TA: Final Frontier - Mod Development Thread

TA: Final Frontier - Mod Development Thread

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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Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

TA: Final Frontier - Mod Development Thread

Post by Sorn »

Final Frontier Mod Development
-------------------------------------
Current Released Version v013a
Click here for the file at File Universe


Post any problems with the Mod in this forum here, hopefully to be addressed by someone.


File Naming Convention
---------------------------
final_frontier_v004a.sd7 - a: alpha b: beta r: release

Protocols
---------------------------
Each change should be documented in the changelog.txt included with the .sd7 file.

To Do List
---------------------------
- Add corpses for large ships (frigates and up) instead of just vanishing.
- Missile fighters firing plasma instead of missiles
- Get EMP Working
- Cleanup Textures on Units (Some faces missing textures)
- Stop the command ship from wandering off at startup
Last edited by Sorn on 19 Sep 2005, 05:35, edited 8 times in total.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I have played three games on it, and each time it crashed, but it was all dissconection and synch issues. Other wize its GREAT!

Also why dose the ARM missle fighter fire plasma, rahter then missles?
Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

Post by Sorn »

Changelog
-------------------------------------------------------
v.13 Alpha
--------------------------------------------------------
Sorn: Fixed xcorasp,corspylab,sport,armspylab,xarmasp object scripts.
Sorn: Fixed some more stray heap problems.
Sorn: Fixed some ship names.
Sorn: ARM: Bearcat Heavy Attack Fighter did not attack ground targets. Fixed.
Sorn: Added spreadsheet with unit names & object names.

v.12 Alpha
--------------------------------------------------------
Sorn: Fixed corsport and corpfus object scripts.
Sorn: Added OnOff0106,105 to textures.
Sorn: Fixed some null textures on some ships.

v.11 Alpha
--------------------------------------------------------
Sorn: Fixed a couple of stray TDF _heap problems
Sorn: Copied ShipMetal0800 to ShipMetal800 for texture

v.10 Alpha
--------------------------------------------------------
Sorn: Testing shows majority of problems fixed - This is a milestone for the MOD, and since FU messed up the upload
a new version was warranted. 8)

v.08 Alpha
--------------------------------------------------------
Sorn: Fixed problems with the script files not matching up to the model for Victory and Archon Communication Ships. Thanks to Fnordia

v.07 Alpha
--------------------------------------------------------
Sorn: Fixed more _dead & _heap problems.
Sorn: Fixed up a few more ship FBI's
Sorn: Fixed buildings that were causing crashes
Sorn: Linked modinfo dependancies properly

v.06 Alpha
--------------------------------------------------------
Sorn: Fixed fireangel.3do (Piledrive Planet Killer) object. Black Base
Sorn: Fixed some more FBI's that had stray tags not required of that unit
Sorn: Various base structures didnt have proper _dead & _heap TDFs associated causing crashing. Fixed

v.05 Alpha
--------------------------------------------------------
Sorn: Compressed oldgafs directory with 7-zip to minimize bandwidth. File is oldgafs.7z
Sorn: Cleaned up all the unit FBI files.
Mother: Provided a .ufo texture for 3dobuilder. File is /3dobuilder/tafftex.ufo


v.04 Alpha
--------------------------------------------------------
Sorn: Fixed armrss.fbi Was acting like a scooter instead of a flying spaceship.
Sorn: Fixed Arm Mex, now shows a corpse and a heap.
Sorn: Fixed texture problems on Arm side.
Special thanks to Mother for helping test and find some of these problems.


v.03 Alpha
--------------------------------------------------------
Sorn: Cleaned up Mod file, smaller now - better organised. Gafs from the original are in the oldgafs folder.
Sorn: Fixed wildcat.3do (Star Fighter) model - unaligned objects - visible objects that shouldnt be there
Sorn: Fixed repulse.3do (Exeter Heavy Cruiser) model - Black Base
Sorn: Fixed armrss.3do (Salvage Corvette) model - Black Base - Thanks to Zaphods face deletion tool!

v.02 Alpha
--------------------------------------------------------
Hrmph: Moved mod into switchable format for Spring due to popular demand


v.01 Alpha
--------------------------------------------------------
Hrmph: Imported TA mod Final Frontier and got it to work
Last edited by Sorn on 19 Sep 2005, 05:36, edited 6 times in total.
Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

Post by Sorn »

Egads someones posting already before I got the thread setup!

