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How to add certain mods without a big download *UPDATED!*
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Post Posted: 02-24-2005 02:06 PM Post subject: How to add certain mods without a big download *UPDATED!*

I know there are a lot of similar topics like this, but so far they have not give me anything. So here goes...

I would like to know how to add NanoFx 2.0b, QBautostart, and ATP to Multiplayer without a huge download like MPMP or FBCMP. Can someone help me?


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Post Posted: 02-24-2005 10:52 PM Post subject:

They're available on BCfiles, but keep in mind thay if you install anything, you probably won't be able to play MP anymore...either keep 1.1 clean, or install a complete mod...or better do both, in two separate directories. Wink

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Post Posted: 02-25-2005 08:25 AM Post subject: Re: How to add certain mods without a big download

Ensign Q wrote:
I know there are a lot of similar topics like this, but so far they have not give me anything. So here goes...

I would like to know how to add NanoFx 2.0b, QBautostart, and ATP to Multiplayer without a huge download like MPMP or FBCMP. Can someone help me?

If you just QBautostart 0.9, NanoFX and ATP and put them in a Installation and play in TKY they should all work.


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Post Posted: 02-25-2005 01:54 PM Post subject:

Defiant wrote:
f you just QBautostart 0.9, NanoFX and ATP and put them in a Installation and play in TKY they should all work


Can you explain to me how to do that? Confused


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Post Posted: 02-28-2005 04:56 PM Post subject:

and what is TKY?


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Post Posted: 02-28-2005 05:22 PM Post subject:

uhm..looks like I should do a FBCMP base Paket without ships...

TKY: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=12008


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Post Posted: 03-01-2005 01:57 PM Post subject:

I'm still confused... I guess I'm a slow figure-outer.


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Post Posted: 03-23-2005 01:48 PM Post subject:

I think I'm starting to understand, but first, how big would FBCMP be without ships (in MegaBytes, please) ?


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Post Posted: 03-23-2005 06:51 PM Post subject:

Ensign Q wrote:
I think I'm starting to understand, but first, how big would FBCMP be without ships (in MegaBytes, please) ?

don't know until tried, but without the ships etc only a few text files will be left...I would say a few kb.


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Post Posted: 03-24-2005 02:00 PM Post subject:

cool! would Nanofx 2.0, ATP, and QBautostart 0.9 work in Multiplayer then? And would the install without ship overwrite any stock files?


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Post Posted: 03-24-2005 03:38 PM Post subject:

If you want the features you listed just use the TKY mode in a Stock game.


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Post Posted: 03-30-2005 01:47 PM Post subject:

Okay. I checked the topic you stated before and I couldn't find any reference of TKY.

Can you give me steps in how to get in TKY mode?


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Post Posted: 04-05-2005 01:07 PM Post subject:

Basically, could you just tell me how activate TKY?


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Post Posted: 04-05-2005 03:27 PM Post subject:

Ok, TKY is a game mode Defiant (so amazingly) created called Turkey Shoot. It allows you to add in AI ships in MP to add Co-op or large scale battles in MP vs AI vessels and is VERY cool.

In order to load TKY simply host a game and select Turkey Shoot from the menu, then select your own ships from the ships menu. Ingame, press F3 and select ADD SHIPS in order to add more ships in battle, this is an excellant way to regulate a good battle to keep the action going while preventing lag. A good host (i.e. me Razz ) can make a game really cool and full of action if the balance is kept right. I took some screenshots to show you the menus that you should expect.


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Post Posted: 04-05-2005 05:22 PM Post subject:

hehehe yah its a great mod... D&G mp would not exist without it


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Post Posted: 04-05-2005 05:55 PM Post subject:

Nebula wrote:
hehehe yah its a great mod... D&G mp would not exist without it


Does it exist? lol... I really want a DNG game neb, btw its DNG, standing for the 3 founders of the amazing games we USED to have, lol. Im starting to get back into BC, now that im getting better...YAY! Mr. Green


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Post Posted: 04-05-2005 07:55 PM Post subject:

yay good for you Smile ok yah its *DNG* Mr. Green


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Post Posted: 04-08-2005 01:06 PM Post subject:

I don't have Turkery shoot in the menu Sad .


