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| |-+  General UQM Discussion (Moderator: Death 999)
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Author Topic: MODS  (Read 2737 times)
DashingHero
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MODS
« on: April 03, 2006, 02:37:16 pm »

How exactly are they supposed to work...i have dl;d the 3 mods available from the link i found when browsing the forum. i had to dl winrar to gain access to the MODS and extracted them to the UQM file.  although when playing the game i see no difference in passage of time, and i also assume that De-Cleansing hasnt taken either.

i could find no documentation on how or where to install these files. am kind of lost atm.  im no progamming guru so a newb-proof walkthrough would be of great help in getting these add-ons to work
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Novus
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Re: MODS
« Reply #1 on: April 03, 2006, 03:19:19 pm »

i had to dl winrar to gain access to the MODS and extracted them to the UQM file.
Assuming you mean the main UQM directory, you've installed the mods correctly. However, the mods are distributed as executable files (or source packages), which means that you can only use one mod at a time (essentially, the main UQM program, uqm.exe, is overwritten with a modded version).

Furthermore, if you have downloaded the debug version of the mod (labelled something-D.rar) instead of the "release" binary (something.rar), you will have to start uqm-debug.exe instead of uqm.exe (for your purposes, the "release" binary is probably more useful, and the source files are probably no help at all).

So, for example, to install the FMV mod you should:
  • Rename uqm.exe to something else (to allow easy disabling of the mod).
  • Download uqm-0.5.0-FMV.rar.
  • Unpack it to your UQM directory (making sure uqm.exe is replaced).

In my opinion, it would be much easier if some of the "mods" were integrated into the main UQM tree. Especially the ship spin patch has been finished and stable for ages now with a nice patch file in Bugzilla, and it should be entirely harmless if you don't have the ship spin videos. Something wrong with my patch, devs, or are you just too plain busy to check it and apply it?
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Michael Martin
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Re: MODS
« Reply #2 on: April 03, 2006, 04:55:23 pm »

Two months is hardly "ages" for us; just ask Nic   Wink

We have a tendency to let patches sit for awhile and then push them through in large batches.  We've been encouraged to do this by the fact that patches tend to evolve.

And, of course, nobody's committing anything at the moment, anywhere on SF.net, but that's an entirely different issue.
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Re: MODS
« Reply #3 on: April 03, 2006, 05:11:09 pm »

Two months is hardly "ages" for us; just ask Nic   Wink
I was thinking of the seven months since the original patch, but seeing as the new patch actually fixes some minor issues, you have a point.
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guesst
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Re: PATCHES
« Reply #4 on: April 04, 2006, 12:59:02 am »

See, here I thought this topic was about modding UQM, not patching it.

See, my question (topic derailing coming up) would be how close is this project to being modable, and will we ever see 1.0?

And to save you all the typing, if the answer is "when it's ready," I don't want to see it.
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Kohr-Ah Death
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Re: MODS
« Reply #5 on: April 05, 2006, 01:27:11 am »

How exactly are they supposed to work...i have dl;d the 3 mods available from the link i found when browsing the forum. i had to dl winrar to gain access to the MODS and extracted them to the UQM file.  although when playing the game i see no difference in passage of time, and i also assume that De-Cleansing hasnt taken either.

i could find no documentation on how or where to install these files. am kind of lost atm.  im no progamming guru so a newb-proof walkthrough would be of great help in getting these add-ons to work

well first of all...

Which "MODS" are you talking about?
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StarBorn
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Re: MODS
« Reply #6 on: April 08, 2006, 08:09:21 am »

well first of all...

Which "MODS" are you talking about?

although when playing the game i see no difference in passage of time, and i also assume that De-Cleansing hasnt taken either.

Yours, I think, Kohr-Ah Death Smiley
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