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Domino
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Posted: 01 Jul, 2010
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, DMS --> http://www.mediafire.com/?fqu7zf3xbt35dbfMFD Videos --> http://www.mediafire.com/?ve4vvtlrmm3xnyrThe MFD /Videos folder goes in your Base /mods/Domino_Mod_Support/ folder.
DOMINO MOD SUPPORT README..
Hi,
Thank you for downloading my mod support. in this readme ill try to explain all the details you need to use a percific parts of the mod.
ill split it up into sections and give as much info as possible where applicable.
first ill give a quick over view of all the functions.
Mod support will provide help with the following functions.
1. Textures 2. Toggle buttons 3. Ability buttons for custom abilities 4. Unit Descriptions 5. Loc info 6. Enhancement slots 7. Skins 8. Tooltips 9. Layouts 10. Mfd videos (default videos link above). 11. Mod Icons on units build icons
12. Multi system energy/mass usage 13. 99% of ui textures are now cached 14. Multi Split Screen Views. (Home Key) 15. Sim Speed Improvements. 16. Optimized Many Core Game Systems. 17. Direct Control Of All Units Via The Arrow Numpad Keys. 18. Unlimited Amount Of Rallypoints Per Unit. 19. More Flexable Control Over Shields (rewritten shield code) 20. Ability To Add Custom Unit Orders (with order icons) 21. You can now add custom Unit Abilities. 22. You can add custom Intel Types To Your Units. 23. You can now add icons over your units (to signal effects ect)
24. Added the ability to store any amount of information for any given unit and easly retrieve it, you can also SYNC any info that is stored to the user layer. its a complex system BUT very easy to use. Any info sync'd to the userlayer can be made accessable in the function GetRolloverInfo() this means any unit param is now available to the mouse over unit function.
25. Many more Awesome Features.
with regard to number #13, this has the effect of making the UI display its textures infinately faster than anything you have seen before.
Before i get into how to do what, ill just just breifly describe some other things i have added to fix/help various things
1. Template icons, when using mod support you are now able to use custom unit icons as unit construction template icons.
2. Unit view, when you hover you mouse over a unit, the unit view detail shows, you can disable this in a units blueprint by adding DoNotShowUnitInfo = true, to the units general table.
3. if your testing a mod and you switch to a civilian army, the ui errors out, i have fixed this error.. you can now switch to a civilian army using ui_debugaltclick from the console and it wont error any more.
4. plenty of things i have forgot lol!
Contained within the mods folder is a read-me folder, ive split every part of what this mod can do into a different read-me, so check out those read-me's for info on exactly how to acheive a particular function with this mod enabled.
Ok here are some mods i created using DMS, these mods are for testing and also to see how i added the things ive added to these mods, using the DMS template. here is the download --> http://www.mediafire.com/?ghb8wrj69uf8lt5mod descriptions. uef t1 landfacive added 2 new enhancement slots and ive 1 enhancement on each slot. the enhancements are PD and a dome shield. ---------------------- uef commander enhancmentsin this mod ive added quite a few new enhancement slots as well as populated these new slots with enhancements like shields, aa, chaingun, energy health boosts.. that kind of thing. --------------------- uef t1 teleporting engiin this mod ive added 2 extra enhancement slots to the unit, in these slots ive added an enhancement for each slots.. a speed increase and also a teleporter.. the teleporter is like no other.. when the unit gets to top speed it will teleport to its destination.. its rather cool.. check it out.  -------------------- uef commander labs.. something funny.. i created this mod for LD just for fun, it adds a new slot to the unit and a toggle button once you have the legion enhancment, when you click the legion enhancment the com spawns 50 labs in guard mode.. this mod also makes use the MFD window. for the sounds.. WE ARE LEGION, WE ARE MANY! quite funny..  -------------------- Be sure to check these mods if you are a modder.. even if your not a modder have a look at these for fun. DO NOT use them in online play!-------------------- Ok ive released V7 of DMS today ( 22/8/11) this version is beta, to find bugs..
im releasing this along with the new release of 4dc, id very much like feedback on this version if you encounter a bug please report it.. 
ive added LOTS of new features to this version which is why i want bug reports, BUT i havent been able to update the readme's, the reason for this, is that i totally suck at explaining things.. plus i find it totally boring lol... that said i will do it, very soon..Ive also changed the way DMS is installed.. from now on it will come in the form of an SCD, so to install the mod, extract the zip to a temp location, open this temp location in windows explorer, copy the file Domino_Mod_Support.scd to your forged alliance gamedata folder... you will then be able to enable/disable the mod in the mod manager.This is very important, and must be at least once..
right click your forged alliance icon on your destoptop now click properties
a window will pop open (properties window) in the target box at the end of the fa path add /purgecache so now your target box will look similar to this..
