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FPSC Classic Product Chat / making a mod-- should I use v1.17 source?

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CresCo
16
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 5th Aug 2010 22:18
Hello All,

I'm interested in modifying the FPSC engine and I'm wondering which source version I should work with. On the one hand v1.17 has some crazy upgrades... on the other I've heard it is buggy for some? Which source version would be best for modification at the moment? Also, I'm running DBPro u7.5 and when I tried to compile the v1.17 source I got the following message: "Compilation Failed. Could not determine parameter type of 'GET MEMORY AVAILABLE(0)' at line 2857." Does anyone know how to resolve that? It doesn't sound like a system-based problem, but whatever the case I'm using a Windows XP SP3 computer with an ATI Radeon X1300/X1550 GPU. Finally, are there any guides for modifying the FPSC source code floating around out there? I was surprised to see modification was barely even discussed in the community manual, so despite the excellent commenting throughout the code I'd like to find a tutorial/guide/reference from one of the gurus who've produced amazing mods detailing the modification process. I read somewhere that one such guru (Ply?) wrote a guide to editing FPI language by modifying the DBPro source code, but I couldn't find it...

Thanks,

CCJ

CresCo Games: makers of fine software since 2004
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 5th Aug 2010 23:22
I have just now integrated my mod (RPG Mod).

IMHO, I would start now with v117. I don't believe the source code is officially out yet, however. So, if you haven't been following the code.google site, it might be difficult to glean the files you will need to mod it.

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