*************************************************************************************************
*Mod Loader DeusExML Pre Beta release.
*
*Edward Gann 1/26/01
*
*README FILE IS NOT COMPLETE.
*
*************************************************************************************************
Table of Contents |
---|
|
Installing the Mod Loader |
---|
DeusExML.zip contains 4 files DeusExML.u, DeusExML.int, DeusExML.ini, and this file. Copy the DeusExML.u, DeusExML.int, and DeusExML.ini into your C:\DeusEx\System folder. In the C:\DeusEx\System folder, open the DeusEx.ini file and you will see something like this: |
[URL] Protocol=deusex ProtocolDescription=Deus Ex Protocol Name=Player Map=Index.dx LocalMap=DX.dx Host= Portal= MapExt=dx SaveExt=dxs Port=7790 Class=DeusExML.MLPlayer [FirstRun] FirstRun=1000 [Engine.Engine] GameRenderDevice=D3DDrv.D3DRenderDevice AudioDevice=Galaxy.GalaxyAudioSubsystem NetworkDevice=IpDrv.TcpNetDriver DemoRecordingDevice=Engine.DemoRecDriver Console=Engine.Console Language=int GameEngine=DeusEx.DeusExGameEngine EditorEngine=Editor.EditorEngine WindowedRenderDevice=SoftDrv.SoftwareRenderDevice RenderDevice=GlideDrv.GlideRenderDevice DefaultGame=DeusEx.DeusExGameInfo DefaultServerGame=DeusEx.DeathMatchGame ViewportManager=WinDrv.WindowsClient Render=Render.Render Input=Extension.InputExt Canvas=Engine.Canvas Root=DeusEx.DeusExRootWindow CdPath=C:\DeusEx [Core.System] ... ... |
Change the line:
DefaultGame=DeusEx.DeusExGameInfo |
Mod Loader Overview |
---|
The Mod Loader uses entries in .int files to create a list of Mods that are available on the Computer and allows
the User to start each Mod by double clicking on it in the
list. The .int entries also contain several options that determine
how the Mod is to be started. For instance, if a Start Map is
specified in the .int entry, then this Map is used as the first Playable
Map when starting the Mod. In addition, the .int Entries can be
used to specifiy the Skill Points the player Starts with, the Player
Class that is to be used, the Game Class that is to be used and several
other options. |
Creating a .int File |
---|
The .int file is simply a text file that lists information about each of the Mods computer. To create an .int file, simply create a new text file (in Windows you can Right Click and select New->Text File) and name it YourFileName.int. Now open the .int file and create a Mod Loader entry that is something like: [Public] Where: The Description Entry is the most important part of the .int entry and describes what the Mod Loader will do with the Mod. For instance if Description is: Description="Action=Start;SkillPts=20000;Map=MyMap.dx" The Action=Start entry tells the Mod Loader to display the Select Difficulty and Select Skills screens before starting the Mod, the SkillPts=20000 tells the Mod Loader to give the Player 20000 skill points to start, and Map=MyMap.dx tells the Mod Loader to start the MyMap.dx map after the player has selected the Difficulty and Skills. (Note: The Mod Loader has corrected the bug in the DX MP patch that cased Skill Changes in the Skill Select Screen to not be transfered to the Game at Start up.) Each .int file can contain several different entries and there can be more than one entry for each Mod. As an example, the DeusExML.int file contains three entries, one to start the normal Deus Ex Game, one to start Deus Ex Mutliplayer (not yet implemented), and one sample entry that starts Desu Ex with a number of options. Each .int file can contain several different entries and there can be more than one entry for each Mod. As an example, the DeusExML.int file contains three entries, one to start the normal Deus Ex Game, one to start Deus Ex Mutliplayer (not yet implemented), and one sample entry that starts Deus Ex with a number of options. As mentioned, the Description part of the .int entry is the most important part. Basically it is made up of several Option=Value(s) entries seperated by semi-colons (;). The order of the Option=Value entries does not matter and the Entries are not Case-Sensitive (In other words, Caps or Lower Case doesn't matter). For instance: Description="Action=Start;SkillPts=20000;Map=MyMap.dx" produces the exact same results as Description="SKILLPTS=20000;ACTION=START;MAP=MYMAP.DX" The Mod Loader tends to be pretty Robust also, for the most part if you put a value in the Description that the Mod Loader does not understand, it will be ignored by the Mod Loader. In addition, the Mod Loader will place an entry in the Log file everytime it adds a value to the game, and in many cases will add an entry to the Log if it can't use a value, for instance if you try to add an Aug that doesn't exist or try to give the player 2 of the same weapons. The one major exception to this is in the Map, if you enter a Map that does not exist the results could be unpredictable.
|
Single Player Overview |
||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Mod Loader provides many different Options for Single Player Games depending on the description entries and the needs of the Modder. The entries are for Action, Map, Game, and Class will generally tell the Mod Loader how to act, but other entries will allow the Modder to add Augs, Inventory, Skill Points, Skill Levels and other details.
|
Weapons and Equipment Mods |
---|
If you want to start the original game using a Weapons or Equipment Mod, you can add the Weapon to the Inv= line with some ammo and set Action=Start. For Instance: Description="Action=Start;Inv=MyPackage.MyWeapon;MyPackage.MyAmmo(100);; Keep in mind that this will eliminate the players starting Inventory and the Player will also be limited to 100 rounds, or however many, of Ammo. |
Single Player Maps |
---|
To start your Map, set the Map= value to the name of your map with .dx extension. You can use any other option with this including setting Action=Start, setting a
starting Inventory, Skills, Skill Points, Augs, etc. You can also create teleports in your Map to other Maps, thus creating a Mini-Mod of several Maps in a row. If you need to give the player more flexibility in Inventory, you can use the Store Items in the UC Mod and give the Player some starting credits instead of setting a starting Inventory. |
Single Player Mods |
---|
Bug Alert |
---|
When changing the Player Class and Loading the same Map as before, the Player Class will not change. |