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FPSC Classic Product Chat / Coding a Mod... how?

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Captain Coder
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Posted: 9th Aug 2011 03:34
Hello all,

I have downloaded the FPSC v1.17 source code, and I really would like to learn how to write a mod. However, I have some questions.

1) If I add my own code to the v1.17 source code and follow the directions in the README file that came with the v1.17 source code, would that be considered a mod?

If not, then what is considered a mod and how do I write one?

2) Do I only need to alter the one source code file in order to modify the whole engine?

3) It says in the source code remarks that if I CANNOT create a game engine using that sourcecode, nor can I sell one. Does this mean that if I modify the source code, I would not be able to sell it as a mod? How do some of the others sell their mods?

I had more questions, but, naturally, my mind blanks when I need it most. Any other tips on writing a mod are extremely appreciated.

Thank you very much,
Captain Coder
BlackFox
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Posted: 9th Aug 2011 07:36 Edited at: 9th Aug 2011 07:37
Quote: "1) If I add my own code to the v1.17 source code and follow the directions in the README file that came with the v1.17 source code, would that be considered a mod?"


Adding code you create to the source is a mod.

Quote: "2) Do I only need to alter the one source code file in order to modify the whole engine?"


I'm not too sure what you mean. The source code is the FPSC-Game.dba file. There is an FPSC-Game.dbpro (used to compile the FPSC-Game.exe) and an FPSC-MapEditor.dbpro (used to compile the FPSC-MapEditor.exe) that use the same source file.

Quote: "3) It says in the source code remarks that if I CANNOT create a game engine using that sourcecode, nor can I sell one. Does this mean that if I modify the source code, I would not be able to sell it as a mod? How do some of the others sell their mods?"


It means you can't create your own engine using any of the code that is found in the source.

Also, you may find this of use to you. A good read to get you started...

How to make your own FPI Commands- A Modder Tutorial by Plystire

The above link was written back in 2008, so some items may have changed. But the concepts are still the same.


Twitter: @NFoxMedia
Captain Coder
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Posted: 9th Aug 2011 23:23
Awesome! Thank you BlackFox!

The link you included will also be valuable. Thanks!

PROBLEM: Whenever I try to compile the source code, DBP gets an error and says it doesn't understand the command "loadedstaticobjects" (or something like that). Any advice?

So let me ask this: If I modify the source code, can changes be made to the actual editor, or do the source code changes work only in the test-game and standalone exe games?

So, If I wanted to create my own mod to sell, would I have to isolate the code that I changed and somehow make a way to install it into FPSC, or could I sell the entire modified compiled project? I would really like to know how the others sell a mod without getting into legal trouble.

Thank you,
Captain Coder
GreenDixy
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Posted: 10th Aug 2011 03:08
make sure you have all the addons it needs dark ai etc and make sure dbpro is up to date

======================================
My software never has bugs. It just develops random features.
Plystire
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Posted: 10th Aug 2011 06:42
What the modders sell is the compiled EXE for FPSC-Game and/or FPSC-MapEditor, as well as any extra files that their mod needs to function. Lee gave me permission to sell my Mod, and since he hasn't said otherwise I assume that holds true for everyone else.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Captain Coder
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Posted: 10th Aug 2011 20:08
@GreenDixy: I bought the DGS bonanza package, so I think I have everything Thanks for the notice!

@Plystire: Plystire? Is that YOU?!

First, let me give a big THANK YOU for all your contributions to the FPSC Community Guide. I have benefitted immensly from it.

Thanks for the help! Hey - I'm looking to learn DarkBASIC in depth. Should I buy and read both Hands on DBPro books?

Quote: " Lee gave me permission to sell my Mod, and since he hasn't said otherwise I assume that holds true for everyone else."


Oh... okay. So, just to make absolutely sure, when you say "I assume that holds true for everyone else," does that mean everyone else has to ask permission to sell their mod?

BTW...

Quote: "Whenever I try to compile the source code, DBP gets an error and says it doesn't understand the command "loadedstaticobjects" (or something like that). Any advice?"


Thanks so much to you and everyone else!
Captain Coder
BlackFox
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Posted: 10th Aug 2011 20:10
Quote: "Oh... okay. So, just to make absolutely sure, when you say "I assume that holds true for everyone else," does that mean everyone else has to ask permission to sell their mod?"


I doubt that selling your mod will be an issue, but one can always e-mail Lee just to make sure it is okay. This way *if* anyone squawks about it, you have something that says you have permission and therefore cover your backside.


