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-   -   TDM-ModPack 3.11 (http://forum.shrapnelgames.com/showthread.php?t=6030)

Mephisto May 20th, 2002 06:27 PM

TDM-ModPack 3.11
 
Just a minor update. Any feedback is welcome, especially if the install program is now correctly installing to the default SE4 install directory.

Grab it here:
TDM-ModPack Homepage

TDM311Full.exe, for download click here

TDM3xxto311.exe, for download click here

TDM-ModPack 3.11 (Gold Version)
May 20, 2002

For use with Space Empires IV Version 1.67 only.

INTRODUCTION
============

First - many thanks to the folks at Malfador Machinations ("MM") and Shrapnel Games for their continued support and communication with the gaming community. Since MM is dedicated to releasing a number of future patches, this "Mod" pack does not contain any modified tech trees, new components or facilities, just a major overhaul to the AI files to get the most of the current Version of SE4.

INSTALLING THE TDM-MODPACK
==========================

(1) AUTO-INSTALLER (FULL) - Just double-click on the file called and the program will try and find your existing SE4 directory on its own and install all of the proper files. If it cannot find your installation, you have the option to install the TDM-ModPack anyway in a directory of your choice.

(2) AUTO-INSTALLER (PATCH) - This is similar to option (1) above, but only contains the files that have changed since Version 3.00 of the TDM-ModPack found on the Gold CD. First install Version 3.00, then apply this patch over it. That's it!

UN-INSTALLING THE TDM-MODPACK (OPTION 1)
========================================

(1) Copy the file "original Path.txt" from the TDM-ModPack folder to your Space Empires IV folder.

(2) Delete the file "Path.txt" in your Space Empire IV folder.

(3) Rename the file "Original Path.txt" now located in the Space Empire IV folder to "Path.txt".

(4) The game will now run with it's default settings. The "TDM-ModPack" folder is still present. You can either delete it now or keep it to reinstall the TDM-ModPack if you desire to do so. To re-install the ModPack, follow the instructions for un-install but use the "TDM-ModPack Path.txt" instead.

UN-INSTALLING THE TDM-MODPACK (OPTION 2)
========================================

(1) Open the file "Path.txt" in your Space Empires IV folder.

(2) Alter this line:

Using Mod Directory := TDM-ModPack

to

Using Mod Directory := None

(3) Save and close the file "Path.txt".

(4) The game will now run with it's default settings. The "TDM-ModPack" folder is still present. You can either delete it now or keep it to reinstall the TDM-ModPack if you desire to do so. To re-install the ModPack, follow the instructions for un-install but use the "TDM-ModPack Path.txt" instead.

THE SE4 LAUNCHER UTILITY BY MATRYX
==================================

As of Version 3.10 of the TDM-ModPack, we are happy to be able to incorporate one of the best utilities created by a fellow player for those that use mods with this game. This utility was designed by Matryx and is included with his express permission. It allows you to choose a particular "mod" folder upon starting SE4. This utility will be automatically installed along with the TDM-ModPack and will be located in your main SE4 folder. For more detailed information be sure to read the file "SE4Launcher.doc" located in the main SE4 directory after installation. To use:

(1) Press your "Start" button on the windows task bar, select "Programs," then select "Shrapnel Games" and click on the program called "SE4 ModLauncher"
(2) When the utility starts, choose the mod in the left most column that you would like to use for this game by clicking once with the mouse (note- the utility automatically creates these choices based on the list of folders located in your main directory and is designed to give your information for each mod that contains a "modinfo.txt" file)
(3) Once your selection is made, click the button called "Play SEIV."
(4) That's it! If you selected the "TDM-ModPack" you should be greeted with our specially modified intro screen to let you know your selection was successful.

INSTALLING OTHER MODS
=====================

If you want to use other Mods while playing the TDM-ModPack, make sure to install all other MODs you download into the "TDM-ModPack" folder and do not edit or override the "Path.txt" in your Space Empires IV folder. Following these instructions makes sure you don't cripple your ModPack installation involuntarily. BEWARE: Overriding any files in the "TDM-ModPack" folder may disrupt your ModPack installation!

HISTORY
=======
VERSION 3.11 - Includes fixes for all known bugs from Version 3.10. The Earth Alliance, the Narn, the Terrans, the Torons and the Xiati were tweaked. Fixed a problem with the install program.

