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Dynaverse.net  |  Taldrenites  |  General Starfleet Command Forum  |  Topic: MODDING DEAD END ACK! 0 Members and 0 Guests are viewing this topic. « previous next »
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power2022
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MODDING DEAD END ACK!
« on: May 30, 2008, 09:22:02 pm »

Hey Guys, I've been trying to mod SFC OP without C++, using FMSE. Now I'm not sure if there's a patch or something, but I've just tried my first mission with it, and all SFC OP does is show the splash screen and crash to desktop. Without FMSE I might as well scrap it all, but really really don't want to. Is there anyway to allow FMSE to build scripts for SFC OP? I have a feeling it really should work but for some odd reason it's not at all. (I've already set the directory correctly in FMSE)

Any answer to this would get me off this road block.
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power2022
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Re: MODDING DEAD END ACK!
« Reply #1 on: May 30, 2008, 09:55:53 pm »

Even if there were to get a hold of remus (James Carter) to see if it would be that hard (like is it just a few file name changes, SFC2 and OP aren't THAT different). Like I would even learn C++ and try to convert it, if I could decompile FMSE into something visible (I've tried Dev-C++ so far a free program, but to no avail so far...) then I could maybe by some slim chance be able to make it work so I could continue modding, I'm at the main plot of the whole damn thing and am totally stuck.
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Rod ONeal
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Re: MODDING DEAD END ACK!
« Reply #2 on: May 31, 2008, 12:34:46 am »

FMSE doesn't work with OP. At one point Magnum man (IIRC) offered the source code to someone if they wanted to adapt it to OP. Nobody took him up on the offer though.
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power2022
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Re: MODDING DEAD END ACK!
« Reply #3 on: May 31, 2008, 01:02:09 am »

Haha oh man, I wish I knew how to adapt it. If it were a simple matter or change this a thousand times I'd do it. It might just be easier to learn C++ and how to script.
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marstone
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Re: MODDING DEAD END ACK!
« Reply #4 on: June 05, 2008, 03:59:16 pm »

Haha oh man, I wish I knew how to adapt it. If it were a simple matter or change this a thousand times I'd do it. It might just be easier to learn C++ and how to script.

YOu will have to find Visual C++ 6 I beleive to do the programming of missions (I haven't found a copy for under a few hundred bucks yet, still looking tho)
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Re: MODDING DEAD END ACK!
« Reply #5 on: June 05, 2008, 04:05:29 pm »

Haha oh man, I wish I knew how to adapt it. If it were a simple matter or change this a thousand times I'd do it. It might just be easier to learn C++ and how to script.

YOu will have to find Visual C++ 6 I beleive to do the programming of missions (I haven't found a copy for under a few hundred bucks yet, still looking tho)

Correct, the scripts can only be compiled in Microsoft Visual C++ 6.0 SP5 with the October 2001 MSDN Libraries along with the OP scripting API (or Firesoul's updated scripting API).

As for the differences in changes.. not many, however the DirectX runtime from EAW and OP are different. EAW is compiled under DirectX 7, OP is compiled under DirectX8.0 .. due to changes in the DirectX SDK, modifications to the API for the game engine and scripting were necessary, which is what makes the games incompatible with each other.
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