How to change the beginning ship
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- Confed Special Operative
- Posts: 317
- Joined: Mon Jan 19, 2004 12:48 pm
- Location: Konstanz, Germany
How to change the beginning ship
Over there in the vegatrek team we are encountering a strange "freezing" problem that we havent been able to overcome - and, even worse, even have no idea how to overcome it (the game isnt really freezing, framerate is still displayed and changes, you still can regularly exit via Q-escape, but nothing in the universe moves anymore...). I am therefore thinking seriously about moving the whole stuff over to the newest engine etc, that is, taking a up-to-date vegastrike install and just add our universe, weapons, ships etc. and change and remove some factions etc. A lot of work, but hopefully doable. However, i already encountered the first problem: how to change the starting ship ? In the good old times, you simply had to change the ship in the explore_universe file, but obviously, this doesnt work anymore. So where is the starting ship defined ?
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- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: How to change the beginning ship
The main menu (coded in main_menu.py) starts a new game by loading a "new game template" savegame.
That's New_Game IIRC, or something like that.
All you have to do is fire up vegastrike with your campaign mission (ie: vegastrike explore_universe.mission), and set things up the way you want them to be at the beginning of a campaign, save the game, and rename everything in the savegame to New_Game (ie: the game itself and the folder with the csv describing the starting ship).
EDIT:
A good rule of thumb, though, is to strip from the savegame anything related to the dynamic universe, so that new games spawned from that save game get randomized universes. It is quite a deed, though, it requires intimate knowledge of the savegame format.
You can hardcode your campaign script not to initialize the dynamic universe for that operation instead, I think it's in campaign.py or something like that. When you have your New_Game created you can revert that change.
That's New_Game IIRC, or something like that.
All you have to do is fire up vegastrike with your campaign mission (ie: vegastrike explore_universe.mission), and set things up the way you want them to be at the beginning of a campaign, save the game, and rename everything in the savegame to New_Game (ie: the game itself and the folder with the csv describing the starting ship).
EDIT:
A good rule of thumb, though, is to strip from the savegame anything related to the dynamic universe, so that new games spawned from that save game get randomized universes. It is quite a deed, though, it requires intimate knowledge of the savegame format.
You can hardcode your campaign script not to initialize the dynamic universe for that operation instead, I think it's in campaign.py or something like that. When you have your New_Game created you can revert that change.
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- Atmospheric Pilot
- Posts: 1
- Joined: Sun Jul 11, 2010 6:27 am
Re: How to change the beginning ship
Can we integrate VS engine with other API like OSG or other render engine like Delta3d and Ogre?
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- Mercenary
- Posts: 98
- Joined: Thu May 06, 2010 5:57 am
Re: How to change the beginning ship
There's been an ongoing attempt to port to Ogre, but it's an enormous amount of work.toanphuc wrote:Can we integrate VS engine with other API like OSG or other render engine like Delta3d and Ogre?
~Gungnir
Rig: i5 2500k @ 5ghz, 2x OCZ Agility 3 120gb SSD boot drives, AMD Radeon HD 7950 @ 1100/1575 (Catalyst 12.1 Linux and 12.3 Windows), dual-boot Fedora 16 KDE and Windows 7 Prosegfault wrote:if I was actually in space I'd totally be throwing on autopilot and relaxing in the back during the trip, sipping space wine and listening (rlaan?) jazz.