Because version 1.0.0.1 or whatever categorizes buildings into production and stuff.
Forum
Stranded II General Massive Mod...Glitch?Because version 1.0.0.1 or whatever categorizes buildings into production and stuff.
N0taN00b
GuestN0taN00b
Guestin buildings.inf, where it use to be..
### Shelter
id=2
objectid=165
is now
### Shelter
id=2
group=building
objectid=165
You have to add "group=building" or whatever group it is suppose to be in, production, misc, etc.. for each one. Its not that hard really, and once you realize what the issue is, you can do all that.
Also whatever was in the changelog can help to show what is difference since this mod came out.. you want to make changed to unlock buildings and a few other things, check out..
objects_palms.inf
items_edible.inf
items_weapons.inf
objects_stuff.inf
units.inf
items_material.inf
combinations_weapons.inf
and buildings.inf
and you'll start to realize whats changed that simply needs to be added apended in the proper sections of the massive mod code in order for it to work (at least as properly as I've observed so far) with the latest Stranded II Gold Release.
Only issues still open is monkey training school where going into more detail would induce spoilers, and I'm not gonna do that here. Have fun all!
I do think in the end, there should be a feature in the game to load default settings and allow the mod to override those default settings only where it is different, otherwise than new sections of the game can still carry over instead of needing to edit text files all the time.
Its more about the future of the game too not just about some mod where this is practically the only english mod people can come across if they love the game so much as they do.
And what do you mean by the "also whatever is in the changelog part? "
And yes it is availible, check the first post of the thread Multiplayer Stranded... In a way
And also, I mean the changelog since 1.0 to 1.0.0.1 gold helps figure out whats wrong with the massive mod not working. Groups is the main part for the question originally asked in this thread about hammer build not working, I answered/fixed that where no one else did. and then I also left it open on how to potentially fix accomplish other issues unofficially til it is done officially, where I really put no fault to anyone as I stated.
ANd what do you mean what is Available? i think your answering another posters question where I wasn't saying the mod that has techincally been "discontinued" for now, where its not even my place to say, is in current status, but yeah, if one is resourceful enough like I have been, one could still get the mod and enhance the game if one is willing to take the time and make some of the changes I was suggesting. while still maybe not perfect, but ever closer. so.
teasing you Amritsar.. thanks for the reply.
Amritsar has written
And yes it is availible, check the first post of the thread Multiplayer Stranded... In a way
Thanks!
These are overwritten when you put Massive Mod on (I think)
It is fun to mod and easy once you get into it i have to say. the idea of simply just fixing/updating an outdated mod is rewarding enough. to make one from scratch, ugh, God bless ya. But simply doing a "diff" or comparison of what lines were added or different between .inf files should show alot. And I listed the ones that I changed so far. Not sure if you changed something else Amritsar? I know about adding the new buildings, items, etc. I'd be willing to send ya my edited mods directory and see if theres anything else to add? Maybe we can rerelease the mod updated at least to encourage others to keep modding with Builder2-0's permission of course, which I think he already gave as long as you give him a shout out!
Mostly I ADDED what was not in the mod, as you say, it overwrites with modding of the old code, taking nothing new into consideration. Also groups=whatever is a big deal.
Also did something quick to allow bottles to be made..
### Bottle
combi=start
id=bottle
req=8
req=111,1,stay
req=4997
gen=106
combi=end
### Bottle2
combi=start
id=bottle
req=111,1,stay
req=4997
req=4999,1,stay
gen=106
combi=end
I noticed even without the mod though, you can forge items your suppose to be able to only forge near fire.. yet it works. I'm wondering if having a torch in your inventory has anything to do with it? But I don't think so. like cooking food, that checks.. so USE checks, some how COMBINE requiring near fire somehow doesn't get checked properly.. so its not the mod in this case, happens in the newest game without the mod.
anyway til the whole near fire with combine thing is figured out, I just required bottle making to need a torch.
thats really all I can find as the biggest issues, group=whatever, and adding in code that is in the game that isn't in the mod. Thats why my suggestion earlier about game rules getting loaded ontop of mods when there isn't a conflict, or that mods should really just add, but not replace to the game can be nice. Alot of it is reinventing the wheel over and over again rather than just changing it up or adding/enhancing.
yea 85wpm, i type too much.
It would be nice for the record if the mod can get rereleased no matter who does it officially but just for the latest version of the game, where mods wouldn't have to be rereleased so often if mods weren't overwritting new features of the game. somehow that makes soo much sense to me. cheers!
edited 1×, last 23.04.08 12:51:37 am
you know about group=whatever.
in combinations_stuff.inf i added the Bottle code I mentioned just a moment ago.
under objects_palms.inf
bananapalm had to be edited to include the proper script code for spawning monkeys.
i forget at the moment what I did to items_editable.inf.
items_weapons.inf had clawspear added to it was all.
objects_stuff.inf had Aerie added to it was all.
units.inf had Monkey Carrier and Eagle added.