Compiled file contains the following:

(01) Complete AI Race files and Shipset for "Aquilaeian" - Version 2.00 (with shipset by Klaus Lehtonen a/k/a Zarix and AI files by Master Belisarius).

(02) Complete AI Race files and Shipset for "Colonials" - Version 1.23 (with shipset and AI files by Dracus).

(03) Complete AI Race files and Shipset for "Cue Cappa" - Version 1.20 (with default shipset from Malfador Machinations, AI files by Rollo and speech file by Quikngruvn).

(04) Complete AI Race files and Shipset for "Cylons" - Version 1.40 (with shipset and AI files by Dracus).

(05) Complete AI Race files and Shipset for "Dra'kol" - Version 2.00 (with shipset by Don Phillips a/k/a Voidhawk, AI files by Tampa_Gamer and speech file by John Zamarra).

(06) Complete AI Race files and Shipset for "Earth Alliance" - Version 2.80 (with shipset by Randy Stulce and other artists and AI files by Mephisto).

(07) Complete AI Race files and Shipset for "Jraenar" - Version 1.58a (with default shipset from Malfador Machinations, AI files by God Emperor).

(08) Complete AI Race files and Shipset for "Klingons" - Version 1.67a (with shipset from Atrocities, AI files by God Emperor).

(09) Complete AI Race files and Shipset for "Krill" - Version 1.67a (with default shipset from Malfador Machinations, AI files by Atraikius).

(10) Complete AI Race files and Shipset for "Narn Regime" - Version 2.80 (with shipset by Randy Stulce and other artists and AI/speech files by Mephisto).

(11) Complete AI Race files and Shipset for "Norak" - Version 2.10 (with default shipset from Malfador Machinations, AI files by Daynarr).

(12) Complete AI Race files and Shipset for "Orks" - Version 1.67a (with shipset and AI files by Atraikius).

(13) Complete AI Race files and Shipset for "Piundon - Version 1.50 (with default shipset from Malfador Machinations, AI files by Tampa_Gamer, speech file by John Zamarra)

(14) Complete AI Race files and Shipset for "Praetorian" - Version 1.58a (with default shipset from Malfador Machinations, AI files by God Emperor).

(15) Complete AI Race files and Shipset for "Pyrochette" - Version 2.00 (with shipset by Grand Mausic Yith Saulkar and AI files by Master Belisarius).

(16) Complete AI Race files and Shipset for "Rage Collective" - Version 2.41 (with shipset and AI files by Alpha Kodiak)

(17) Complete AI Race files and Shipset for "Romulans" - Version 1.67a (with shipset from Atrocities, AI files by God Emperor).

(18) Complete AI Race files and Shipset for "Sergetti" - Version 2.10 (with default shipset from Malfador Machinations, AI files by Daynarr).

(19) Complete AI Race files and Shipset for "Shadows" - Version 1.67a (with shipset from Atrocities, AI files by God Emperor).

(20) Complete AI Race files and Shipset for "Terran" - Version 2.80 (with default shipset from Malfador Machinations, AI files by Mephisto).

(21) Complete AI Race files and Shipset for "Toron Confederation" - Version 2.80 (with shipset by Klaus Lehtonen and AI by Mephisto).

(22) Complete AI Race files and Shipset for "Ukratel" - Version 1.58a (with default shipset from Malfador Machinations, AI files by God Emperor).

(23) Complete AI Race files and Shipset for "Vaxin" - Version 1.31 (with shipset and AI files by Alpha Kodiak).

(24) Complete AI Race files and Shipset for "Vikings" - Version 1.10 (with shipset by Dogscoff and AI files by Rollo).

(25) Complete AI Race files and Shipset for "Xiati" - Version 2.80 (with default shipset from Malfador Machinations, AI files by Mephisto).

(26) Complete AI Race files and Shipset for "Xi'Chung" - Version 2.20 (with default shipset from Malfador Machinations, AI files by Daynarr).

(27) Revised default AI_Planet_Types file to tweak planet selection for AI (by Daynarr).

(28) New formations.txt file that includes 9 new formations (contributions by Tampa_Gamer, Daynarr and Master Belisarius)

(29) Settings.txt modified to make "Quick Start" option available for all races - including 4 additional default races and all new races and increased default max units/ships (modified by Tampa_Gamer and Mephisto).

(30) "Modlauncher" info file added (created by Mephisto).

(31) Revised "Intro.bmp" screens for both 800x and 1024x Versions to indicate that "TDM-ModPack Directory" in use (created by Tampa_Gamer).

