Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StargateSpankyHam on June 22, 2010, 08:10:05 pm

Title: Need help making a campaign...
Post by: StargateSpankyHam on June 22, 2010, 08:10:05 pm
I am setting out to make my own campaign. However, I am quite the modding newb, and I am having a few issues...

1:  How do I get FRED to work with the new ship and weapon classes I add to the mod folder? By default, it only loads the regular FS2 ships.

2:  The Inferno ships (particularly the large ones) have very fuzzy textures, even from a kilometer away. Unfortunately, the #1 thing I need for my mod is more Shivan ship diversity, as the plot centers around the Shivans creating a temporary wormhole from Capella to their home territory. I'd prefer to have the Shivans' new ships look awesome, like the rest of the SCP ones. Fighters, bombers, cruisers, corvettes, destroyers, and super capships are all fair game. Since this campaign will start approximately three days after Capella went supernova, the GTVA will not have had much time to build new ships.

3:  I also need high-poly, high-detail, Vasudan and Shivan installations.

4:  Is there a way to make weapons fire, warp-outs, and explosions be obscured by nebular fog? One of the biggest graphical turn-offs in FS2 (and even the SCP) was seeing a destroyer obscured by the nebula, and watching its beam cannons shine through perfectly. It dosen't need to be perfect - but perhaps a way to modify the opacity of the beam along its length, proportional to camera distance? In fact, a rather cool lighting effect could be mimicked by drawing large, though mostly transparent particles on the screen, giving the illusion that the light was bleeding through a bit and shining on the nebular clouds.

5:  Is there a way to make nebulae less dense? That way the max effective view distance would be something like four or five kilometers, instead of five hundred meters.

6:  The campaign editor...how does that work? Anyone got a link to a tutorial?

7:  AI. The AI presently has a max limit of active turrets according to difficulty level. I presently have a very nice, high-poly, high-detail ship that I wish to use in my campaign (the TSJ Amaderasu), and I need any turret with a clear line of sight to a target to open fire. I heard that the blue planet AI did implement this, but what do I need to do to implement that into my mod?

8:  Skies - in at least one mission, I'd like to have an absolutely gigantic Shivan space station in the background, occupying like 40% of the sky. How would I go about doing this?

9:  Flyable Ships - at some point in the campaign, the player is going to get to fly Shivan fighters and bombers on a recurring basis (after the capture of a destroyer/factory ship, most likely). Is this only a matter of opening the ships editor and adding "player usable" to the list of flags?

10:  Lucifers will be back. Is there a way to import the shielded FS1 Lucifer into my mod, with the SCP mediavps to make it look good? Also, how do I program the Lucifer's shield strength after doing so? It's going to follow in the tradition of Shivan fighters and bombers, with excellent shields and not-so-excellent armor.

11:  Anti-capship torpedoes, launched by capships. Is there an easy way to make these harder to shoot down, so that they will regularly strike their targets? The logical solution to me seems to be to increase their speed significantly. Would this work?

12:  Is there a way to make ships regenerate hull integrity and subsystems up to a certain point, say, 75%? I'd like the Amaderasu to regenerate its hull and turrets whenever it becomes damaged.

13:  Could the physical model of the Ravana be scaled up, so that it's more of a carrier? Primarily so that the fighterbay would be large enough to realistically hold and launch a corvette.

Thanks for the help guys...and for reading this far  :)
Title: Re: Need help making a campaign...
Post by: General Battuta on June 22, 2010, 08:22:56 pm
Any model changes (including new models and better models) you'll have to do yourself.

Just grab the Fury AI from Blue Planet - you need the AI profiles table and the AI table itself. A better version will release with War in Heaven, very soon.

