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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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Subsim Community Tutorial
Simple Text Based Modding for Silent Hunter IV IMPORTANT NOTE FOR SENIOR MODDERS: This tut although started by me is meant in the end to be a running active tutorial thread for the community. any senior modder with something to contribute friend or otherwise is invited to post freely here relevant to the subject. it is hoped that others will share what they know here too. the first few posts of this thread are mine but the tutorial is community property and meant to be by anyone for anyone relevant to the titled subject. information not shared is lost. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\ IMPORTANT NOTE FOR NEW MODDERS: You will need note pad or word pad or another text editor to use this tutorial. always include a readme in any mod you intend to release there are two basic types of readme a release readme and a breadcrumbs or changelog readme. what should be in a release readme ? A legal disclaimer proclaiming mod is Freeware/shareware the conditions of its free distribution and a declaration of no commercial gain or utilization of or from the mod. Credit to the Game devs (eg.) SilentHunterIV Wolves of the Pacific (C)2007 UBISOFT ENTERTAINMENT. ALL RIGHTS RESERVED. Credit to the authors of files utilized where previous mods are integrated (eg.) Thanks to and credit to Ducimus who allowed me to utilize portions of his circus midget crew mod and answered all the questions that were in the manual that I didnt read. Credit to the toolmakers (eg) timetraveller for minitweaker or whoever made your tweak file that you used. Thanks to those who helped teachers co modders and testers often as well those who sometimes need credit for just plain support and encouragement. like editors and so on. it should also contain Features or changes since last release known issues and any known solutions compatability statement (what version to use with) special instructions where needed. a breadcrumbs or changelog readme is a wordpad or notepad document you insert into your mod while in development everytime you change a line in a file you should log it in the breadcrumbs being able to go back and read where you went wrong will save you countless hours of frustration. when making changes to a mod always make few small changes between tests if you do the sky the subs engines new guns and a custom crew and then test which one caused the ctd. if you only test your crew changes which one caused the ctd. Note: readmes go in beside the data file not in it. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\ Tutorial Credits: SILENT HUNTER 4 - WOLVES OF THE PACIFIC (C)2007 UBISOFT ENTERTAINMENT. ALL RIGHTS RESERVED. This Tutorial wouldnt have happened without the direct encouragement of the following People. Reallydedpoet Thank you for your continuing support of this project. as well as......... Capzap70 AVGWarhawk Clay P Travis Reed Xypher aanker dmlavan msb80sc sirten death gunner captainhaplo nuc doolittle81 nautilis42 FVD Yamato9 And Thanks also to SubSim and Neal Stevens for providing us with a place to hang out and do this stuff. As well as his own portion of encouragement for this tutorial. and to JScones for permissions regarding JSGME. and finally all my teachers from the shIII threads who said I could. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\ Introduction: This Tutorial begins as a Simple man showing simple ways to make simple changes in SHIV. Warning: anyone who wishes to follow along and read this tutorial as a learning device for modding thier silent hunter IV install should realize before they start that such activity can ruin your install if done wrong. any disasters to anyones install are not the fault of the author. by reading any portion of this tutorial or utilizing any of the techniques described you The Reader/utilizer express your acceptance of sole responsibility for the state of your own install of your game. You are warned about that and advised prior to doing anything else of making backup copies of any file you mod and for that matter everyfile you mod so as to have uncorrupted copy if everything goes wrong. segment one will contain also the assembly instructions for a mod folder system for use in my preferred method of mod activation. JSGME from Jonesoft http://www.users.on.net/~jscones/software/ a JSGME mod is better than modding your own install because if you mess it up you can undo it at the touch of a button. when you activate a mod in JSGME it takes the mods files and overwrites the games files with them That is it does so immediately after it has made backups of the game files. When you deactivate the mod in jsgme the installer then overwrites the files it modded with the backups it made before the mod files were inserted. what used to happen is you would put in mods say five of them but if for example you only deactivated the first one by itself and left the other four active the backups would be out of sequence and when you deinstalled it all you would find your game install would still retain some features of mod number two. In the latest version of JSGME sequencing issues have a built in safeguard in that you now can no longer uninstall your mod out of sequence. you can download the latest version here. http://www.users.on.net/~jscones/software/products/jsgme_setup.exe even so....... screw it up, So what!, your here learning what you need to know to fix it anyway. one final note to readers. as you follow along you will see comments by me beside file segments or highlighted arrows. when you look through your own game files they will not be there, you will however see Comments from the devs. that are commented out. ;commented out means that if a line has a semi colon at the begining ;like these three lines then the game ignores that line as its a comment ;not an instruction it is a good modding technique to just comment out the original line and put your modded line of code in underneath then its just delete and uncomment to revert if you need to.this technique also makes it much easier to spot your own changes than if you just delete the original line. For those that want to read ahead as it were. the devs comments in game are where I learned all this. Nobody taught me, I just applied what I kneew about gamefile structure and interaction and figured it out by trial and error. a perfectly sound method. though wrought with errors misses and blind alleys but if you want to not wait around for the next tutorial segment then thats how. Enjoy MM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Last edited by Mush Martin; 01-12-08 at 12:14 PM. |
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