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tankmayvin
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Posted: 07 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Long time lurker, first time poster.
Great update! I have two bugs to report though. As UEF when I try to build the new T4 Exp mech (Enforcer I think), my game locks up with a graphical glitch of lots of horizontal banding across the screen.
Also, the deployable turret builds from the factory but comes out with no model visible and it cannot be moved.
I'm using the steam version with /purgecache enabled, but is it possible the bug is related to the different directory structure from steam?
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Domino
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Posted: 07 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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Hi and welcome tankmayvin,
Thx for the feedback, i just checked both your problems and they work fine for me, please make sure you remove both the older mods, if you have them in your mods folders, because DMS is in an scd its causing a problem for people that already the older mod in there mods folder..
if you dont have the older mods, i have currently no idea why your having those problems.
_________________ Domino. ______________
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tankmayvin
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Posted: 07 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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I had 4D 2.11 installed but I deleted it prior to installing 4D C 0.82. The only Domino mods right now are the DMS 0.8 SCD and 4DC in the mods folder (no double directory issue either). I also notice the icon for 4DC doesn't properly in the mod manager either. So something a-typical is going on with my installation right now  Is it possible there is a conflict between DMS and BOGIS? Or another mod? I've got all of the Blackops packs running as well as Total Mayhem 1.16. I'll try to play another game and run with a logfile see if anything comes up. Do you have an SCD version of 4DC 0.82 by any chance?
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Domino
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Posted: 07 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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i dont have a 4dc scd, but you can easly create one and not cause a desync, if you create a folder called mods /mods/ and put 4dc 82 into this mods folder and use winzip to zip up the mods folder, then rename the file extension from .zip to .scd, that will work. DMS is not compatable with BOGIS since i changed the DMS uid to be lower than bogis, i did this because i needed to override a few minor game default functions for better performance, so texture support mods will not work with DMS, you can just unselect it in the mod manager after selecting mods that need BOGIS, as for compatability in the conflicting, areas, ive tried all sorts, its just not possible, textures are really tricky in some of the default functions they nested the calling texture function as local functions inside the orginal function, this makes these functions impossible to make compatable from our mods point of views, without us actually adding both BOGIS/DMS function code to both mods.. your getting the huge UI errors because one of our mods cant access the required data for the texture required, either a DMS function or BOGIS function is overriding each others code for said texture pathing, so the texture is not found.. ala conflict  texture support mods are simply not compatable with each other because of the sheer amount of functions that have to be changed in order to allow textures from mod paths, at some point there will be a conflict  anyway, when DMS is enabled you can deselect BOGIS in the mod manager. strange that you dont see the 4dc mod icon the mod manager.
_________________ Domino. ______________
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tankmayvin
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Posted: 07 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Thanks for the quick replies. I'll do as you suggest with regards to BOGIS/DMS I figured out another possible error (and the cause of the icon issue): in the .lua file the field says: icon = "/mods/4DC_V0.8 1/Icon_4DC.png" And the directory within the 4DC_V0.82.zip file is 4DC_V0.8 1However the mod version is 0.082 so I renamed my folder accordingly to 4DC_V0.8 2 Is that going to cause issues for more than just the icon (which is easy enough to fix).
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Domino
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Posted: 07 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, renaming the folder will indeed cause many problems thats why i didnt change it in this version, i have code/functions in place to fix pathing issues from mod paths, however i havent transferred 4dc completely to this new system yet, next version wont have mod pathing issues, The version of DMS/4DC i released are rushed versions really, in that we thought you guys had waited long enough, there is so much more we need to do and resolve, also switch over fully to using DMS conventions. in the last 2 weeks we really pushed to get as much stable and added as possible as we had set the date of last weekend to get a version out, hence the silly bugs were seeing as we approached weekend we run out of play time to test them further, so we rely on you guys to tell us whats wrong so we can fix them as you guys play. ive done tons of work in DMS optimizing and updating functions, which is where most of my time is spent, but also adding all these cool abilities units have takes alot of time also, i work on 2 mods switching from one to the next updating as needed, i do not do any of the balancing/textures because i suck at it lol.. im strictly a code man, resin does all the balancing and textures... and play testing 4DC and DMS. brandon007 did the defensive teleport unit and textures thx pal good job. (this unit is unfinished it will be updated soon with something cool.) berni from the total mayhem mod did the textures for the finger of death, he did a great job! thx pal. 
_________________ Domino. ______________
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tankmayvin
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Posted: 07 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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I appreciate all the hard work.
