STL Ship & Mission Installer PDF Print E-mail
Written by Muldrf   
Tuesday, 21 April 2009 23:29

I've been working on a project the last couple weeks.  It is a tool to help users with installation of Ships and Singleplayer Missions for Legacy.  You might think that is a relatively strait forward process in some cases it isn't for ships, and it really isn't for Scripted Missions with Objectives.  

This tool makes access to several features easy to handle for players without ever having to edit and odf, delete a db.pak, edit a sprite spr file or for missions having to edit xml files.

The tool Lets the End User pick the Race to install the ships to.  This is for such thing as Section 31, Klingon Intel, TalShiar, Terran Empire, and a host of others.  It is designed to work with any version of Legacy, in theory atleast.  Stock, Ultimate Universe, Trek Battles, Aftermath, Cungi's New Races Mod etc it should list all the proper races to choose from.   It reads what are the actual flyable races in Legacy and returns their display names to the user to pick from.  I have yet to really see how well it reads the names on various installs, but as long as the odfs are setup right it should work fine.  Currently I have tested it on Stock Legacy, Aftermath 2, UU1.0, UU1.5, and UU2.0(our internal beta).

Also the tool is capable of adding brand new Weapon Sprite entries to an install.  No longer will a modder have to limit themselves to the "stock sprite" entries or be forced to have the end user enter new sprites manually to the .spr files.

For Single Player Missions the tool will find if there are any current Mission Menu xmls in the Legacy folder and give the player a list of choices.  This in theory will work with any Legacy mod that has some sort of Single Player Mission menu.  Also if it finds non it will try to add a new menu called "Additional Missions" to the install's main menu, if the Legacy happens to be Stock or close enough to the stock mainmenu it will be able to insert it automatically.  Also the tool will insert the Objectives for the mission into the main objective file without the user having to manually do it or the mod creator having to include the full objective file possibly messing up other objectives for other missions.

Here is a sample of what the enduser might see.  It's not the final version and there will be a few more adjustments.

 

preview image

The 4 screens show these instances.
1. Tool run without finding any Ship or Mission settings.
2. Tool found Ship Settings to use.
3. Tool found Mission Settings to use.
4. Tool found both Ship and Mission Settings to use.

Basically Ship and Mission Installation will amount to a drop down boxes and a click of a button.   For Ship installation the user will have to pick what race to install the ships to, and for Missions they will have to pick the mission file to install to and then press the button.   

It's not exactly fool proof but it's a lot closer than having the end user edit the files manually.


It's not fully automatic on the Modder's end, the tool works off of some setting files that the Mod Creator must create.  There are additional screens that the Modder will use to create the required setting files.  I have set them up to be as simple and familar as possible.   There are up to 4 xml setting files that get generated by the modder filling in various screens (1 or 2 for ships and 2 for Missions)

1. The modder will choose which Ships are to be included, choose their Alternate Race if they like.   Such as if the Default race doesn't exist the Alternate race gets chosen automatically when the end user opens the utility.  This Default Race and Alternate Race function is good for something like Section 31 where that would be the default race but maybe Federation would be the Alternate Race.  If neither race is found the race box is left blank for the user to make the decision.
2. If the modder is including new sprite entries for their ships there is a screen where they will enter the sprite pretty much like it's entered in the spr file.
3. If the modder is including new missions, they have a screen that is basically filled in like the mission menu xml plus it lists the actual Mission Display name to choose.
4. When the modder includes a mission they would then go to the Objectives setting screen and pick the objective file for the mission script to include and the utility will pull the proper entries from the main objective file.

The Utility can do either 1 mission or 1 ship or 20 missions or 20 ships or any combination, it's all up to the Modder what to include.


It includes some other enabling features for "Stock" Legacy.

1. It will Enable the new "Additional Missions" button if it's a Mission mod that's going in.
2. It will Enable the Load and Save buttons.
3. It will Enable the Free Camera button.
4. It will Enable the All Missions Button.
5. It will put in the "Hero Ship Fix".  I don't know if it actually fixes all instances of getting the wrong hero ship, but maybe it helps..

Also additionally for any version of legacy that they aren't already enabled for it will enable automatic "db.pak regeneration" and the "Map Editor" feature.


The Modder will then take all their ship files or mission files and put them in together just like they would normally including all files in their proper folder structure, then include the modinstaller exe file and the 1-4 xml files in what would become the root legacy folder when extracted.  After that he or she would just zip or rar the mod.

Then the instructions for installation of their mod to the end user would be:
1. Extract the .zip/.rar to your chosen \Star Trek Legacy\ folder
2. Run ModInstaller.exe
3a. Pick Race for the Ships to go in (for ship mod)
3b. Pick Mission List for missions to go in (for mission mods)
4. Press "Install"
5. "Close" the ModInstaller and run Legacy.


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I had originally intended to have it setup so that if the mod is extracted to an empty folder the mod installer would copy all the files to the legacy folder.  Unfortunately without having a set list of files included with the mod it would copy ALL files and ALL files in ALL SubFolders, even if they weren't part of the mod...  If anyone things that is a good feature let me know and I'll see about working it out, it would involve storing a setting of what files are to be included, it would complicate creating the mod package a little bit.

There are a few things I am finishing up.  A few adjustments here and there as well as writing up documentation and instructions.  I hope to have it finished, fully tested and out in less than 2 weeks.  The timing all depends how much time I can round up to work in it and how testing goes.
Last Updated on Wednesday, 22 April 2009 05:42
 
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