All things to work on, the mod is a very rough port thanks to Hrmph. I am learning how to do all this stuff as I go, so I can't say I can say why things are the way they are, but definately put that kind of stuff in here so someone can address it.

As for the crashing, I am not sure whats causing it, but I think I am going to learn how the FBI file is supposed to be setup and make sure all the units are setup properly. Get rid of things that don't need to be in there, and add things that are missing.

Any other mod makers have suggestions on how to minimise crashing or things I should be looking for?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Well, we really need to hear crash scenarios. What units are involved, at what time it crashes, what the units are doing when it crashes, what (if any) error messages it gives, that kind of thing. I think between Flozi, GZ, zwzsg, and myself, we've worked out a lot of the little quirks and scenarios that crash the game; we just need more info to diagnose the problem in your case.
Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

FBI Help Required

Post by Sorn »

The FBI files are a mess, with some useless tags as well.

There are a couple of things we should think about gameplay wise.

1. The fighters and what not are creating energy for use, should they really be doing that?

2. A new tag allows for flares for countermeasures to missiles. Should we enable this for some of the ships?

Here is a current sample FBI of what we should use, if you want to help go through these files or build a parser to do it, it would be very appreciated.

I have done wildcat.fbi and aiarmacss.fbi so far.

Code: Select all

[UNITINFO]
{
//Internal Settings	
	BuildPic=wildcat.pcx;
	Category=ARM VTOL CTRL_V CTRL_P CTRL_E LEVEL2 WEAPON NOTSUB;
  Objectname=wildcat;
  Side=ARM;
  UnitName=wildcat;
	TEDClass=VTOL;
	
//Unit limitations and properties
	Name=Wildcat;
  Designation=AFD-J17;
	Description=Attack Starfighter; 
  ActivateWhenBuilt=1;  
  BuildDistance=80; 
  BuildTime=2300;
//Corpse=armacss_dead;  
  DamageModifier=0.8; 
  MaxDamage=800; 
  RadarDistance=0;
  RadarDistanceJam=0;
	SightDistance=350;
	SonarDistance=0;
	SonarDistanceJam=0;
	SoundCategory=fury;	
	Upright=1;
	WorkerTime=0;

//Energy and metal related	
  BuildCostEnergy=6849;
	BuildCostMetal=254;
	EnergyMake=8;
	EnergyStorage=0;
  EnergyUse=0.8;	
  ExtractsMetal=0; // If greater then 0, makes unit unuseable
  MakesMetal=0;
  MetalMake=0;
  MetalStorage=0;
  MetalUse=0;
	TidalGenerator=0;
	WindGenerator=0;

//Movement and Pathfinding
  Acceleration=0.3;
  BrakeRate=4; 
  FootprintX=3;
	FootprintZ=3;
	MaxSlope=10;
	MaxVelocity=11;
	MaxWaterDepth=0;
//MinWaterDepth=0;
//MovementClass=TANKBH3;	
	TurnRate=750;
	Waterline=0;
//YardMap=cccccc ccoocc ccoocc;  		

//Unit Abilities	
  Builder=0;
  CanAttack=1; 
  CanCapture=0;  
  CanFly=1;  
  CanGuard=1; 
  CanHover=0;
  CanMove=1;
	CanPatrol=1;
	CanStop=1;
	CantBeTransported=1;	
	CloakCost=0;
	CloakCostMoving=0;	
  CruiseAlt=50;	
	Floater=0;
	HighTrajectory=0;
  HoverAttack=1;
  Init_Cloaked=0;
	IsFeature=0;
	IsTargetingUpgrade=0;
	MinCloakDistance=0;
	OnOffable=0;
	Stealth=0; 

//Abilities new to Spring
	LeaveTracks=0;
	TrackOffset=x;
	TrackStrength=x;
	TrackStretch=1;
	TrackType=StdTank;
	TrackWidth=x;
	CanDropFlare=0;
	FlareDelay=0.3;
	FlareDropVector=0 0 -1;
	FlareEfficiency=0.3;
	FlareReload=5; 
 