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Post Posted: 05-03-2005 01:52 PM Post subject:

Do I need to have Add ship helper to have "turkey shoot" mode? Or maybe QBAutostart 0.9.1 (P.s. I have these things downloaded, I just haven't installed them.)


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Post Posted: 05-04-2005 03:20 PM Post subject:

Well?


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Post Posted: 05-10-2005 01:58 AM Post subject:

I am wondering the same thing. I have QBAutostart 9.1 installed, plus the Add Ships mod, and yet I still get no add ships button in Turkey Shoot, though Turkey Shoot does work otherwise. Very curious.

In fact, none of my QBAutostart files work in TKY...


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Post Posted: 05-10-2005 06:28 AM Post subject:

uhm...are you running latest TKY? 0.8?


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Post Posted: 05-10-2005 01:57 PM Post subject:

Yup. QBautostart .91 too...


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Post Posted: 05-10-2005 03:38 PM Post subject:

uhm Phoenix: could you pass me a beta of yours?
On clean 1.1 install it does work as expected - so I have no idea what could be wrong.


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Post Posted: 05-10-2005 06:44 PM Post subject:

Theory: I have scripts in my QBautostart folder that have no init attribute. I got tired of clicking "OK" on that box, so I found where the box is created in "LoadEngineeringExtension.py" and disabled it. Is it possible that doing so may have affected TKY? Like perhaps since there are "errors" (Qotation marks because my scripts work perfect without an init attribute) in those scripts it won't load the Add ships thing?

Anyway, I can give you a link to the update zip. Its just the files that differ from the 1.0 release, is that good enough? (I'm on lunch break and don't have time to upload the whole thing.) It includes all my QBautostart files and all the scripts from TKY and ADD Ships plus QBAutostart .91.

<EDIT> Dang! Nightsoft is down, no link to provide at the moment...

<EDIT AGAIN> I'll try reinstalling from scratch. I have been messing around with it an awful lot...


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Post Posted: 05-10-2005 06:58 PM Post subject:

USS Phoenix wrote:
Theory: I have scripts in my QBautostart folder that have no init attribute. I got tired of clicking "OK" on that box, so I found where the box is created in "LoadEngineeringExtension.py" and disabled it.

and why havn't you just set ShowWarningWindow to 0?

USS Phoenix wrote:

Anyway, I can give you a link to the update zip. Its just the files that differ from the 1.0 release, is that good enough?

of course!


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Post Posted: 05-10-2005 09:19 PM Post subject:

Quote:
and why havn't you just set ShowWarningWindow to 0?


Thhhhpppbt!

Cause I'm not as smart as you, obviously. Razz

I'll PM you a link as soon as nightsoft is up again.

Thanks man! Grin


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Post Posted: 05-10-2005 09:25 PM Post subject:

Sorry for the bdl post, but here's another thing. If I check the console just after BC starts up, there's a line that says "Outdated Foundation, updating functions." Does that help at all?


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Post Posted: 05-11-2005 04:25 AM Post subject:

USS Phoenix wrote:

Thhhhpppbt!

Well don't worry. I have to say the code is not that good written.

USS Phoenix wrote:

I'll PM you a link as soon as nightsoft is up again.

ok!

USS Phoenix wrote:
Sorry for the bdl post, but here's another thing. If I check the console just after BC starts up, there's a line that says "Outdated Foundation, updating functions." Does that help at all?

thats normal.


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Post Posted: 05-12-2005 01:06 AM Post subject:

Quote:
Well don't worry. I have to say the code is not that good written.

No, it was my fault. I didn't use the IDLE to open the py. In notepad it's really hard to read, and I couldn't find the list of variables...

Anywho, I fixed all my QBAutostart files and reinstalled .91 just to make sure that wasn't the source of the problem. I put

Code:
def init():
     return


At the end of each file, and it no longer tells me they need updated. You should have a PM with the link now, so whenever you get a chance to look at it I'd very much appreciate if you can figure it out.


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