A Modding Tutorial Mod

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xander
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A Modding Tutorial Mod

Postby xander » Tue Aug 08, 2006 10:51 pm

In another topic, GAMER1992 asked about how different buildings could be used to create objectives. It occured to me when he asked that question that the easiest way to explain how to describe creating an objective is to demonstrate with a very, very simple level that can be easily taken apart. Thus, I began work on a modding tutorial mod.

Now, generally I would try to finish more of it before releasing it, but it seems to me that this is the kind of project that could use public input. Right now, I have simply set up every BuildingOnline objective that I can think of, in as simple a configuration as I can create. I am looking for suggestions from other people, and have several other things that I will be throwing in at some point. However, because I would like to see some input at some point, I am willing to release a very unfinished version :)

Now, without further ado, the Modding Tutorial Mod.

Enjoy, and please let me know what you think.

xander
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Postby xyzyxx » Tue Aug 08, 2006 11:28 pm

Couldn't find shape file "fuelpipe.shp"
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Postby xander » Tue Aug 08, 2006 11:32 pm

xyzyxx wrote:Couldn't find shape file "fuelpipe.shp"

Oi... that's right! I keep forgetting that the Windows version of the game doesn't include those. I will update it when I get home.

xander

EDIT: Okay, I think that should work. Same link as above.
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Postby Testrie » Sat Aug 19, 2006 4:10 pm

xander wrote:
xyzyxx wrote:Couldn't find shape file "fuelpipe.shp"

Oi... that's right! I keep forgetting that the Windows version of the game doesn't include those. I will update it when I get home.

xander

EDIT: Okay, I think that should work. Same link as above.


Too bad we can't just add it in...

Tes
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Postby xander » Sat Aug 19, 2006 4:31 pm

Testrie wrote:
xander wrote:
xyzyxx wrote:Couldn't find shape file "fuelpipe.shp"

Oi... that's right! I keep forgetting that the Windows version of the game doesn't include those. I will update it when I get home.

xander

EDIT: Okay, I think that should work. Same link as above.


Too bad we can't just add it in...

Tes

You can just add it in. IV could as well, but that have not as of yet (at least not in the Windows version -- the Mac version does include all of those files).

xander
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Postby trickfred » Sat Aug 19, 2006 7:38 pm

I've actually opened up all the .dat files for the game, the patch, and the demo2, and added all relevant files to my Darwinia directory, and deleted the .dat files. The game runs fine. :D
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Postby Testrie » Sun Aug 20, 2006 4:18 pm

trickfred wrote:I've actually opened up all the .dat files for the game, the patch, and the demo2, and added all relevant files to my Darwinia directory, and deleted the .dat files. The game runs fine. :D


so you don't need the dat files?

does that also mean that you can make mods as dat files?

Tes
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Postby trickfred » Sun Aug 20, 2006 7:43 pm

Testrie wrote:
trickfred wrote:I've actually opened up all the .dat files for the game, the patch, and the demo2, and added all relevant files to my Darwinia directory, and deleted the .dat files. The game runs fine. :D


so you don't need the dat files?

does that also mean that you can make mods as dat files?

Tes


Yes.

No.
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Postby Testrie » Sun Aug 20, 2006 8:11 pm

trickfred wrote:
Testrie wrote:
trickfred wrote:I've actually opened up all the .dat files for the game, the patch, and the demo2, and added all relevant files to my Darwinia directory, and deleted the .dat files. The game runs fine. :D


so you don't need the dat files?

does that also mean that you can make mods as dat files?

Tes


Yes.

No.


:D

:(

Tes
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Postby Montyphy » Sun Aug 20, 2006 8:16 pm

Why would you want to make you mods as .dats? It's pretty much the same as just have a /mods/your_mod folder.
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