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 PostPosted: 10 Jul, 2012 
 

Joined: 26 Feb, 2009
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Hi,

UPDATED

Updating a few things,

Placeholder icon for firestate bug, (yellow icon) *fixed*
Zoom Popper hpr bug (mouse double click on world), camera wasnt matching the default camera tilt when used, *fixed*

TabRotator: when holding tab and moving the mouse the camera would not reset the rotation if you zoomed out to far, the camera now resets its rotation/tilt when zooming out past the zoompopper far level. *fixed*

i also fixed a few other minor things that arent worth mentioning.

Thx.

ill get to the other stuff this week, this is an interim release just to fix the firestate placeholder icon bug.

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 PostPosted: 10 Jul, 2012 
 
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If I may ask what did you change in DMS that made it no longer work with BOGIS? Figured I would ask to see if we can get compatability back for those people who like playing 4DC with Blackops.


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 PostPosted: 10 Jul, 2012 
 
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you can play 4DC with B:ops, just activate BIS before disabling it again and every thing works...

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 PostPosted: 10 Jul, 2012 
 

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Hi,

Exavier Macbeth wrote:
If I may ask what did you change in DMS that made it no longer work with BOGIS? Figured I would ask to see if we can get compatability back for those people who like playing 4DC with Blackops.


tbh, the only thing i did change (along time ago) was to make the DMS uid to be lower than any other mods, at that time when i used bogis with DMS i saw some ui texture errors, however i think i fixed the incompatabilities in DMS, this could have been one of the reasons i made DMS uid lower, so i could override the functions we have to override to get full texture support in some ui functions, however it wasnt the only reason.

when i say they are incompatable its just to be 100% certain that everything will work as intended, + it saves on a little game memory, im not 100% certain they are incompatable, they are prolly not as i did do alot of work on making them compatable in the early stages, from there i updated texture code but did not change the core coding, i havent touched the texture code in along time.

now dont think that im telling everyone there incompatable because i wont others to use DMS, that is not the case, honestly its just to rule out any possible errors that may occure, besides, i think many do play with both mods enabled were not hearing of any errors any more are we when dms and bogis are enabled. :)

Thx for posting and being concerned.

to everyone else, if you do use and find an incompatability between DMS and BOGIS then please let me know. :)

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 PostPosted: 10 Jul, 2012 
 
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Ahh ok. I was just checking as I haven't really been following other projects in the last 8 months. Was just trying to see if something drastic was done that I need to account for. :)


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 PostPosted: 10 Jul, 2012 
 

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Exavier Macbeth wrote:
Ahh ok. I was just checking as I haven't really been following other projects in the last 8 months. Was just trying to see if something drastic was done that I need to account for. :)


:)

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 PostPosted: 12 Jul, 2012 
 

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Hi,

This post is just to inform you, that i have fixed edge and arrow key scrolling,
i also enabled arrow key scrolling in all splits, edge scrolling will only work IF the main view is in single (full screen) mode, i could also enable edge scrolling on the 2nd view if alot of people use 2 monitors and there is a call for it from a few players.

no update yet, im looking through code to see what else i can fix/add before i put it up, either way it will be tonight or latest tomorrow morning.

Thx

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 PostPosted: 12 Jul, 2012 
 

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Hi,

would it be possible (if not to much work) to relase the parts AdvancedCamera and Multi-screen again as seperate mods ?

This make only sense if the content updated (bugfixed/speed-improvements/..) to the available seperate mods ....

And i would suggest to breake DMS in seperate parts ... as it is to big to be bugfree and the only reason ATM to use it is 4DC (as it is req for this...)

I would like to use it as i like the UI caching .... and the (if updated) the integrated AdvCam+Multi-screen .... but the bugs he have (no Load/Save possible/other bugs i read here...) and maybe hidden bugs because his complexity and changing from many game variables or handling of this is a open can of worms for interact with other mods ..

So the few good things it have for player that dont "Musst" play 4DC is payed with many-many problems .....

(and i pray - a new version of WOF dont need DMS to work .... sorry to say this - i like your work ;) - but i think its would be an bad exchange from the little problems with the actual WOF to the big problems actual with DMS then ....)

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R-TEAM


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 PostPosted: 13 Jul, 2012 
 

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Hi

@RxTeam

What big problems are we talking about here, NO i wont be seperating the multi screen mod from DMS, nor will i be breaking it into smaller mods, YES DMS is a big ambitious mod, and YES it is incompatable with some mods, this is regretable however, we feel its for the greater good, its simply NOT possible to make it compatable with every single mod made, DMS is VERY advanced, if you start looking at the code you will see how advanced it is, im sorry if it doesnt work with your 40+ or so loaded mods, i cannot be held accountable for bad scripting tecniques that "maybe" inherent in "some" of your loaded mods, if DMS was around when said mod was made, they probably would have used DMS, i would have instructed them on how to properly impliment there mod correctly using DMS tecniques, so there would not be a problem,