For the anti-capship torpedoes, take another page from the Blue Planet playbook: either make them swarm, make them fast, or give them extra armor (or all three).
Title: Re: Need help making a campaign...
Post by: Droid803 on June 22, 2010, 08:33:47 pm
1. Select the mod in the launcher then start up FRED.
2. Take what you get. Look on the wiki - there's stuff like the SC Lamia and the ST Xerxes which look pretty good. Everything else is not available to you because they're mod exclusive. Wait for them to release (haha wait eight years), or make some yourself. Unfortunately that's what we get. Deal with it.
3. Take what you get. You don't need high poly Shivan installations because they don't exist. For a Vasudan one, use the Karnak.
4. No clue.
5. I think you can set it in FRED, not sure.
6. Read the walkthrough documentation for FRED. Its there. I know cause that's where I learned it!
7. AI Profiles.tbl Look it up on the wiki. (Max turret target ownage), or just get Fury AI.
8. Model it in a skybox. Or make the model yourself.
9. Yes for the most part. You have to either disable the support ships or add support ship docking though or they'll crash the game when you call in support.
10. "surface shields" flag.
11. Increase speed, swarm, give them armor, or just make them un-interceptable...
12. FRED it. You can table constant regeneration, but if you want control you'll need to FRED it.
13. Do it yourself. POF -> COB -> POF rescaling works but is likely to **** up your model. Otherwise, you'll need to get blender or something. Ask for help on IRC if you need it.
Title: Re: Need help making a campaign...
Post by: Dragon on June 23, 2010, 02:18:20 am
Ravana doesn't use multipart turrets, so rescaling has a chance of working.
What I like in Inferno ships is that they are tile textured, so changing textures on them to ones in Mediavps is really easy. Good Shivan and Vasudan installation do exist, though most of them are not really hi-poly, just done well enough for it not to be a problem. Dawn of Sol uses a large Vasudan installation which you can use, Cairo looks decent and has a drydock attachment. There is a hi-poly Vasudan Cheops installation smewhere on the forums, but it's texturing is somewhat lacking. You can also use Karnak, if you don't mind it's pre-FS1 style (it is hi-poly, just made in style that resembles GW era Vasudans) and enormous polycount. Nebuale are a problem and improving them should be requested from SCP team, since they don't really look too good right now and are not too customizable. As for shielded Lucifer, it should be doable (I think I seen shielded HTL Lucifer somewhere).
Title: Re: Need help making a campaign...
Post by: The E on June 23, 2010, 05:40:27 am
Most of your questions can be answered by a careful reading of http://www.hard-light.net/wiki/index.php/Portal:Modding
Title: Re: Need help making a campaign...
Post by: Dragon on June 23, 2010, 07:04:31 am
Indeed, read that carefully, since you would be able to find features which you didn't even knew of, that may be very usefull in your campaign.
FSO allows really many modding possiblities.
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on June 23, 2010, 04:48:19 pm
Unfortunately, opening the launcher, selecting the mod, and then opening "fred2_open_3_6_10.exe" in the FS2 directory does not work. Is there some way of launching FRED from the launcher? Entering the FRED .exe file listed above into the launcher browser did not work.

Second of all, where is all the necessary coding to make the Lucifer's shield work in FS1? I grabbed the "capital02-shielded" model file, and the section of the ships.tbl file with the Lucifer. If I paste the shielded Lucifer's table entry over the existing FS2 one, and put the .pof file into the models folder, would that be all that is necessary for a shielded Lucifer? I'm going to put some better default weapons on it, so I won't have to worry about importing any of its original weapons or effects.

One other thing I am wondering about...the shockwaves in Inferno look infinitely cooler than those (still corny) bright blue rings. What, specifically, would I need to do to get my mod to use the Inferno shockwaves? (Assuming, of course, I get their permission to use the shockwaves in my campaign.)
Title: Re: Need help making a campaign...
Post by: The E on June 23, 2010, 04:53:58 pm
No, the Launcher does not control FRED. However, starting with 3.6.12RC3, FRED builds will load the same commandline options as FSO, meaning that FRED will load the same mod FSO loads. Get RC3 here (http://www.hard-light.net/forums/index.php?topic=70047.0).
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on June 24, 2010, 12:32:16 am
Thanks man - RC3r works great!

