On Thu, 7 Jun 2001 14:32:24 -0500, someone using the alias "SeventhSaint" wrote:

I read the data tha describes what does what but there is no real description about what needs to be done. For instance i downloaded a mod anaxis (spelling) made and it had several documents with dats and etc..

Do i just make one dat or what. I know if i want diffferent ships i have to make them on a graphics program. But really where do i start.

Since you want to play locally first, start with the .scn file.

All .dat's reside in your dat directory off your Stellar Frontier one. They use three kinds of extensions...

  1. .dat <--- This is the one used to serve your scenario.
  2. .scn <--- This is the one used when you play locally.
  3. .sec <--- These are section files.

Start with the .scn file and when it works right, copy it to .dat.

Study the #include statements. While you can do one giant .dat file, the game designers do the #include's so that it is easier to make equivalent weapons the same like the current PlasmaTorps/Stingers/Disruptors.

Study the define's as well. For example....

#INCLUDE sf_design_missiles.sec([race]=Arcean, [nr]=0, [name1]=Blaster, [name2]=Stinger, smart, bomb, heat, ram, grenade, dart, flame, cannon, ImplodeMine, DOCUMENT, SHOW)

The []'s can be considered as variable values. [race] is for the race, Arcean. [name1] is the blaster weapon. The words 'smart', 'bomb', 'heat', etc.... These are define's. Typing 'smart' will enable sections of the .sec files that describe smarts. Removing the word 'smart' will turn OFF that section of the .sec file. DOCUMENT and SHOW are debugging-related things that show up in your log file.

LOG FILES - look for them if/when you are having trouble. They can tell you what is wrong with your .dat file. If you know the C or C++ programming language(s), you are ahead of everyone else as the log files use C-style syntax.

The rest, most of us learned "the hard way." I personally don't do graphics but do move planets around. Some stuff is just about self-explanatory.

When creating your own .sec files, use fairly long descriptive file names so that there is no chance that yours will get accidentally over-ridden.

Hope this helps you. Have fun modding!

-David Eckard