I forget what was done in items_material.inf.
combinations_weapons.inf had clawspear added.
objects_buildings.inf had
Big Storage, Butterflygarden, Hammock, Monkey School, Palisade, Gate, Wood Storage, Stone Storage, Defense Tower added to the mod.
and thats pretty much all I did so far. anything else I might have missed that should/could be corrected?
@TrueLink
Wouldn't you also have to edit the game files or something to make the monkey carrier work with massive mod?
And yes you're dead right. Modding is great, and where did you get the sand from? Since you said you added the bottle. Cause I was thinking of making my own mod with some stuff along the lines of this but unfortunately I am not at ALL skilled with 3D apps or even drawing the icons =-(
Well like I said, i simply appended the monkey_carrier code from units.inf to the mod's units.inf. I also edited objects_palms.inf for proper monkey spawning. if you compare that file with the same file from the mod, you can quickly see whats different under banana palms.
And you could make "sand" technically, if you notice each .inf is basically a data resource for linking nodes and objects and items and things that are required and how they work. So you could create a sand object and make it a required object in other .inf files.
Oh hah actually I relooked back at what I did, I did require "dirt", which is similar to sand. my lazy way of doing it. I also made it easier to make with steelrod, like if you were blowing the glass bottles. i mean it works for making bottles, but its not enough on how it should be for the proper gaming challenge to be there for that.
And alot of times, you can just use similar graphics, how different is a pile of dirt and a pile of sand? maybe its colour, but you can still just link the same graphics for now and it would still be named "sand" instead of "dirt" even if using the same graphic files depending on how you input the new object data in the .inf file. Just gotta realize how the structure of it all works for existing items and data is all.
And by the inf files you mean likes objects_stuff right? Because I can actually create my own stuff, it's just the graphics that are my problem. I made a total awesome flint spear and even added in a throwing bottle.
they are all basically text files you can edit with any text editor though.
Hah throwing bottles, I wonder what it would take to light it on fire and make them molotov cocktails?
Like you can attack things with a torch, that causes fire, there are fire arrows, hrrm, ohh, theres gotta be some effect you can add to bottles thats the same as a fire arrow, so its another form of ranged fire attack basically. that'd be cool.
and i bet theres a sound file on the internet of a bottle breaking/smashing and then an explosive sound shortly following.
I would like to be able to replace the wolverine graphics and actually show a sword or shovel or what have you instead of the constant claw-slashing look no matter what you have equiped.
But anyway I do have something serious to ask and it's better to do it here than making millions of threads for a question a day.
I'm still working at the mod and wanted to add in a land vehicle\cart, it will be in essence just like travelling by foot but it allows you to carry pretty much double your weight so you can get to distant build sites easily.
My problem is, because I'm such a totally l337 n()()8!!11!!1 I have mainly been making stuff by looking at examples and changing them to suit my purposes.
But, there are no land vehicles and I don't know what group to put my cart (unit) in. I have created it alright in buildings but I need to create the unit!
I'm assuming making it's behaviour=watercraft it will screw everything up and won't be able to move unless built on water, so what should I put it as?
And yes it would be great to change the angry werewolf attacks with a proper sword but you'd probably need the source code and DC swore not to release for a
while just to annoy the modders =p
EDIT: Damn forgot to add, is there anyway to get the game to detect the texture\type of land underneath you? Cause then there would be an awesome way to get sand by digging on the beach.
Amritsar has written
2 man thread =p but anyway I do have something serious to ask and it's better to do it here than making millions of threads for a question a day.
I'm working on a pretty big mod and I wanted to add in a land cart, it will be in essence just like travelling by foot but it allows you to carry pretty much double your weight so you can get to distant build sites easily.
My problem is, because I'm such a totally l337 n()()8!!11!!1 I have mainly been making stuff by looking at examples and changing them to suit my purposes.
But, there are no land vehicles and I don't know what group to put my cart (unit) in. I have created it alright in buildings but I need to create the unit!
I'm assuming making it's behaviour=watercraft it will screw everything up and won't be able to move unless built on water, so what should I put it as?
And yes it would be great to change the angry werewolf attacks with a proper sword but you'd probably need the source code and DC swore not to release for a while just to annoy the modders =p
I'm working on a pretty big mod and I wanted to add in a land cart, it will be in essence just like travelling by foot but it allows you to carry pretty much double your weight so you can get to distant build sites easily.
My problem is, because I'm such a totally l337 n()()8!!11!!1 I have mainly been making stuff by looking at examples and changing them to suit my purposes.
But, there are no land vehicles and I don't know what group to put my cart (unit) in. I have created it alright in buildings but I need to create the unit!
I'm assuming making it's behaviour=watercraft it will screw everything up and won't be able to move unless built on water, so what should I put it as?
And yes it would be great to change the angry werewolf attacks with a proper sword but you'd probably need the source code and DC swore not to release for a while just to annoy the modders =p
first of all, you're wrong. It's not better to post it HERE. There is a scripting questions thread somewhere around the forum
And I gues the behaviour you want is "vehicle"... You should have a look at the references to S2s http://stranded.unrealsoftware.de/s2_mods.php
Thanks.