Now time to see if everything is up and running properly, BOGIS is disabled, mod path directory name is back to 0.81, etc.
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Krapougnak
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Posted: 07 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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Hi, in the Singularity unit bp there is this line : AnimationScale = '/mods/4DC_V0.81/units/Sigularity/Singularity_Scale_Up_Amin.sca', doesn't seem to relate to anything in the unit folder and there is a typo. edit: BUG REPORT (?) Hi I just played a test match on Seton, 3x3 AI battling among themselves 3 vs 3, 4 factions represented. At 18 min screen freezes and starts to flash repeatedly. In the log seems to correspond to this line : warning: c:\work\rts\main\code\src\libs\gpggal\VertexBufferD3D9.cpp(65) Driver internal error Most strangely the game seems to continue to play backdoor even if I can't access it ! (CF log) It seems related to some graphical limit ? Is it due to my configuration or DMS ? Here is the last lines of the log : http://pastebin.com/RQNZ4byp
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Domino
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Posted: 08 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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Krapougnak wrote: Hi, in the Singularity unit bp there is this line : AnimationScale = '/mods/4DC_V0.81/units/Sigularity/Singularity_Scale_Up_Amin.sca', doesn't seem to relate to anything in the unit folder and there is a typo. edit: BUG REPORT (?) Hi I just played a test match on Seton, 3x3 AI battling among themselves 3 vs 3, 4 factions represented. At 18 min screen freezes and starts to flash repeatedly. In the log seems to correspond to this line : warning: c:\work\rts\main\code\src\libs\gpggal\VertexBufferD3D9.cpp(65) Driver internal error Most strangely the game seems to continue to play backdoor even if I can't access it ! (CF log) It seems related to some graphical limit ? Is it due to my configuration or DMS ? Here is the last lines of the log : http://pastebin.com/RQNZ4bypHi mate, I dont think that singularity animation is used, or else we would see an error, however ill check with resin that it is no longer used. i think your other gfx error is a coincidance pal, ive never seen this error defo, it is not caused by anything in DMS, Thx, Dave.
_________________ Domino. ______________
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Domino
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Posted: 08 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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Hi,
What do you guys think of the new things we have added so far?
DGun, LeechField, VirusField, StunField, AntiStunField,
anything new you have found in this release, what are you thoughts about it? did you notice the gfx on the unit view panel when in certain fields.. there is tons of hidden stuff and little extras, what do you think about the icons that appear above units when in certain fields... ?
Good or bad comments welcome.
_________________ Domino. ______________
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Domino
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Posted: 08 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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in the next release we will have added a new enh to each commander, this enh will be specail, it will be defensive for when the commander is about to die, it will give the commander a last chance of escaping death, so that the game may be able to continue if it survives, my hunker mod will also be intergrated into 4dc. AEON: they will get a mini defensive teleporter with a rallypoint, you will place a rallypoint at the commander current position (where ever he is) when the commander has critical damage he will be teleported to the position of the rallypoint, he may get a regen boost, UEF: were thinking of giving the UEF, a hyper fast transport that will fly in pick up the commander and whisk it off high speed to a pretermined spot similar to the AEON rallypont. were open to ideas for cybran and sera, we have something planned but we dont want to say what it is just yet.. there will also be global enhancements activated from commanders that will increase speed, rof, dmg ect to all applicable units on that army. ill also be adding code so that shields can be buffed on the amount of impacts the shield has blocked, it will work on the same pricipal as the buildbuffs. There will also specail abilties added for each faction, fire and forget/recharge things like air strikes, satelite bombardment (rain of fire as we call it) that kinda thing, we will take ideas on what you want when the time comes to add these things. we will reworking the cybran drone carrier, were thinking of making it a transformable land/air unit, you will be able to recall the drones and maybe have more control over what they do. here are just some of the things up and coming in later versions of 4DC. hope you like them 
_________________ Domino. ______________
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Krapougnak
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Posted: 08 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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1. There is a 4th Dimension 2.12 release on moddb ??? Is this related to your work ? 2. I tested virus, leech, stun and anti stun, quickbuild: they all work perfectly and smoothly. Have yet to test them ingame against human player though. I don't understand how and when the sharing of "leech hp" is done by the unit gaining them ? 3. All this ideas make my droll you sure have imagination. Waiting for them impatienltly. 4. What about Aeon Spirit Link ? 5. I'm very doubtful about giving shields buffs based on the number of projectiles they stop. Will make shield very difficult to kill. All in all impresive work ! Keep it coming 
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Domino
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Posted: 08 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Ive never seen the older 2.12 version of 4th dimention, it is discontinued now for sure.. spirit link will be added for next version, i forgot to mention that  blush. the shield buffs will be rather high, and would have to balanced correctly so that ultra heavy shields are not created, the idea is that lower tech shields, if looked after can be usefull still later in the game. head spinning with plenty of ideas, some will see the light of day where as others will not  that said to were always open to new ideas for abilities and such.
