Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on June 21, 2006, 02:24:26 am

Title: a slightly more offitial nukemod release
Post by: Nuke on June 21, 2006, 02:24:26 am
www.game-warden.com/nukemod-cos/Nukemod/nukemod062006.zip (http://www.game-warden.com/nukemod-cos/Nukemod/nukemod062006.zip)

should be up now. this is really just a bugfix from my unoffitial version with a small bit of new content and many bugs rendered dead. enjoy!
and cookies for those who post screenshots, need a good one for the news/highlight.
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on June 22, 2006, 04:48:34 am
*bumb*

wheres the jumping for joy, do my mods suck that much?
Title: Re: a slightly more offitial nukemod release
Post by: Colonol Dekker on June 22, 2006, 04:52:20 am
 :D yay..........reminded !

I stuck it on my work laptop yesterday but had wife/sex to deal with so i forgot about it.
Sorry Nuke lol
Title: Re: a slightly more offitial nukemod release
Post by: NGTM-1R on June 22, 2006, 05:12:51 pm
I'm still trying to figure what, if anything, would be of use to me...
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 12, 2006, 09:35:59 pm
bump

from the creator of hudpong, nukemod!
Title: Re: a slightly more offitial nukemod release
Post by: Sarafan on July 12, 2006, 09:54:42 pm
What exactly is this mod? Asking before even trying, but like I always say: better safe than sorry. :P
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 12, 2006, 10:09:38 pm
ships, weapons, and a mission titled scannin crates :D
Title: Re: a slightly more offitial nukemod release
Post by: Sarafan on July 12, 2006, 10:15:44 pm
42mb? That's got to be the longest scannin crate I've ever seen, what the heck is in it? :lol:
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on July 12, 2006, 11:03:52 pm
Scan 345621 crates?  ;7
Title: Re: a slightly more offitial nukemod release
Post by: Solatar on July 12, 2006, 11:07:44 pm
I've been messing around with it a bit, but I never really commented on it.

Good stuff though Nuke, good stuff.
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 12, 2006, 11:10:38 pm
scannin crates is really just a test mission. allows you to fight any ship vs any ship, good for balence testing.
Title: Re: a slightly more offitial nukemod release
Post by: Bobboau on July 12, 2006, 11:25:18 pm
you should post screen shots, even the simplest always seems to bring the people out.
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 13, 2006, 07:28:55 pm
yea but im lazy, busy, or in a psyco mood atm. maybe some people can take some screenies for me :D
Title: Re: a slightly more offitial nukemod release
Post by: neoterran on July 13, 2006, 11:37:45 pm
Man, what is this.. you have some awesome awesome looking new models, great ideas, i like how you expanded up on the original Freespace2 forms. They're truly some of the nicest looking ships in the game. The pirate ships looks so awesome... The Dante ? Holy crap that's awesome ship. Please please please... tell me you're going to actually release a campaign with these ships in ?

Some of the weapons are cool as hell... but some are extremely stupid and I don't like them. But good job for making stuff like the meson torpedo and at least experimenting. I especially like : the red laser gun thing one, the shark missile... and the twin missile that you can detonate when you want... really cool. personally i don't like some of the stuff where you go a bit too far modding the engine and the effects don't look that great, but definately hope some of these weapons and ALL of the ships make it into a campaign.. it would really be great.

(http://www.badongo.com/pic/237009)

Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on July 13, 2006, 11:50:13 pm
You've sparked my interest. *starts downloading*





 :eek: :yes:

Some of those ships I recognize from Inferno. And LOL was that a mercury missile from Descent 2?  :lol:
But grrr.... MDLView is being mean to me, saying some of the models have "too many boxes" or something like that.

Dark Hunter hearby requests permission to use some of these in a future campaign.  8)
Title: Re: a slightly more offitial nukemod release
Post by: neoterran on July 14, 2006, 12:14:43 am
No i request permission for a future campaign... FIRST  :o
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on July 14, 2006, 12:18:28 am
when I say "Future" I mean, like probably a year from now. You'd get to use them first my friend.
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 14, 2006, 02:02:21 am
well axem was working on an offitial campaign (children of shiva) but i think hes doing other things atm, but ive always had an open mod policy, if you see something you like, go ahead and use it (i didnt know inferno was using my stuff, maybe i should play it :D). just remember to give me credit. keep in mind i tend to upgrade stuff and add features, make hi-poly versions of my old ships ect. so if youve used my stuff you might want to update from the new version. my forum is over on gw (link in sig, somewhere).

