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December 27th, 2002, 03:57 PM
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BANNED USER
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Join Date: Nov 2001
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SE TDM FQM Install Method
I�m wondering:
1) Is this useful?
2) Does anyone else do this
I only play against the TDM. I only use FQM 2.x and all of the Image Mods I have one install where that is the �normal� when using the outstanding Mod Launcher. This has several advantages to me.
1) Any mods I create or use automatically use TDM and FQM
2) I don�t have to Load FQM 2.x Generate a map, Exit FQM and Load TDM. I can load Normal, generate a map and start to play
3) I can load the Gryphin Mod and select the opponents I want from TDM.
I also install TDM, FQM, and the Image mods to D:\mods\TDM, D:\Mods\FQM, D:\mods\Image\< appropriate folder> I then copy the contents of the folders to the appropriate locations so they are used. . I also copy and paste the content to my original install I am using for my one PBW game.
Advantages to me are
I reduce the risk of Overwriting important files
I reduce the risk of Installing races to the \picture\picture folder which I seem to be very good at doing.
To my mind this seems to keep things organized and easily updated when new Versions come out
Note: The Gryphin Mod is mostly a bunch of components I created using DavidG�s program. Some of the components require a �Gentlemen�s Agreement� (GA), on use. One of the GA is �Stealth Plating� which is available from the start. It gives the cloaking ability of Stealth Armor. You are restricted to using it only on unarmed Escort Size or smaller ships.
I hope all of this is clear.
I�m open to feedback and other ideas.
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December 27th, 2002, 08:47 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE TDM FQM Install Method
You have to have the FQM 2.x files in use when playing games using maps generated with it.
Quote:
One of the GA is �Stealth Plating� which is available from the start. It gives the cloaking ability of Stealth Armor. You are restricted to using it only on unarmed Escort Size or smaller ships.
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Make the component really big (size 1000). Then, add a Mount using that comp's family number that has a max vehicle tonnage of 150. It will enforce the max size restriction and remove the need of a gentleman's agreeement.
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December 27th, 2002, 09:13 PM
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BANNED USER
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Re: SE TDM FQM Install Method
Fyron, as always, Thanks
My point about the FMQ being the default is I do not have to
Load FMQ
Generate Map
Exit FMQ
Load Normal or Grphin
I can load either Normal or Gryphin and I will have TDM and Acces to Generating a FQM map.
Does this extra effort in setup make sence to anyone else?
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December 27th, 2002, 09:15 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: SE TDM FQM Install Method
With FQM 2 (Deluxe), it not only makes sense, it is necessary. You can not make a map with FQM 2 and then load it in any other mod or the normal game. You must use the data files in FQM 2 to play with the map.
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December 27th, 2002, 09:34 PM
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BANNED USER
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Re: SE TDM FQM Install Method
Fyron, I'll bet that is all in the Readme somewhere. You may be getting an idea why I did not do very well in school. It was never a lack of trying but it could have been worse.
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December 27th, 2002, 10:09 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE TDM FQM Install Method
No worries.
Readmes are there for a purpose, after all.
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