Null

Hi all!

I'm working on a TC, and I was wondering if I'm doing complete wrong by creating a null-plug, to reset the Nova scenario before attempting to built everything up. Is this the/a way to go?

Thanks in advance,
Denb

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But, oh, what a wicked world it was that drove a man to sin.

That's the easier way to have a functionnal TC. Plus, that's how Polycon work.
So, do it. 🙂

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Thank you. I will continue then... 🙂

Have fun.

Denb

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But, oh, what a wicked world it was that drove a man to sin.

I wouldn't say that it's the easiest way to do a TC. It makes load times much, much longer than they would otherwise be, and once your TC is released, people won't be able to make plug-ins for it.

I'd recommend making a copy of the Nova Files folder and spending some time stripping out everything you know you don't or won't need. Don't be too vigorous, here, though- leave some stuff in to work with- this is providing you with a template, after all. This method makes it a "true" TC, and makes it easier to identify exactly what you've done and what you haven't done.

My 2 cents.

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~Charlie

If you are interested, I made up a little "Basics" plugin, which has all of the files required to start up Nova. A variant of this is in my EV and EVO ports, but I can email you the entire thing if you would like.

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Quote

Originally posted by Masamune:
**I wouldn't say that it's the easiest way to do a TC. It makes load times much, much longer than they would otherwise be, and once your TC is released, people won't be able to make plug-ins for it.

I'd recommend making a copy of the Nova Files folder and spending some time stripping out everything you know you don't or won't need. Don't be too vigorous, here, though- leave some stuff in to work with- this is providing you with a template, after all. This method makes it a "true" TC, and makes it easier to identify exactly what you've done and what you haven't done.
**

I don't get it. Once I nullified everything, Nova started as fast as lightening... And why shouldn't people be able to make plug-ins for the TC? Just delete the nulls they want to replace...

(QUOTE)Originally posted by SpacePirate:
If you are interested, I made up a little "Basics" plugin, which has all of the files required to start up Nova. A variant of this is in my EV and EVO ports, but I can email you the entire thing if you would like.

That would be most generous of you.

I have another question. Isnt' it right, that once you've EnRLE'd your shän graphic ressources, the mask ID field becomes obsolete?

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But, oh, what a wicked world it was that drove a man to sin.

(This message has been edited by Denb (edited 06-24-2003).)

Quote

Originally posted by Denb:
I have another question. Isnt' it right, that once you've EnRLE'd your shän graphic ressources, the mask ID field becomes obsolete?

Yes. Usually the rle's are assigned only even-number ID's, and the Mask ID field is set to (rle ID) + 1. If you leave it blank it could crash Nova, but technically it's ignored.

-Vaumnou

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Quote

Originally posted by Denb:
**I don't get it. Once I nullified everything, Nova started as fast as lightening... And why shouldn't people be able to make plug-ins for the TC? Just delete the nulls they want to replace...
**

Yet that leads to more work then needed.
TCs set up to replace the data folder can easily be made as a stand alone game by just copying the EVN app to a few folder with the new data. Sure its 4.7 extra Mbs yet you never have to switch anything to play the original game.

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Quote

Originally posted by Denb:
I don't get it. Once I nullified everything, Nova started as fast as lightening... And why shouldn't people be able to make plug-ins for the TC? Just delete the nulls they want to replace...

1. That definately doesn't match my experience with null-plugs. Robotech was structured like that and increased Nova's load times dramatically.
2. People can't just delete the nulls. To make a plug in, they would have to alter your plug by deleting the nulls and make their own. Just like you said. Problem is, everybody who wanted to use that plugin would have to go into your plug and delete those nulls, and few people who use plug ins have that much technical expertise. I suppose they could set up their plug to load AFTER your plug, but that's really not well-sanctioned. More of a hack, IMHO.

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~Charlie

Quote

Originally posted by Denb:
**Hi all!

I'm working on a TC, and I was wondering if I'm doing complete wrong by creating a null-plug, to reset the Nova scenario before attempting to built everything up. Is this the/a way to go?

Thanks in advance,
Denb

**

For my project, I had nulled everything out and loading time was about the same. If you intend to structure and adjust your plug-in as you go, then nulling is absolutely the way to go. However, if you want to make a scenario that is more even and more well organized, I'd just recommend programming it first, finishing it, then seeing what overlaps and erasing it. Either way- it isn't an issue, really. Nulling is something you have to do to pretty up a scenario so EVN things don't show through. Obviously it is important for the final product, but along the way it isn't terribly necessary. Of course, I nulled everything out after I had built the systems map so I could see how it looked in terms of scale and such.

_bomb

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OK, it's official. I'm confused. Let me see if I've got this right. There are two schools of thought on how to appraoch TC development; 1) replace all of the Nova scenario data files with those of your TC in development; 2) create a humongous plug that replaces all of the Nova resources with null data. Now I've already tried the Nova Data replacement approach, so I understand that. But the second method is where I am in a quandry (that's a large purple animal that swallows people whole). I mean isn't the creation of, what, 4000+ (?), null resources a bit much to do just to keep from tripping over the default Nova scenario?

I can't get my head wrapped around that concept as being either efficient or easy, or am I totally missing the point behind the null plug approach?

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Arturo: Res-Edit will change the IDs of your ressources if you duplicate them. And I think the nulling is only necessary for some ressources like ships, spobs, systs, mďsns and important ressources like that. Ressources like STRs and descs are easier left alone.

Thank you for your replies.

About the mask-ID-ing. Is it really necessary to have the base be an even-number? What I did was simple, if the base was ID'ed 1000, I ID'ed the mask 1000 too. And the next ressource would be 1001 and mask 1001. I sure hope I wont have to rename everything.

ArcAngel Counterstrike: Hey there. Long time, no hear. It really isn't that much of a hassle to create and manage the null plug. I created it as a separate plug, and every time I've added a ressource, I simply deleted the corresponding ressource in the null plug. It's also a good way to help people who wants to make a plug for the plug, 'cause then they can see what ressources are available and just remove them from the null. Dont you think?

Thanks again.

Denb

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But, oh, what a wicked world it was that drove a man to sin.

(This message has been edited by Denb (edited 06-25-2003).)

Other thing, i remember that the plugins are loaded by alphabetical order. That mean that if you name the null plug -nul- (for example) it will be loaded before everything else. And you don't have to remove a resource.
Well, that's just for saving time.

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