Create mod from Scratch?

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123sendodo

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I'm trying to work on a project mod, which is set in a different timeline. Is it possible to delete all the troops from the module_troops.py and items from module_item.py and just keep the green instuctions. I want to know is it possible and will there be another better way to start from scratch. I see there's some troops called "whatever_end" and then #add whatever before this point, should I delete those?
 
There's BareBones Module System, search for it in the sub-forums. It's for Warband 1.134, but you can easily "upgrade" it by using header_operations.py from a recent patch.
 
Lav 说:
There's BareBones Module System, search for it in the sub-forums. It's for Warband 1.134, but you can easily "upgrade" it by using header_operations.py from a recent patch.

Cool, just update headers_operations.py is enough?
 
Everything should work fine with just updated header_operations.py, but now that I think about it, you might miss on some fixes introduced in later patches as a result. So I'd recommend to also copy the following files just in case:

header_*.py (all files)
module_animations.py
module_meshes.py
module_music.py
module_particle_systems.py
module_postfx.py
module_skills.py
module_skins.py
module_sounds.py
process_*.py (all files)
 
Lav 说:
Everything should work fine with just updated header_operations.py, but now that I think about it, you might miss on some fixes introduced in later patches as a result. So I'd recommend to also copy the following files just in case:

header_*.py (all files)
module_animations.py
module_meshes.py
module_music.py
module_particle_systems.py
module_postfx.py
module_skills.py
module_skins.py
module_sounds.py
process_*.py (all files)

I'll try later. Thanks for your help.
 
Actually, I got interested myself, so here's the final list of differences between 1.134 (that BareBones is based on) and 1.158 (the latest) module systems:

header_items.py
header_mission_templates.py
header_operations.py
header_particle_systems.py
header_scene_props.py
header_sounds.py
header_triggers.py
module_animations.py
module_meshes.py
module_sounds.py
process_dialogs.py
process_operations.py

You can copy these files overwriting their versions from BareBones, it should not cause any problems.

Additionally, in module_scene_props.py file, 4 records have been modified (apparently as some bugfix) and 3 new scene props were added since 1.134 version:

插入代码块:
  # These records are changed:
  ("full_keep_b",sokf_type_ladder,"full_keep_b","bo_full_keep_b", []),
  ("castle_f_tower_a",sokf_type_ladder,"castle_f_tower_a","bo_castle_f_tower_a", []),
  ("gatehouse_new_a",sokf_type_ladder,"gatehouse_new_a","bo_gatehouse_new_a", []),
  ("gatehouse_new_b",sokf_type_ladder,"gatehouse_new_b","bo_gatehouse_new_b", []),
插入代码块:
  # These are the modified records:
  ("full_keep_b",0,"full_keep_b","bo_full_keep_b", []),
  ("castle_f_tower_a",0,"castle_f_tower_a","bo_castle_f_tower_a", []),
  ("gatehouse_new_a",0,"gatehouse_new_a","bo_gatehouse_new_a", []),
  ("gatehouse_new_b",0,"gatehouse_new_b","bo_gatehouse_new_b", []),
  # These are new records at the end of file:
 ("rock_bridge_a",0,"rock_bridge_a","bo_rock_bridge_a", []),
 ("suspension_bridge_a",0,"suspension_bridge_a","bo_suspension_bridge_a", []),
 ("mine_a",0,"mine_a","bo_mine_a", []),

And in module_scenes.py file, two new multiplayer scenes have been added:

插入代码块:
  ("multi_scene_19",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    [],[],"outer_terrain_plain"),
  ("multi_scene_20",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013002ab630004651800000d7a00007f3100002701",
    [],[],"outer_terrain_plain"),

Note that new scenes are the only ones that use new scene props, so if you do not need multiplayer scenes, you do not need new scene props either.
 
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