Two questions about sov and galax replacements -1 reply

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alienmoviefreak

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25th July 2004

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#1 14 years ago

Hi everyone. Has anyone here downloaded the p81 soveriegn or the admirals soveriegn? Every time i follow both of the mods read mes into downloading them, they always crash the game. Yes i did read that the p81 soveriegn had a lot of missing stuff, and any help with fixing it would be appreciated. I also downloaded the galaxy-venture refit. It works fine, but does anyone know how I can make the sod bigger. I tried placing scaleSOD = number onto the bottom of the odf file, but it won't scale up. I am asking this because I am trying to make everything as realistic as possible, including the planets which i scaled up so big, I need to find out how I can chnage the zoom in the game. Any help would be appreciated.




Porty

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21st August 2002

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#2 14 years ago

Well, I don't know about Admirals Sov but P81's has "fsovphas" & "fsovphot" listed as it's main weapons. These weapons don't exist in the standard game and therefore it will crash when built!! ;)

Just replace these listings in the odf with weapons that are standard with the game and hopefully it should be ok!! :)




alienmoviefreak

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25th July 2004

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#3 14 years ago

Porty, thank you so much. I checked the odf, but couldn't find anything wrong, but I havn't had much luck with weapons, either installing or changing. But i will give it a try.




Operative34997

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3rd June 2004

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#4 14 years ago

If you're still interested in disabling the fade-out when you zoom in, here's how you do it. You have to find the file in the Armada 2 directory called RTS_cfg.h Open that with a text editor, preferably Word, but if you don't have word then wordpad or notepad will do. Then find the following line below:

// should we fade out craft that get too close to the camera? int cfgFADE_OUT_ENABLED = 1;

And change it to this:

// should we fade out craft that get too close to the camera? int cfgFADE_OUT_ENABLED = 0;

That will prevent object from fading out.




Porty

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#5 14 years ago

If you haven't had any luck with the weapons just copy & paste the following over the existing weapons as they are the originals from the fbattle.odf. ;)

// phaser weapon1 = "fbphas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25"

// phaser weapon2 = "fbphas" weaponHardpoints2 = "hp26"

// Photon torpedos weapon3 = "fbattlephot" weaponHardpoints3 = "hp27" "hp28"

I have changed the weaponHardpoints to match the odf from P81's Sovy so that should be ok!! :)




alienmoviefreak

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25th July 2004

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#6 14 years ago

Thanks again porty. These ships work great, but now i need the answers to some of the many questions I have. like is there a way to change the maximum zoom out, because my planets are huge. Also have any members downloaded the voyage mod. It works good, but the sod and textures suck compared to the p81 Intrepid. Can I overwrite the voyager sod and textures with p81's intrepid sod and textures? Please send a reply if anyone knows how to do this, becuase I am ashamed to put the so-so textures and sod of voyager compared to p81's beautiful peace of work. I have thought about making another fcruise3, but making it the voyager instead by using the voyager mod sounds and specifications. Once again, please post any replies. With your help, I am finally starting to get this modding stuff. Don't let me down now!




Porty

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#7 14 years ago

You can replace any sod with another however the trick is to make sure that the hardpoints used for the weapons in the odf are valid on the replacement sod.

I'm sorry but I do not know the answer to your question about the zoom!! :uhm:




alienmoviefreak

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25th July 2004

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#8 14 years ago

You can really replace any sod with another? I thought the sod name had to be specific like fbattle or fgalaxy. If I read your very helpful advice last posted Porty, you are saying to check the hardpoints on the origanal sod and then check the the hardpoints on the one you want to replace it with, make any valid changes, and then replace it. If this is NOT how you do it, could smoeone please post a little more detailed way of how to do this. Also about changing the zoom, if anyone has a way to change that, please post. I have a feeling that it is one of the lines in the RTS_CFG file




Operative34997

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3rd June 2004

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#9 14 years ago

Here is some more info from that RTS_cfg.h file this is for the zoom.

float OVERVIEW_MAX_HEIGHT = 2200.0; float OVERVIEW_INIT_HEIGHT = 1500.0;

You can change the MAX_HEIGHT to a higher amount. Mine are set as below:

float OVERVIEW_MAX_HEIGHT = 5000.0; float OVERVIEW_INIT_HEIGHT = 1500.0;

You can also increase the INIT_HEIGHT in order to star out at a higher zoom from the start:

float OVERVIEW_MAX_HEIGHT = 5000.0; float OVERVIEW_INIT_HEIGHT = 3500.0;

Enjoy.




Porty

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#10 14 years ago

Sorry, I was not quite as clear as I could have been.

1. Yes, you have got the correct idea with the hardpoints!! You need to make sure the hardpoints listed in the odf are valid on the sod you replacing the original with or weapons will not fire from where they are meant to or may not fire at all.

2. Yes, you are right, the sod file should be the same name as the odf file. If not you can use the command "basename=*" in the odf. where "*"= the name of the sod you want to use!!

:)




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