I thought I had a critical error when I went to load up my old, uber-souped-up weapons pack - turns out, I only had a pair of identical fields with different values. (A result of haphazard copy-pasting to make Shivan weapons usable.) But that was quickly remedied.

One thing that concerns me - I presently have other people's ships in my campaign (four, to be exact). I've seen other mods for other games before; sometimes, to use their material, they merely request that credit be given where credit is due. Other times, they say that you need to contact them and get an 'ok' before you use their material. Is there an agreed-upon method in the FS2 modding community for doing this?

Particularly, the user-made ships I'd like to use are as follows:

TSJ Amaderasu
GVD Hathor
SD Vagasso
SC Lamia

I may later include the following:

SB Yali
SC Rictus
AJ Arkotiri

The readme on the Inferno mod explicitly says that all models are free for use, so long as their original designers are given credit. I may later implement these if I can figure out how to upgrade the textures:

SB Vindhyachal
SCv Scylla
SD Iblis
SPD Vinaashak
SCa Shiamak
SSJ Gigas
SI Arachnas
SI Hara
SSG Annihilator

Tomorrow's objective: High-speed swarm torpedoes. I assume that adding the 'swarm' tag will make the missile fly around and maneuver as if drunk, thus making it more difficult to shoot down? Or, if not, copying the Hornet/Tornado specs might work?
Title: Re: Need help making a campaign...
Post by: Droid803 on June 24, 2010, 12:37:19 am
Oh right if you need more vasudan ships : http://www.hard-light.net/forums/index.php?topic=68802.0
Forgot to put these on the wiki. I only wish there was the equivalent of this for the Shivans :<

Most of the time, people just request you make a credits file and its all good, especially if the mod you've taken it from is released. You can generally find who to credit on the wiki.
Title: Re: Need help making a campaign...
Post by: General Battuta on June 24, 2010, 01:01:20 am
While setting up swarm or corkscrew torpedoes is cool, be aware that if you want a lot of them flying around you're rapidly going to start running into the swarm limit (which isn't so tight) or the corkscrew limit (which is.)
Title: Re: Need help making a campaign...
Post by: x3110 on June 24, 2010, 02:46:00 am
Well,maybe these answers can help you:

2,3.See wiki for the list- http://www.hard-light.net/wiki/index.php/User-made_Ships (http://www.hard-light.net/wiki/index.php/User-made_Ships).

4.For warps,If you know a little modding(even if you don't) you can edit the warp.pof model in pcs2 to remove the glow point which probably would do the trick(you have to use the "Enable 3d warp" in launcher though).For beams i have no idea(you can probably make special nebula beams with lower brightness?).

5.I need an answer to that myself.

6.Help menu in FRED!(or Freespace WIKI)

8.If you know modding then:Open a skybox in PCS2,go to submodels and load the installation to be displayed(resize accordingly) and place installation near the center(not on the center) and use the skybox.

10.A lucifer in sheilds is present in the FSport 3.1.1 core files.Download them.Model file is capital02-shielded.pof.For proper usage of shields see ships.tbl in the WIKI.

13.Use PCS2 model rescaling(IT does f**k up the model though).but it is easier.If it does screw your model then please report back.(it has a workaround with 3d Explorer but you need its registered version).
Title: Re: Need help making a campaign...
Post by: Shivan Hunter on June 24, 2010, 05:36:21 pm
I am setting out to make my own campaign. However, I am quite the modding newb, and I am having a few issues...

