A Mod Idea: Epic 40,0000, Spring Style - Page 11

A Mod Idea: Epic 40,0000, Spring Style

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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SinbadEV
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Post by SinbadEV »

Not in charge of anything at all (not sure who is, just a fan) but the biggest walls seems to be scripting, a bunch of people have made a lot of this and that... but only 2 units acctually work... from what I understand this is meant as an expansion of sorts for another mod that doesn't acctually work... so yeah... "do what you want" would be a good idea... if your familliar with Epic... pick a unit that hasn't been started... post in here that you intend to work on it, model it, post a picture for peoples approval, then start scripting... use the other units that are posted in this thread as models for balence for now... nothings set because theirs none of the non-epic stuff made... I thing zwzswgz-blah is acctually in charge of Spring 40K so I'd ask him if you want to model or script the other stuff... or as I said... just say your going to do it and wait for someone to yell at you... if noone yells, just do it and post pictures of it... and then if STILL noone yells... script it and post the ufo or sd7 of it (I'd acctually prefer sd7 formatted units cause they are easier to play with)... people will praise you and much rejoicing will occur... I would think that making a gantry or something to hold plus-sized Epic units would be a good start...
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Guessmyname
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Post by Guessmyname »

Don't bother trying to blance it just yet. And I have actually got 3 of my tanks ingame, and am working on getting the squad system implemented (hard, if only due to the inane number of pieces). I've also got uncompiled scripts for the tarantula sentry guns (both kinds, las and heavy bolter), the Imperial guntower and sentrytower.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

I had started porting the TA WH40K mod by Proud Like A God and Manic Reaper (a real good port, not a quick ungaffing of texture), and there was many things to redo, sometimes animations were wrong but you wouldn't notice in TA while it became blatant in TA, and well I'll just post all I did so far:

Working on WHTA

Hi. I'm currently porting WH40K to Spring. And by porting, I dont mean just unpacking the texture, I mean fixing everything till everything works flawlessly, without any error message, and even perfecting little details that can be overlooked in TA limited resolution but show in Spring. I wanted to know if Proud Like A God and Manic Reaper are still around, and if they would like to help. Or at least answer a few questions and give me a few guidelines.

Besides the obvious such as unpacking textures and defining it as a Spring mod.

I've deleted a humongous amount of stuff useless in Spring.

I've unpacked /anims/*.gaf, deleted all that wasn't a buildpic, deleted all *01.bmp and *02.bmp, and converted the result into /unitpics/*.pcx. Because Spring use /unitpics/*.pcx as buildpics, and WHTA was lacking unitpics. They are 64x64 and not 96x96, but Spring accepts it so far.


The flying assault space marines gave unknow SFX 1, so I made both 0. Also changed the 3do to make flames much more visibles. And fly in the other direction.

Plasma Generator makes no E. Mexx works fine. Metal Maker makes M but don't consume E. Geo makes no E. Then I realised all those works fine, as long as you don't .cheats .nocost. So discard that.

How comes the black "death company" rhino, described as an armored personal carrier, can't load, and neither the personal Rhino? (both in TA and Spring). And there's all those odd hybrids of rhino and TA ship/hover transport crane in the .3do. What's going on in here? Do you mind if I make them carry units, using that nice door at the back? (special transport scripts are my speciality!). Oh and all tanks, even Predator and WhirlWind, have doors too, are they supposed to carry units too?

Lack missile.3do. Replaced it by that tronmisl.3do I found, with a few minor changes. Then changed name and gave it to whirlwind, while I gave that KBotMissile.3do (removed to origin) to the dreadnaught.

Made the SPM_LSCN continuous.

Adv tech marine had empty BuildMenu. Made a tdf to correct that. Dunno why gui is not read.

Spring heading are -180° +180° while TA headings are 0 360°, so I had to correct the predator script.

I found out that:
Left gun fire 0 150° (so 30° dead angle to 180° at the rear)
Right gun fire 260° 360° so 0 -100° (so 80° dead angle to 180° at the rear.