(32) Complete SE4 Launcher Utility - Version 2.01 (created by Gregory 'DM-Matryx' Sweetman).

(33) [Only in Auto-Installer Version] Complete Auto-Installer Utility - Version 1.00 (created by Mephisto).

(34) New default AI_Construction_Units file included to increase AI unit production in default, non-modded AI races (by Tampa_Gamer and Mephisto).

VERSION 3.10 - Introduction screen now using the GOLD screen (again modified to indicate use of "TDM-ModPack Directory"), minor bug fixes, again rework of all previous races and re-adding several races that we left out on the CD for copyright reasons. Also, most of these new races files take advantage of the new features implemented via the Gold Patch.

VERSION 3.00 - GOLD-Version of the TDM-ModPack. All the races were modified and made compatible with the GOLD-Edition.

VERSION 2.00 - Introduction screens modified to indicate use of "TDM-ModPack Directory", major reworks to previous races and several races added (Cue Cappa, Jraenar, Krill, Praetorian, Ukratel, Terran, Xiati and Vaxin).

VERSION 1.80 - Aquilaeian race added, older races updated and ModLauncher info file added.

VERSION 1.75 - All races (except Norak, Xi'Chung and Sergetti which have been tested and are working with Version 1.41) reworked by respective authors.

VERSION 1.72 - Minor patch to include strategy changes to Norak, Sergetti & Xi'Chung and minor tweaks/spelling corrections to other AI files

VERSION 1.71 - Revisions to all races, updated for SE4 ver 1.35 & Pyrochette race added.

VERSION 1.70 - Revisions to all races & additional races added.

VERSION 1.60 - Revisions to all races.

VERSION 1.50 - Added shipsets for two races, all AI files tweaked and updated.

VERSION 1.01 - Fixed several range errors caused by spacing and spelling error in Dra'kol files.

VERSION 1.00 - Initial Release.

NOTES
=====

(1) Each of the races has a complete revision history and additional notes contained in their own respective "readme.txt" files located in the race subfolders.

(2) You can find the most recent Version of the TDM-ModPack at
http://home.t-Online.de/home/3200453...1/tdmstart.htm
or in the "Space Empires: IV - AI Races/Ship Sets" folder on the Shrapnel Games website download section located at
http://www.shrapnelgames.com/cgi-bin...&f=50&t=000001

(3) The TDM-ModPack may be freely distributed as long as no files are modified, added or deleted.

Have Fun!
- The TDM-ModPack Team

[ May 22, 2002, 10:51: Message edited by: [K126]Mephisto ]

Marco May 21st, 2002 04:31 PM

Re: TDM-ModPack 3.11
 
Please, can you post a new Version in the traditional zipfile format? I made some personal modification to some TDM-ModPack race and I want to prevent overwriting by the self-installing program.
Thanks.

PDF May 21st, 2002 04:46 PM

Re: TDM-ModPack 3.11
 
Another small quirk with installer : I had a screen "hang up" at 100% completed ... http://forum.shrapnelgames.com/images/icons/shock.gif ! it was in fact waiting for the "xcopy" DOS command window to be shut down, but this one was not visible ! Luckily I alt-tabbed and seen what happened ! http://forum.shrapnelgames.com/images/icons/icon7.gif

perhaps this is due to some DOS-window option I've put so that they don't close automatically, can't remember ...

Mephisto May 21st, 2002 04:57 PM

Re: TDM-ModPack 3.11
 
Quote:

Originally posted by Marco:
Please, can you post a new Version in the traditional zipfile format? I made some personal modification to some TDM-ModPack race and I want to prevent overwriting by the self-installing program. Thanks.
<font size="2" face="Verdana, Helvetica, sans-serif">There is no need for a zip Version. Either choose "Single file install" just at the beginning of the install process or choose "manual install" when asked how to install. Both will install the pack or parts of it into the folder you choose. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Originally posted by PDF:
Another small quirk with installer : I had a screen "hang up" at 100% completed ... http://forum.shrapnelgames.com/images/icons/shock.gif ! it was in fact waiting for the "xcopy" DOS command window to be shut down, but this one was not visible ! Luckily I alt-tabbed and seen what happened ! http://forum.shrapnelgames.com/images/icons/icon7.gif
perhaps this is due to some DOS-window option I've put so that they don't close automatically, can't remember ...