2:  The Inferno ships (particularly the large ones) have very fuzzy textures, even from a kilometer away. Unfortunately, the #1 thing I need for my mod is more Shivan ship diversity, as the plot centers around the Shivans creating a temporary wormhole from Capella to their home territory. I'd prefer to have the Shivans' new ships look awesome, like the rest of the SCP ones. Fighters, bombers, cruisers, corvettes, destroyers, and super capships are all fair game. Since this campaign will start approximately three days after Capella went supernova, the GTVA will not have had much time to build new ships.

3:  I also need high-poly, high-detail, Vasudan and Shivan installations.

So say we all and good luck with that. New ships? we have tons of them. New, really spectacular ships? We have very few.

5:  Is there a way to make nebulae less dense? That way the max effective view distance would be something like four or five kilometers, instead of five hundred meters.

Yes, there is. Take one of SCP's lead coders hostage and force him to code the feature in. Other than that you're out of luck. (BP did make a realistic 'nebula', that actually doesn't obscure vision at all since a real nebula wouldn't, using an awsum skybox by Herra. If you don't want any visual impairment that would be great. Although I get the idea you want it to obscure only for great distances, which is something a lot of FREDders could use.)

7:  AI. The AI presently has a max limit of active turrets according to difficulty level. I presently have a very nice, high-poly, high-detail ship that I wish to use in my campaign (the TSJ Amaderasu), and I need any turret with a clear line of sight to a target to open fire. I heard that the blue planet AI did implement this, but what do I need to do to implement that into my mod?

ai_profiles.tbl, $Max Turret Target Ownage: and $Max Turret Player Ownage: determines how many turrets can be firing on a single target at once. use something like 99 (that's what retail uses for Insane), since anything over that would be a little ridiculous.

9:  Flyable Ships - at some point in the campaign, the player is going to get to fly Shivan fighters and bombers on a recurring basis (after the capture of a destroyer/factory ship, most likely). Is this only a matter of opening the ships editor and adding "player usable" to the list of flags?

No. Besides that flag, there's a lot that needs to be done if the ship is going to be seen in the loadout editor. Play around with ships.tbl until you're comfortable with it.

10:  Lucifers will be back. Is there a way to import the shielded FS1 Lucifer into my mod, with the SCP mediavps to make it look good? Also, how do I program the Lucifer's shield strength after doing so? It's going to follow in the tradition of Shivan fighters and bombers, with excellent shields and not-so-excellent armor.

Define "Shielded". FSPort has a Luci with a shield effect, and of course you can set the $Hitpoints: and $Shields: to whatever you want in Ships.tbl, but the Luci in FS1 was simply set as "invulnerable" in every mission except the last so it couldn't be destroyed.

11:  Anti-capship torpedoes, launched by capships. Is there an easy way to make these harder to shoot down, so that they will regularly strike their targets? The logical solution to me seems to be to increase their speed significantly. Would this work?

If you want them impossible to shoot down, remove the "bomb" flag. Otherwise, make them faster, give them armor and I know BP has some corkscrew bombs... ;7

[EDIT]
I'd just like to say. This campaign seems like something I'd like to play, and it's based on an intriguing concept, but from what it sounds like, you have "noob syndrome". It's a mutation of the "BoE syndrome" strain. Basically, you don't seem to be at all experienced with FS modding, yet you're planning on building an epic campaign with all the answers- your personal FS3. These words:

I am setting out to make my own campaign. However, I am quite the modding newb

have been spoken for over a decade by FS modders, and much, much more often than not (as in, I'm >95% confident that it'll happen to you too), they start out on their epic journey, FRED a few missions, TBL a few ships, and invariably learn a lot- but they realize that FS campaigns are extremely time-consuming. Sometimes it might turn them off FS modding altogether, and that's the last thing I want to see happen.

Right now, I think you should do one of two things. Make a short campaign, maybe 3-5 missions, and try to make it as impressive as possible. Release it, and get suggestions on what you can improve (Make sure you take them into consideration as well)!

