BC lite+mods -1 reply

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jaydinator

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9th July 2008

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#1 10 years ago

I have an interesting idea for a mod, although some people may think it is crazy. The idea is to create a BC lite, using some sort of utility to erase unnecesary files that are installed when the unmodded BC is installed. An example for this would be the campaign not being installed, just multiplayer and Custom missions and quickbattle and anything added by mods like DS9FX. The reason I think this is a good idea for a mod is one simple reason. Space (Hard drive not the stuff your ship is flying through). I have a ton of working mods that will not work with the campaign. As for KM's fix for that, the loading missions thing, it is a bit annoying that you will be playing a mission and then reach the end of a certain part, and nothing happens. I do not play the regular campaign anymore. Beat it. Now I like using mods and doing qb type games or the custom missions that things like DS9FX and GalaxyCharts enable. Another thing is that there are now mods out there that do the same thing as another mod. For instance, there are multiple bridge menu enlarger mods. I have seen them get in the way of eachother. Then you might even have a duplicate of a mod because the same mod was part of another mod that you downloaded but with a slightly different filename. Example, one of the armoured voyager mods came with Nanofx2beta and I think MVAM as well; I already had KM1.0 installed. Instead of either using nanofx that i already had on KM, it created a new one, and also caused the intro movie to revert to the stock game movie. Why would Voyager need that movie? I liked the KM much better. Anyway, enough of my vetching. The idea is simple: a mod that takes out the campaign and all the predetermined events, all the mission movies and such. Its altering the files on the comp, not the disk. Also, somehow, these duplicates that do not overwrite eachother or even interefere with their 'clone' needs to be somehow be addressed. I have about 5gb of BC related files, the disk is 500mb. Some of the mods truly were large, KM being big, but in other cases, a lot of mods just are extra stuff that you already had, like installing nanofx with voyager. Vetching again sorry. back on topic, the mod would really make the game a platform for mods, nothing else. You can do the missions that come with the mods, but the original campaign would be deleted. Another idea is a mod standard of sorts. All up to date mods should be compatible with mod packs such as KM. Also the KM compatible things should not have something that KM already has. Basically the mod and the other idea is to make BC run more efficiently, with no useless files that are being accessed after the same file under a different directory was accessed. Be hard to make, but if multiple people work on it, starting with getting the game to work with the campaign completely deleted, I think atleast some of this can be done.




kirk2164

I want to be like Revenge

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10th October 2007

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#2 10 years ago

tl;dr Also, do it yourself.




jaydinator

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#3 10 years ago

what is tl;dr? sorry, i did not understand that. As for "do it yourself," I was hoping to first get some people to volunteer to test the simplest part of the idea, to see if one could just delete the files for the campaign and the game would still work in the other places. I thought it might be efficient and quick if different people deleted different files and tested the game to see if the noncampaign still worked. Trying to see if it will require any sort of script behavior since the campaign files are a major part of the original installation next to the ships.




kirk2164

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10th October 2007

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#4 10 years ago

tl;dr = too long didn't read (in this case I actually read maybe half)

As for you asking people to delete files, why can't you do it yourself?




jaydinator

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#5 10 years ago

I have limited HD space for creating back ups. If the only major program I had was BC I might have the memory to keep the game from performing poorly. What I'm asking basically is for different people to test different configurations. I'm going to delete the first mission, and then test to see if it works. If not, I will begin picking individual files that are in the mission one directory, seeing if the game works when certain files from the mission are deleted, leaving the important ones there, which can be fixed at a later stage by creating/editing certain scripts. I'm new to making mods on this game, but I have made mods for Armada, Armada 2, Halo for PC, Empire at War, EaW+exp, and World in Conflict. Everyone says this game is so easy to create mods for and have them work with other mods, but unfortunately that hasn't been my experience, except for KM. I also editted the armoured voyager, deleting a lot of files that came with it. I now am back to normal KM operations, but there some things that still annoy me, lagginess in game when using armoured voyager mainly, which was there before i edited it and after. When I had just KM and Stargate 3.0, the game worked perfectly in terms of performance, no noticeable lag, now though no matter what ship i use or if i turn off a mod, it is laggy. I also made an accidental mod lol. I made a mod that randomizes the startup/intro video. Sometimes its Kobayashi maru, sometimes its the Stargate 3.0 intro. Completely random lol. But anyway, since there are so many files in a single mission folder, or associated with a mission, it would take way too long and take too much HD space if I were to do all the missions by myself, and if I ran into problems I wouldn't know what to do because I do not know that much. I've only been able to edit mods and keep them working through sheer luck and educated guessing. Be nice to have people who know what they are doing working with me.




