G
Guest
Guest
As Chris has stated in the past, we have no problem with people modding, as long as people don't make money from it. Anyways, all the best with it.
Now for some tips:
DISCLAIMER: All this info is use at your own risk, unsupported stuff. Please do not complain on the official message boards about bugs if you have done any sort of modifications
1) When making a mod or a TC, you can use a different directory to "core" so that the normal game can be preserved. This is real similar to modding for the original Quake.
Eg: If you hacked a file named:
core/campaigns/missions/demo/mission1.mis
Instead of user installing over the existing file, you could instead put it in:
mymod/campaigns/missions/demo/mission1.mis
Then run the demo with command line options:
FT Demo.exe -path mymod
This path command appends new folders to the search path for data. Eg:
FT Demo.exe -path mymod1;mymod2/stuff
Will work as well, searching for files in mymod1 first, then mymod2/stuff.
2) .bos Files.
By now you will all be aware of how our amazing file indexing format works
.
The demo will load all *.bos files within the working directory "core". And indeed if you use the -path command, it will also search for .bos files within the entire search path. So you can make .bos files for your own mods!
FYI, I prepare .bos using the excellent WinRAR (www.rarsoft.com), because it allows me to browse the folders within the .bos file, and drag/drop strait into those sub-folders.
3) I note that some debate has raged if hacking with extra weapons and stuff in the demo is "morally wrong". Well we were aware that we left many in, and we decided in many cases to leave them in since it would require less tracking of what weapons were/werent used in the demo. I cant see why we would have a problem with people fooling with these so long as they stick to the usual modding guidelines.
BTW, there are lots more weapons/items we didnt bundle with the demo !
I hope to have more tips, including file format helpers and so on later. I just have to OK it with the boss first
Happy modding,
Karl
Now for some tips:
DISCLAIMER: All this info is use at your own risk, unsupported stuff. Please do not complain on the official message boards about bugs if you have done any sort of modifications

1) When making a mod or a TC, you can use a different directory to "core" so that the normal game can be preserved. This is real similar to modding for the original Quake.
Eg: If you hacked a file named:
core/campaigns/missions/demo/mission1.mis
Instead of user installing over the existing file, you could instead put it in:
mymod/campaigns/missions/demo/mission1.mis
Then run the demo with command line options:
FT Demo.exe -path mymod
This path command appends new folders to the search path for data. Eg:
FT Demo.exe -path mymod1;mymod2/stuff
Will work as well, searching for files in mymod1 first, then mymod2/stuff.
2) .bos Files.
By now you will all be aware of how our amazing file indexing format works

The demo will load all *.bos files within the working directory "core". And indeed if you use the -path command, it will also search for .bos files within the entire search path. So you can make .bos files for your own mods!
FYI, I prepare .bos using the excellent WinRAR (www.rarsoft.com), because it allows me to browse the folders within the .bos file, and drag/drop strait into those sub-folders.
3) I note that some debate has raged if hacking with extra weapons and stuff in the demo is "morally wrong". Well we were aware that we left many in, and we decided in many cases to leave them in since it would require less tracking of what weapons were/werent used in the demo. I cant see why we would have a problem with people fooling with these so long as they stick to the usual modding guidelines.
BTW, there are lots more weapons/items we didnt bundle with the demo !
I hope to have more tips, including file format helpers and so on later. I just have to OK it with the boss first

Happy modding,
Karl