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 PostPosted: 11 Dec, 2008 
 

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True.

Though it might be possible to override it fairly easily, adding a 'has advanced targeting' to the aibrain, and modifiying the targeting functions (which I haven't looked at much, and adding if not intel type visual or have aibrain, ignore target).

The accurate LOS is tougher though. It might be possible to calculate it, and have some invisible units, spaced in the middle of the ogrid, determined by another LOS calculation. (Yes, it seems taxing, I really wish more of the bloody intel were in the lua)


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 PostPosted: 11 Dec, 2008 
 
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I didn't see this said on other pages, so I'll go ahead. (or I might have read too hastily, in which case, I apologize)

It seems that the movement mod can't be used, at least in Skirmish. From what I've seen, the game will not launch at all if you have selected an AI controlled ARM or CORE. You can play either, but even without the movement mod, AI refuses to use either TA faction...

To clarify:
SupCom FA, latest patch,
Latest version of Sc:TA
Correctly installed
Vista
Launched used in admin mode
No mods on, besides the TA one.

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 PostPosted: 11 Dec, 2008 
 
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Mazrix wrote:
I didn't see this said on other pages, so I'll go ahead. (or I might have read too hastily, in which case, I apologize)

It seems that the movement mod can't be used, at least in Skirmish. From what I've seen, the game will not launch at all if you have selected an AI controlled ARM or CORE. You can play either, but even without the movement mod, AI refuses to use either TA faction...

To clarify:
SupCom FA, latest patch,
Latest version of Sc:TA
Correctly installed
Vista
Launched used in admin mode
No mods on, besides the TA one.


Please read Raevn's previous post that explains why AI doesn't run... and ignore the installer relatd lines as is is no more used.

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 PostPosted: 11 Dec, 2008 
 
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Ah.. So I dead read hastily. Sorry about that.

I'm eager to see where this will go. I'll be lurking around! :D

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 PostPosted: 11 Dec, 2008 
 
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Mazrix wrote:
Ah.. So I dead read hastily. Sorry about that.

I'm eager to see where this will go. I'll be lurking around! :D


play it versus another human player...

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 PostPosted: 11 Dec, 2008 
 
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Has anyone tried playing it against a human player online?
I would be interested in played a game of it.

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 PostPosted: 19 Dec, 2008 
 
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Remember the good old time at the Garage ?

:arrow: How long is it gonna take for a TA mod to come out for SC ?

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 PostPosted: 06 Feb, 2009 
 
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Hey Manimal, the slideshows link isnt working? Can you repost somewhere? Im keen to watch.

Also I would be happy to look at making the AI work with this mod once most of the CORE and ARM original units are done. I just need all the unit IDs used.

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 PostPosted: 07 Feb, 2009 
 
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duncane wrote:
Hey Manimal, the slideshows link isnt working? Can you repost somewhere? Im keen to watch.

Also I would be happy to look at making the AI work with this mod once most of the CORE and ARM original units are done. I just need all the unit IDs used.


The new link for the slideshow:

Raevn seems to be really busy ATM so perhaps he didn't get my PM that tells him I updated the link.
Get the simple slideshow there. Sorry for inconvenience.

I'll have access very soon to better hardware conditions (yay !) so I hope I'll be able to make a cool video ASAP on my bro's comp. :P

Concerning the AI:

I've enabled the AI for new units from a new tech level in SupCivs and I had some minor troubles (probably due to the new tech level).

I had in mind to do that for Raevn's mod by the way.
Could we work together on it ?

As Raevn is unavailable for now, I could give you a list of the Arm+Core units that are already done (animation still to be done though).

Unfortunately, I won't be at my comp for the whole week-end so please be patient. :wink:

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 PostPosted: 07 Feb, 2009 
 
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Manimal, thanks for the slideshow link...

Im really only keen to put the effort into setting up an AI if all the base TA units are done. If Raevn has left and know one is finishing the models then I doubt this mod needs an AI.

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 PostPosted: 10 Feb, 2009 
 
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Hey, sorry I've been gone so long, various things have been keeping me pretty busy. I've updated the link to the slideshow.

I have been working on this, though much slower than I would have liked. A fair few new Core units are in game, but only 1 of these is textured. I'll have a proper update hopefully soon.

All the original ARM units are working in game, so it is fully playable in that respect. Lack of an AI is really what is holding this back, so please Manimal/Duncane if you could help it would be really appreciated.

If you need a complete list of units let me know what details you need and I'll send you the full list.

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 PostPosted: 11 Feb, 2009 
 
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Deathstalker wrote:
True.

Though it might be possible to override it fairly easily, adding a 'has advanced targeting' to the aibrain, and modifiying the targeting functions (which I haven't looked at much, and adding if not intel type visual or have aibrain, ignore target).

