Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on June 10, 2006, 02:20:53 am
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http://www.game-warden.com/nukemod-cos/Nukemod/nukemod060906 (dev).zip (http://www.game-warden.com/nukemod-cos/Nukemod/nukemod060906 (dev).zip)
sence im too busy to work on the mod at the moment i thought id put out an unoffitial nukemod release. its just whatevers in my nukemod directory and thus the most recent version. there are several bugs and some features like the animations dont work. but the models kicks ass. anyway have fun :D
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Quite entertaining indeed. Nice work on those miniguns, nothing like watching them spin up and fire right next to the cockpit whilst piloting the Phoenix, especially when you smack Jotun cannons in there, the downside being that said cannons obscure 60% of your vision. But good fun nonetheless. :yes:
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those werent supposed to be mounted on the phoenix, probibly just left that if for testing :D
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and a cookie to anyone who can tell me why my animations dont work
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and a cookie to anyone who can tell me why my animations dont work
They don't like you.
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Ummm, Table issues, sizing formats, i give up.......... Bobbauauuouaua, HELLLLLLLLLLLLP :confused:!!!
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im glad im not the only one totally stumped by the animations not working. i guess that means its a bug.
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I think i'll try the nukemod things during the weekend when i have some time
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Sorry for double postage but here are the first fixes.. Nothing animation related yet though
Change all +non-targetable to +untargetable in ships.tbl
Remove all "ballistic primaries" in ships.tbl
Change all "door" to door in ships.tbl
Change all "inital" to initial in ships.tbl
Add file exp_merc_0014.dds
Add file exp_fire_0013.dds
Change exp plasma to exp_plasma in sec-wep.tbm line 103
Change ""show ship" ballistic primaries" to "show ship" "ballistic primaries" in ships.tbl line 1354
Add default primary weapons to primary bank #3 in GTF Chaos in ships.tbl line 1124
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Nuke, you gonna do that and release a tbl fix?
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Sorry for double postage but here are the first fixes.. Nothing animation related yet though
Change all +non-targetable to +untargetable in ships.tbl
Remove all "ballistic primaries" in ships.tbl
Change all "door" to door in ships.tbl
Change all "inital" to initial in ships.tbl
Add file exp_merc_0014.dds
Add file exp_fire_0013.dds
Change exp plasma to exp_plasma in sec-wep.tbm line 103
Change ""show ship" ballistic primaries" to "show ship" "ballistic primaries" in ships.tbl line 1354
Add default primary weapons to primary bank #3 in GTF Chaos in ships.tbl line 1124
ive done most of those already post release. also implemented use of modular ship tables to aid in troubleshooting. in the process i discovered a couple problems. first off because all the default ships are being loaded, nukemod is now 3 ships over the limit. and second, because its now loading all the new explosion graphics from the media vp, my explosions seem to bust that limit as well. in the absence of an inferno build i just patched it temporatily with a slightly culled media vp ships.tbl and the explosion thing for now im just letting slide as it doesnt seem to cause any crashes.
anyway i fixed the first 4. 5 and 6, the 2 missing files, completely baffeled me. it seems one of my frames vanished from each of those animations. not sure where they went to, and i dont have a backup copy anywhere. so i just shorteed the anis and changed the file names. the 7th one i totally missed and im gonna fix it now. and 8 and 9 i also caught and fxed. also i was able to get initial positions to work on the gtcv ragnarok, but not on the pvac apis (dispite the fact that i used the same code on both).
*edit*
seems 7 was causing freespace to report a too many animations error message. it no longer pops up in debug builds.
Nuke, you gonna do that and release a tbl fix?
yea, i think im gonna start doing frequent updates of the dev version, mainly for axem's sake. but not yet, my animations still dont seem to work. ive reached the limits of the debug builts and so any errors need to be hunted down manually at this point. theese bugs really dont change the mods ability to run or make any not working features work. its just minor tidying up, so il update when i clean up a few other messes i have laying around the mod.
another thing that boggles my mind, no matter how small i make the engine glows of the pf chimera, they still apear as one big glow at the back of the fighter. anyone by chance know whats up there?
*another edit*
my door animation on the rumrunner seems to work, though that ship does require some revamping. so i know the animation code is working, if not on everything. i also added a flare eff to replace the older ani versions. il post an update at the end of next weekend, which will have cumulative fixes and additional features built up over the week.
*yet another edit*
thanks to axem the rumrunner has somewhat working gatling turrets on it. still no workee chimera and no default turret positions on the apis.
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i figured out my problem. got the chimeras animations to work. the apis initial positions still baffle me. im eventially gonna give it gatling turrets as originally intended. im gonna do one or two more graphics tweaks and il upload a update tomorrow.
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screenies? :nervous:
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hold on till the offitial release for some screenies, if youre impatient go see the screenshots page in the nukemod-cos forum at gamewarden. i just implemented a few new features, gun convergance on some fighters. just a few more tweaks and il be ready to upload.
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WooT!! Its Nukeday today isnt it, IIRC, a release is imminent./boing
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well its taking longer to get the finishing touches in that i anticipated. constant interuptions to my work. but i wont sleep till theres a zip on game warden. just have to make a couple weapons, and some minor modeling.
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He's a frickin machine people "claps" :yes:
"Well done Nuke"
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2 days without sleep to get an offitial version. its uploading and im going to bed.