Page 1 of 1
Map numbers for new units.
Posted: Mon Sep 05, 2011 8:03 am
by savic13
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.
Posted: Mon Sep 05, 2011 8:07 am
by El_Condoro
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.
Posted: Tue Sep 06, 2011 7:25 am
by Erik2
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).
Posted: Tue Sep 06, 2011 7:37 am
by rezaf
Rudankort's own PGForever had moddir support, so I'm not sure why it wasn't in PzC right away, but I'm pretty optimistic this feature will be added down the road.
_____
rezaf
Posted: Tue Sep 06, 2011 8:53 am
by VPaulus
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?
Posted: Tue Sep 06, 2011 9:03 am
by Erik2
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 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.
Posted: Tue Sep 06, 2011 9:15 am
by rezaf
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.
_____
rezaf
Posted: Tue Sep 06, 2011 9:17 am
by VPaulus
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.
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.
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.
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 agree with your points.
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.
Posted: Tue Sep 06, 2011 9:23 am
by Eltare
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.
Posted: Tue Sep 06, 2011 9:40 am
by VPaulus
Eltare wrote: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.
Sure.
Posted: Wed Sep 07, 2011 2:02 am
by Razz1
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.