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Programming
Aurora SF
Ranger
I've been trying to find tutorials for programming from internet but I can't find anything useful so I was wondering if you could help me.what do I need to learn before I can start making mission to EOC.
I'd be very interested to participate making b5 stuff but I only programming language that I can handle is HTML and I haven't used that in a while so if you guys can help i'd be more than thankful
I'd be very interested to participate making b5 stuff but I only programming language that I can handle is HTML and I haven't used that in a while so if you guys can help i'd be more than thankful
Comments
Edit: Hehe, this time Indie was faster ;) .
[B]can I do scripts with wordpad or do I need something else?sorry about all of my stupid questons but I really don´t understand anything about programming.I already have Pog scripting SDK and I have taken more than just one look to it but I just don´t get it. [/B][/QUOTE]
You can write scripts with a normal texteditor. I'm using [url=www.textpad.com]Textpad[/url] b/c there I can define pog files as C/C++ files so the tags are coloured different than the other text so I have a better overview about the source code and so the programming is easier.
After you've written a code you must compile it with the pc.exe delivered in the SDK. For "How to do that" refer to the SDK Help file.
Hey, no problem about your questioning! Among others this forum exists for asking your questions ;) .
[i]audio[/i] - weapon effects and other audio files. If you don't hear music then mod needs to be unzipped. I just noticed that our music is in audio/music and I-War 2 music is in streams/audio/music.
[i]avatars[/i] - ship models
[i]bin[/i] - .dlls. You need to copy pc.exe and compiler.dll to here to compile pog sources. At least I remember reading it in pog sdk but I'm not sure really. At least those two files need to be in same folder. Then you need to make bat file or use the one provided with sdk but you need to edit it and change pathnames there.
[i]fields[/i] - Never changed anything here but seemed to be couple ini files to asteroid fields.
[i]collisionhulls[/i] - model around actual ship model where collision happens. They are much less detailed than ship models (I assume but I'm not modeler).
[i]configs[/i] - Joystic and keyboard config files
[i]fonts[/i] - Should be obvious. I-War 2 fonts.
[i]forcefeedback[/i] - If you have joystic which supports force...
[i]geog[/i] - Ini files to clusters and solar systems.
[i]html[/i] - emails ingame for example are written in html form.
[i]images[/i] - background, gui, sfx etc images
[i]include[/i] - pog header files (*.h) which are needed to compile pog sources (*.pog). Optional but makes things easier for other scripters.
[i]loadouts[/i] - You remember in I-War 2 that you can choose loadout like assault which selects best equipment for you to selected task.
[i]models[/i] - Seems to be nebula and maybe star models to me.
[i]mods[/i] - Here you place your mod and scenario files. You need updated I-War 2.
[i]multiplayer[/i] - Seems to be multiplayer maps but I never played EoC in multiplayer so I don't know more about it.
[i]packages[/i] - compiled pog packages (*.pkg)
[i]resource[/i] - I'm not sure but EoC update files could be there.
[i]saves[/i] - obvious
[i]sfx[/i] - Never looked at it but seems to be lightwave setups for weapon/explosion sfx and some ini files.
[i]sims[/i] - Ini files for sims. Sims are mostly ships and stations etc.
[i]streams[/i] - audio files.
[i]subsims[/i] - ini files for subsims (weapons and other systems like cpu heatsinks etc).
[i]text[/i] - You should read pog sdk to fully understand these. Basically you can have string in pog like Buda5_Campaign_Title and then ingame it's changed to actual text which is defined in *.csv files (in text folder).
As a scripter you mostly need sims, subsims, packages, text and audio folders. Probably forgot some...
@Indie: Eh?? change an omega?? what'cha talking about?
omega = iShip.Create("ini:/sims/ships/ea/ea_omega", "Omega Class Destroyer");
into this:
omega = iShip.Create( "ini:/sims/ships/ea/ea_hyperion", "Hyperion" );
since I now understand programming much better you guys could send me something simple stuff which doesn't have too many problems so I can start studying how things work.I got no life and lots of spare time so if you give me stuff which I can use for learning I'm gonna be ready for the real stuff in no time:D
[QUOTE][i]Originally posted by Aurora SF [/i]
[B]I got no life and lots of spare time so if you give me stuff which I can use for learning I'm gonna be ready for the real stuff in no time:D [/B][/QUOTE]
That people we need ;) :D . If in the XMas Packet the source folder is included (I don't remember if I removed it in the public version) you can learn how complex scenarios works, including schedules, director mode and screens made with GUI.
If I have time between my exams (they last until August 12th :angryv: ) I'll upload and will make public my [i]Buda5GUI package[/i]. With that you can create custom screens easier & faster (fitting to the Buda5 style).
does anyone have include folder to buda5 test?it really might be very useful to me cause it seems pretty simple so I could start with that...
does that new B-5 have a defence grid?
it looks quite cool actually!I just cannot understand how the hell you can make so f**king cool models!
If your pog script exports (so other scripts can use exported fuction) a task function then pog compiler does header wrong.
[code]Pog package name is Buda and you export task:
provides TestTask;
Then compiler makes header and there is line:
prototype Buda.TestTask();
Line should be (because it's task function):
prototype task Buda.TestTask();[/code]
[B]does that new B-5 have a defence grid?
it looks quite cool actually!I just cannot understand how the hell you can make so f**king cool models! [/B][/QUOTE]
in short order, no.... there were problems when tried.. maybe nex time round tho.
How? cause i'm good ;)
[B]I have now done a few scenarios but none of those works.it loads the mission and then it just shows cockpit in some weird way.I also tried to make those scenarios work with single ships but when I don't select the ship packet in extras menu it doesn't show even that cockpit.So once again if somebody could help a little... [/B][/QUOTE]
There are several things that could be wrong. First I'd check the starting location. If its not defined properly the game places you at the system center. Since this is usually inside a star the player ship gets destroyed or doesn't appear at all. The result is something similar to what you described.
Next I'd check the paths to ini files. If there is a typo the game won't find the ship and it won't appear in the game. If its a player ship, well, you won't be playing much.
Also, don't use the individual ship mods with a mission script. You only need the ship pack and ini files packet. The individual ship mods work generally as player ships in the main EOC campaign and don't work in a custom script properly.
It would help if you'd post relevant portions of your script here.
I had some problems with the viruses so I formatted my hard disk and I don't have those scenarios anymore but I'll start all over again and I'll see what I manage to do and if there is still problems I'll post them here
So,what are the requirement for membership of buda5?:)
:robot:
lol either that or someone will just say yes or no ;)
[QUOTE][i]Originally posted by Aurora SF [/i]
[B]
So,what are the requirement for membership of buda5?:)
[/B][/QUOTE]
If you can do some scripting and you are interested then I guess thats pretty much it. :) We certainly don't have too many scripters so it would be great to have more. It would be good to see that scenario first so if you could make one post it here or mail it to one of us... :)
:robot:
[B]well, I'm still interested and I'm making a new mission now which might be little too challenging to me:) but if I manage to make it work I'll send information here
:robot: [/B][/QUOTE]
Fine, looking forward to it :) .