FDS MODDING [message #297302] |
Sat, 17 November 2007 16:47 |
bat66wat6
Messages: 331 Registered: September 2007
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Am i very confused here.
When i got my FDS i though it'd be great. But when i came to actually modding it i had loads of trouble.The mods weren't even that big!
Apprently there are types of mod. CLIENT side and SERVER side!
#1:What the hell is the difference?
#2:What sorts of things can i change on my FDS that will actually work?
I mean i changed the Screen Shake Radius and Intesity and it f***ed up mega time! Then i changed the Damage from Orca/Apache rockets +50 and BIATCH went mad saying i was haxoring!
Can someone gimme a list of what i can/can't change on my FDS?
So i don't go chasing something that i can't do!
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Re: FDS MODDING [message #297314 is a reply to message #297302] |
Sat, 17 November 2007 17:25 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Client mods are things that can only be modded on your client.
For example, a texture replacement will only work on the client. When a texture is made you put in your client data folder and it is different for you only.
Server mods are things that can only be changed on the server.
For example, you could change the points given to a player when they kill another player.
Some mods can be done on either the client or the server, more often then not the results are achieved in different ways, but the result is the same.
To make a list of possible and impossible things would take a long time. Trial and error with educated guesses is how most people learn with renegade.
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Re: FDS MODDING [message #297327 is a reply to message #297314] |
Sat, 17 November 2007 19:24 |
bat66wat6
Messages: 331 Registered: September 2007
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So the server is basically a "Worldwide" change!?
And the Client involves a specific player...?
So if this is true then if i wanted to change the Artillery shake screen Intensity and the Intensity i would have to do it on the Client?
You also mentioned "Put it in your'e client folder"
Where is this folder? I have never seen a folder called "client" in my FDS directory anywhere
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Re: FDS MODDING [message #297329 is a reply to message #297302] |
Sat, 17 November 2007 19:32 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
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General (3 Stars) |
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Reborn never mentioned a "client" folder on the FDS. There is an endless amount of things you can do with the FDS, you just need to have the imagination and the knowlage. Some things aren't possible, but just ask yourself "how would the FDS even do that?".
[Updated on: Sat, 17 November 2007 19:34] Report message to a moderator
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Re: FDS MODDING [message #297332 is a reply to message #297302] |
Sat, 17 November 2007 19:51 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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* can't generate pathfind
* can't use dsapo objects
* can't edit VIS (thats read client-side)
* can't make NEW cinematics
* can't rotate objects on the x and y axis
* can't rotate objects on z axis unless the angle is divisible by 15
* can create objects
* can add scripts to objects
* can rotate objects along z axis
* can change most of an objects settings
* can re-position spawn positions
Also note transition objects (ladders) must be above where they need to be by about 2 units or the player will become stuck.
Clients can easily get stuck on server-sided objects.
EDIT: I have also heard you can't create waypaths. Is this true? i know you wouldn't if they weren't on the w3d (real level, not on the server-sided objects)as the pathfinding wouldn't exist.
Does placing the .idd in the data directory do any different to placing it in the .mix that has been stripped of the .isd?
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
[Updated on: Sat, 17 November 2007 19:55] Report message to a moderator
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Re: FDS MODDING [message #297335 is a reply to message #297332] |
Sat, 17 November 2007 20:18 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Dthdealer wrote on Sat, 17 November 2007 21:51 | * can't generate pathfind
* can't use dsapo objects
* can't edit VIS (thats read client-side)
* can't make NEW cinematics
* can't rotate objects on the x and y axis
* can't rotate objects on z axis unless the angle is divisible by 15
* can create objects
* can add scripts to objects
* can rotate objects along z axis
* can change most of an objects settings
* can re-position spawn positions
Also note transition objects (ladders) must be above where they need to be by about 2 units or the player will become stuck.
Clients can easily get stuck on server-sided objects.
EDIT: I have also heard you can't create waypaths. Is this true? i know you wouldn't if they weren't on the w3d (real level, not on the server-sided objects)as the pathfinding wouldn't exist.
Does placing the .idd in the data directory do any different to placing it in the .mix that has been stripped of the .isd?
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You can create new cinematics. You just can't create new animations.
You can create way-paths.
And to the last part, no. It's just more manageable doing it the long way, or people tend to understand it better.
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Re: FDS MODDING [message #297340 is a reply to message #297335] |
Sat, 17 November 2007 20:55 |
bat66wat6
Messages: 331 Registered: September 2007
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Oh and another thing...
It's meant to be easy. Like beginners stuff. But i just can't get it to work!
Here it is, can someone answer this question please
Q:How do i edit a map (Even a M00 map) and make it work on my FDS?
