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Posted: 10 Sep 2006, 17:17
by pheldens
ok, that fixes the tdf issue.
crash after countdown remains.
Posted: 10 Sep 2006, 19:34
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.
Posted: 10 Sep 2006, 22:17
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...
Posted: 10 Sep 2006, 22:35
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...
Posted: 10 Sep 2006, 22:58
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

Posted: 11 Sep 2006, 00:45
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 ?
Posted: 11 Sep 2006, 21:51
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.
Posted: 11 Sep 2006, 22:01
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.
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;
}
}
Posted: 11 Sep 2006, 22:50
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.
Posted: 12 Sep 2006, 02:28
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.
Posted: 12 Sep 2006, 04:59
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
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
Posted: 12 Sep 2006, 13:31
by pheldens
If you want things playtested, make it work with svn.
Posted: 12 Sep 2006, 13:32
by Snipawolf
Wow, this is moving fast, and has a lot of people to help. I think you all could make this

Posted: 12 Sep 2006, 14:48
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".
Posted: 12 Sep 2006, 16:34
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.
Posted: 12 Sep 2006, 18:30
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!
Posted: 12 Sep 2006, 20:02
by pheldens
kay will review the cursors then.
Posted: 12 Sep 2006, 20:27
by FoeOfTheBee
Tim Blokdijk wrote:
Ow, and Foe I love the new loadscreen!
I like it too, looks less generic - pheldens made it.
Posted: 12 Sep 2006, 20:33
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
Posted: 12 Sep 2006, 20:50
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.