<font size="2" face="Verdana, Helvetica, sans-serif">Guess so but honestly I cannot do anything about this. I cannot give a command via the installer to close the window if it won't do it automatically. On the bright side, the only thing you miss is the "You have installed it" end window. http://forum.shrapnelgames.com/images/icons/icon7.gif

Saracen May 21st, 2002 04:58 PM

Re: TDM-ModPack 3.11
 
I had the same problem with the installer, it just sat there when it was done. Also I don't see 3.11 anyhwere. When I boot the mod launcher it still says the Version is 3.10??? How do you confirm that you have indeed installed 3.11 and are running it?

Marco May 21st, 2002 05:38 PM

Re: TDM-ModPack 3.11
 
Thanks for the prompt answer Mephisto, I will download the .exe file this evening.

Mephisto May 21st, 2002 10:08 PM

Re: TDM-ModPack 3.11
 
Darn, some small things one will always overlook. I have fixed the files now. The readme.txt is correct so you can determine which Version you are running.

Quote:

Originally posted by Saracen:
I had the same problem with the installer, it just sat there when it was done. Also I don't see 3.11 anyhwere. When I boot the mod launcher it still says the Version is 3.10??? How do you confirm that you have indeed installed 3.11 and are running it?
<font size="2" face="Verdana, Helvetica, sans-serif">

joesys May 21st, 2002 11:32 PM

Re: TDM-ModPack 3.11
 
Hi there,

I am having some problems with the installer too. Basically, I believed after unpacking all the files to C:\SE4TEMP, the xcopy failed to copy it to the directory I wanted. Xcopy start and stop almost immediately and making it hard to read what is the error message. My OS is WinXP Pro and I know xcopy is there.

The directory that I want it to be installed was in D drive instead of C. I thought that might be the problem and in the end, I choose to install it to C:\temp and I still encounter the same problems.

The thing is, xcopy starts and stop and fooled the installer to think that the installation is successful and thus delete the C:\SE4TEMP direcotry. Thus, I am unable to copy the TDM-Modpack directly.

I can choose "single file" options and extarct it myself. This is good, until I realised that the installer ignore the path of the files. So when I asked the installer to extarct all the files(via shift-click) to \TDM-Modpack directory, it puts all the file into that directory. It didn't create all those subdirectory (such as \Pictures\Races\...) when extracting some files. I don't really want to end up creating all the subdirectory myself and install the appropiate files manually.

Is there anything that I can do? or does anyone know where I can file the zipfile for 3.11 Online? I know the creator didn't think it is necessary, but I'm having problem with the installer.

Thank you very much,
-Joe

Mephisto May 22nd, 2002 01:11 AM

Re: TDM-ModPack 3.11
 
&lt;bump&gt;

Mephisto May 22nd, 2002 11:20 AM

Re: TDM-ModPack 3.11
 
Hi joesys,
First of all, thanks for the bug report. I'm sorry that you have problems with the installer. If anybody else has WinXP and has the same problems, please tell me.
Meanwhile I have altered the install program somewhat so that the manual mode does not require Xcopy. This should solve the problem you have.
If you don't want to download it again, just rename all your xcopy.exe to something else for a minute and run the install program while xcopy is renamed. The install program should switch into an emergency mode and install all files to C:\Space Empires IV.
After this don't forget to rename your xcopy!

To all:
We don't offer the winzip files any more because it took me literally hours to upload all the files to the server only to upload fixed files again a few hours later. Unfortunately all the TDM-Memembers have a RL and just not enough time at hour hands. Further we often had your mailbox full of questions how to install the TDM-ModPack winzip by people that just could not afford it (time and money wise) to download the exe file again. We realize that the install program is not that great for people who know their PC in and out but it is a great help for the beginners and when we have fixed all bugs and problems with the installer it will be more easier for all of us.

joesys May 22nd, 2002 12:25 PM

Re: TDM-ModPack 3.11
 
Hi Mephisto,

Thanks for getting back to me so soon. renaming xcopy.exe works, though of course winxp try to restore xcopy.exe as part of their system file protection. I ended up deleting my renamed xcopy as another xcopy.exe already exist by the time installer finished.

