If Future Shock can load in the DFU source port, what does that mean? Does that mean we could potentially see other source ports, such as Arena Unity and Future Shock, Skynet Unity? Would that even work? Again? Like it did for Daggerfall Unity?
Thanks! Arena and Daggerfall have similar file formats for the graphics but other than that you'd have a lot of different data formats to contend with to make an Arena Unity. Someone is working on a modern Arena engine (non-unity) if you're interested. Look into OpenTESArena.
Future Shock/Skynet are more similar to Daggerfall in terms of file formats so a lot of DFU code could be re-used. That would give a developer a good head start in creating a "Future Shock Unity" but I don't think it would be practical to try and put all of Future Shock into DFU itself. This mod only pulls images and sounds from Future Shock's files. I coded the rest of the weapons' behavior myself based on how I wanted them to play.
So I know its been a bit since there's been any activity on this mod page, but I figured I'd take a shot in the dark and ask:
I'm getting an error in my player.log file where its saying the file TEXTURE.217 in the GAMEDATA folder cannot be found, yet that file is there. Hopefully someone has some idea for how to resolve this. Thanks in advance!
I would first double-check the path you have in the mod settings to see if it's pointing to Future Shock's gamedata folder. If it is then also make sure your path ends in a "\" in the mod settings (for example: C:\futureshock\gamedata\).
Hey, thanks for the reply, sorry for not getting back sooner! I've triple-checked both the path location and the syntax and there's nothing wrong, the path is identical and it has the slash at the end. The player.log messages shows it can clearly find the file location, it even shows as initializing the mod alongside my others, it just hits a hangup at not being able to find this file for some reason.
I don't know if future shock was ever available to buy digitally on pc or not, but if it was, would the Disc version work? I know this may be a dumb question, but i really don't to pirate it because the disc wont work for the mod. Any info would be helpful, thanks.
The disc version should work if you install it. Also, Future Shock is abandonware so if you download it for free then the only people who miss out on a sale are private sellers. Do what you want, just letting you know :).
So are you saying it isn't piracy, or it is legal to install it? I'm confused, but either way the disc has been giving me trouble so I might just try and use abandonware.
Never mind. Neither work and i am confused. Do i need to downgrade my windows version? i have done all the steps and it still wont work. It won't even let me open up future shock in the first place.
If there's a gamedata directory on the disc you're using then you can just copy that to your disk drive and put the path to that in the mod settings. You don't need to run Future Shock, it's a DOS game and you'd need a DOS emulator to run it. My mod just needs access to the gamedata folder.
First and foremost. This is honestly such a fun and entertaining mod. Secondly do you plan on introducing ammunition or a setting that would use arrows in place of bullets?
You should add in mod settings for letting the player change the damage, if that is possible, The watch take way too much bullets to go down. Maybe a damage multiplier
I cant find the player.log file so I guess I cant make this mod work sadly
Edit: found it, here it is: https://file.io/J1aaBKY9mg3j the weapons dont even appear in game or when I try to spawn them with commands. Even the add_all_equip weapons
I noticed in the player.log that you're using DFU version 15.2. Might be either compatibility issues with that version or a conflict with another mod. Next version I'll build off the 15.2 branch.
Edit: ok, so I tested it with DFU 15.2 and it worked there. I noticed there were other mods installed from the Player.log so it's likely a mod conflict. It would appear that something else is making one of FSW's object refs go null.
I foudn the problem, I didnt realized I had to put a \ at the end as well, I just put in the address list and didnt realize it needed to be ended with another \.
So I don't get any sort of message letting me know the game didn't load properly, however when I use the add_all_equip weapons command they don't show up and in my Player.log file it says there's some sort of Overflow Exception. I don't have any other mods turned on but i do have quest packs enabled, is there a way to fix this?
This should be resolved in the latest build. Edit: Never mind, still an issue. Edit 2: Actually it IS resolved but it forbidding axes will prevent you from equipping guns if you add them from console with the add_weapon command. Equipping guns you obtain naturally should work properly now.
I knew I needed Future Shock in my life, I didn't know I wanted it like this so much!
EDIT: All the weapons VFX explosions (that comes from bullet and laser hitting a surface to grenade as well as grenade and rocket explosions, 'muzzle flashes' part of the weapon animations are fine) appear as plain red animated textures, I wonder what I'm doing wrong since it does it on a save file with only this mod active, and with every versions of the mod!
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Does that mean we could potentially see other source ports, such as Arena Unity and Future Shock, Skynet Unity?
Would that even work? Again? Like it did for Daggerfall Unity?
Man oh man. Very cool stuff numidium3rd.
Future Shock/Skynet are more similar to Daggerfall in terms of file formats so a lot of DFU code could be re-used. That would give a developer a good head start in creating a "Future Shock Unity" but I don't think it would be practical to try and put all of Future Shock into DFU itself. This mod only pulls images and sounds from Future Shock's files. I coded the rest of the weapons' behavior myself based on how I wanted them to play.
I'm getting an error in my player.log file where its saying the file TEXTURE.217 in the GAMEDATA folder cannot be found, yet that file is there. Hopefully someone has some idea for how to resolve this. Thanks in advance!
So are you saying it isn't piracy, or it is legal to install it? I'm confused, but either way the disc has been giving me trouble so I might just try and use abandonware.
Never mind. Neither work and i am confused. Do i need to downgrade my windows version? i have done all the steps and it still wont work. It won't even let me open up future shock in the first place.Edit: found it, here it is: https://file.io/J1aaBKY9mg3j
the weapons dont even appear in game or when I try to spawn them with commands. Even the add_all_equip weapons
Edit: ok, so I tested it with DFU 15.2 and it worked there. I noticed there were other mods installed from the Player.log so it's likely a mod conflict. It would appear that something else is making one of FSW's object refs go null.
This should be resolved in the latest build.
Edit 2: Actually it IS resolved but it forbidding axes will prevent you from equipping guns if you add them from console with the add_weapon command. Equipping guns you obtain naturally should work properly now.Edit: Never mind, still an issue.
EDIT: All the weapons VFX explosions (that comes from bullet and laser hitting a surface to grenade as well as grenade and rocket explosions, 'muzzle flashes' part of the weapon animations are fine) appear as plain red animated textures, I wonder what I'm doing wrong since it does it on a save file with only this mod active, and with every versions of the mod!
Thanks for the help and fix!~