The accurate LOS is tougher though. It might be possible to calculate it, and have some invisible units, spaced in the middle of the ogrid, determined by another LOS calculation. (Yes, it seems taxing, I really wish more of the bloody intel were in the lua)


I created a more accurate intel mod, by repeatedly spawning a VizEntity at the position of the unit. It was quite taxing and the back of the unit when it was moving looked like shite, but the front updated very quickly. I'll send you the code if you want.

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 PostPosted: 05 Apr, 2009 
 
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Hey,
Long time lurker, first time poster here.
Does anyone have the newest version of the mod not in .exe form? I have my supcom installed to a external hard drive so its not recognized by the installer. Any help would be great.


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 PostPosted: 06 Apr, 2009 
 
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CanadaMan7 wrote:
Hey,
Long time lurker, first time poster here.
Does anyone have the newest version of the mod not in .exe form? I have my supcom installed to a external hard drive so its not recognized by the installer. Any help would be great.


I could send it to you however the EXE is recomended as it performs a CLEAN install of this mod that works in a very special way. (through another EXE of Raevn's)
This was done so in order to ensure no file is misinstalled or missing.
On the top, my installer (Inno Setup) can uninstall by leaving no craps in behind itself... (no remains in the registry, the Start Menu and on in the HDD)

I'll archive the mod in a RAR as soon as possible, if Raevn is OK for that.

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 PostPosted: 18 Jun, 2009 
 

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so what is the main hang up here? is it converting TA models over to SC, or scripting them?


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 PostPosted: 18 Jun, 2009 
 
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Possibly the fact that Raevn might be MIA.

Mike

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 PostPosted: 18 Jun, 2009 
 
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I'm not sure if this has been suggested, but what if you upload the SCTA sideshow to youtube so some people don't have to download it. It was a nice slide show, and I'm sure those who don't wish to download videos can watch them on youtube.

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 PostPosted: 19 Jun, 2009 
 
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bobthedinosaur wrote:
so what is the main hang up here? is it converting TA models over to SC, or scripting them?

Raevn converted the orignal 3DO models into SCM+SCA ones with Blender.
For the textures, I'm not totaly sure...
Animations + the remaining Core units are still to be done.

OrangeKnight wrote:
Possibly the fact that Raevn might be MIA.

Mike

Last time I talked with Raevn, he was so busy that he stopped working on SCTA.
As I don't want his advanced work to be lost, I'll give him a hand soon.
(I've been busy too so I could not start earlier)

KrimsonStorm wrote:
I'm not sure if this has been suggested, but what if you upload the SCTA sideshow to youtube so some people don't have to download it. It was a nice slide show, and I'm sure those who don't wish to download videos can watch them on youtube.

Why not, assuming authors are credited by the one who'd post it over there... without forgetting to mention the present topic's location.

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 PostPosted: 22 Jun, 2009 
 
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Hey everybody, long time no post.

So, status. Manimal is indeed right that I had stopped working on SC:TA. I hope to be able to start up again soon, but as always no guarantees. I also want to fix up some of the maps in the TA map pack.

One of my first priorities with this mod now will be consolidation, making it easier to use. I aim to continue releasing versions as I have been, however I'd like to have 'stable' versions, that contain only complete, working functions, for instance it would only include ARM (until CORE is more playable as a race), would remove the option for AIs (since they don't work yet), and not include any buggy or incomplete features that could affect the game play. Same goes for the map pack, I'll bundle the maps all together instead of separately so there's no messing about with individual data files.

So some feedback,

What do you think of this?
What features would you like implemented first?
Would you like the option of having the map pack integrated with SC:TA?
What are your overall impressions of SC:TA, installing and playing it?

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 PostPosted: 22 Jun, 2009 
 
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You should talk with the Nomad guys. They are making a mod that adds a faction with a new shader.

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 PostPosted: 01 Jul, 2009 
 
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LockheedLightning wrote:
You should talk with the Nomad guys. They are making a mod that adds a faction with a new shader.

Did you miss something like that ? -> Looking for a team to finalize the Nomads
Scalestor wrote:
the Nomads will no longer be developed by Infrared Modding.

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 PostPosted: 01 Jul, 2009 
 
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Wow, I did not know that.

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 PostPosted: 03 Jul, 2009 
 
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Overhauled the main menu UI:

Main Menu
Extras Menu

(The buttons are simply placeholders, however I have already written the code to swap in the images once I make them)

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 PostPosted: 03 Jul, 2009 
 
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That's really cool.


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 PostPosted: 08 Jul, 2009 
 
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Raevn wrote:
Overhauled the main menu UI:

Main Menu
Extras Menu

(The buttons are simply placeholders, however I have already written the code to swap in the images once I make them)


I had something a bit similar in mind.
Well done ! 8)

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