Fixed and commited the FBI stuff and fixed the giant box. The Xect Commander remains funny-looking. I'm not sure that model is long for this world anyway.danzel wrote:Just grabbed the svn version to see if I could help out a bit.
I'm using the latest beta build of 0.73 and I don't see any laser type weapon effects.
I see them in XTA and AA however.
Heres a few bugs anyway with some suggestions in brackets:
The Xect commanders legs are in the ground. Looks like the model split in 2 between his spine and his legs.
The Regal lives in a giant box. Spawn him and select him and you'll see.
The Xect moth doesn't rotate fast enough. (Make: Acceleration=0.1; TurnRate=500)
The Mynn air construction units (L1 and L2) are almost uncontrollable.
- They both have "BrakeRate=0.005;", (Make: BrakeRate=0.25; on both and slightly decrease cair Acceleration to Acceleration=0.5; )
Xect vs. Mynn: let's GO!
Moderator: Moderators
- FoeOfTheBee
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- Joined: 12 May 2005, 18:26
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
hmm indeed, it doesnt fix the particle stuff here either, but it needed to be changed anyway, it should have fixed it.Foe OfTheBee wrote: I went ahead and commited this. It doesn't work for me unless springcontent.sdz is in the spring directory. In my install it was in /base by default I believe.
I also notice that the loader image, the one I sent you, sometimes appears, and sometimes the old one is shown, really weird.. do maps influence this? or ai scripts?
Yep and I will in the future :)Tim Blokdijk wrote:Do you know you can also make a patch with svn?
That way you make it a snap to implement for Foe or Argh.
The particle emitter on the xect roman is placed wrong, it's floating in the air unattached.
The fire-flash on the xect bow is incorrectly timed.
The Bam Bam isn't animated and as such can't fire.
Taking a guess I'd say these are script issues, so I had a look in the scripts dir and most of the .cob files do not have .bos files to generate them from

Are the .bos files floating around somewhere or do the scripts need to be created from scratch?
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- Posts: 501
- Joined: 18 May 2006, 21:19
e: this is the post i thought was deleted...
Last edited by esteroth12 on 24 Sep 2006, 22:08, edited 1 time in total.
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- Posts: 501
- Joined: 18 May 2006, 21:19
damnit, my post got deleted... ok, basically, i said this:pheldens wrote:I also notice that the loader image, the one I sent you, sometimes appears, and sometimes the old one is shown, really weird.. do maps influence this? or ai scripts?
load pics are random, and they didnt remov eth eold one
the mynn_nuker sucks, and should be made stocked and stronger or a shorter range. if it was buffed then it would be a nice thing to slap argh's nuke ekplosion on
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
You can decompile the cob files with Scriptor:danzel wrote: The particle emitter on the xect roman is placed wrong, it's floating in the air unattached.
The fire-flash on the xect bow is incorrectly timed.
The Bam Bam isn't animated and as such can't fire.
Taking a guess I'd say these are script issues, so I had a look in the scripts dir and most of the .cob files do not have .bos files to generate them from
Are the .bos files floating around somewhere or do the scripts need to be created from scratch?
http://www.fileuniverse.com/?p=showitem&ID=70
We will have to have the source for all the cobs to be GPL compliant. I seem to recall that Argh had some new, free include files for scripting - am I remembering correctly?
Some of the models are a little too old school to bother rescripting, and should probably be replaced by a new model and script from scratch.
I intend to replace most, if not all of them, or rebuild them substantially. Foe, whenever you can get me more of the translated models, I'd appreciate it... especially for Xect, where I think a lot more of the designs are worth saving. Mynn is, frankly, the much less-attractive side, imo, because the original designers never gave it a really coherent visual feel.
It has some really lame, robotic humanoids in it, for example, that totally don't fit with the weird snake/slug/spider things. I think that Mynn should be truely alien feeling but coherent in overall design.
Addressing something like this is going to take a while. If people who're competant modelers who know how to uv-map want to contribute geometry and let me paint the skins... just start sending me stuff, and if it's good, it'll get used somewhere.
It has some really lame, robotic humanoids in it, for example, that totally don't fit with the weird snake/slug/spider things. I think that Mynn should be truely alien feeling but coherent in overall design.
Addressing something like this is going to take a while. If people who're competant modelers who know how to uv-map want to contribute geometry and let me paint the skins... just start sending me stuff, and if it's good, it'll get used somewhere.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
The svn version works, but definitely needs more testing and balance. I'd say play it a bit, then decide if it is finished enough for your purpose. I've gotten permission to release all the original content under the GPL, and best I can tell there is no OTA stuff left in the mod at the moment. There are some scritps that give errors when units try to smoke or explode, and there are a few missing texture errors. It is possible to play and enjoy a game, even though you will definitely notice a lack of polish.Caydr wrote:Is there a functional version of Xect vs Mynn that I could put in the mod pack? If not, ETA? And who would I ask permission from?
Yeah, XvM needs a looooot more TLC before it's anywhere nearly done!
Ah, and Rattle- I like the biological feel of the models very much. But for them to really work, they also need functional elements- if they're biological war-machines, then we need to add some appropriate greebles. Please send me the meshes, and I'll play around with them a bit and send you the results- they're your work, so I won't show them in public until we're happy with them
Ah, and Rattle- I like the biological feel of the models very much. But for them to really work, they also need functional elements- if they're biological war-machines, then we need to add some appropriate greebles. Please send me the meshes, and I'll play around with them a bit and send you the results- they're your work, so I won't show them in public until we're happy with them
