Epic Annihilation Development Forum [0.71] - Page 2

Epic Annihilation Development Forum [0.71]

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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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

wow

Post by rcdraco »

I am interested in helping. Mostly because you need someone who can model. >_< Since when does a Core Commander upgrade to an Arm one? Make it have like tank legs or something at lower levels. And the retextured 3do's make me cry.
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Complicated
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Joined: 06 Jun 2007, 18:51

Post by Complicated »

xD

I came up with an idea to give kbots a betterchance against tanks and other heavier vehicles.

Anti-Vehicle Kbots, armed with ballistic missiles better armourment for tanks and nother really else. I may limit this to tech 2 but undecided.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Use the com models from XTA or CA, jeeze.
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Complicated
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Joined: 06 Jun 2007, 18:51

Post by Complicated »

Is that allowed to take textures from those mods? xD

Also tanks have been arranges into different classes due to new weaponary and defenses against tanks. Aswell has hovers fallen into these categories
RavingManiac
Posts: 81
Joined: 18 Jul 2007, 07:06

Post by RavingManiac »

Complicated wrote:xD

I came up with an idea to give kbots a betterchance against tanks and other heavier vehicles.

Anti-Vehicle Kbots, armed with ballistic missiles better armourment for tanks and nother really else. I may limit this to tech 2 but undecided.
Increase the rocko's damage per shot and cost
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Complicated
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Joined: 06 Jun 2007, 18:51

Post by Complicated »

Nah, they're remain a rocket support unit,
I got a good idea of a unit for tanks and hovertanks.

Is importing CA and XTA coms allowed? O_o for tech 2 and tech 3 commanders?
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Complicated
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Post by Complicated »

Is it a good idea to move The experiemental labs to the tech 3 commander's list?

Edit: Idea scrubbed, I have better plans for a new factory which should be introduced in Version 0.8 :]
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Complicated wrote:Is importing CA and XTA coms allowed? O_o for tech 2 and tech 3 commanders?
Contact the people in charge of those mods... most likely they will be amenable but you need to ask.
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Complicated
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Post by Complicated »

I've asked Mr.D as directed to by jK
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Complicated
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Joined: 06 Jun 2007, 18:51

0.7 Update

Post by Complicated »

New Update, review top post for a brief changelog, full detailed changes will be displayed shortly.
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

New Version 0.71 released

Download link;
http://www.unknown-files.net/spring/370 ... lation_71/#

Review the primary post for brief changelog
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

I've some issues with the new version:
First of all the file I downloaded was just EpicAnnihilationv071sdz instead of EpicAnnihilationv071.sdz so you have to change this on your own. I then played it a bit with SpringSP first as Core then as Arm on Speedmetal to have a look at everything. The first game crashed when I tried to build a Lvl2 Con Vehicle. The second game crashed when trying to build a Lvl2 Con KBot. Maybe you check that though I right now have some things running in the background which might interfere but it's strange that the crash always occurs when the model should get placed in the factory (i.e. you click the build button, the factory opens but when it should start building spring crashes)...
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Complicated
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Joined: 06 Jun 2007, 18:51

Post by Complicated »

[Krogoth86] wrote:I've some issues with the new version:
First of all the file I downloaded was just EpicAnnihilationv071sdz instead of EpicAnnihilationv071.sdz so you have to change this on your own. I then played it a bit with SpringSP first as Core then as Arm on Speedmetal to have a look at everything. The first game crashed when I tried to build a Lvl2 Con Vehicle. The second game crashed when trying to build a Lvl2 Con KBot. Maybe you check that though I right now have some things running in the background which might interfere but it's strange that the crash always occurs when the model should get placed in the factory (i.e. you click the build button, the factory opens but when it should start building spring crashes)...
Try presenting the errors in the infolog please. Thank You.

I'm afraid this has nothing to do with the mod and may have something to do with your spring.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Well I'm having no problems with other mods or previous versions of yours and even not with the one I started to fiddle around with...

But here some more details:
This shows the scene where the Adv. Builder should be built but the game crashes:
Image
Though when I wanted to do that screenshot I got another error message I couldn't reproduce:
Image

