Project Universal Car for Orbiter (UCO)

whats so hard about writing a few lines of a .cfg file?


You are an addon author you want to add/modify your own mesh/id and distributes it.


  • 1-You overwrite the config file, thanks for other addons that have done that already, for the default installation and/or for the user that maybe didn't expected his UMmu's/modifications replaced so roughly (either default, either addons) (Not all authors are stricts with docs and work, that's not a critic, only the reality: all "aces" where "noobs" one time included me)

  • 2-You ask in a readme to your users to modify this config file.

1-Is horrible any addon a bit .. well.. "weak" may completely mess your UMMU installation (and maybe other addon install if they provided own id/meshe)

2-Is not better, I personnaly expect to buy a fully fonctional car and not rework the engines before using it or read the full manual before trying. Also too many users don't read or want to put hand in the dirt or don't know how and this is not my view of a quality addon wich should work right out of the box and resist to bad manipulation/install.

With the system above you have the better without the worse: authors can add things without any risk (to mess or be messed later) and users are not asked to install addon by hand.

Make sense ?

Dan
 
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You could put the replacement config files into a new folder, thus, your install would include the default files and you could replace the default configs with the altered configs at your leisure. Just a thought!
 
And what with the second addon that want also to replace ? a third folder ? :lol:

In anyway it's done and it work well, here's the readme in the "UMMUIdConfig" folder: (will be corrected)

Code:
UMMU 2.0 Id list
----------------

UMmu look cfg files into this folder to etablish it's list
of Id, name and meshes to use.


Parameter of filenames:

"Meshname-Text-Id.cfg"

Meshname	= Name of the mesh that will be used with the Id. Mesh must exist in Meshes/UMmu folder
		  Max 18 characters. Don't add "msh" at the end. (ex: "UMmuP" "UMMuBio")
Text		= Fonction name in regard of the Id (ex: "Captain" "Biologist") max 24 characters.
Id		= Id, min 2 characters max 4 characters,  (ex: "Capt" "Bio")


ADD A NEW ID
------------
Simply create a new file following parameters above. Take cars to reffer to an existing Mesh
in Meshes/UMmu. 


EDIT EXISTING ID
----------------
Simply edit the filename following parameters above.


ADD/DISTRIBUTE A NEW MESH AND/OR ID WITH YOUR ADDON
---------------------------------------------------
Simply create a new "Id" file following parameters above. Take care to reffer to an existing Mesh
in "Meshes/UMmu" folder. If you provide a custome UMmu mesh you should also provide a "humain" 
mesh (or copy a default one) please read PDF SDK doc in Doc/UMmu_SDK. Once done include this new 
file in your zip with correct path. Take care to put at least some text into config file
("VOID" for example) if you plan to distribute it. (Zip may not like empty files)


AVANTAGE OF MULTIPLE CONFIG FILES
---------------------------------
There is no risk for author to mess user's install of UMmu or be messed by another addon
in case of config file overwriting at install and you don't need to ask users a manual 
editing of a config file with your addon installation to add your new id.


NOTE:
-----
By defaut an Eva with unrecognised or empty ID will spawn the mesh "UMmu\Ummu"
 
Great work Dan....was wondering about the list of new capabilities added by this addon...

* Will it allow a virtual cockpit with multiple panels having dynamic textures that respond to user input
* Rovers with wheel animation on planets(is the Orulex support in for allowing cars to follow a heightmap or is it being left out for the moment)
* If a bigger ship with a larger dock is built.....then can it allow a smaller vehicle to fly in & land inside...after which it would be docked till it takes off again
* Can the user walk into and around the bases and the virtual cockpits
 
For the list I'll see on the download page. But as usuall the best way to learn would be to launch each feature scenario and read the description:

UCGO091129.jpg



* Will it allow a virtual cockpit with multiple panels having dynamic textures

Arrow yes

* Rovers with wheel animation on planets(is the Orulex support in for allowing cars to follow a heightmap or is it being left out for the moment)

Orulex no

* Can the user walk into and around the bases and the virtual cockpit

Base yes, VC no

Dan
 
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Cool.:thumbup:

Oh...and next week is the first december.....and it's a tuesday.
 
ok....so if we want to make a new vessel which has panels with dynamic textures then I guess we will have to implement it ourselves as you did for Arrow
 
Sure,

UCGO provide a SDK for vessel to manage cargos, load,save, drope and all the features cargo have and also a SDK to make cars by config file. (juste a mesh and a config)

But It's not a "make a complete vessel with VC like Arrow Freighter using config file" ;)

Alpha release today for my friends and thrusted member only. If you apply ask in pm in my forum.

Dan
 
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Dan, if we change the config file of a planet so that it'd be breathable for a human, will UMMU detect that if you take your spacesuit off, or will it only let you do that in the open on Earth?
 
Cool! When is there going to be a public beta, or will this also be closed?

At first closed beta. For the gold version (release candidate) the beta will be open.

Reason for closed beta is that I work on UCGO 12h/24h and I cannot wait several days before feedback or see peoples just posting "not working" reports and not replying to my questions or testing my changes quickly.

If you have TIME are SERIOUS and ready to be RESPONSIVE and VERBOUS (giving bugs detail informations, feedback) anyone is welcome on the closed beta anyway. You just need to have at least a profile here or on my forum with a minimum of 100 posts.

Beta will be done on my forum because I have beta test admin function to keep track of bugs and send broadcast pm.

I'll pass a call on my forum and here when I'll start the beta test.

Dan, if we change the config file of a planet so that it'd be breathable for a human, will UMMU detect that if you take your spacesuit off, or will it only let you do that in the open on Earth?

Well, basicly only on earth, for a complete planet you'd have to declare a huge breathable zone. (But I think my parameters security prevent that)

mhhh thinking about this, I wonder if I'll not add a "complete planet" option in the utility. Noted in my todo.

Cheer

Dan
 
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A complete planet option would be useful.
 
At first closed beta.

I would be willing depending on the time.

If it is ready about December 16-18 I will have just finished my finals and have a few weeks off for Christmas/New Years.

First few weeks off since I started a year ago. :woohoo:
 
I would be willing depending on the time.

If it is ready about December 16-18 I will have just finished my finals and have a few weeks off for Christmas/New Years.

First few weeks off since I started a year ago. :woohoo:


My finals are next week December 7-11.

After that i will be free to beta-test.
 
At first closed beta. For the gold version (release candidate) the beta will be open.

Reason for closed beta is that I work on UCGO 12h/24h and I cannot wait several days before feedback or see peoples just posting "not working" reports and not replying to my questions or testing my changes quickly.

If you have TIME are SERIOUS and ready to be RESPONSIVE and VERBOUS (giving bugs detail informations, feedback) anyone is welcome on the closed beta anyway. You just need to have at least a profile here or on my forum with a minimum of 100 posts.

Beta will be done on my forum because I have beta test admin function to keep track of bugs and send broadcast pm.

I'll pass a call on my forum and here when I'll start the beta test.

Hey, dan.
It would be very nice if I could be one of the beta testers.:) I would really like to test it and give feedback.
Just a little request.
 
At first closed beta. For the gold version (release candidate) the beta will be open.

I'd be interested in testing this as well. I'm interested in part to see how it'll work with my "limited" hardware.
 
Could I also write you a pm on this forum? Because currently I have no account on your forum. Is this a problem or can I still become beta tester.
 
Writting an addon with 6 dll and >500 file is enough complicated to not want to deal with feedbacks on two forums ;)

So no, only on my forum. As said above I have some helper (broadcats, bugs tag etc)

Dan
 
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