ACES HIGH

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#6 10 years ago

it's actually supposed to randomize the intro, there is also a mod that will add the DS9FX intro to that, anyway, there are actually quite few mods that include parts of other mods, we've been fairly careful about that. Also it would be very hard to enforce any sort of standard for mods, since everyone has a different idea of balance and modding capability. Seriously it would be like training cats. Most of us don't have much HDD space either, but we make do, you don't have to completely remove things to test, just move the files to a different directory. And you don't have to download a mod if it does have too much stuff in it, the current version of the Endgame intrepid doesn't have any of that stuff. Or you could just tell it not to overwrite those files you know.




jaydinator

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#7 10 years ago

What im trying to say is that I need help with this. The only reason I have time to mod right now is because I have to stay home, im recovering from apendicitis and it seems there may have been minor complication with the laproscopy or whatever its called. Otherwise I wouldn't have any time at all for this. Also I wasn't saying a standard should be enforced, but there should be some sort of stamp of approval from different major mods that tells someone for sure whether the mod is completely compatibel with the other mods. Like having a little text: "KM compatible" in addition to the requirements. Also, as for telling it not to overwrite something, I said it doesn't always overwrite something because it will have the same mod in a different directory, being part of another mod. I'm saying that those mods should either make a version with just the ship and not the plugins/enhancements since there are people already with them. Mainly as I said, this is a time issue, that is why I need some help, plus I am not knowledgeable enough to do a lot of this stuff, I'm learning, but I have trouble learning from manuals, I learn by doing something hands on (My teachers often said that I would get right answers but using the wrong method.) Unfortunately, with computer language, things are fairly specific, especially in BC where the slightest change can cause the game to not work (Saved games not working after a small mod being a good example). I'm good at thinking outside the box, but without help I am horrible at implementation (I have a whole word document that records ideas I have for inventions, they are actually good, been writing in it for years, just never went to get a patent on any of them, even the simple ones that even my professors said had a good chance of getting a patent.) Anyway, without people helping me, I kind of just come up with ideas and blindly throw them around, and then do nothing with those ideas, caused by a disability I have that makes it hard for me to function at getting things done. So I really desperately need some help for anything to be done here. Please.




kirk2164

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10th October 2007

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#8 10 years ago
jaydinator;4489724Like having a little text: "KM compatible" in addition to the requirements.[/quote] Mods already include requirements in the readme. As for compatibility, I don't understand what you mean.
jaydinator;4489724Also, as for telling it not to overwrite something, I said it doesn't always overwrite something because it will have the same mod in a different directory, being part of another mod. I'm saying that those mods should either make a version with just the ship and not the plugins/enhancements since there are people already with them.[/quote] I really need an example of this. What you are saying really doesn't exist, AFAIK.
jaydinator;4489724I learn by doing something hands on
Then what are you doing here typing, go do stuff. That's how you learn. [quote=jaydinator;4489724]Anyway, without people helping me, I kind of just come up with ideas and blindly throw them around,
If you post your ideas over at BCC, with the intent of creating them yourself and not asking anyone to do them for you, I am sure the people there will help you. [quote=jaydinator;4489724]So I really desperately need some help for anything to be done here.

What you want done is still unclear. So far, all I gather is that you want other people to delete files one by one until a noticeable problem happens with their install. This is a very strange request, which I think no one is going to accept.




ACES HIGH

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#9 10 years ago

quite frankly, Kirk's right, I've been posting files here for the past couple years, There aren't any mods that I know of that do that,there are a couple big mods that include MVAM and NanoFX2B, such as KM1, but it is always the same version and installed into the same directory. You might be mistaking smaller plugins, MVAM plugin scripts for example for the whole MVAM mod. As for Compatibility, Most mods do, these days test with KM1 and do note that in their readme. I respect that you are esentially bedridden, but what you are asking is something that is highly unlikely. You know, the stock BC isn't very big at all, why not just make another install of just 1.1 and see what you can take out. from my understanding though you can't just go through the Maelstrom folder and delete things though as alot of it is connected to MP and QB.




jaydinator

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#10 10 years ago

Thats the part i need the help with. Some script needs to be edited I think or something like that for it to work without maelstrom files. or perhaps some sort of replacement for some. Also, if u want an example of a mod that did the things I described, install KM, Stargate 3.0, and then one of the armoured voyager mods, i forget which one and run it. back up your files though. you will lose the ability to activate certain mods with that mod combination because the ability to scroll down the mod list is gone.




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