Q2:And if your'e modded map has certain new presets on it, will cancell out or overite the objects.gm in the FDS/Data or conflict with it?
Like where do i export it to, what do i save it as, how and where?
Last time i tried my FDS crashed at 95% map load
I have been striving to find out ever since i seen the first M00 map on a server a long time ago....
[Updated on: Sat, 17 November 2007 20:59] Report message to a moderator
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Re: FDS MODDING [message #297359 is a reply to message #297354] |
Sun, 18 November 2007 01:56 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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Sn1per74* wrote on Sun, 18 November 2007 14:01 | www.renhelp.net
Somebody needs to make a sticky that says "Look here before you ask any modding questions, and then have this link.
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Sometimes people don't want to look through 10+ videos just to get an answer.
nopol10=Nopol=nopol(GSA)
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Re: FDS MODDING [message #297377 is a reply to message #297302] |
Sun, 18 November 2007 07:21 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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For someone like Bat, looking at those videos will help him.
They are all designed for people beginning to mod renegade.
What is shown in them lays the foundations for building and applying that knowledge to some other project.
Those videos really areant rocket science.
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Re: FDS MODDING [message #298093 is a reply to message #297398] |
Wed, 21 November 2007 13:10 |
bat66wat6
Messages: 331 Registered: September 2007
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I am wondering. There is to different types of mod right->
Server-Side and Client side.
How do i make a mod like changing screen shake intensity Client Side? Because server-side stuff like that crash my FDS
[Updated on: Wed, 21 November 2007 13:10] Report message to a moderator
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Re: FDS MODDING [message #298129 is a reply to message #298124] |
Wed, 21 November 2007 14:59 |
bat66wat6
Messages: 331 Registered: September 2007
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That would not be a cheat in any way. I really do not see how it could be a cheat.
The artillry is POWERFULL! The shell itself is not deadly but the explosion is BRUTALY POWERFULL!
At first i wanted to change this but...that would make it unfair for nod.
the one thing i do want to change is the screen shake instensity for the Shell Explosion. You see whilst any other weapon in the game explodes next to you it will obviously damage you and the screen will shake a bit but...the artillery will almost certainly nearly kill you! Then not only that but your'e screen will shake uncontrollably for like 3 seconds each explosion, making it literally impossible to aim accurately with any weapon!
The MRLS does not do this though. I merely want to make it less frustrating for GDI players when nod decides to ARTY whore as they frequently do....
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Re: FDS MODDING [message #298162 is a reply to message #298129] |
Wed, 21 November 2007 17:35 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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If you want to change this for your server only and it doesn't work, you would have to force everyone coming to your server to download your modified objects.ddb and thus render them unable to play as Renegade doesn't like an objects.ddb inside the Data folder.
Then again, can't you change the shake intensity server side?
nopol10=Nopol=nopol(GSA)
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Re: FDS MODDING [message #298245 is a reply to message #298165] |
Thu, 22 November 2007 09:39 |
bat66wat6
Messages: 331 Registered: September 2007
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I do not believe i can do this server-side as last time i tried this my FDS crashed and kept restarting x100,000,000 like a bitch!
It got to 95% map load and restarted every single time.
But as soon as i returned the shake intensity to normal it worked fine->
Maybe someone could test this for me? Because i do not want my FDS f**king up again. I had to remake all my specialised mods.
Took me hours to redo
So why would Client side be like a cheat then? How come...
Would it only affect me? Like my player I.D or something?
Like if i changed the Arty shake client side it'd only lower shake intensity for me?
I do not still fully understand the Client/Server-Side mods?
Server-Side modding is p**s easy but Client side i aint ever done...
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Re: FDS MODDING [message #298250 is a reply to message #297302] |
Thu, 22 November 2007 09:58 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Client side mods change the game just for you, so therefore are normally considered a cheat if they give you an advantage.
Say your in a tunner with a sniper rifle, and there is an opponent in the tunnel with a sniper rifle too, you both trying to snipe eachother but there is an arty slamming the tunnel too.
It isn't damaging either of you, but making it impossible to snipe.
If you had a client side mod removing the shake then you would have a clear advantage over your opponent.
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Re: FDS MODDING [message #298373 is a reply to message #298366] |
Thu, 22 November 2007 18:32 |
bat66wat6
Messages: 331 Registered: September 2007
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I know you can change damage server-side that's p**s easy but BIATCH/Anti-Cheat programs think that you damage hax as the warhead is doing more damage than default!
That's my big problem->BIATCH either thinks i hax and bans anyone who uses a upgraded weapon or the FDS just freezes on loading and restarts forever if i change screen shake intensity etc
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