Page 5 of 6

Posted: 23 Sep 2006, 22:21
by FoeOfTheBee
danzel wrote:Just grabbed the svn version to see if I could help out a bit.

I'm using the latest beta build of 0.73 and I don't see any laser type weapon effects. :|
I see them in XTA and AA however.

Heres a few bugs anyway with some suggestions in brackets:
The Xect commanders legs are in the ground. Looks like the model split in 2 between his spine and his legs.
The Regal lives in a giant box. Spawn him and select him and you'll see.
The Xect moth doesn't rotate fast enough. (Make: Acceleration=0.1; TurnRate=500)
The Mynn air construction units (L1 and L2) are almost uncontrollable.
- They both have "BrakeRate=0.005;", (Make: BrakeRate=0.25; on both and slightly decrease cair Acceleration to Acceleration=0.5; )
Fixed and commited the FBI stuff and fixed the giant box. The Xect Commander remains funny-looking. I'm not sure that model is long for this world anyway.

Posted: 23 Sep 2006, 23:31
by Tim Blokdijk
danzel wrote:Just grabbed the svn version to see if I could help out a bit.
...
Thanks for the suggestions.
Do you know you can also make a patch with svn?
That way you make it a snap to implement for Foe or Argh.

Posted: 24 Sep 2006, 00:29
by pheldens
Foe OfTheBee wrote: I went ahead and commited this. It doesn't work for me unless springcontent.sdz is in the spring directory. In my install it was in /base by default I believe.
hmm indeed, it doesnt fix the particle stuff here either, but it needed to be changed anyway, it should have fixed it.


I also notice that the loader image, the one I sent you, sometimes appears, and sometimes the old one is shown, really weird.. do maps influence this? or ai scripts?

Posted: 24 Sep 2006, 01:33
by danzel
Tim Blokdijk wrote:Do you know you can also make a patch with svn?
That way you make it a snap to implement for Foe or Argh.
Yep and I will in the future :)

The particle emitter on the xect roman is placed wrong, it's floating in the air unattached.
The fire-flash on the xect bow is incorrectly timed.
The Bam Bam isn't animated and as such can't fire.

Taking a guess I'd say these are script issues, so I had a look in the scripts dir and most of the .cob files do not have .bos files to generate them from :|
Are the .bos files floating around somewhere or do the scripts need to be created from scratch?

Posted: 24 Sep 2006, 02:28
by esteroth12
e: this is the post i thought was deleted...

Posted: 24 Sep 2006, 02:31
by esteroth12
pheldens wrote:I also notice that the loader image, the one I sent you, sometimes appears, and sometimes the old one is shown, really weird.. do maps influence this? or ai scripts?
damnit, my post got deleted... ok, basically, i said this:

load pics are random, and they didnt remov eth eold one

the mynn_nuker sucks, and should be made stocked and stronger or a shorter range. if it was buffed then it would be a nice thing to slap argh's nuke ekplosion on

Posted: 24 Sep 2006, 03:44
by FoeOfTheBee
danzel wrote: The particle emitter on the xect roman is placed wrong, it's floating in the air unattached.
The fire-flash on the xect bow is incorrectly timed.
The Bam Bam isn't animated and as such can't fire.

Taking a guess I'd say these are script issues, so I had a look in the scripts dir and most of the .cob files do not have .bos files to generate them from :|
Are the .bos files floating around somewhere or do the scripts need to be created from scratch?
You can decompile the cob files with Scriptor:
http://www.fileuniverse.com/?p=showitem&ID=70

We will have to have the source for all the cobs to be GPL compliant. I seem to recall that Argh had some new, free include files for scripting - am I remembering correctly?

Some of the models are a little too old school to bother rescripting, and should probably be replaced by a new model and script from scratch.

Posted: 24 Sep 2006, 08:59
by Argh
I intend to replace most, if not all of them, or rebuild them substantially. Foe, whenever you can get me more of the translated models, I'd appreciate it... especially for Xect, where I think a lot more of the designs are worth saving. Mynn is, frankly, the much less-attractive side, imo, because the original designers never gave it a really coherent visual feel.

It has some really lame, robotic humanoids in it, for example, that totally don't fit with the weird snake/slug/spider things. I think that Mynn should be truely alien feeling but coherent in overall design.

Addressing something like this is going to take a while. If people who're competant modelers who know how to uv-map want to contribute geometry and let me paint the skins... just start sending me stuff, and if it's good, it'll get used somewhere.

Posted: 24 Sep 2006, 14:38
by Snipawolf
I may take you up on that offer. The modelling practice would probably help my horrible fleshy modelling :P

Posted: 24 Sep 2006, 15:08
by rattle
I'll try to get something alien done as well...

Posted: 25 Sep 2006, 01:30
by Argh
Danzel, scripts can be decompiled using Scriptor. You'll lose some variable names, but it's very minor.

Posted: 26 Sep 2006, 01:17
by rattle
ImageImage
Does that meet the style? I guess a fully moving tail is a pain to script... :)

Posted: 26 Sep 2006, 01:46
by FoeOfTheBee
rattle wrote:ImageImage
Does that meet the style? I guess a fully moving tail is a pain to script... :)
Sweet.

Posted: 26 Sep 2006, 21:21
by rattle
Another one...
ImageImage
500 tris. The other one got 794 tris, forgot to mention. Minus a dozen or two because I haven't hidden faces which can't be seen yet

Posted: 02 Oct 2006, 22:25
by Caydr
Is there a functional version of Xect vs Mynn that I could put in the mod pack? If not, ETA? And who would I ask permission from?

Posted: 02 Oct 2006, 22:50
by esteroth12
Foe would be the one to ask, I believe

Posted: 03 Oct 2006, 01:17
by FoeOfTheBee
Caydr wrote:Is there a functional version of Xect vs Mynn that I could put in the mod pack? If not, ETA? And who would I ask permission from?
The svn version works, but definitely needs more testing and balance. I'd say play it a bit, then decide if it is finished enough for your purpose. I've gotten permission to release all the original content under the GPL, and best I can tell there is no OTA stuff left in the mod at the moment. There are some scritps that give errors when units try to smoke or explode, and there are a few missing texture errors. It is possible to play and enjoy a game, even though you will definitely notice a lack of polish.

Posted: 03 Oct 2006, 01:47
by Argh
Yeah, XvM needs a looooot more TLC before it's anywhere nearly done!

Ah, and Rattle- I like the biological feel of the models very much. But for them to really work, they also need functional elements- if they're biological war-machines, then we need to add some appropriate greebles. Please send me the meshes, and I'll play around with them a bit and send you the results- they're your work, so I won't show them in public until we're happy with them :-)

Posted: 03 Oct 2006, 04:19
by Snipawolf
'Fraid I won't be helping.. I am busy as hell, and will be for an extremely long time.. Good luck with your dusting and polishing...

Posted: 03 Oct 2006, 11:03
by rattle
Sent you a pm