//Weapons and Combat	
	BadTargetCategory=VTOL;	
  ExplodeAs=SMALLSHIP;
  Kamikaze=0;
	KamikazeDistance=50; 
	NoChaseCategory=NA;
	SelfDestructAs=SMALLSHIP;
  SelfDestructCountdown=5;	
  Weapon1=GATPULSE;
//Weapon2=WeaponName;
//Weapon3=WeaponName; 
	wpri_badTargetCategory=VTOL;
//wsec_badTargetCategory=NOTAIR;
//wspe_badTargetCategory=NOTAIR;		

}
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

LeaveTracks=0;
TrackOffset=x;
TrackStrength=x;
TrackStretch=1;
TrackType=StdTank;
TrackWidth=x;

Take those tags out.

CanDropFlare=0;

If you want flares to actually work, make this 1.
Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

Post by Sorn »

It is disabled with the LeaveTracks=0; but I am willing to take it out, I had an idea tho, is there a way we can use the tracks to leave a little burnmark on the ground after takeoff using this system?

As for flares, the question then becomes would itbe a good idea to turn it on for some/certain spacecraft?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Nah, the tracks would be left over all terrain, even in mid flight.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

it would be neat if aircraft could leave little tracks like this:

Image

There are alot of odd tags in that fbi...
Sorn
Posts: 28
Joined: 08 Aug 2005, 07:00

Post by Sorn »

Thats too bad about the track thing all over the map. That is a neat thought tho Groundzero with the break-up of air off the wings. Usually that only happens on turns or other higher-g maneuvers. Wonder if that would be do-able? Wouldn't work for this mod tho since its supposed to be "space"craft.

On the flipside, we could have an "ion" trail or something of the sorts that fades.... Be interesting to see if we could do that...

I left the majority of the tags in the fbi, as its my intent to have every FBI look the same. I could remove the unused tags for each unit, but for the space it takes up, its clearer to have each option available to make it easy to read and compare with other FBIs.

I am thinking of writing a parser to do this work for me, read the old FBI, and output a new fbi using the old settings, removing the tags that are no longer used and formatting as the one is above. Problem is time. I think it would be faster to write the parser then to go through each FBI however...
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

GrOuNd_ZeRo wrote:it would be neat if aircraft could leave little tracks like this:
W00t... But I'll let YOU ask SJ to put in the code to calculate wing tip velocities and all the fluid dynamics stuff hehehehehe... Ooh and humidity tag to the SMD heheheh :P
kk5
Posts: 6
Joined: 11 Sep 2005, 20:32

Post by kk5 »

the core starbomber crashes the game when it attacks a light starcraft plant. it crashes the game if it attacks an arm or core one.
kk5
Posts: 6
Joined: 11 Sep 2005, 20:32

Post by kk5 »

i have to give you some applause 6 versions in 2 days is unbelivable
kk5
Posts: 6
Joined: 11 Sep 2005, 20:32

Post by kk5 »

when ever i host and try to play as core the game freezes up and wont do anything.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

core crashes upon starting, arm crashes upon starting construction of light starship plant.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

That's odd...We are having the same problem with TA:WD and TA:CW...in the current versions released.

I have no problems in my latest pre-release WD, does any TAFF unit have a 1x1 footprint?
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mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

dev idea

Post by mecha »

I recently had a really cool FF game. One of my planet killers soared into the sky, pursued by diablo corvettes and advanced fighters with all guns blazing, -When it was finally 'killed' it did a long slow barrel roll down to earth while still exchanging fire with its attackers, exactly as you would imagine a starship crashing to the ground. What was cool was the height that it did this from (about as high as the spring engine supports) and how many enemy craft it took out on the way down.

This brings me to the point, could the height of the starships be raised? (they are starships after all) and this would prevent them from being thrown around as much when they go over hills.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

We need an example map thats totally in space, and maybe buildings might need modelling touchups to suite the fact they would be seen from all 360* instead of just from above.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Also: A few lines of code in the Create() function to randomly determine the height of the building
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