Or, you could start out on this campaign. You'll learn a lot, you may get disheartened, and you most likely will not finish. If you try this, don't expect a Blue Planet-quality release. You might not even want to release it. But once you've acquired that experience, start out on a small campaign that you know you can finish, and see what comes out. From there you can move on to larger projects or join a modding team if you want.

Everyone, at some point, wants to show up at the community with several finished awesome campaigns in a Blaise (http://www.hard-light.net/forums/index.php?topic=19306.0) of glory. (Yes, that was in fact his first post). I wanted to, at one point. I designed a campaign much like yours, with megajuggernaughts, exploding planets, time travel and an incredible array of hideous new ships from Inferno. I finished three missions. Then I decided that some of the story was crap, so I redesigned missions 2 and 3. I never really got past mission 4, and it almost convinced me that modding for FS wasn't for me. I'm only now FREDding a short campaign (it's unfortunately been on hold for a while), and I don't expect it to be terrific. Just learn as much as you can and take it as it comes, don't try to jump in the deep end right away. You'll end up floundering around a few feet from the edge, afraid to let go.
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on June 24, 2010, 10:02:54 pm
Good news! The FS2's Lucifer shield works even better than I had anticipated! Although it lacks any special effects when weapon fire hits it, the shield quadrants do work quite well. And since the surface shield is enormously easy to implement, it can be readily added and tweaked for each Shivan warship. Most importantly, shields will offer protection against beam cannons.

Unfortunately, the shield recharge rate is extremely slow (likely a result of 800,000 shield HP). Right now, the shields last a very, very long time, but once they are down, they are down for good. I'd prefer to have a shield that recharges fast, but is easy to take out. This way, bomber pilots will not have to launch wave after wave of torpedoes endlessly to begin doing damage to the enemy.

And, in reply to Shivan Hunter, I really like your response to #5! :lol:

Yes, I am aware that this project is ambitious, to say the least. But, the actual 'mod' portion of this only consists of making (copying and modifying) a few weapons, introducing a few new ships, changing the gameplay a bit with enemy warship shields, and some FREDding. And, before the full version is released, I do plan on releasing the first four or five missions for input/beta testing. All the stuff that is too exotic to do easily...it's not actually necessary to the mod.

Oh, and I am thinking about using the AJ Arkotiri as the future-starship instead of the TSJ Amaderasu. Ships of that size, as I found out, tend to get in the way.
Title: Re: Need help making a campaign...
Post by: Droid803 on June 25, 2010, 12:01:24 am
The Akrotiri looks very...alien though. Not something the GTVA would conceivably produce.
Unless of course it has nothing to do with the GTVA in which case that would be fine.
Title: Re: Need help making a campaign...
Post by: Dragon on June 25, 2010, 12:17:26 am
Upgrading textures is really easy, and a good way to start with ship modding.
Get PCS2, then open the model and change texture names to what suits your needs.
You may want to experiment with that a bit, but IMHO making reskins is quite fun on tile textured ships.
Title: Re: Need help making a campaign...
Post by: Shivan Hunter on June 25, 2010, 12:57:06 am
Raynor or Titan? One of the older, Orion-resembling destroyers?

Esarai's Horizon is in the same style as his Amaterasu, but I don't think he's released it. (If he has, link pl0x)

If you use the Akrotiri, keep in mind there's no way it'll look remotely GTVA.
Title: Re: Need help making a campaign...
Post by: x3110 on June 25, 2010, 02:50:37 am
If you want a bomb harder to shoot down:
1:Define it as "corkscrew (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Corkscrew:)".
2:Set a large corkscrew radius.
3:Set a big value of corkscrew "+Twist:".
4:Add "no radius doubling" to your bomb.(see wiki)
5:use a small model for your bomb too.

That would make an irritating hell of a bomb.

