one here.


I know precisely what to do to add the airport icon. However I haven't started yet. Instead I paid attention to the near month old cry for help from RevolutionDCM about a crashing bug nobody could find. I found and fixed it (hopefully), but bughunting heavily modded code I haven't seen before turned out to be a major mental drain and... well I just didn't get started on this one afterwards even though that was originally my plan.
 
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