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Messages - Warfreak

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Steeveeo's Recycler Variant / Re: SRV for PB 6.1 and Beyond?
« on: November 09, 2011, 08:42:02 AM »
I really need to get to messing with the assets :-\. There actually aren't much issues besides the one's I have mentioned in related threads, so feel free to dabble with them; will give me time to think up some things to do with the field units.

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How to make a BZ2 mod / Re: Modelling Software
« on: November 05, 2011, 04:40:33 PM »
Actually, its relatively simple so long as you know how to write out the coordinates and the specifications of animation. Its with skin animation that things get hairy, as only notepad can do it. You have to define the weights, the vertex packets and the animation data of the anchor. The mid being the hardest of them all.

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How to make a BZ2 mod / Re: Modelling Software
« on: November 05, 2011, 09:02:35 AM »
The thing about using programs that cannot directly export is within all the conversions it can loose data / be altered severely making the end result unusable and eventually forcing users to find a way to compensate from step 1.

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How to make a BZ2 mod / Re: Multiple Factories / Building Limit
« on: October 12, 2011, 09:39:40 PM »
Yeah, funny thing about that. Apparently the default icon is the recycler icon, might be related to the mentions in the .cfg, but for all intents and purposes, just declaring the unitIcon should get around noticing that.

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How to make a BZ2 mod / Re: Multiple Factories / Building Limit
« on: October 12, 2011, 05:28:46 PM »
The icon for the structure in the slot is not defined by the .cfg. It is defined rather by the unitIcon line under the [gameobjectclass] (ex. unitIcon = "fvrecy_mp1.png")

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How to make a BZ2 mod / Re: Multiple Factories / Building Limit
« on: October 10, 2011, 06:07:46 PM »
4-5-6 can be stacked underneath

You have to edit the .cfg that controls the HUD in order for those icons to show up underneath. The base code has those slots running into the existing F# slots.

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Steeveeo's Recycler Variant / Re: SRV 3.0: Yep, its happening
« on: September 17, 2011, 01:03:18 PM »
Just an update / justification for a release date set 4 months later: I will not be able to work much on the assets until October, at that time hopefully there will have been bugs posted / a testing team assembled in order to get this job done at full speed. Given this, a simple asset compatibility patch could be expected around Thanksgiving while the asset overhaul can still be expected around New Years, as is tradition with SRV :P. This gives me plenty of time to get these applications out of the way and to give me time to make ironclad fixes as opposed to dishing this out and them returning with quickfixes.

Thanks in advance for your understanding. Remember to post bugs / balancing suggestions in the 2.45 Raincheck Flyswatter.

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Steeveeo's Recycler Variant / Re: SRV 3.0: Yep, its happening
« on: September 05, 2011, 07:36:07 PM »
Pretty much, that and I've been staring at the assets for a while now, and just started working on some stuff that may be viable for what I have in mind.

9
Same procedures as always, report any bugs, errors, or imbalance issues here; Do note that unlike previous Flyswatter threads, this one is to see which bugs need addressing before even going into developing a patch; Public Beta testing, if you will. There is little to none of the original testing team around that I know of to really pull this off in a timely manner, so if you've been playing SRV 2.45 on pb6.2 and you've noticed bugs, here be the place to post them.

Dont forget to describe the following:

1. What exactly happened (don't be afraid to elaborate, it really does help us find the cause and zap the bug).
2. What exactly were you doing at the time that seems to trigger it (again, elaborate, you may include your build tree progress if you wish).
3. If its an AV, post everything under the [Exception] line.
4. Is it replicable? If so, how easily is it? (Helps us sort bugs by priority, AVs and the like at the top of the list, typos being the lowest).
5. Was it during multiplayer? If so, include average ping, lag, packet loss, number of players, and base progress. (All internet stuff can be found by typing /pinglist in the chatbar).

We thank you for your feedback. (Gotta love cut/pasting that which has been cut/pasted :P)

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Steeveeo's Recycler Variant / SRV 3.0: Yep, its happening
« on: September 05, 2011, 05:22:54 PM »
Quite honestly, I was surprised to see people were still trying to play SRV on the latest builds of BZ2. For the most part, SRV 2.45 should work well with the latest except for some shell tibbits and apparently some missing .dxtbz2s from the last mass-conversion.

If memory recalls, the fact that the files now inherit from the stock .odfs means that optimizing units (specifically the field units) won't be as painful as it was before. On that note, I know of only a few bugs that were caused / never addressed by previous fixes:
-Apparently the missile silo collision boxes.
-The Field base not providing the proper tags for the .dll and .aip to work with in the case of building and isAlive statements.
-Some visual oddities with the effects, although they are probably the best we will ever get them without revamping them entirely.
-Some limit re-balancing and some field unit stat changes to make them fit more to what they are being portrayed as.
-Almost forgot this one: The SRV AIPs never working properly.

Besides that relatively small list, I've actually been wanting to give the field units some new models to further drive home their Bottom-of-the-barrel status. The existing textures, I feel, give them a rough look and work for them; however I think that giving them some less structurally sound appearances would really give them the right vibe. I'm debating whether to give them a look that suggest NSDF remnants or just an overall skeletal frame kinda deal, however the structures will definitely take up much less space in the base, probably a long needed change given that small maps tend to not fit an entire SRV base.

I probably will also be limiting the range of weapons the field base can access alone as well as weaken those that will be utilized. Maybe some renaming here and some color variation there, otherwise they will be able to take on each other and at least 2 v 1 a normal unit, so nothing too severe to make them worthless, just less likely to be taken seriously in small groups :P. Probably means that the limit numbers will go up a tad to accommodate the want and semi-need for masses of field tanks.

Other than that, with either a large influx of bugs or a very rigorous squad for testing, I can see this getting done Mid-January the latest, with a compatibility version being released before a version featuring model swaps if they aren't ready by then / people just want a working version of SRV, which would mean an earlier release most likely.

[Edit] Testing should probably be done with SRV 2.45 TA5 in conjunction with the Nuke .dxtbz2 textures. [/Edit]

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Steeveeo's Recycler Variant / Re: SRV for PB 6.1 and Beyond?
« on: September 05, 2011, 10:41:31 AM »
After reading this thread I decided to register again. I had some plans for SRV that I never fully fleshed out, and I guess after looking at the assets I would actually like to go through with those plans. Thing is, I can't fix any of the rendering worth crap and to be honest I could probably work some more on the models. That being said, if no one takes up the task of getting this up to snuff, I could do something with it seeing as I have all the source assets lying around.

If someone does take it upon himself to work on this, I could probably help out some. As it stands, the latest version should be neat enough to go through without much incident, making a patch up job none too difficult.

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