As for lucifer's sheilds set $Shields: in ships.tbl to a lower value and increase the $Shield Regeneration Rate: (again please consult wiki (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Shields:)).
Title: Re: Need help making a campaign...
Post by: General Battuta on June 25, 2010, 03:11:28 am
Just be aware that:

While setting up swarm or corkscrew torpedoes is cool, be aware that if you want a lot of them flying around you're rapidly going to start running into the swarm limit (which isn't so tight) or the corkscrew limit (which is.)
Title: Re: Need help making a campaign...
Post by: asyikarea51 on June 25, 2010, 06:19:11 am
*appears from out of nowhere*

Any numbers for both of those limits? I have quite a bit of crazy swarming stuff flying around :doubt:
Title: Re: Need help making a campaign...
Post by: IronBeer on June 25, 2010, 10:51:03 am
Esarai's Horizon is in the same style as his Amaterasu, but I don't think he's released it. (If he has, link pl0x)

This Horizon? http://www.hard-light.net/forums/index.php?topic=68449.0

It isn't exactly working yet, at last check.
Title: Re: Need help making a campaign...
Post by: Iss Mneur on June 25, 2010, 10:54:16 am
*appears from out of nowhere*

Any numbers for both of those limits? I have quite a bit of crazy swarming stuff flying around :doubt:
Corkscrew max seems to 200 instances.
Swarm max seems to 100 instances.

Edit: Added this to the wiki: http://www.hard-light.net/wiki/index.php/Engine_Limitations
Title: Re: Need help making a campaign...
Post by: Wanderer on June 25, 2010, 11:24:11 am
Swarm iirc refers to the number of swarms which may consist of several missiles. Corkscrew number refers to the actual number of missiles
Title: Re: Need help making a campaign...
Post by: Iss Mneur on June 25, 2010, 12:18:53 pm
Swarm iirc refers to the number of swarms which may consist of several missiles. Corkscrew number refers to the actual number of missiles

That could be.  All I did was search the code for max defines for each weapon type.

But I did just look at create_weapon() and it seems to use both exactly the same way, one swarm or corkscrew info structure per missile. So it seems that the numbers I previously posted are correct?
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on June 25, 2010, 01:14:12 pm
When I add "$Shield Regeneration Rate: 0.7" to the end of the SD Lucifer's table entry, it does not work. It generates  the following error on startup:

ships.tbl(line 9028:
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Shield Regeneration Rate: 0.15].

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! TF_CreateCicLoadMutex + 3856 bytes

This is greek to me, aside from 'required token'. Is there something special that needs to be done to make it accept a $Shield Regeneration Rate entry? Or is there some specific place it needs to go? Is there some other entry that is interfering with it?
Title: Re: Need help making a campaign...
Post by: The E on June 25, 2010, 01:37:48 pm
Look closely at this page: http://www.hard-light.net/wiki/index.php/Ships.tbl

Note that the order of tbl entries is NOT optional. While you may leave some out, the basic order must ALWAYS be the same.
Title: Re: Need help making a campaign...
Post by: Wanderer on June 25, 2010, 01:47:56 pm
Hmmm... need to check it
Swarm iirc refers to the number of swarms which may consist of several missiles. Corkscrew number refers to the actual number of missiles

That could be.  All I did was search the code for max defines for each weapon type.

But I did just look at create_weapon() and it seems to use both exactly the same way, one swarm or corkscrew info structure per missile. So it seems that the numbers I previously posted are correct?
Hmmm... indeed normal swarms and corkscrews are handled pretty much identically... It might have been the turret swarms then.
Title: Re: Need help making a campaign...
Post by: Scourge of Ages on June 25, 2010, 02:52:27 pm
Regarding corkscrews: What would you use if you wanted to fire a single warhead and have it rotate but travel in a straight line?
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on June 25, 2010, 06:15:11 pm
Yay! I now have the Lucifer working as planned. It's almost exclusively a capship-killer, since putting a pair of BReds on its front. I made the "Shivan Megafunk Turret" really rock against warships, though it cannot fire on fighters at all. With the megafunks, it can destroy a default Orion in about two minutes. The shield is easy to take out - the quadrants drop quickly and the ship takes some damage whenever a beam cannon or bomb hits, but the ultra-high regeneration rate allows it to recharge to full within a matter of seconds. As the megafunk turrets are now warship-only, the Lucifer's only defense against a wing of bombers is its fighter payload.

