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RxTEAM
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Posted: 20 Apr, 2012
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Joined: 02 Jun, 2010 Posts: 188
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Hi, No problem  But until the problem resolved is , i have removed DMS from my mod pack as without save/load possibility, it is useless :\ (good ATM only the hunker mod req DMSv0.8 ... ) Regards R-TEAM
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Krapougnak
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Posted: 25 Apr, 2012
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Joined: 21 May, 2008 Posts: 706
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So, how is v08 coming along ? Any release sometime soon 
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Domino
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Posted: 28 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Krapougnak wrote: So, how is v08 coming along ? Any release sometime soon  next few days pal, just finishing off some stuff 
_________________ Domino. ______________
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Krapougnak
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Posted: 28 Apr, 2012
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Joined: 21 May, 2008 Posts: 706
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Time has stopped, we are all poised for the release... ! 
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Domino
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Posted: 28 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, hehe, im just finishing of some code in the intel fields, basicly just added support so that field intels can have a beam either default faction beam or custom beams attached from the generator unit to the units in the field, either when shift is held or all the time.. fully automated once the params for the intel field are setup (basic table entries) following on from that, im also in the process of adding support for field type intels, that will display a mesh over the top of the generator and/or unit in the field, an example of this is for the leech field, when a unit is being leeched from, it will get a rotating red blood drop mesh above it... and also if a leech unit can share its stored hp, the units with in its share radius will get a rotating health mesh for a few seconds to indicate they got some health, the same can be said for the cybran infection, infected units will get a rotating infection icon (resin did an awesome job on this icon)  it should all be pretty cool. Dave
_________________ Domino. ______________
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Krapougnak
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Posted: 29 Apr, 2012
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Joined: 21 May, 2008 Posts: 706
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I'm actually drooling... 
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Krapougnak
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Posted: 14 May, 2012
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Joined: 21 May, 2008 Posts: 706
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Long time no see... 
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Domino
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Posted: 15 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, Krapougnak wrote: Long time no see...  sorry, have had some real life issues to sort out, oddly enough work continued lastnight, im on the last stretch now  should not be long now, sorry for the delay. Dave.
_________________ Domino. ______________
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Krapougnak
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Posted: 15 May, 2012
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Joined: 21 May, 2008 Posts: 706
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No need to be sorry, RL comes (always) first ! Hope it wasn't to serious. I was just a little worried since you seemed to have disapeared and that I'm really looking forward to the next release. 
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Domino
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Posted: 15 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, Nah, i have commitments here which i will fullfill, i wouldnt just up and leave like that. id say good bye first lol.. 
_________________ Domino. ______________
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Domino
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Posted: 15 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, just thought id post this, brandon asked me to do him a little script or rather, show him how to stop the AI from building certain units, i thought about it for a while, before i came across something interesting, basicly ive added the support to DMS, so we can play with the AI templates a little, now i know that sorians adds some support for the AI to build custom units, what ive done with DMS is make us able to switch buildable units, remove buildable units and add buildable units, ill expand this functionality in a future release.. 
_________________ Domino. ______________
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HTKatzmarek
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Posted: 15 May, 2012
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Joined: 03 Jun, 2007 Posts: 793
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Any way with your AI enhancements to have the AI upgrade custom units where the original wasn't upgradeable? I'm thinking of the BlackOps hydrocarbon plants; it's a real shame the AI can't upgrade them.
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brandon007
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Posted: 15 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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HTKatzmarek wrote: Any way with your AI enhancements to have the AI upgrade custom units where the original wasn't upgradeable? I'm thinking of the BlackOps hydrocarbon plants; it's a real shame the AI can't upgrade them. We shall discuss this. Its possible, but Domino is yet to venture into that territory.
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Domino
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Posted: 15 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, HTKatzmarek wrote: Any way with your AI enhancements to have the AI upgrade custom units where the original wasn't upgradeable? I'm thinking of the BlackOps hydrocarbon plants; it's a real shame the AI can't upgrade them. ive never actually looked at this code til now, its actually easy to make the AI upgrade units, thats upgrade not enhance thats something else... i can add support for injecting upgrade templates into the relevant tables.. i cant outright make the AI actively build the upgrades, they will happen when they happen, however like i say i can get the data into the tables to make it build upgrades when they think they can build them.
