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December 27th, 2002, 03:57 PM
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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
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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
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Re: SE TDM FQM Install Method
No worries.
Readmes are there for a purpose, after all. 
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