Hello stupid bots! abuse+1280637082@107.191.116
Welcome to SMA. We have
no compulsory registration.

15 Guests, 0 Users
Stats: 10553 Posts in 1145 Topics by 445 Members & Guests.01. August 2010, 05:31:22
gfx* Home Help Search Chat Shop gfx
gfxgfx
0 Members and 1 Guest are viewing this topic.
 
SBF Uploading Guide
Read 4448 times
Kolya
SBF Uploading Guide
13. January 2005, 00:16:49
ReplyQuoteReport#0

What and how to upload
You can upload files related to the System Shock games as long as you are the author or you have permission by the author to distribute them. We appreciate highly compressed formats to keep bandwidth costs low, eg 7zip or RAR archives.
You need to be registered on the forums and in the Uploader-membergroup (request membership) to upload post attachments. Please create a new topic in the appropriate file archive, then click the "Additional Options" below your post.
External hosting services are a valid alternative, especially for files over 20MB. You can also contact Kolya so he will register your mod with the torrent tracker.

How to make a .ss2mod-file for the Modmanager
  • Create a 7zip, RAR or ZIP archive.
  • Copy all files and directory structures needed to run the mod into this archive as you would copy them into your SS2 install dir.
  • Be sure that you DO NOT add a file named "files.dta" to the root directory of your archive. This file gets generated automatically by the mod manager.
  • Optional: Download the mod.ini template below and customise it for your Mod. It contains information on how to add an icon for the mod, a description, a mod homepage, etc.
  • Optional: Change the extension of the archive to *.ss2mod
The Pixie
Modmanager question
25. May 2007, 22:44:28
ReplyQuoteReport#1

Can you clarify what needs to go in the ini file when creating a mod. Do you need to put instructions for every file in the mod, so that it is copied? Can you use wildcards? Did you need to consider saving original versions? Will it create directories that are implicitly required?
Kolya
Re: Modmanager question
26. May 2007, 00:53:22
ReplyQuoteReport#2

Can you clarify what needs to go in the ini file when creating a mod.
The Upload Guide explains to mod authors how to create a mod for the manager and has an attached INI file template that is commented.
(Anyone who wants to just make a mod they downloaded work with the modmanager see the first post in this thread.)

Do you need to put instructions for every file in the mod, so that it is copied? Can you use wildcards?
No, you just create an archive with the same folder/file structure you would copy to the game folder.

Did you need to consider saving original versions?
No, the modmanager takes care of backing up existing files when the mod gets activated.

Will it create directories that are implicitly required?
Yes. See the answer to your second question.
The Pixie
Re: Modmanager question
26. May 2007, 08:18:37
ReplyQuoteReport#3

Thanks. I saw the template and readme, but they gave no indication of when and why you would use the copy&move facility. Sounds like I can just ignore it.
Kolya
Re: Modmanager question
26. May 2007, 11:40:42
ReplyQuoteReport#4

Yes, you can ignore it. It might only be interesting for files that aren't recognized by the manager and therefor not copied automatically. That shouldn't be the case as long as you are adding/replacing the same file types that occur in the game. Only exception I know is the file motiondb.bin. EDIT: This has been fixed by TheBrain, motiondb.bin gets copied like any other file now.
0 Members and 1 Guest are viewing this topic.
 
gfxgfx
gfx
 
gfx

+ Quick Reply

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.
Name:
(?)
Space station in System Shock 1:
gfx gfx