"H:\Games\Gas Powered Games\Supreme Commander - Forged Alliance - Modding\bin\ForgedAlliance.exe" /purgecache
click okThis will compile the new shaders used by DMS, if you do not do this.. your game will seem to crash randomly, however its not random, its because a unit has beem created that uses a new shader.. obviously if you havent done this step.. the shader will not exist..  feedback welcome.
_________________ Domino. ______________
Last edited by Domino on 19 Nov, 2012, edited 48 times in total.
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Domino
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Posted: 02 Jul, 2010
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Hmm after 24 hours no one wants to comment on this mod? 
_________________ Domino. ______________
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ThaPear
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Posted: 02 Jul, 2010
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Joined: 08 Mar, 2008 Posts: 270 Location: NHTV, Breda, Netherlands
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Sounds cool, I'll give it a try. I'd recommend releasing your own changes (like teleporting) and the mod support part separately.
GreetZ ThaPear
_________________ It's better to keep your mouth shut and let people think you are a fool, then to open it and remove all doubt. My latest mod: Big Map Preview All my mods
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Domino
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Posted: 02 Jul, 2010
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, ThaPear wrote: Sounds cool, I'll give it a try. I'd recommend releasing your own changes (like teleporting) and the mod support part separately.
GreetZ ThaPear Good Stuff 
_________________ Domino. ______________
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Domino
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Posted: 02 Jul, 2010
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Hmm i know i need to write a proper Read-Me i think i make it sound more complicated than it actually is :/ i will be writing full explanations and a tutorial on how to add full support to your own mod using mod_support ... like how to hook the 2 files and change values contained in them.. also what every value referres to. Slots, enhancements, tooltips, descriptions and Loc's ive written quick explanations in the Enhance_commander mod just so people know what they need to change to use these functions. .. although i do realise this isnt enough. its in the works  Textures The adding/editing of textures works right of the box just enable mod_support with your mod/s and put your textures in the correct folder (shadowing default folder paths) there is no scripting or hooking needed to add/change textures, the load times are virtually zero + there is no ui lag thats a win win it works with all the big mods i have tested it with i mainly released it so the people that have been helping me could see what the hell ive been doing.. as ive been asking an awefull lot of questions lately and i think i was pi*****g a few people off which i didnt want to do. at the moment im trying to simplify it even further changing bits of code here and there (condensing it) this mod is going to be an on going project ill be adding new stuff to it on a regular basis as and when i see something usefull i can simplify and code one idea ive already posted is that i could predefine lots of slots by looking at all units and adding slots i see as usable by that unit. i can add those slots so they dont get overwriten by users... this way users would just pick the slot in the bp slots { } and no value changing is needed on there part regards to slots unless they want to add one that isnt defined, however they would still have to add descriptions, and tooltips and maybe some Loc info if they preferre to use that system. its all good  you never said if you liked it or not 
_________________ Domino. ______________
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Resin_Smoker
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Posted: 02 Jul, 2010
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Joined: 01 May, 2007 Posts: 4219
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Domino wrote: Hi, Hmm i know i need to write a proper Read-Me i think i make it sound more complicated than it actually is :/ i will be writing full explanations and a tutorial on how to add full support to your own mod using mod_support ... like how to hook the 2 files and change values contained in them.. also what every value referres to. Slots, enhancements, tooltips, descriptions and Loc's ive written quick explanations in the Enhance_commander mod just so people know what they need to change to use these functions. .. although i do realise this isnt enough. its in the works  Textures The adding/editing of textures works right of the box just enable mod_support with your mod/s and put your textures in the correct folder (shadowing default folder paths) there is no scripting or hooking needed to add/change textures, the load times are virtually zero + there is no ui lag thats a win win it works with all the big mods i have tested it with i mainly released it so the people that have been helping me could see what the hell ive been doing.. as ive been asking an awefull lot of questions lately and i think i was pi*****g a few people off which i didnt want to do. at the moment im trying to simplify it even further changing bits of code here and there (condensing it) this mod is going to be an on going project ill be adding new stuff to it on a regular basis as and when i see something usefull i can simplify and code one idea ive already posted is that i could predefine lots of slots by looking at all units and adding slots i see as usable by that unit. i can add those slots so they dont get overwriten by users... this way users would just pick the slot in the bp slots { } and no value changing is needed on there part regards to slots unless they want to add one that isnt defined, however they would still have to add descriptions, and tooltips and maybe some Loc info if they preferre to use that system. its all good  you never said if you liked it or not  I dont know about the others that post here but with the weekend and all my time to mod has been limited to just farting around on GPGnet. Resin
_________________
 Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc FOD http://www.youtube.com/watch?v=be9cu9UHv-U TML http://www.youtube.com/watch?v=1Apk08LAtxc
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Krapougnak
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Posted: 02 Jul, 2010
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Joined: 21 May, 2008 Posts: 706
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Hi, sounds really promising and interesting, but as a player I can only but wait for other modders to take hold of your improvements. Keep up the good work nonetheless. 