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Captain Coder
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Posted: 10th Aug 2011 20:15
@BlackFox:

Quote: " one can always e-mail Lee just to make sure it is okay. This way *if* anyone squawks about it, you have something that says you have permission and therefore cover your backside. "


Gotcha That makes perfectly good sense. Thanks!
Plystire
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Posted: 11th Aug 2011 00:17
Quote: "I'm looking to learn DarkBASIC in depth. Should I buy and read both Hands on DBPro books?"


I suppose it couldn't hurt. Books hold a wealth of knowledge. I would also look up any beginner's tutorials for DB, as they also have lots of useful information and are easily obtainable.

Quote: "DBP gets an error and says it doesn't understand the command "loadedstaticobjects" (or something like that). Any advice?"


Double check your compiler folder setup, to ensure you have everything required to compile the source. If you want, post what DLLs you have in both plugins folders. Then someone who is still modding the source will be able to verify if you're missing something or not. Also, pasting the line that DBP found an error on would help us out as well, so we can see what it's trying to read.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Captain Coder
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Posted: 11th Aug 2011 02:37
Quote: "pasting the line that DBP found an error on would help us out as well, so we can see what it's trying to read"


Got it! Here's the error, followed by the line of code that DBP doesn't like:



Could not understand command at line 3958.

load static objects universefile$,gdividetexturesize




The code above is EXACTLY as it appeared in the editor.

Hmm... it also appears that I am missing DBProGameFX.dll for the plugins-licensed folder. But it said in the README.txt that came with the 7.5 extras that I only need at least three DLLs in the folder. Interesting.

I'm stumped. Of course, I'm not a very good programmer (yet!), so I get stumped by something like this very easily.

Thanks for the help!
Captain Coder
Plystire
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Posted: 12th Aug 2011 00:17
No worries. Getting the compiler setup to compile the source is the hardest part. Most everyone gets hung up on it in some fashion or another.

Follow the readme to help you get set up. Also, make sure you're renaming the plugin folders before bringing in the FPSC DLLs. They will most likely conflict with each other if you don't seperate them. So, you should have plugin folders for "normal" DBP and plugin folders for compiling FPSC only.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Captain Coder
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Posted: 15th Aug 2011 22:52
Huh... I followed the README file, and I did everything it said.

Except for the fact that the download was missing the plugins-user folder. So I just created a copy of the folder and allowed the FPSC compiler to use the DLLs in there. Am I missing something?

Thanks a bunch,
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you do.
JRH
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Posted: 16th Aug 2011 20:45
Quote: "Getting the compiler setup to compile the source is the hardest part."


You said it. I have to use a virtual machine with a separate installation of windows just for coding FPSC. Somehow, it works under those circumstances

Captain Coder
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Posted: 1st Sep 2011 19:56
DBPro STILL does not want to compile! Can someone please tell me what I am doing wrong? I think I have everything, why is it not working? (Sorry if I sound whiny, but I want to make this quick).

Also, I was looking over what Plystire said about the DBPro books, and it seems as if he feels a little uncertain about that idea. Are there any other suggestions on how to learn DBP?

Thank you,
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
Plystire
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Posted: 2nd Sep 2011 09:14
What is the compiler telling you when it fails to compile?

Also, I learned DBP through tutorials and experimenting. That's just me, though. Many people find books to help them more since books tend to go much further indepth than tutorials.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Captain Coder
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Posted: 4th Sep 2011 23:24
Thanks for putting up with my questions Plystire. It means a lot to me.

Anyway, here is the error:



Here is the line of code:

Quote: "load static objects universefile$,gdividetexturesize"


These commands/variables are present elsewhere in the code, so I don't know what is wrong.

Thanks again so much,
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
s4real
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Posted: 4th Sep 2011 23:56
Looks like you got a plugin problem.

Here a few steps to get dbp to compile fpsc.

1. Install dbp
2. Update to the latest version RC7.7 I think it is
3.Download the extras pack.
4.Install Dark lights and Dark Ai
5. Rename plugins folder,plugins-licensed and plugins-user so you dont lose the originals.
6. Now copy over all the files from the extra pack into the right place,read the read me for instructions
7 try and compile.


Hope this helps.

best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Captain Coder
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Posted: 5th Sep 2011 14:51
Thanks s4real. I'll look into it. Internet speed is slow right now and I don't feel like waiting an hour to download the latest upgrade. I'll post here if it works. Thanks!

Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me

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