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Modding Rules - PLEASE READ (it's short)

Posted: Sat Sep 29, 2012 3:14 pm
by Justin
Hey guys - Sorry this has been a bit slow but I'm on the road and don't always have computer access.

Mods that require redistribution of the game files won't be allowed. This will have to be self regulated I think. I'm not going to manually delete posts but please adopt older mods to work with the ".ftl" system (or a new mod manager if it works better).

I don't have time to move all of the posts over this morning; I'm going to have to run soon. You can repost them yourself or wait until I get a moderator or have some time to go searching for all the mod posts.

Is there anyone that you all suggest as a moderator for the Modding section of the forum? Someone that could manage and move posts and help encourage people to respect our modest rules.

I will edit this post as we figure out how things will work in the future.

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sat Sep 29, 2012 3:35 pm
by Whale Cancer
What about distributing modified assets on a limited basis?

For example, I want to use some enemy ships as player ships and some player ships as enemy ships:

rotated.png


What about modified assets such as new versions of rooms, or more modified ships:

fed_rigger_player_4_base.png


And thanks for creating this forum for moddding!

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sat Sep 29, 2012 3:39 pm
by boa13
I'm going to help move the topics between forums. I you feel something is wrong about that, please PM me.

Also, Whale Cancer, I think it would be better if we left such rules/announce topics uncluttered. Can you post a new thread in the mod development forum to discuss the rules?

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sat Sep 29, 2012 3:44 pm
by Whale Cancer
boa13 wrote:I'm going to help move the topics between forums. I you feel something is wrong about that, please PM me.

Also, Whale Cancer, I think it would be better if we left such rules/announce topics uncluttered. Can you post a new thread in the mod development forum to discuss the rules?


Er, but this is a discussion of the rules? I think it is an important and fundamental clarification of the modding rules. We know Mods like Kieve's Obsidian cruiser are 'by to book', I want to know if mine are (otherwise I should pull down my bombers and scout mini-mods and stop work on my big mod).

Also, I'm concerned it won't be seen by the Devs if I post it in the mod development forum.

Edit: The description of the mod development forum is: Discuss and distribute tools and methods for modding. I don't care if this gets deleted afterwards, I'm just seeking clarification on the Modding Rules (i.e. this post).

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sat Sep 29, 2012 3:53 pm
by Hissatsu
If you're just using the player ship as enemy ship, cannot you just make a .bat file or something that copies the file on the user machine (like, if i need to turn the picture sideways and save it as separate file, i could supply a bat file and a command-line picture editor with the mod, and tell user to run this to "install" the mod, which does nessecary tweaks to user's data file?)

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sat Sep 29, 2012 4:00 pm
by Whale Cancer
Hissatsu wrote:If you're just using the player ship as enemy ship, cannot you just make a .bat file or something that copies the file on the user machine (like, if i need to turn the picture sideways and save it as separate file, i could supply a bat file and a command-line picture editor with the mod, and tell user to run this to "install" the mod, which does nessecary tweaks to user's data file?)


You would have to unpack, then run the .bat, then repack. It would not work with Grognak's mod manager (since it unpacks and repacks seamlessly)[As far as I know]. Also, no one wants to run .bats from people on the internet and it adds a whole level of complexity to the situation creating a barrier to people using my mod.

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sat Sep 29, 2012 4:13 pm
by Tuesday
I assume that this means, that we must use Grognaks mod manager.

And I assume that as long as the content used for the mod is slightly to significantly altered it would be ok?

For instance, something slightly modified would be a few weapon redesigns, or ship recolors. And then all the way up to big alterations like my Total conversion, or the Community project, or Whale's federation mod.

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sun Sep 30, 2012 1:21 am
by Justin
Thanks for moving stuff over, boa13. Nice to have things organized.

Yes, it looks like for now adapting your mods to Grognaks mod manager is a must. I'm not going to try and stop anything specifically right now as long as there isn't distribution of the entire game's data files.

I have a bit of time this afternoon, is there any questions about how the game scripting works? (i have no insight on the code, sorry) It seems like you've already reverse engineered most of it but I guess I could save time with a simple QA. Still boggles my mind how quickly you all did this stuff. Don't put questions here, i'll start another thread or something if it seems like there's interest.

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sun Sep 30, 2012 4:52 pm
by Commander Bob
Perhaps it would be best to Sticky the Mod manager topic? Or have a Stickied topic that lists valid Mod Managers. (Most preferable.)

If it is impeccable that EVERYONE now uses the Mod Manager setup, a lot of new modders will want to go looking for it, and the search on this forum is arsey heh, (no words less than x characters, no common words etc).

Can't PM either to ask anyone!

Re: Modding Rules - PLEASE READ (it's short)

Posted: Sun Sep 30, 2012 8:11 pm
by boa13
The Mod Manager is stickied (in the Mod Development subforum), and also prominently linked from the Master Mod List (in this subforum), which is also stickied.