It's sounds like a typo to me that one side can only fire forward to sideway, while the other can also fire a little bit back.

So I settled for a 135° arc for both gun.

I also don't get why the +40° and -40°.

Oh I get it now, the script was made for the model SPMPREDb, while the unit now use SPMPRED. Changed the bos, and renamed a few pieces in the 3do.

The SPMTERP was out of its GP, in Spring it showed because spring use the footprint as GP, fixed that.

Removed some black squares out of models. Including the "tr" piece in Eldar artillery pieces that were somehow black in spring, and that one in the Dreadnaught.

Apparently in Spring even if AimPrimary doesn't return 1, it sill fire, but it doesn't fire if it can't find the queried piece to fire from or is given something that's inside the unit. Guess much rescripting is in the order.

Eldar ranger cloack pass through and fall forward (in TA too but in TA it's harder to see).

Warlock lack geo and anti-inf mine.

Some unit like lascannon marine aim wrongly.
Some unit like lascannon marine have the fire point a bit off.

Units built in eldar portal are trapped. And seld D'ing the portal crash Spring. (Missing s in nanos1/nanos2 in the script, I guess). If more units have like that script piecename not matching model piecename, expect more crashes and more stuff to fix. Found out units are trapped because Spring thinks y in the yardmap is impassable. Silly Spring!

Adv eldar construction flying bike lack something (a radar?)
The eldar level 2 not WG factory lacks something (a flying bike)

Actually I think I'm gonna redo the whole builtree in a friendlier format than GUI. Either only TDF, either only sidedata. And I'll put builders in first slot. Yeah, removing all /guis/ all /tdf/ and keeping only sidedata makes much less units forgotten. Just had to add geo and mine to the warlock, and it's like in TA. (For TA, the sidedata is AI only, in Spring, it's used by the player too).

FireDragon doesn't fire fire. And I don't understand why.

Something at the Eldar is using armsolar and corwin as wreckage. And at the marines too.

Custom projectile are seldom used (known Spring bug)

Unknown texture sold something. (Upon building a lascannon marine). (Yeah I built all, not my fault this one accumulate)

Needs to know what OTA textures you used etc... thought I can find out.

Oh, and I could use help from other people for:
- Retexturing the part of the unit that are colored red or blue and don't follow team color, because it looks ugly to have patchworky half blue half red units.
- Making 96x96 16millions color .bmp picture of all 71 units, to use as Spring build picture. (Yes, Spring can use 96x96 16millions color .bmp for build pics). Since many units look alike, (like all space marines infantry, like plasma gen, E storage, M storage, M maker, like those little eldar pyramidal buildings,...) It would greatly help if the unitpic showed the unit in situation in a pose that clearly show what it is. For instance metal extractor shown on a metal patches, infantry differing by their guns firing so we can see what they fire, etc...
But I haven't touched it since the 6th of august 2005, thought I still hope that some find I'll find some times to resume working on it and release it as a stable, fully worky, easily useable by anyone mod. And after that I'll see what I can get from that thread and put into the mod. Maybe at first plugging Benito's tanks into the Space Marines tree, since I don't see any construction unit of factory in that thread. BTW, you don't have to make a regular commander -> level 1 factory -> level 1 cons -> level 2 factory -> level 2 cons buildtree. Rememeber that in Spring mobile units can build mobile units, so for the beginning all we need is one construction unit.
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Guessmyname
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Post by Guessmyname »

Image

WIP firewarrior. Need to fix the head area. I'd do it now but its midnight and I need sleep
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Guessmyname
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Post by Guessmyname »

Oh christ...

I've been working on the LAS_SQUAD scripts in notepad at school (ie: no scriptor) and have just plopped it into scriptor. Now I get a load of errors, and I don't know what's causing them, why, and more importantly how the hell I'm supposed to fix them...

It keeps thinking that the Create, StartMoving and SIG_MOVE1 are "unknown identifiers" - in other words, static-vars (I think).