This way, the Lucifer was not -technically- indestructable (plot-wise) in FS1. Just nobody had enough firepower to get through the shield before it recharged.

I'll begin shielding the other warships as well, making them incredibly resilient to small-arms fire, and allowing them to better resist attacks from similar-sized GTVA warships.

By the way, who made this mod?

http://www.filefront.com/15333581/shivanmod.rar/
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on June 26, 2010, 12:41:49 am
Cranking up the turning speed on the bombs and setting them to swarm did work exceptionally well. They fly along an unpredictable course and reach their target very quickly. Flak Cannons rarely have more than three or four seconds to neutralize such an incoming bomb. On the other hand, I tried gunning a few down with a Maxim, and it worked fairly well.

Also, I was surprised at how well high-shield-damage bombs worked against even the mighty Lucifer. A single shot with two of the modified cyclops torpedoes will punch through the shield and destroy whatever turret you are aiming for. In order to minimize getting caught in the (now devestating) anti-shield blast, the inner and outer radii for bombs are smaller, and the speed (and consequently, range) have been upped, so you can shoot from a bit further away.

Heck, if shielded warships are this vulnerable to bombers, I might keep them at 100% unmodified armor HP.

Generally, I like where this mod is headed. I'll have a demo video out sometime in the very near future.
Title: Re: Need help making a campaign...
Post by: ReeNoiP on June 26, 2010, 02:04:43 am
The shield is easy to take out - the quadrants drop quickly and the ship takes some damage whenever a beam cannon or bomb hits, but the ultra-high regeneration rate allows it to recharge to full within a matter of seconds.

That sounds like an interresting mixup for the usual anti cap/bomber missions. I look forward to see what impact this will have on mission design and general tactics. Maybe anti shield weapons will actually be useful now.
Title: Re: Need help making a campaign...
Post by: x3110 on June 27, 2010, 10:27:28 pm
Regarding corkscrews: What would you use if you wanted to fire a single warhead and have it rotate but travel in a straight line?
Set a very small(or null) corkscrew radius.
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on July 24, 2010, 02:26:47 pm
Alright, the Shivan ship edits are largely complete. They use the newer, rapid-fire weapons on their fighters and bombers, shields on their warships, and fast-recharging beam cannons (although they do less damage now). All in all, it is coming together very nicely.

I have begun building my first complete, polished mission with the new mods, and I have run into a minor gameplay snag. A wing of four Basilisks and a Gorgon, when ordered to attack and destroy a cruiser through FRED, will fly to it and begin firing their weapons. Unfortunately, when I (or anyone else) shoots them, they merely stand still and keep firing at the cruiser. They're ridiculously easy to destroy.

Is there a way to make the AI less target-fixated and suicidally stupid?
Title: Re: Need help making a campaign...
Post by: General Battuta on July 24, 2010, 02:52:09 pm
Turn up the AI class. Disable 'no dynamic orders' if you have it on. Use Fury AI.
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on July 25, 2010, 01:06:58 pm
Where exactly is the Fury AI in the blue planet mod? I can't seem to find it in any of their VP's.

Also, another issue, particularly with the new, custom shivan primaries I have designed - on startup, after the intro cutscene, it says that it has generated eleven errors. Generally, whenever I try and make my own weapons, this happens. Is it like the individual entries into the .tbl file, and they have to be arranged in some way?

Pasted below is the present section of code pasted into the weapons.tbl file. I copied the Prometheus R and modified it both by copy-pasting from previous, working weapons, and by manually editing. This is the first of many weapons I will add.

