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Re: MR.D's Core remakes
Posted: 19 Apr 2008, 00:50
by Argh
Hmm, that's odd. Every time I've seen that, it's been piece names that don't exist somewhere, for example:
piece gun, turret, aimer, base, flare1, flare2;
Where flare2 doesn't actually exist. Scriptor doesn't care, and if you're not actually using that piecename anywhere in the script, it won't produce constant errors, just errors during the first time the Unit is calling stuff further down the hierarchy.
Haven't ever seen it because of name issues within the S3O itself, but maybe I've just been lucky...
Re: MR.D's Core remakes
Posted: 19 Apr 2008, 01:10
by rattle
No generally don't mess the piece list up because I go through them one by one and do them in the order I have in upspring when writing scripts from scratch.
Re: MR.D's Core remakes
Posted: 19 Apr 2008, 01:21
by Argh
Hmm, that's odd then. If you've already posted it, maybe I can take a look later, when I'm done with what I'm doing now...
Re: MR.D's Core remakes
Posted: 19 Apr 2008, 02:04
by rattle
Uh no I haven't because it needs a recent SVN for MIN and MAX, I was too lazy add dozen lines of code for the necessary if/else statements.
Here is it anyway...
Re: MR.D's Core remakes
Posted: 19 Apr 2008, 02:16
by Argh
Found yer problem. You name a piecenum "sleeve" that does not exist in the S3O.
Re: MR.D's Core remakes
Posted: 19 Apr 2008, 02:56
by rattle
Ugh.. ffs I double checked the list, in fact, I've had scriptor and upspring right next to each other. Thanks anyway. Now I only need to figure out a better way to calculate the gravity stuff when it does the small jumps.
Re: MR.D's Core remakes
Posted: 19 Apr 2008, 03:13
by Argh
Meh, I've had it happen a couple of dozen times, since I use a lot of copy-pasta
Looking over your script, meh... I think you're using far too many sensors, and it's going to run slow as hell, at that tickrate. Have you read the suspension script in P.U.R.E.? It's a lot less overhead, and does most of the same things, only I'm emulating a lot more stuff, to cheat and gain speed back.
The only thing I haven't done with it is your wheel-turning stuff, which is on my list of stuff to solve.
I think it'd be best to use Lua to get the next path-position, and do some trig... instead of checking heading constantly, which is very expensive. After all, you want to know where it's going next, not where it's been, which is the big problem with doing it all in BOS...
Re: MR.D's Core remakes
Posted: 19 Apr 2008, 03:28
by rattle
Actually get HEADING returns a member var stored in the unit already, thus it does no additional calculation in contrast to what I used before (get XZ_ATAN(0)).
I could get rid of the wheel sensors entirely and do fake bumps when there is a height difference but couldn't be arsed yet.
Re: MR.D's Core remakes
Posted: 01 May 2008, 01:52
by daan 79
the awsomeness off this. This is greatest topic!
Re: MR.D's Core remakes
Posted: 01 May 2008, 22:07
by Masure
Noob question :
Is there a fake mod to watch your sexy models ingame ? I don't intend to play, just watching.
Re: MR.D's Core remakes
Posted: 01 May 2008, 22:15
by bobthedinosaur
look, dont touch

Re: MR.D's Core remakes
Posted: 01 May 2008, 22:17
by Otherside
masure u can look at all the models in game with sexy animations and firing in CA
Mr D your work is awesome but i think the gator texture seems to be fairly dull compared to your other models considering it was your first tank it could be the reason why i would say its your weakest texture..
Any chance you could do some work on the gator texture ??
Re: MR.D's Core remakes
Posted: 29 May 2008, 02:06
by MR.D
A group picture ingame of all the units I've made so far.

Re: MR.D's Core remakes
Posted: 31 May 2008, 04:30
by rcdraco
I want weasel, thanks.
Re: MR.D's Core remakes
Posted: 11 Jul 2008, 23:09
by MelTraX
Do you plan to update the first post? It's a really cool overview..
Re: MR.D's Core remakes
Posted: 12 Jul 2008, 03:18
by Acidd_UK
Hot hot hot hot hot sex.
Also:
>>> remove(Can) == remove(Core.beating_steel_heart)
True
>>>
Re: MR.D's Core remakes
Posted: 12 Jul 2008, 08:11
by manolo_
please make new con-modells, i know the honor is less compared to fighting units, but they look shitty immo
Re: MR.D's Core remakes
Posted: 12 Jul 2008, 10:14
by Warlord Zsinj
Mr.D did make a new level 1 con unit.
Re: MR.D's Core remakes
Posted: 12 Jul 2008, 15:49
by rattle
MelTraX wrote:Do you plan to update the first post? It's a really cool overview..
In the future, forgot about this thread. I'll host the new ones if I get the scripts.
Re: MR.D's Core remakes
Posted: 29 Oct 2008, 22:57
by [Krogoth86]
Would be cool if the inital post would provide a downloadlink for all the remakes as it's a bit difficult to find some of them now as CA either didn't or doesn't use certain units anymore or has changed them a bit like that Raider with wheels or the Garpike with the Wolverine-style turret...
I also have two questions:
1.)
Did you create a seperate rocket model for the Diplomat?
2.)
Did you ever texture the Minelayer?
http://spring.clan-sy.com/phpbb/viewtop ... =9&t=14213