_________________ Domino. ______________
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Domino
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Posted: 08 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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ok im out for the weekend, til sunday, so i wont be releasing the update til either sunday night or monday daytime. have a good weekend everyone, i will still answer emails though.  Dave.
_________________ Domino. ______________
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Krapougnak
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Posted: 08 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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tankmayvin
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Posted: 08 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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What units/structures build the new fields? I've noticed new behaviours with Aeon stun bombs etc though.
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tankmayvin
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Posted: 08 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Quote: At 18 min screen freezes and starts to flash repeatedly. In the log seems to correspond to this line :
warning: c:\work\rts\main\code\src\libs\gpggal\VertexBufferD3D9.cpp(65) Driver internal error Are you running multiple monitors? I've seen this type of freeze with a similar error code with two screens running. AFAIK that error is related to video hardware/drivers.
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Krapougnak
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Posted: 08 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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Nope, just one monitor a big 30' one though 
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Krapougnak
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Posted: 12 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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Domino wrote: ok im out for the weekend, til sunday, so i wont be releasing the update til either sunday night or monday daytime. have a good weekend everyone, i will still answer emails though.  Dave. so 
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Domino
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Posted: 14 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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Krapougnak wrote: Domino wrote: ok im out for the weekend, til sunday, so i wont be releasing the update til either sunday night or monday daytime. have a good weekend everyone, i will still answer emails though.  Dave. so  sorry was busy til yesterday, the bugs are fixed, needs testing for a little bit first to make sure, i did some coding yesterday, ive intergrated the multi screen mod into DMS, so now we can abuse the different screens in different ways, ive also updated the camera code, this needed to be done for another fa project im working on, the new prject is for replays, basicly im adding controls that will only show when a watching a replay, what will enable us to do is set different camera positions with different settings, when play is clicked the camera will transition to each point that is set and apply the settings for that cam position each time it moves to the next cam, now you might think huh why make such a mod, well, what it will enable us to do is have like matrix type effects, we can slow time down and rotate zoom and move the camera to different positions, you cam also pause the replay, while still still having full control of the camera, its a fan tool, and will be a great help to fa film makers, hehe, imagine setting up a scene where the commander fires its weapon at an exp and destroys it, what this tool will enable us to do is focus on the acu, slow down time and have the camera follow the projectile in slowmo then rotate around the exp on impact to watch the exp explode in slow motion, that will be very cool. release coming soon pal,
_________________ Domino. ______________
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ArcheSel
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Posted: 14 Jun, 2012
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Joined: 01 Jun, 2010 Posts: 6
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Krapougnak wrote: It is not an older version, it has been released the 7th of june 2012 ! http://www.moddb.com/mods/4th-dimension-fa/downloadsHi, This release seems to have been made by Optimus_Prime as an update for 4th Dimension, not 4 DC. It's what appear when you look at the description of this release, which doesn't include major improvement, but balance changes and bug fixes. P.S: Good luck to you Domino, you're doing a pretty good work 
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Krapougnak
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Posted: 14 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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No need to be sorry Dom, it is for us to be thankful for your job. Please release a "stable" version of DMS v.08 and 4DC before you implement new changes. Didn't knew Optimus Prime was still active ?!
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ArcheSel
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Posted: 15 Jun, 2012
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Joined: 01 Jun, 2010 Posts: 6
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Krapougnak wrote: Didn't knew Optimus Prime was still active ?! Perhaps he just want to make his last improvements to 4th Dimension...
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tankmayvin
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Posted: 25 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Domino,
I love the new UEF T4 mech (enforcer IIRC), but it seems to have targeting issues with its main arm guns. They often refuse to target according to user commands and just fire away at whatever. A bit annoying for what is basically an amazing defensive-line-breaker.
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Domino
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Posted: 28 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2996
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tankmayvin wrote: Domino,
I love the new UEF T4 mech (enforcer IIRC), but it seems to have targeting issues with its main arm guns. They often refuse to target according to user commands and just fire away at whatever. A bit annoying for what is basically an amazing defensive-line-breaker. Hi, Ill Check it out 
_________________ Domino. ______________
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