_________________ Domino. ______________
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Domino
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Posted: 18 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi,
Not long to wait now, all major code is done, just tweaking abilities now, i also decided to add the cybran virus in this release, so am finished the code for that too.
_________________ Domino. ______________
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Krapougnak
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Posted: 18 May, 2012
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Joined: 21 May, 2008 Posts: 706
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Cybran virus that is a very good news ! Well I can't wait for the release now, really. 
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phong1892
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Posted: 20 May, 2012
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Joined: 31 Mar, 2011 Posts: 128 Location: Hanoi, Vietnam
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Looking for your new release, Domino.
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Domino
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Posted: 20 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Coming Very soon now, just adding/updating the STUN code.. might even throw in the stun and anti stun fields into this release if i can get the toggles and enh icons in next day or so... This is going to be a major release! im really excited..  Dave.
_________________ Domino. ______________
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Lt_hawkeye
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Posted: 21 May, 2012
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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heh, neat stuff. what exactly does your stun code do? kinda curious what we have done differently. kinda sucks that i've gotten very little feedback on my version, rather depressing 
_________________ {◕ ◡ ◕}
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Domino
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Posted: 22 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, Lt_hawkeye wrote: heh, neat stuff. what exactly does your stun code do? kinda curious what we have done differently. kinda sucks that i've gotten very little feedback on my version, rather depressing  i just made stun (emp) shut the unit down completely, it could be op, so i added anti stun also, which some units will get as enh, others (a few) will get anti-stun fields, which will protect all units in the field from being stunned, stun does not effect air units that are not on the land layer, land, subs and ships amph can be stunned as normal. stun (emp) really does shut the units down now, it disables all weapons, intels (inc custom), it pauses the unit if its building, infact prolly easier to show you this.. it makes the unit completely inert, it doesnt use econ or produce anything, everything major is turned off.. http://pastebin.com/efW0sHZdwhen the unit is released from the stun, everything is reversed and it continues as normal doing what ever it was doing... if your unit is stunned you calso cannot select it, im waiting for a new stun icon, which will be a mesh icon above the unit.. also some effects need adding, ive had this idea, and partial code for a while now, however some problems presented them selves in earlier versions, until i got the DMS code sorted properly, the code is complex and it wasnt easy to make sure everything worked correctly.. however its all good now.
_________________ Domino. ______________
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Domino
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Posted: 22 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi,
I was going to keep this a secret and hope someone realised what had happened, ive been working on a new cloak fix, where an attacker will remove the ATTACK order if ordered to attack a cloaking unit or a unit that is cloaked after the attack order was given, prelim tests have given good results, i just need to perfect the code further, this time, there is no strain on sim speed..
what ive been working on is not perfect, sometimes it works and sometimes it doesnt, in certain senarios it will 100% work however in others there is a % chance it will work not by the code i added, there are just alot of variables to cloaking.
_________________ Domino. ______________
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phong1892
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Posted: 22 May, 2012
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Joined: 31 Mar, 2011 Posts: 128 Location: Hanoi, Vietnam
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Hi Domino I'm looking for your V8 release but didn't see it. Is the download link in post 1 new release?
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Domino
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Posted: 22 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, phong1892 wrote: Hi Domino I'm looking for your V8 release but didn't see it. Is the download link in post 1 new release? its not released yet, working in it as we speak.
_________________ Domino. ______________
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Krapougnak
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Posted: 22 May, 2012
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Joined: 21 May, 2008 Posts: 706
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Lt_hawkeye wrote: heh, neat stuff. what exactly does your stun code do? kinda curious what we have done differently. kinda sucks that i've gotten very little feedback on my version, rather depressing  Your post prompted me to test your new stun effects and yes they are very beautiful and also useful as they are more visible than the normal ones. Great work ! Btw, is there something else to your stun than just the new graphic effects ?
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Lt_hawkeye
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Posted: 22 May, 2012
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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it shuts down all forms of intel and resource production as well as turns off shields(if the structure is hit)
pretty much what yours does i think.
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