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Domino
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Posted: 03 Jul, 2010
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Joined: 26 Feb, 2009 Posts: 2996
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Resin_Smoker wrote: I dont know about the others that post here but with the weekend and all my time to mod has been limited to just farting around on GPGnet. yeah i hear that, i have a 1 year old baby, some days i cant mod either because i need to spend time looking after him.. like after 3pm today i wont be able to mod until after 3pm tomorrow.. rli sometimes kick in  Krapougnak wrote: sounds really promising and interesting, but as a player I can only but wait for other modders to take hold of your improvements. Keep up the good work nonetheless.  Thanks for your post and support 
_________________ Domino. ______________
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Ion
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Posted: 04 Jul, 2010
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Joined: 09 Nov, 2008 Posts: 215 Location: New Earth
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Looks very interesting to use, but the download link doesn't work for me. Could you post an alternate download link?
Thanks
Ion
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Domino
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Posted: 04 Jul, 2010
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Joined: 26 Feb, 2009 Posts: 2996
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Ion wrote: Looks very interesting to use, but the download link doesn't work for me. Could you post an alternate download link?
Thanks
Ion Ive added an alternate download link for you in the top thread, hope this one works for you.  and thank you for your interest 
_________________ Domino. ______________
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Domino
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Posted: 18 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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i upped that lastnight.. i added the icon thingy today.. so that one in the op.. is old again... gimme 10 mins ill up the new one..
_________________ Domino. ______________
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Domino
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Posted: 18 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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i cant skype right now lol.. everyone just came home, tea time :/ send me your icon.. and ill see how it looks.. ill msg you when ive upped the new version. 
_________________ Domino. ______________
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Domino
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Posted: 18 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Updated link to reflect the new download
_________________ Domino. ______________
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Domino
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Posted: 30 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Updated again,
now into v4..
fixed a few more little bugs as well as added a few other functions..
imma REDO ALL the read-me's in a more readable fashion.. this week.
_________________ Domino. ______________
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Domino
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Posted: 07 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Updated!
ive made a few changes to DMS this last few days...
as im about to release the hunker mod ive had to release this version in its current state..
please download the new version and remove any other versions you have..
**NOTE i will be updating this mod again over the next week.. as im adding multi use enrgy/mass consumptions.. in progress..
im releasing this version so other dont have to wait another week for the hunker mod.
_________________ Domino. ______________
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Domino
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Posted: 07 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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SWEET! You wont be sorry, the mod brings alot of taboo tot he supcom table.  Cheers resin! 
_________________ Domino. ______________
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vilebackup
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Posted: 07 Apr, 2011
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Joined: 22 Jan, 2011 Posts: 178
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I assume DMS would conflict with BOGIS, so hunker mod and future 4DC would not work with BO or FAP. Or is there some workaround?
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Exavier Macbeth
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Posted: 07 Apr, 2011
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Resin_Smoker wrote: vilebackup wrote: I assume DMS would conflict with BOGIS, so hunker mod and future 4DC would not work with BO or FAP. Or is there some workaround? No DMS turns OFF BOGIS as it performs the same functions and more..... hence DMS works for Blackop's too, they just dont realize it yet. Resin I've known about it for half this mods development process. In fact if I remember right domino initially started off with trying to get a version of BOGIS to work with general textures (rather than just the specific icons). We are just stubborn... Since there isn't a compatability issue & we don't use the extra features we don't see a reason to change what we currently use 
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vilebackup
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Posted: 07 Apr, 2011
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Joined: 22 Jan, 2011 Posts: 178
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I can confirm that this works with full icon support with (3603 + cbfp v4): BO BO Balance BO SpecWeps BO NavBal 4DC + 4DC wreckage + 4DC buildpatterns FAP Powerslave storage Water World Terrain deform AZUI
The following ran but lacked icon support: Supreme Shields Orbital Wars [EDIT: This was fixed by transferring icon files to /mods/modname/textures/ui/common/icons/units/]
GazUI is incompatible as the UI starts overlapping ShipWreckage mod stops the game from loading up, not sure why. Im wondering if there is a fix for this. [EDIT: Turns out ShipWreckage mod had no uid so adding one in fixed the problem]
My initial reservations about compatibility were dashed. Great job, the mod does have good all round support and resin says that it gives greater modding ability (im just an end user, so cant say much about this) and anything that improves supcomFA modding potential is great .
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