anyway the engine glows need work, seems every time i get it right the scp changes the graphics and it doesnt work anymore. its hard to get proper looking engines with the recessed ports i use. other room for improvement would probibly be lods for my models. the gross lack of support for machines slower than mine is enough to make taylor have a heart attack. at least ive been using textures effietiently (though theres still room for improvement). some of my weapon effects suck donkey balls. i do wish i had the time to polish everything better but i gotta work for a living too. the merc missile i made awhile back, probibly for a descent mod, but that never happened, and its a kick ass missile so i made a freespace varient of it.
Title: Re: a slightly more offitial nukemod release
Post by: Axem on July 14, 2006, 08:34:56 am
Yeah, I've kinda put Children of Shiva on hold. I've taken a liking to doing smaller campaigns, and I've also gotten involved with other projects as well. I don't know when I'll start it up again, but I do really want to finish it. :)
Title: Re: a slightly more offitial nukemod release
Post by: Colonol Dekker on July 14, 2006, 10:27:38 am
YAY, CD cant wait for Barneh.........
Title: Re: a slightly more offitial nukemod release
Post by: NGTM-1R on July 14, 2006, 03:15:45 pm
There's really nothing here I can make use of. The test mission...well, let's just say that it's horribly unbalanced. Your love of gatlings has caused them to become far too good. Ships simply do not last long, energy weapons are damn near useless. I was tempted briefly to hijack the projectiles for Ancients craft, but a few rounds of playing the mission convinced me it wasn't a good idea. Maybe it's just transition shock on my part and I'd manage to use them effectively at some point. But I doubt it. The AI is exceptionally deadly with them, stupidly so.
Title: Re: a slightly more offitial nukemod release
Post by: neoterran on July 14, 2006, 03:35:46 pm
The models for some of the ships are great, come on. Simply re-table the ships if you don't like the way their weapons are, etc.
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 14, 2006, 05:12:04 pm
balence features are only about 1/10th the way done btw :D
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on July 31, 2006, 12:50:44 am
Man, MDLView won't let me view half those models due to various errors. Anyone know of a different (and better) model viewer?
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 31, 2006, 01:02:46 am
funny, my modelview version doesnt report any errors. if you want to view my models, the best app is freespace 2 open :D
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on July 31, 2006, 10:54:36 am
BTW, I love the invisible thing. That could be extremely useful in campaign-building.
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on July 31, 2006, 08:43:56 pm
what invisible thing?
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on July 31, 2006, 09:51:46 pm
Well, the models name is "Invisible", it appears to be just a simple triangular pyramid.
Title: Re: a slightly more offitial nukemod release
Post by: Axem on July 31, 2006, 10:17:03 pm
That was one of my things I was using before we got real cutscene sexps. It's basically a player flyable no-collide ship. It can be used as a dummy point where waypoints couldn't be used or a sensor ghost.
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on July 31, 2006, 11:53:03 pm
Ah, cutscene building....

Is there a way, when using a disabled player's ship (ai-playdead, player-use-ai) to change the direction it faces? That move-ship sexp will change position, but not direction, and that is quite annoying...
Title: Re: a slightly more offitial nukemod release
Post by: Colonol Dekker on August 01, 2006, 07:26:10 am
Thats what camera_face and Camera_transition is for, just use a dummy waypoint to calculate viweing angles vecotrs etc....
Title: Re: a slightly more offitial nukemod release
Post by: DaBrain on August 01, 2006, 07:35:00 am
Edit: How did I end up posting in the wron thread?...
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 01, 2006, 01:07:01 pm
i also use invisible.pof for when i do scripted particle effects. or any case i dont want a weapon rendered.
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on August 01, 2006, 07:56:32 pm
Ok finally got around to putting that into FSOpen (Nuke, why why why did you put a cache file in there? That damned folder is screwing up VPMage, and it won't let me move it because "some other program is using it"!  :mad:)

Anyway, those are the craziest backgrounds I've ever seen... bar none.

But I have a problem:

Little problem: Black boxes around my weapons (I'm running 3.6.9)


EDIT: figured out the ships thing, it works now.

Advice to people gonna play this mission: Don't put the Dante in while Adveffects are on.

Nuke, you sure to made those Charlatans' afterburners fast enough?  :lol:
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 02, 2006, 03:06:33 am
i was gonna fix that. :D  the charlatan has its bugs, the shine maps too bright, i forgot to put its beam weapon back in, the afterburner. some of that is easy to fix, but sence the model is so low poly i guess il just redo it at some point. but its usefull if anyone needs an ancient fighter.
Title: Re: a slightly more offitial nukemod release
Post by: Getter Robo G on August 02, 2006, 05:00:20 pm
Wow, lots of neat stuff in there. Thanks for releasing that. (I even noticed an interesting retexture of the old Valkyrie from Combat Federation, nice!)

That background of yours makes me want to throw a bunch of asteroids around the ring for a D-Punch attack on a cruiser.. ;D IF we had the storm attacker that is...

Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 02, 2006, 08:56:05 pm
no all my ships are original. the only model i have thats a clone of anything is the merc missile from d2.
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on August 02, 2006, 09:42:58 pm
Oh, btw.... when I said I recognized some ships from Inferno, turns out it was only the names I recognized. MDLView was too inprecise for me to tell the difference.
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 03, 2006, 02:59:01 am
is inferno naming stuff after black metal persona's as well? :D
Title: Re: a slightly more offitial nukemod release
Post by: Getter Robo G on August 03, 2006, 05:33:39 pm
Was just curious, as I got the alpha build back when I was initially involved (voice & fredding) but I wasn't involved long.
Last modified (8/9/2002)
http://img386.imageshack.us/my.php?image=valkyrie03nw8.jpg


Last Modified (6/20/2006)
http://img386.imageshack.us/my.php?image=vulturekv1.jpg

Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 04, 2006, 05:07:07 am
i revised the texture. that ship was actually my first attempt at texturing and i do say it was a pretty successfull one. but then the engine moved forward and a new texture was called for. the new version is slightly higher poly and now has gatling guns. converted it from a gtva fighter to a pirate fighter (valkierie II to vulture). im gonna do a minor revision. i like the existing texture, so im not gonna modify it much, but im gonna go ahead and redo the cockpit and put in an interior and generally up the poly count..
Title: Re: a slightly more offitial nukemod release
Post by: Getter Robo G on August 04, 2006, 01:32:28 pm
Yeah I figured it was yours, but since I am a packrat (and when something peaks my curiousity it just doesn't rest till I get the answer :D)  Glad you refined it, I always felt it had more potential.

And the new textures are 10 times better (especially as a pirate fighter!)

BTW I noticed something , curious... When I tried to run it as a mod the mod space error showed up again. But when I ran as no mod and renamed nukemod to data it worked flawlessly? Since yours is the only 3.6.9 that works without a vp would you mind if I "disected it" meaning take all your data out and try a test for like Robotech and rebuilt your tables with my data (changing only needed parts of entries).

I am getting token errors on correctly made tables. There has to be some sort of difference between tables in 3.6 and 3.6.7-.9

By trying this, if it works then that proves my theory. If it fails then it will be an unknown error and an indication that porting my mod projects to the new build of SCP will be a lot more involved than I hope it will be. This would bring Trek, Gundam, and Starblazers a much needed boost!

Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 04, 2006, 09:31:40 pm
ive never had trouble running it. i think you need to have a data forlder in your mod folder and then your file structure in the data folder. i think thats the issue. if you installed the data structure directly to the nukemod dir, im sure you would have problems. i have no broblems with my mod being disected in order to find bugs. just if its something i did wrong, let me know :D im using modular tables for the most part. the ships.tbl is just a stock one minus a couple ships, to keep my mod under the ship limit. its not nessicary if you have an inferno build though.
Title: Re: a slightly more offitial nukemod release
Post by: Getter Robo G on August 04, 2006, 10:22:06 pm
Thanks.

  I like being hands on and having an example I can follow and tinker with. Sometimes when people try to explain things to me I get lost and then frustrated...  :D
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 05, 2006, 01:42:20 am
same with me when it comes to scripting. i gotta see stuff that works or il never get anything i want to do done.
Title: Re: a slightly more offitial nukemod release
Post by: Dark Hunter on August 15, 2006, 12:03:12 am
Nuke, a couple things about your mod are now annoying the hell out of me!


#1. I slightly altered the Scannin' Crates mission to allow the player to fly the new fighters (really fun to fly a Charlatan  :D), but with the 3.6.9 RC 6 build, suddenly I can't play as the new ships, nor can I play the mission itself (crashes with no error).

#2. I keep trying to put your mod in a VP, to make it easier to keep track of, but VPMage goes crazy whenever I attempt this, saying that all files in there are "invalid VP files". Any idea why?

Still loving the mod though. I even have an idea for a campaign featuring your ships, provided I could put them in INFR1.....
Title: Re: a slightly more offitial nukemod release
Post by: Nuke on August 15, 2006, 01:25:43 am
what version of freespace are you running. i havent changed scanning crates in awhile. there are a couple things that can be happening. my modular in addition to all the original ships.bl in the media vp, pass the ship limit. to fix this problem, i included a alightly stripped down ships.tbl. if thios file is missing you will have problems. the other problem is that i may have removed the charlatan from that mission, i dont think i have, but i remember i had to pull the ancient weapons because i was having trouble getting the fighterbeams to work, i may have removed the ship from the mission.

as for vp mage im not sure, ive never used it to compile a vp file before. back for like release 2 or 3 i used a vp with kazan's program, i forget what it was called, but it had a very basic interface and was a pita to work with. i leave it out of the vp so that anyone who wants to use the files in a mission/mod/campaign could have easyer access to them.