;-----------------------------------------------------------------------------------
; NEW SHIVAN WEAPONS START
;-----------------------------------------------------------------------------------

$Name: Plas. Pulse
+Title: XSTR("Shivan Pulse Cannon", 3270)
+Description:
XSTR(
"Medium Energy Usage
Level 4 Hull Damage
Level 3 Shield Damage", 3271)
$end_multi_text
+Tech Title: XSTR("Shivan Pulse Cannon", 3272)
+Tech Anim: Tech_GTW-5a_Prometheus_R
+Tech Description:
XSTR(
"This Shivan weapon appears to launch a fairly weak, low-energy plasma burst. Although not particularly powerful at first glance, the weapon has an incredibly rapid cyclic rate.", 3273)
$end_multi_text
$Model File: none
@Laser Bitmap: Alouqua_AniBitmap
@Laser Glow: Alouqua_Glow
@Laser Color: 180, 0, 100
@Laser Color2: 80, 10, 30
@Laser Length: 3.0
@Laser Head Radius: 1.9
@Laser Tail Radius: 1.9
$Mass: 0.2
$Velocity: 950.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.3 ;; in seconds
$Damage: 6
$Armor Factor: 1.1
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 2.0
$Energy Consumed: 0.20 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: l_alien1.wav ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "player allowed" "cycle" )
$Icon: iconPromR
$Anim: PromR
$Impact Explosion: none

;-----------------------------------------------------------------------------------
; NEW SHIVAN WEAPONS END
;-----------------------------------------------------------------------------------

Also, later on, I will delete some superfluous, unused weapons. Is there anything that needs to be done outside of highlighting the weapons in the .tbl file and hitting backspace?
Title: Re: Need help making a campaign...
Post by: The E on July 25, 2010, 01:25:47 pm
Use a debug build. Generate a debug log. That will tell us what the errors are.

Also, note that when using XSTR entries, the number HAS to be -1, unless you're planning on distributing a tstrings.tbl with translated entries.
Title: Re: Need help making a campaign...
Post by: StargateSpankyHam on July 25, 2010, 02:05:55 pm
Very wierd...I ran the debug, generated a crapton of errors that way, deleted two of the superfluous weapons further down the list, ran the non-debug build...and it works flawlessly!

 :wtf:

Is that supposed to happen?

Anyway, if all I have to do is delete the presently superfluous weapons to get mine to work, then I should have no issues whatsoever. There are about THIRTY unused weapons in my present .tbl file.

At this point, I'll probably make a new post specifically about weapons, since they are going to be my primary focus for the next few days.
Title: Re: Need help making a campaign...
Post by: General Battuta on July 25, 2010, 02:18:02 pm
The errors probably have to do with problematic formatting.
Title: Re: Need help making a campaign...
Post by: The E on July 25, 2010, 02:25:18 pm
Also, while you're building your mod, it's always a good idea to use debug builds exclusively.
Title: Re: Need help making a campaign...
Post by: TopAce on July 26, 2010, 04:38:12 am
Unless you're using the MediaVPs; there are a couple bug-riddled models in them.
Title: Re: Need help making a campaign...
Post by: The E on July 26, 2010, 09:51:04 am
A couple? I know of one (The Faustus), but what are the others? I mean, we did make an effort to fix all debug warnings for the .12 mvps; If there are any we might have overlooked, we kinda have to know about it....

Also, that statement is wrong in any case. Using debug builds, and fixing warnings and errors as soon as they appear WILL make your mod more stable, and as a result, more enjoyable to play.
Title: Re: Need help making a campaign...
Post by: TopAce on July 26, 2010, 10:21:34 am
I remember several problems related to null moment of inertia. I also remember something wrong with the Mentu.
Title: Re: Need help making a campaign...
Post by: The E on July 26, 2010, 11:21:56 am
How many years ago was that? Because I'm quite certain that the .10 MVPs don't have those problems.