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Guide TEHO modding (tehomod and scripts are here)

Discussion in 'Sea Dogs: To Each His Own' started by kb31, Jan 22, 2017.

  1. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    At work we have "Beyond Compare", which can also do a 3-way comparison.
    But that program annoys me for some reason, so I stick to WinMerge anyway. :cheeky
     
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  2. kb31

    kb31 Sailor Apprentice Storm Modder

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    LarryHookins likes this.
  3. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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  4. Myth

    Myth Master Mariner

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  5. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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    OK... what is SVN and why would I want to try it? Sorry, I don't know what you're talking about. The only reference I can find appears to be a version control system, and that has nothing to do with the post you quoted.

    I'm not going to bother doing a lot of research on making mods work together until there are mods to work together. Kb31 has already done a lot to help in that direction, but there's still a problem if two people are doing work that conflicts, and that's still going to have to be sorted out by a programmer.

    Hook
     
  6. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    SVN is indeed Version Control.
    Definitely useful when working together with multiple people on the same project.
    But convincing people to actually use it is.... difficult to say the least:
    Notice - Build Mod Version Control
     
  7. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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    Oh lordy... imagine trying to get a bunch of modders from all over the world to use any kind of version control system, even a free one.

    The only way that is going to work is still to have a central clearing house for mods similar to what the Community Build Mod/New Horizons does. Some kind of version control system would be useful for whoever is handling that, especially if it's more than one person.

    Hook
     
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  8. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Exactly true. :yes

    I've used SVN at work and I'm convinced it could help a lot.
    But I'm no longer handling New Horizons myself, so it would be up to @Grey Roger or @Mad Jack Wolfe, I suppose.
     
  9. kb31

    kb31 Sailor Apprentice Storm Modder

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    1.5.2 ENG scripts uploaded
     
  10. kb31

    kb31 Sailor Apprentice Storm Modder

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    1.5.2 RUS scripts uploaded
    found activemap there LOL
     
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  11. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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    That's really funny! Too bad they banned you on their site; they could have asked your permission to include Active Map in the official game. As it is, that would be a bit... awkward. Well, at least we know the developers are looking at our mods. :D

    Hook
     
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  12. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Seriously?!? Wow.... :shock
     
  13. kb31

    kb31 Sailor Apprentice Storm Modder

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    Absolutely ;)
    Unfortunately, there are no resource files and hotkey for it (without tehomod requires unavailable item in the bag)
    So it looks like an accident, though that's funny xD
     
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  14. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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    Well, it's obvious they're at least looking at our mods. This is a Good Thing.
     
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  15. kb31

    kb31 Sailor Apprentice Storm Modder

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    tehomod 1.3BETA2(MEGA)

    - Some fixes and improvements

    - Dynamic scripts system was fixed and rewritten:

    Now there is a section LoadCustomScripts for loading scripts without #include
    Execute
    section was replaced by Events
    Alias
    sections was replaced by Detours

    Now almost everything could be modified without modifying the whole files(except functions in LoadSegment and repeated function detouring)

    It can look like this:

    tehomod_dynamictest.ini file:
    dynamictest.c:
    Now dynamictest.c will be loaded into the gamestate, but will unload before saving data
    When Log_Info is being executed(F3) it will trigger event Log_Info (print "Log_Info event"), then detour original Log_Info to Log_Info2 from dynamictest.c and print "Log_Info called" before printing "Message"

    Generally, Events can be used to write preceding code for functions, when you don't need to replace any code on it, and Detours are for replacing the whole functions without modifying the whole files.

    This version fixes the bug with incorrect unloading of custom scripts, but it's still in BETA, use it at your own risk and always make saves!

    UPD:
    beta2: version checking fix and code cleanup
     
    Last edited: Nov 11, 2017
    begginfokillz and LarryHookins like this.
  16. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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    You mean instead of modifying one line in a large file I can modify only the function I change and not have to include anything else?? WOW! This will also help when more people are making mods so they don't overwrite the same files. Incredible.

    Looks like Hookmod will need use a newer version of tehomod. Let us know when you believe it's been tested thoroughly enough. I could release a version of Hookmod with the old TEHO then do an update when tehomod is known to be stable.

    Hook
     
  17. kb31

    kb31 Sailor Apprentice Storm Modder

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    Yes, but since it operates with gamestate it requires to be carefully tested. If someone wants to help with testing, let me know :)
    P.S. I rewrote Hookmod for 1.5.1 some time ago to use it with tehomod 1.2(there were Execute and Alias sections) , you can use it as the basis if you decide to make Hookmod for tehomod 1.3
    MEGA

    UPD:
    version checking is broken. will be fixed in the next release
    using events throws errors in 'errors.log', but this seems to be normal behaviour
     
    Last edited: Nov 5, 2017

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