The health system isn't in there, though it can easily be added. Morale system is half implemented (the inaccurate guns are in) There a hell of a lot of pieces too. The flag things I can't be bothered to explain right now

EDIT: Fixed it. I also removed the script as it resulted in an inanely long post
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BlueIce
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Post by BlueIce »

I've made this (low poly) model:

Image

I think it is something of WH40000, if someone want it pm me!
j5mello
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Post by j5mello »

hey anyone who needs info on spacemarine, eldar, ork or Imp Guard weaponry just ask as im a "bit" of a 40k junkie :wink:

EDIT: BlueIce that is a Sentinal setup for fire-support. normally they have laser or flamer (flamethrower) mounted offset to the the chin instead of a mssile launcher (that box is an aiming device if im not mistaken) .
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Guessmyname
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Post by Guessmyname »

They can have missiles (and my IG tech tree includes missile and rkt sentinels)

Missile Sentinels (Raven-esque missiles methinks)
Image

Rocket (RKT) Sentinels (genuinely accurate, probably anti-tank?)
Image
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Guessmyname
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CAUTION! LONG POST! NO LONGER LONG!

Post by Guessmyname »

Me again. Can someone check through this script for me please? Its still WIP - I haven't added a script to "ressurrect" squad members when the unit is being repaired, and to restore morale. I also haven't added death animations yet - but I'd like it if it has been checked through for bugs and that. I'm afraid the script is a little long...

http://www.fileuniverse.com/?p=showitem&ID=1652
Last edited by Guessmyname on 18 Oct 2005, 00:08, edited 1 time in total.
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Masse
Damned Developer
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Post by Masse »

OMG :!: someones gonna insult/attack u for that :wink:
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Guessmyname
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Post by Guessmyname »

Hmm... character limit. Looks like I'll have to upload the txt to FU

Masse: Let them. I spent about 5 hours on that and it still isn't finished (though I will remove it when the txt is at FU)

Is here! http://www.fileuniverse.com/?p=showitem&ID=1652
Pnakotus
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Post by Pnakotus »

Is implementing the full scope of WH40k vehicle mods desirable in an Epic-level game? Having several different Sents, Falcons, Predators etc is all good, but is the benefit on a '4,000 tanks and counting' battlefield worth the UI clutter and n00b-terror such an approach would create?
Shy_44Klit
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Post by Shy_44Klit »

what is the percentage of developpement at this day?
have some screenshot?
raikitsune
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Post by raikitsune »

Pnakotus wrote:Is implementing the full scope of WH40k vehicle mods desirable in an Epic-level game? Having several different Sents, Falcons, Predators etc is all good, but is the benefit on a '4,000 tanks and counting' battlefield worth the UI clutter and n00b-terror such an approach would create?
its worth it if its do-able. those of us who play WH40K or epic would greatly appreciate a representation of as many units as possible!
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Guessmyname
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Post by Guessmyname »

Shy_44Klit wrote:what is the percentage of developpement at this day?
Not a clue... 10-ish% possibly. POSSIBLY.
Shy_44Klit wrote:have some screenshot?
Other than the pic of Benito's Baneblade having aiming spasms, not really. You could always look through my model gallery, but not all of those are for Epic TA
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BlueIce
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Post by BlueIce »

The Sentinel(with auto cannon):

ImageImageImage

It needs some decent texture but the legs animation and the script are done.
Can Someone explain me how the Sentinel Auto Cannon work? So I can set the weapon properties.

....And what do you think about it?
raikitsune
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Joined: 09 Aug 2005, 15:41

Post by raikitsune »

i'm thinking whys it so big? i mean that kroggy is either minature or those sentinals are a wee bit over sized.

However in terms of the model itself it is very good! has most of the details the actual model does!
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BlueIce
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Post by BlueIce »

I have to scale it I know... but I dont know how other units are...
raikitsune
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Post by raikitsune »

BlueIce wrote:I have to scale it I know... but I dont know how other units are...
the other thing i really like about it actually is the smoke coming out of the engine adds a nice touch to it.
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zwzsg
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Post by zwzsg »

Woah! So much details! Do the black tubing bend well when it walks?

And yes, it's way too big, but scaling isn't a problem.
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