The Art of War version 0.1
Moderators: jelco, bert_the_turtle
Mmkay... I'm just confused, but I'll come back and look at it later. Maybe I'll just not have an AAA profile...
I still want an answer to my capitalization af locations question... and my Primary_Core name question. The second, xander, is critical, so as to avoid illegal plagerization. (I hope you will consider it a tribute to your awesomeness that I want to use a map name from your mod.)
I still want an answer to my capitalization af locations question... and my Primary_Core name question. The second, xander, is critical, so as to avoid illegal plagerization. (I hope you will consider it a tribute to your awesomeness that I want to use a map name from your mod.)
Shwart!! wrote:Maybe I'll just not have an AAA profile...
You should have an AAA profile. It is useful for debugging, and ensures that things don't break when someone tries to use AAA with your mod. If someone uses the AAA profile, and you don't have a game_unlockall.txt, odd things happen.
Shwart!! wrote:I still want an answer to my capitalization af locations question... and my Primary_Core name question. The second, xander, is critical, so as to avoid illegal plagerization. (I hope you will consider it a tribute to your awesomeness that I want to use a map name from your mod.)
If you want it, use it. It is just a name :) But thank you for asking.
xander
Hmm... Perhaps the AAA profile could have extended storyline background, in case someone doesn't understand the abbreviated explanation. My thinking on not having a AAA profile was (past tense) that I would either have all territories be friendly (already done if you've beaten the game) or redo of any storyline (waaaay beyond me, although not beyond you or TGF).
And... thank you.
And... thank you.
- The GoldFish
- level5

- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
AAA doesn't save mission status or anything, so it's fairly unideal to have it as a further storyline or anything other than an AAA 'go back and do stuff' profile.
You could simply have an option at the start of the mod to have an abbriviated or extended background type thing.
Also if you want to you can call a map Valhalla, or Madrid perhaps? Go ahead! :P
And to capitalise your placenames reliably, just look in the language.dat's english.txt - "location_pattern_buffer Pattern Buffer", I think you can put location_yourmapname and get caps in it. Doing it the way you have been, they'd be getting removed every time you save the map in the editor.
And, seriosly beware use of caps in actual filenames etc, as although windows is not case sensative, others, such as GNU/Linux for example, are. So make sure it's absoultely consistent!
You could simply have an option at the start of the mod to have an abbriviated or extended background type thing.
Also if you want to you can call a map Valhalla, or Madrid perhaps? Go ahead! :P
And to capitalise your placenames reliably, just look in the language.dat's english.txt - "location_pattern_buffer Pattern Buffer", I think you can put location_yourmapname and get caps in it. Doing it the way you have been, they'd be getting removed every time you save the map in the editor.
And, seriosly beware use of caps in actual filenames etc, as although windows is not case sensative, others, such as GNU/Linux for example, are. So make sure it's absoultely consistent!
Good idea about the storyline thing, TGF.
Thanks for the caps advice... testing now.
Also, how do you make the Yard in the editor? When I follow IcePicks guide on TheNextGame, Darwinia crashes... his guide also has no tracklinkstart, so I don't know what that does. Specifically, I tried to link a TrackLinkEnd to the Yard, and it gave me a Windows crash.
And yes, Icepick, your site is still helpful... it is my main resource.
xander, or anyone else who has a site and wants to help, would you mind hosting my alphas, betas and such? It would be greatly appreciated...
EDIT: The caps thing doesn't work; rather, it killed every preexisting string without accomplishing its purpose.
Thanks for the caps advice... testing now.
Also, how do you make the Yard in the editor? When I follow IcePicks guide on TheNextGame, Darwinia crashes... his guide also has no tracklinkstart, so I don't know what that does. Specifically, I tried to link a TrackLinkEnd to the Yard, and it gave me a Windows crash.
And yes, Icepick, your site is still helpful... it is my main resource.
xander, or anyone else who has a site and wants to help, would you mind hosting my alphas, betas and such? It would be greatly appreciated...
EDIT: The caps thing doesn't work; rather, it killed every preexisting string without accomplishing its purpose.
Last edited by Shwart!! on Sun Dec 10, 2006 4:17 am, edited 1 time in total.
- The GoldFish
- level5

- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
Yeah, don't do that!Shwart!! wrote:Also, how do you make the Yard in the editor? When I follow IcePicks guide on TheNextGame, Darwinia crashes... his guide also has no tracklinkstart, so I don't know what that does. Specifically, I tried to link a TrackLinkEnd to the Yard, and it gave me a Windows crash.0.
Link it to a normal track link (and create a loop that goes all the way back to the start), and put the 'toggledby' special value it has onto the Yard. With the start piece, put the toggledby value onto some trunk port, or nowhere if you have it direct connected to a refinary (I can only assume that works). With the Start and End pieces, the contents of the carriage appears or dissapears halfway between the start/end piece and the next link.
Same goes for the power lines, the start gets linked by a special variable to a building that has to come on or offline.
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
This time, I got a windows crash linking a tracklink to the trackend.
Also, I got the strings working right again.
EDIT: And this time, I linked it without trouble. I hate anomalies.
Also, I got the strings working right again.
EDIT: And this time, I linked it without trouble. I hate anomalies.
Last edited by Shwart!! on Sun Dec 10, 2006 4:41 am, edited 1 time in total.
- The GoldFish
- level5

- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
is your trackend right next to your yard?
I'm betting that you accidently tried to link it to your yard instead of the trackend
I'm betting that you accidently tried to link it to your yard instead of the trackend
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
did you get a site yet?
I could let you host it on mine...
ill also volunteer for the erm... alpha test. it'll have to be at school though (hiding from the computer lab "teacher") its the only time I get access to a real computer.
tes
I could let you host it on mine...
ill also volunteer for the erm... alpha test. it'll have to be at school though (hiding from the computer lab "teacher") its the only time I get access to a real computer.
Shwart!! wrote:Good idea about the storyline thing, TGF.
Thanks for the caps advice... testing now.
Also, how do you make the Yard in the editor? When I follow IcePicks guide on TheNextGame, Darwinia crashes... his guide also has no tracklinkstart, so I don't know what that does. Specifically, I tried to link a TrackLinkEnd to the Yard, and it gave me a Windows crash.
And yes, Icepick, your site is still helpful... it is my main resource.
xander, or anyone else who has a site and wants to help, would you mind hosting my alphas, betas and such? It would be greatly appreciated...
EDIT: The caps thing doesn't work; rather, it killed every preexisting string without accomplishing its purpose.
tes
- The GoldFish
- level5

- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
Well, I successefully renamed my level called newlevel to ZOMG LAND ZOMG!!! ingame - somehow I sense this isn't want you were trying to accomplish?Shwart!! wrote:EDIT: The caps thing doesn't work; rather, it killed every preexisting string without accomplishing its purpose.
It appears the wolrdmap text is always in caps anyway. I'm not really sure what you're after!
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
NVM about the caps thing, it works perfectly now.
Testrie, thank you very much. Your hosting will be very helpful, since due to the amount of alpha, beta, and full releases, it would be like spamming TheNextGame.
And TGF... I had a dream last night. I was playing a mod of yours, and the world map looked like a spawnpointmaster, like you replaced the SHPs. The ball on top was where the central repository should be, and all the link points went to locations around the base... Did you ever do that? It would make a cool mod.
EDIT: I tried it out, and it would work with a few small modifications to the SHP, mainly involving height.
Testrie, thank you very much. Your hosting will be very helpful, since due to the amount of alpha, beta, and full releases, it would be like spamming TheNextGame.
And TGF... I had a dream last night. I was playing a mod of yours, and the world map looked like a spawnpointmaster, like you replaced the SHPs. The ball on top was where the central repository should be, and all the link points went to locations around the base... Did you ever do that? It would make a cool mod.
EDIT: I tried it out, and it would work with a few small modifications to the SHP, mainly involving height.
Shwart!! wrote:NVM about the caps thing, it works perfectly now.
Testrie, thank you very much. Your hosting will be very helpful, since due to the amount of alpha, beta, and full releases, it would be like spamming TheNextGame.
And TGF... I had a dream last night. I was playing a mod of yours, and the world map looked like a spawnpointmaster, like you replaced the SHPs. The ball on top was where the central repository should be, and all the link points went to locations around the base... Did you ever do that? It would make a cool mod.
EDIT: I tried it out, and it would work with a few small modifications to the SHP, mainly involving height.
I've made your an account on Darwiniary. Details are in the PM i sent you, but basically, you sign in, then click on the Organizer button on the top of the admin screen. You should see the upload button. Also, feel free to make posts. (and if you want to be on the about... page tell me)
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