And finally the infolog though I see nothing of importance there:
Using script Commanders
Map: SpeedMetal.smf
Mod: "Epic Annihilation V0.7.1" from EpicAnnihilationv071.sdz
Created server on port 8452
Created local client with number 0
Listening to local client on connection 0
TransportHover: 0
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 49
Loading units and weapons
Junk in weapons/weapons.tdf :aofeffect=1920;
Junk in weapons/weapons.tdf :impulsefactor=0.5;
Junk in weapons/weapons.tdf :edgeeffectiveness=0.3;
Junk in weapons/weapons.tdf :energypershot=187500;
Junk in weapons/weapons.tdf :metalpershot=1500;
Junk in weapons/weapons.tdf :stockpile=1;
Junk in weapons/weapons.tdf :targetable=1;
Junk in weapons/weapons.tdf :commandfire=1;
Junk in weapons/weapons.tdf :cruise=1;
Junk in weapons/weapons.tdf :soundstart=misicbm1;
Junk in weapons/weapons.tdf :soundhit=xplomed4;
Junk in weapons/weapons.tdf :firestarter=100;
Junk in weapons/weapons.tdf :smokedelay=.1;
Junk in weapons/weapons.tdf :smoketrail=1;
Junk in weapons/weapons.tdf :propeller=1;
Junk in weapons/weapons.tdf :twophase=1;
Junk in weapons/weapons.tdf :guidance=1;
Junk in weapons/weapons.tdf :tolerance=4000;
Junk in weapons/weapons.tdf :selfprop=1;
Junk in weapons/weapons.tdf :shakemagnitude=50;
Junk in weapons/weapons.tdf :shakeduration=3;
Junk in weapons/weapons.tdf :explosiongaf=fx;
Junk in weapons/weapons.tdf :explosionart=NUKE1;
Junk in weapons/weapons.tdf :waterexplosiongaf=fx;
Junk in weapons/weapons.tdf :waterexplosionart=h2oboom2;
Junk in weapons/weapons.tdf :lavaexplosiongaf=fx;
Junk in weapons/weapons.tdf :lavaexplosionart=lavasplashlg;
Junk in weapons/weapons.tdf :startsmoke=1;
Section damage\damage missing in file weapons/weapons.tdf
Junk in units/armgen.fbi :builddistance2120;
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed tport
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed super
Warning to many unit categories 33 missed cor
Warning to many unit categories 33 missed cor
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed super
Warning to many unit categories 33 missed fort
Initializing map features
Generating trees
Parsing unit icons
Creating unit textures
Reading estimate path costs
Failed to load: unit_estall_disable.lua ([string "LuaRules/Gadgets/unit_estall_disable.lua"]:50: attempt to index field 'arm_jammer' (a nil value))
Bad cloakShield unit type: fedtower
LUARULES-MAIN (GADGETS)
LUARULES-DRAW (GADGETS)
Spring 0.75b2
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
Failed to load: cmd_stall_assist.lua (Include() could not load 'LuaUI/Headers/spring.h.lua'
)
LuaUI v0.2
Player Player joined as 0
AI\Bot-libs\TestGlobalAI.dll has C++ interface
Speed set to 1.5
Speed set to 2.0
Speed set to 2.5
Speed set to 3.0
I think I'll try it without LUA once again (and I also tried it without setting the speed up) and see what happens. It also could be a SpringSP error so I think I'll try it via the Lobby too. Again: No problems with other mods, other programs or earlier versions of your mod...

UPDATE:
Nope it's not about LUA or SpringSP. I now also got the second error message again so it's nothing special...
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Again, it is your spring. I've recreated your error unsuccessfully, it could be the speedmetal map which would make this mod great, causing it to crash on speedmetal only :D

redownload the mod and if that doesnt work reinstall spring.

two things;
Your first screenshot means fuck all to me :/
Your second screenshot clearly states your problem.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

lol...
Junk in weapons/weapons.tdf :aofeffect=1920;
Junk in weapons/weapons.tdf :impulsefactor=0.5;
Junk in weapons/weapons.tdf :edgeeffectiveness=0.3;
Junk in weapons/weapons.tdf :energypershot=187500;
Junk in weapons/weapons.tdf :metalpershot=1500;
Junk in weapons/weapons.tdf :stockpile=1;
Junk in weapons/weapons.tdf :targetable=1;
Junk in weapons/weapons.tdf :commandfire=1;
Junk in weapons/weapons.tdf :cruise=1;
Junk in weapons/weapons.tdf :soundstart=misicbm1;
Junk in weapons/weapons.tdf :soundhit=xplomed4;
Junk in weapons/weapons.tdf :firestarter=100;
Junk in weapons/weapons.tdf :smokedelay=.1;
Junk in weapons/weapons.tdf :smoketrail=1;
Junk in weapons/weapons.tdf :propeller=1;
Junk in weapons/weapons.tdf :twophase=1;
Junk in weapons/weapons.tdf :guidance=1;
Junk in weapons/weapons.tdf :tolerance=4000;
Junk in weapons/weapons.tdf :selfprop=1;
Junk in weapons/weapons.tdf :shakemagnitude=50;
Junk in weapons/weapons.tdf :shakeduration=3;
Junk in weapons/weapons.tdf :explosiongaf=fx;
Junk in weapons/weapons.tdf :explosionart=NUKE1;
Junk in weapons/weapons.tdf :waterexplosiongaf=fx;
Junk in weapons/weapons.tdf :waterexplosionart=h2oboom2;
Junk in weapons/weapons.tdf :lavaexplosiongaf=fx;
Junk in weapons/weapons.tdf :lavaexplosionart=lavasplashlg;
Junk in weapons/weapons.tdf :startsmoke=1;
Section damage\damage missing in file weapons/weapons.tdf
Junk in units/armgen.fbi :builddistance2120;
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed tport
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed super
Warning to many unit categories 33 missed cor
Warning to many unit categories 33 missed cor
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed notstructure
Warning to many unit categories 33 missed super
Warning to many unit categories 33 missed fort
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

I know, but Imma clean it out later xD
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Well it still doesn't work but I cheated my way around it to have a look at everything... 8)

I think you made a mistake with the Siege (Core Heavy Hover) because it only has 500 health - I guess that should be 5000... :wink:
At the same time that zero seems to have gone into the Commander's morph time. Seriously - the time you have to wait for a morph is about the time of a short to medium long taking game! I think the time for it was 3000 - cut it down to 300 or something and make it cost something instead...
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Complicated
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Joined: 06 Jun 2007, 18:51

Post by Complicated »

[Krogoth86] wrote:Well it still doesn't work but I cheated my way around it to have a look at everything... 8)

I think you made a mistake with the Siege (Core Heavy Hover) because it only has 500 health - I guess that should be 5000... :wink:
At the same time that zero seems to have gone into the Commander's morph time. Seriously - the time you have to wait for a morph is about the time of a short to medium long taking game! I think the time for it was 3000 - cut it down to 300 or something and make it cost something instead...
The tank will be adjusted as it may of been accidently skipped, however the morphing part, that is a total of 5 minutes, or so it should be, but it is 50 minutes for now, but I'll see how I can change that, as there is no time and cost limits in the luascript.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

I tried the mod. After 2 hours of in-game time (about 15 minutes in real time thanks to .setmaxspeed 20), waiting for the commander to morph, only to find that there is no way to fire the MRLS...
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