The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
October 14, 2024, 03:39:09 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Adding new SHP files in melee?
« previous next »
Pages: [1] Print
Author Topic: Adding new SHP files in melee?  (Read 1793 times)
Korvin
Zebranky food
*
Offline Offline

Posts: 2


RU


View Profile
Adding new SHP files in melee?
« on: July 29, 2004, 12:43:26 am »

In original PC SC2 game uses all *.SHP files in sc directory, so i can add custom ships to melee list.
Is it possible, to add new ships in UQM?
If no, i hope this will be possible in future releases... i miss my Deep child & other custom things...
& maybe some additional quests in the main game?
Logged
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3874


We did. You did. Yes we can. No.


View Profile
Re: Adding new SHP files in melee?
« Reply #1 on: July 29, 2004, 01:25:51 am »

First, since the list of ships to look for is static, you can't ADD them just by juggling files, but you can swap them around. Furthermore, the .shp file is not the same as it was before, so swapping files of the old more hackable .shp format would cause crashes

On the other hand, the project is open-source. If you can figure out a way to cram more ships into the 5x5 ship selection window, be my guest. I would suggest that such efforts would be better directed to other activities.

As for new quests, feel free to completely reprogram them in C rather than some nice scripting language. Short of that, I see no solution.
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Adding new SHP files in melee?
« Reply #2 on: July 29, 2004, 01:30:07 am »

It isn't currently possible. In the PC SC2 the .shp files contained the actual ship-specific code for the combat. For the 3DO the .shp files only contained references to the files that were needed for the ship (images and sounds), including the .code file that contains an index to the combat code that is built-in in the game.
We plan to bring modular code back, but it's tricky, especially considering that every operating system has its own ways of dynamically loading code, and that the code may be contained in a .zip file.
Also, only .shp files with known names are recognised at the moment. So you can switch ships by renaming .shp files, but you can't make new ones.

Much of the work that we do doesn't have any visible change, but aims to make building game mods easier. While it would be nice to have the entire game scripted, there are no plans to do so at the moment. Maybe eventually.

Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Sander Scamper
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 408


I'm not a little teapot


View Profile
Re: Adding new SHP files in melee?
« Reply #3 on: July 29, 2004, 02:38:37 pm »

I think that i would much rather have setup work before you guys start messing with the ships. =)

While new quests/ships would be AWESOME...I think that its a bit much to ask from an already burdened task force.

Keep up the good work!
Logged

"Oops!" KA-BOOM!!

"Space is a dangerous place where wimps eat flaming plasma death" -The Zot....or is it the Fot?? We may never know...unless the guy in the back tells us!

UQM/SC2 = World Peace.
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!