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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Components.bmp

Soumis par Arpeegy le Lun, 2008-02-25 19:43 SE:V MODs

As I begin to "teach" myself how to mod I am going through the various files and I discovered the components.bmp. This bmp is basically a poster with each and every component in the game arranged in a checkerboard pattern. Is this bmp simply for reference or is it utilized by the game code? If it is utilized by the game code then I assume that the components must be placed on this "poster" in the order that they are numbered on their individual bmp pictures? I also assume that if this bmp is used by the game code that each area/square of the poster must be the same size for the code to be able to locate the picture needed. If true this is easy enough to build...but if I do not need to build one all the better.

So, is it needed?

‹ trying to track down idea thread. Balance Mod v1.14 Available! ›
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Image de Captain Kwok
Mod Designer

Re: Components.bmp

Soumis par Captain Kwok le Lun, 2008-02-25 19:47

Yes. Those images are the mini-portraits for components and are displayed in the ship design's slot layout or in the design's condensed layout. I believe they are 42x42 pixels in size and each row has 20 images. You can add additional rows if you'd like. The rest of your assumptions are correct.


Space Empires Depot | SE:V Balance Mod

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Re: Components.bmp

Soumis par Arpeegy le Lun, 2008-02-25 23:57

Thank you.

I have begun working on a full fledged Babylon 5 Wars mod. I think ship construction/modeling is a little above my head right now but the actual game modding appears to be pretty straight forward. Ship models are really not that important to me right now...the game play that B5W had is what I am looking to recreate. If I make a good mod I figure the community will help to produce the actual Babylon 5 Models at some point. Like all good computer projects I have begun by collecting all data I want in the mod and am now assembling it in hard copy format prior to building it electronically. So far I am building one heck of a good tech tree design based on racial technologies to include hybrid technologies.

I have been toying with making the components for the ships look retro "pen and paper" style instead of the picture images. So if you remember the B5W game I would basically recreate the weapon and system shapes used on the ship forms. That way people familiar with the B5W game should immediately recognize the item when they look at it. Thus, my bmp question. I figure I will start by collecting all the images I need...so they are available when I jump into the actual modding.

Loyalty above all else except honor.

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Image de Astorax

Re: Components.bmp

Soumis par Astorax le Mar, 2008-02-26 05:41

Will your mod be for multiplayer only or will you be modding the AI to use your expanded tech tree?

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Re: Components.bmp

Soumis par Arpeegy le Mar, 2008-02-26 19:43

My intent is to get a workable Multiplayer version initially. Then, if I feel up to it, I will attempt to write the AI scripts. But script writting is much more difficult than simply modding existing .txt files to change game rules. All the real work is done in the existing game code...I only changed the "data input" with the mod. So if the mod is good maybe other more "professional" programmers can build the AI components at a later date.

Time is really my biggest enemy. Learning to mod game rules and game play is my first task. Then I may move onto scripting. Then, if I have not lost interest, I may move on to modeling. I stay on track when I set my mind to a project, so the game mod will get done, but it may not include all the bells and whistles (like AI). If I tried to do it all myself I am afraid that SEVII will be out before I ever got it all completed. Professional programmers are always faster and better than us amateurs. Eye-wink The last real computer language I learned was PASCAL and that language is dead...but the logic in programming stays the same. You just have to have the time to learn the new language. Other than PASCAL the only other programming I have done recently is HTML and .ASP for website purposes. So this is a fun challenge.

I work in Corrections as a job...and program as a hobby. So I will do my best. Eye-wink

Loyalty above all else except honor.

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Image de ekolis
Mod Designer

Re: Components.bmp

Soumis par ekolis le Mer, 2008-02-27 10:12

Pascal? You should feel right at home with SE5's scripting language, then - everyone else hates it, but Aaron Hall apparently loves to code in Delphi, which is a derivative of Pascal, so of course he made the scripting language look like Pascal! Eye-wink

I'm trying to convince him to use Delphi.NET and use dynamic compilation so we can hook into an API with a real programming language of our choice, so long as that language runs on .NET! (There are more .NET languages than you think - it's not just C# and VB, there's also Boo, F#, IronPython, and maybe even something resembling Java, though that's a bit redundant with C#) th In any event we'll see how that turns out... Sticking out tongue

P.S. I don't mean that Pascal's not a real programming language, I mean that the SE5 scripting language isn't! Eye-wink Well technically it is, as you can program SE5 scripts with it, but... ugh... Sticking out tongue

And here's a pretty complete list of languages targeting .NET:
http://www.dotnetpowered.com/languages.aspx

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Mod Designer

Re: Components.bmp

Soumis par Fyron le Mer, 2008-02-27 17:30

I can safely assert that Pascal is not a real programming language.


