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Old 03-03-07, 02:48 PM   #11
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
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Quote:
Originally Posted by GlobalExplorer
Quote:
Originally Posted by Mush Martin
I did this for sh3 thats what MBFL mod does
What is the MBFL mod? :hmm:

Now what I am suggestion is not as mod, but a program that you configure like:

Start: Month/Year
End: Month/Year
TOO: <area>

The program would the read all campaign files, discard all units outside the specs and write the reduced layer back into new files.

That would not be difficult, at least now with the kind of libraries I am using / developing.

But! I see lots of problems with loading of previous savegames. I have not done any testing of the implications and that's what I hope to find out through this thread:

a) Do the units in a campaign layer have to be in sequential order for SHIII to load?

b) If not, and if the index of a unit / group has changed in between save/load, will SHIII then crash because it cannot resolve the references?

c) will the reduction of the layers lead to a significant speedup of loading / that does justify such a program? (feedback so far indicates this might be the case)

Would anybody have an interest in such a program? I am not saying I will do it, but I can provide a c# library that does most of the work already (it makes parsing and writing the .mis files a breeze and is very fast).

GE
MBFL is the simplest JSGME mod in history all it does is put in
blank scr rnd lnd layers to speed loading and prevent random
units in missions while its active.
it was intended to help those who for mission building or modelling
purposes need to frequently jump in and out of sh3 to tweak stuff

It was my first mod ever and is a mod for mod makers as opposed to
players. interestingly It came to me independently as opposed to
seeing it somewhere

I cant help but feel that theres an Irony in that my first modding experience
resulted in a reduced mission loading waiting time.

I guess it was what I wanted the most at the beginning
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