Xect vs. Mynn: let's GO! - Page 2

Xect vs. Mynn: let's GO!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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pheldens
Posts: 191
Joined: 12 Aug 2006, 21:35

Post by pheldens »

ok, that fixes the tdf issue.
crash after countdown remains.
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Tobi wrote: So, according to someone, the SVN version of the mod is at 0.6.3, but the FoeOfTheBee version is at 0.6.1 :?

Tim, maybe you know more? You imported xectvsmynn into SVN after all.

For reference, a diff between the version in SVN and the version uploaded by FoeOfTheBee is here.

Also, I think it's a good idea if you start developing it on SVN - since xectvsmynn is not feature complete it would be more interesting to see how things work out then with e.g. nanoblobs. Plus it's just convenient if you will work on it with multiple people and developing it in public may attract more contributors.
I looked over the diffs, and as far as I could tell, 0.6.3 was the same as my 0.6.

0.6 had several boneheaded problems with the fbi's and tdf's.
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Argh
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Post by Argh »

Ok, so basically, somebody should start fixing the TDFs/FBIs, and I should probably start the not-so-fun process of figuring out exactly what we wanna do about textures, animations, etc.

Any scripters out there want to help, as I find stuff that's really badly borked? I get the feeling that I'm going to find a lot've stuff that's either really lousy, or just plain wrong...
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

mind if I attach myself to your mod? I would need to learn how to script, but I already know rudimentary C++... (half a year at a school)

also, i would like to point out that i don't think the script is even done... is the predator armed? because it has no weapon functions...
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Argh
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Post by Argh »

Any and all help would be most appreciated. And I'm sure we're going to find all sorts of things like that :P
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Tim Blokdijk
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Post by Tim Blokdijk »

I understand Foe OfTheBee has commit access to svn now as he ported X/M to Spring, maybe you can update the svn version with your changes and up the version number to 0.6.4 ?
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FoeOfTheBee
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Post by FoeOfTheBee »

Tim Blokdijk wrote:I understand Foe OfTheBee has commit access to svn now as he ported X/M to Spring, maybe you can update the svn version with your changes and up the version number to 0.6.4 ?
Done.
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Argh wrote:Ok, so basically, somebody should start fixing the TDFs/FBIs, and I should probably start the not-so-fun process of figuring out exactly what we wanna do about textures, animations, etc.
I've been messing with the weapon tdf's this morning. I've made the artillery act similar to XTA artillery, and I gave the heavy laser a new-fangled prettified beamlaser.

Image


Code: Select all

[heavy_laser]
	{
	rendertype=1;
	lineofsight=1;
	turret=1;
	burnblow=1;
	weaponvelocity=1000;
	reloadtime=1;
	range=920;
	areaofeffect=8;
	energypershot=150;
	size=8;
	firestarter=90;
	accuracy=75;
	
//LOOK AND FEEL
	beamlaser=1;
	rgbcolor=1 0.8 0.2; 
	corethickness=0.5;
	laserflaresize=10;
	targetMoveError=0.2;
	beamtime=0.15; 
	Intensity=0.9;
	Thickness=1.5;

	soundstart=mlaser;
	soundhit=mthud;	
	tolerance=8000;

	explosiongenerator=custom:heavy_laser_flash;
	[DAMAGE]
		{
		default=210;
		}
	}


Code: Select all

[heavy_laser_flash]
{
usedefaultexplosions=0;
[groundflash]
{
flashSize = 11;
flashAlpha = 1.1;
circleGrowth = 1;
circleAlpha = 1;
ttl = 3;
color = 1,.8,0.2;

}
} 
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Argh
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Post by Argh »

Cool :-) Also, you should set the following tags: AvoidFriendly, CollideFriendly, and ExplosionSpeed. For beamlasers, we should probably set the first two to zero and one, respectively, and the second one to 128, which is instantaneous for the small area-effects concerned.
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Argh wrote:Cool :-) Also, you should set the following tags: AvoidFriendly, CollideFriendly, and ExplosionSpeed. For beamlasers, we should probably set the first two to zero and one, respectively, and the second one to 128, which is instantaneous for the small area-effects concerned.
Done - I think I should add to the wiki as I learn about this weapon tdf stuff. it doesn't seem especially documented yet.
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

now wait... the xect_pred, "Predator Precision Bomber" is a bomber, and not a gunship, right? because i want to make sure that "Precision bomber" isn't a fancy way of saying gunship :P

if so, i'll remove the missile and find out how to give it some sort of bomb, despite my nubness ;)

otherwise I'll rename it to predator gunship
pheldens
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Joined: 12 Aug 2006, 21:35

Post by pheldens »

If you want things playtested, make it work with svn.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Wow, this is moving fast, and has a lot of people to help. I think you all could make this :P
pheldens
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Joined: 12 Aug 2006, 21:35

Post by pheldens »

The loading boilerplate in the svn version has a white bar on the left hand,
The cursors in the svn version have holes in stretches that should be flood filled.

I want to fix those. which source version should I edit, and where should I send it after fixing?

A concrete answer please, not "it still needs love".
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

pheldens wrote:The loading boilerplate in the svn version has a white bar on the left hand,
The cursors in the svn version have holes in stretches that should be flood filled.

I want to fix those. which source version should I edit, and where should I send it after fixing?

A concrete answer please, not "it still needs love".
The SVN version is the version I am working with.

I can do SVN commits, I beleive Argh can too. I just fixed the white bar, and added the loadscreen that you sent me.
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Tim Blokdijk
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Post by Tim Blokdijk »

pheldens wrote:A concrete answer please, not "it still needs love".
Well, it still needs love. :-)
You have to use the svn version, zip up the binary files you change and patch the text files and post it here.

Argh can commit to X/M on svn.
Ow, and Foe I love the new loadscreen!
pheldens
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Joined: 12 Aug 2006, 21:35

Post by pheldens »

kay will review the cursors then.
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FoeOfTheBee
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Post by FoeOfTheBee »

Tim Blokdijk wrote: Ow, and Foe I love the new loadscreen!
I like it too, looks less generic - pheldens made it.
pheldens
Posts: 191
Joined: 12 Aug 2006, 21:35

Post by pheldens »

ok revised, may in the future do some redesign or adjustment of the ugly ones.

http://www.hw90.meldersnet.nl/spring/cursors.zip
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

pheldens wrote:ok revised, may in the future do some redesign or adjustment of the ugly ones.
Comitted. Those transparent spots were actually there on purpose, which I see now was an error in judgement on my part.

I think the revive icon is the worst. The others could be prettier, but I like their simplicity, and ta players can understand them.

It would be nice for players to be able to define their own icons. You can do this now of course, but only if you know how and where to edit the archive.
Last edited by FoeOfTheBee on 15 Sep 2006, 04:25, edited 1 time in total.
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