Map numbers for new units.
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Map numbers for new units.
I think that must be some kind of map list numbers for new units and all new units must to reserve fix number in equipment.pzeqp and be public on this forum , because some of us want to have more mods and mod unit numbers will collide, wright now only solution is to always copy equipment.pzeqp for different mods.
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Good point, especially as more mods are done. In PG2 there was a semi-regular datup (data update) done where all those guys who had made new units or whatever could use allocated numbers. It has to be centrally administered or the only option is to swap in equipment.pzeqp files for each mod, as you've said. That's not too hard using the Generic Mod Enabler, but not ideal.
I think that is too late... There are already a number of custom scenarios with custom equipment files.
A new equipment file means you need to manually replace all custom units.
What the devs could do was having the system load a ' scenarioname.pzeqp ' whenever ' scenarioname ' is picked.
This works well in 'The Operational Art of War' (TOAW).
A new equipment file means you need to manually replace all custom units.
What the devs could do was having the system load a ' scenarioname.pzeqp ' whenever ' scenarioname ' is picked.
This works well in 'The Operational Art of War' (TOAW).
I would guess scenario designers wanting to incorporate a sound mod like this would add it to their own efx file.VPaulus wrote:The problem is not only narrowed to equipment.pzeqp. There's also the efx.
For me the main concern is that with this system it won't be easy to combine more than 1 mod.
I'm making a sound mod for vanilla Panzer Corps. But how can it make compatible with other mods, if they load their own efx file?
I try to maintain one eqp master file for all my upcoming scenarios where I have only added new eqp and keeping the standard ones.
I will do the same with efx or other files.
I generally think it is best to let the designers keep track of this than the players.
VPaulus, but as it is now, it's also basically impossible to easily combine mods, so what'd change.
A proper handling of mods, with auto-merging and even some sort of collision-detection would be preferable, but so far, PzC's modding implementation is rather amateurish, with the hardcoded lists in the editor and stuff like the county table without IDs, so I'd say we should be grateful if we get mod-dirs.
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rezaf
A proper handling of mods, with auto-merging and even some sort of collision-detection would be preferable, but so far, PzC's modding implementation is rather amateurish, with the hardcoded lists in the editor and stuff like the county table without IDs, so I'd say we should be grateful if we get mod-dirs.
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rezaf
IMO, this shouldn't be in the modders or devs side. It's the user who decides to choose which mods he want to use.Erik wrote:I would guess scenario designers wanting to incorporate a sound mod like this would add it to their own efx file.
I try to maintain one eqp master file for all my upcoming scenarios where I have only added new eqp and keeping the standard ones.
I will do the same with efx or other files.
I generally think it is best to let the designers keep track of this than the players.
And I'm not expecting a user to edit a equipment or the efx file, in order to combine the mods.
Maybe I'm asking too much and being spoiled with ArmA mod system.
I agree with your points.rezaf wrote:VPaulus, but as it is now, it's also basically impossible to easily combine mods, so what'd change.
A proper handling of mods, with auto-merging and even some sort of collision-detection would be preferable, but so far, PzC's modding implementation is rather amateurish, with the hardcoded lists in the editor and stuff like the county table without IDs, so I'd say we should be grateful if we get mod-dirs.
I think the actual system was created with the mind on just modding scenarios, without thinking in new units, new animations, new sounds. We're limited.
However Rudankort already said, that he want more feedback from modders yo improve the system.
Last edited by VPaulus on Tue Sep 06, 2011 9:34 am, edited 1 time in total.
And besides efx, there are pictures of units that may differ in different modes. In addition, there are different files compain.pzdat, and gamerules file, which can vary. May be different tiles and terrain.pzdat file.
Surely there will be other differences. So, personally, I see three solutions:
- Use buckup.
- Use "Generic Mod Enabler"
- Make a patch that would "throw off mods" in a special directory and the application will automatically "hitch up" the available files, and the lack thereof - to use the basic files.
Surely there will be other differences. So, personally, I see three solutions:
- Use buckup.
- Use "Generic Mod Enabler"
- Make a patch that would "throw off mods" in a special directory and the application will automatically "hitch up" the available files, and the lack thereof - to use the basic files.
The EFX and Big Unit images don't get loaded up in MP so players can have different files and play the game.
The best thing to do is the the Generic Mod enabler and click on the mods you want to use.
There are a few stand alone Mods and then there are mods just for a map or campaign.
So far I have not seen any conflicts in stand alone Mods.
The best thing to do is the the Generic Mod enabler and click on the mods you want to use.
There are a few stand alone Mods and then there are mods just for a map or campaign.
So far I have not seen any conflicts in stand alone Mods.