One note about the installer, at the moment, the inataller create a program group to put in SE4Launcher.exe. It'd be great if you ask the user whether they want to do that or not (being YES as the default). The reason is that I happened to put the SE4 links on a non-standard program group and has to delete it everytime the installer ends. This is not a big thing. I won't even say it's irritating if I were to run the installer once, but when you've run it several times,... ;-)

I'm not against the installer idea vs Zip file. Either is fine with me as long as it works. It is true that installer would be easier for the newbie though I suspect most of the SE4 player are quite knowledgable abt computer. But hey, I'm not the one who has to answer their questions abt "how to extarct zip files" ;-)

You mentioned that it took you hours to upload the file. I might be wrong here, but I think most of it are because of the pictures. You might want to look into the possibility of using ImageMod (spelling?) like Derek's Gold mod. Of course, this might be confusing for the newbie, so you've to think abt this.

Thanks again once more. Best of luck,
-Joe

joesys May 22nd, 2002 12:29 PM

Re: TDM-ModPack 3.11
 
Hi Mephisto,

Just out of curiousity, what does [K126] stands for? The galaxy you're from? ;-)

-Joe

Mephisto May 22nd, 2002 12:54 PM

Re: TDM-ModPack 3.11
 
Yea, the SE4 Launcher icon creation can be a pain. I will see if I can get a querry to create or leave it with the next Version.
Unfortunately the install program cannot put it into anything "below" the current folder. There are some things I would like to see changed in the install program but -he!- it's the only free one that can search for an exe. But it is no longer supported either. http://forum.shrapnelgames.com/images/icons/icon9.gif
The picture load is already reduced to a minimum, only the pictures of the unique races are included (ok, and the intro screen). There are just to many races http://forum.shrapnelgames.com/images/icons/icon12.gif .
Directing a user who wants to use TDM to another mod just to have the graphics is at least bothersome for them. It is already hard to find the pack, and then you tell him to go and find another mod? And, Last but not least, the way it is the TDM team has control over what is installed and can give you support. This would be much more complicated if you have to use two mods (that a user has to install to the correct folder, too! Both of them!).

[K126] actually is short for an address in an german city where some friends and I used to play our RPG. It came to pass to be our clan insignia for counter strike and team fortress. Now I use it all the time as attached in front of Mephisto it will guarantee me my callsign anytime anyplace (or do you have ever meet someone with this callsign before? http://forum.shrapnelgames.com/images/icons/icon12.gif .

[ May 22, 2002, 11:57: Message edited by: [K126]Mephisto ]

Growltigga May 22nd, 2002 12:56 PM

Re: TDM-ModPack 3.11
 
that explains a lot Esel, I guess you should be thankful that your friends' address wasn't something embarassing

Mephisto May 22nd, 2002 12:59 PM

Re: TDM-ModPack 3.11
 
Quote:

Originally posted by Growltigga:
that explains a lot Esel, I guess you should be thankful that your friends' address wasn't something embarassing
<font size="2" face="Verdana, Helvetica, sans-serif">In this case I would have thought twice of using it. http://forum.shrapnelgames.com/images/icons/icon7.gif It's short for "Königsteiner Straße" where "Königstein" is another town near Frankfurt.

PDF May 22nd, 2002 02:02 PM

Re: TDM-ModPack 3.11
 
Frankly I don't understand the need of an exe installer... Why don't you use Winzip ?? The size/time argument doesn't stand, you CAN make zips with *just* the modified files since Last Version, and you also can make autoextracting .exe files out of a zip file for the illiterate http://forum.shrapnelgames.com/images/icons/icon12.gif

If you've a bandwith problem for uploading I can help, I have DSL and a lot of wab space if you need hosting "work" files instead of mailing them from member to member (or using that awful "mod forum" that messes all files with Posts and silly numbers instead of names http://forum.shrapnelgames.com/images/icons/icon9.gif ).

Drop me a mail if interested http://forum.shrapnelgames.com/images/icons/icon12.gif

Mephisto May 22nd, 2002 02:08 PM

Re: TDM-ModPack 3.11
 
Thanks for the offer, PDF. Because of the mod forum I have created the TDM Homepage. http://forum.shrapnelgames.com/images/icons/icon7.gif (that never the less links to the board as I run out of space and it is fairly fast).

The installer is needed because you could do all the things with winzip (and in fact we have done so in the past) but for one thing: It cannot search and find your SE4 installation on the hard disk. The problem many people have is not to extract a zip but to know WHERE to unzip it. http://forum.shrapnelgames.com/images/icons/icon9.gif

Growltigga May 23rd, 2002 01:22 AM

Re: TDM-ModPack 3.11
 
Phew, I am glad it was not called "Ich erhalte kein geschlecht straBe"


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