SpaceEmpires.net | Space Empires Wiki

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Re: Components.bmp

Soumis par Vince278 le Mer, 2008-02-27 19:24

I was a fan of Turbo Pascal and Pascal back in the 80's and 90's and Fortran and Basic in the 70's. (Don't even ask about the 60's! Laughing out loud ) I think many of today's languages are needlessly complex (even the visual ones). You'd think things would become easier as time went on... Smiling

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Mod Designer

Re: Components.bmp

Soumis par Fyron le Mer, 2008-02-27 20:04

PHP? Python? Seem simple enough, without being crazily verbose like Basic-derived languages..

The problem with trying to "simplify" languages is that you can really only go so far. After a point, the more simplistic you make the syntax, and the more you make commands do, the less you can do with the language that deviates from what its designed to do. You need a balance between the absolute flexibility of machine language and a "do half the program with this line" approach.


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Re: Components.bmp

Soumis par Arpeegy le Mer, 2008-02-27 22:38

I did a lot of basic programming too and was the president of my High School computer programmer's club. Eye-wink But that was back when all computers only had green screens. So I can pick up on computer languages pretty easily if I have time to learn them...when I started to learn .ASP it took a LONG time because I had to read a book about 3000 pages long and find time to apply what I was learning. Not easy to do between balancing a life, job, kids, etc.

If the SEV language is similar to Pascal then it may be easier than I thought to pick up. It is nice to see folks still programming in ancient computer languages. Back when I was in high school Pascal was all the latest rage and was going to change the world. At least I didn't need to use punch cards to program it. Eye-wink

Loyalty above all else except honor.

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Re: Components.bmp

Soumis par Vince278 le Jeu, 2008-02-28 19:44

Back in '81 I worked at a place overseas that still used punched cards (Hollerith, I believe) and punched tape teletypewriters. The place I'm at now still has some green screen stuff. My first experience with programming was hardware based (move this wire to here then this one to there Smiling ) so Pascal with its easy to understand syntax (compared to C or C++ ) was awesome. I liked Basic but all that line number listing was so tedious. Still, it was alright for the late 70's. Smiling

I never gave any thought as to what language SE was in. Considering how long the series was around something Pascal based is possible. Perhaps someone out there knows the answer. Smiling

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Re: Components.bmp

Soumis par Fyron le Jeu, 2008-02-28 20:14

SE1/2 were written in Visual Basic. SE3/4 were written in Delphi. I think SE5 was written in C++ for the DirectX libraries, but we've never really confirmed that with Malfador since he mentioned it as a possibility early on.


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Re: Components.bmp

Soumis par Vince278 le Ven, 2008-02-29 19:30

Delphi was a good one. With the above list you can almost see Aaron's progress in learning programming. Smiling

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Re: Components.bmp

Soumis par Arpeegy le Dim, 2008-03-09 22:36

Well, my Babylon 5 Wars mod is progessing along nicely. I have finished all text list files...if you can find a text list anywhere in the game I have completely redone it to be Babylon 5 cannon specific. I have completed the racial traits file. The tech areas file is done...although this will be adjusted as new components are added. And I have begun compiling all the components. So far I have completed all the technology components for the Abbai and Alacan races. I am keeping the game as close to the B5W game rules as possible. When completed this mod should be as close to playing B5W using SEV as a game engine as you can get.

The learning curve getting in REALLY slowed me down but once you figure out how each file interacts with the game it is actually pretty easy to do. It is that initial learning hump that really kills valuable time. I started using the SEV Editer but found it is actually easier just to use the notepad to code the text. I have created formulas to allow for component translations into mineral amounts that reflect their actual value on the B5W ship stat sheets.

A lot of work, but it should be worth it when finished.

Loyalty above all else except honor.

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