Quite simply DMS came to late, the modding community is nearly dead, hardly anyone is producing quality NEW mods, were using the old mods, I would put it to
you that DMS is adventurous, inventive, innotivative and on the front line regards to what it does, its a staging platform to make your mod do amazing things, YES there a few bugs in DMS, but i think ive proven time and time again that once a bug is found and identified, i fix it promptly, if an incompatability is found i TRY to fix it OR offer up an alternative mod of my own making,

DMS hasnt really taken off because the modding community has died,
its a shame, because with more inventiveness and usage from modders
and not just players, FA would be a completely different game now,
it would have evolved ALOT, obviously this is my own observation
because i know the power of DMS,

because your a player, you will never understand how amazing DMS actually is,
no one will now, because like i say the modding community is basicly dead,
i continue to do this because i enjoy modding in my free time, DMS was not made just for 4DC, however because im in control of both mods, it gives me the oppotunity
to add things to 4DC that are not on any other units and have never been on any units in the history of FA, anything in DMS is accessable to any modder,

as for compatability, i think you will find it works with 99% of mods, it prolly will not work with hacked UI mods that add makeshift buttons to the Base UI layouts, ive said many times that, something should have been put in place along time ago regards to the UI, personally i think no one should have touched the default layouts, and simply made a new layout, which takes all of 5 mins to setup,
if they had have done that we wouldnt have as many incompatable UI mods right now, yes in the end i went with the masses and edited the default layout files, BUT i only did this because everyone else had done this, there was no support for 3rd party layouts, i mean do you change your UI layout from the bottom one? this is my point, i did a new layout, this is the reason i added it, so i didnt have to edit the default layouts, however this proved futile because no one changes the layouts.

with regard to you not using DMS, that is your choice, even if it doesnt save data in campaign/skirmish inherently there is fundermentally nothing wrong with DMS,
ive said a few times now that i will add save support in a future release.

at the end of the day you either use DMS or you dont, you can ask for certain things to be added or removed, but to put down DMS like you have is a little uncalled for pal.

if DMS is so bugged, please show some evidance of this, because in my and my beta testers testing, DMS is not plagued with bugs at all.. that doesnt mean there arent any,

im sorry that im releasing lots of versions, its the nature of the mod, im not an expert scriptor, im self taught and only been doing it full time for around 18 months or so, i give myself HUGE props for what i have achieved and learned in that short time, having never modded before, the versions change and the mod gets updated,
its a support mod, so things change rapidly as more "stuff" is added/updated.

Thx for your post albeit totally slanderous in parts.

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 PostPosted: 14 Jul, 2012 
 

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Hi,

sorry Domino if my last post come to bad to you (english is not my primary language)...

I will try to clarify the parts better.

First - it was a SUGGESTION, better break DMS in smaler parts.
It is a comman knowing, a larger dev project is harder to maintain and produce more and harder to track Bugs.
It is a knowing to that from larger projects, the code is naturaly not free from bugs.
This is on DMS so, it is on BlackOps so ... on all big mods.
If you like to make an hugh multi functions mod support library with many new, never tryed before things, it is no surprise is is not bugfree.
This does NOT negate your skill in developing !
This is as it is ...

The problem is - DMS is in large parts only an support mod for 4DC ....
All user that dont play with 4DC dont need 99% of DMS .... and this 99% make the problems..

You have developed (or have seen on Videos) fantastic things with the "old" FA engine ..
It is one part things all user can benefits from, irrelevant which mod he use:
the UI-cache/Multi-Screens/AdvCam/WOF and if finished the log system, and an much bigger part only the 4DC mod (or other mods if he use this functions) have ATM advantage of this.

It is sad that all user that only would use the good mod independent things you have developed musst now get the "full Paket" .... even if he dont use it.

If i would use 4DC i have no problem to wait for an stable relase, as i wish to play 4DC too stable and bugfree - and both mods chain together ...
But without 4DC i see no benefits for mee to get the problems ....
(and 4DC is an play style, not like my style - other like it - i dont ..)

So i would again suggest - brake the DMS mod in an part with the mod independent things who benefits all user with all mods and only interact very little with other things and is very stable already (Ui-Cache have maked no problems,the same for the last seperate Multi-screen and AdvCam, the last WOF is a little buggy, for the log system i cant say anything - but dont think it will make much problems...) and one part with heavy experimental things and functions that musst active used from other mods and large interventions in the core engine functions with maybe problems and incombatibility with old mods.

And it is your mod - you dont need to change anything ....
It was only an suggestion - an good, logical suggestion but not more ...

Regards
R-TEAM


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 PostPosted: 15 Jul, 2012 
 
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Rx, Why does it seem that YOUR the only one that has problems with DMS?

Frankly, without DMS the way it is, My mod would be no where near as good as it is now.

I say, Keep DMS the way it is. Dont change something that works.


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 PostPosted: 15 Jul, 2012 
 

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Hi,

brandon007 wrote:
Rx, Why does it seem that YOUR the only one that has problems with DMS?

Frankly, without DMS the way it is, My mod would be no where near as good as it is now.

I say, Keep DMS the way it is. Dont change something that works.


Thanks Brandon, i totally agree.

:)

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 PostPosted: 15 Jul, 2012 
 
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Never had a problem with DMS (that was DMS's fault) I say keep it how it is and keep up the good work Domino!

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 PostPosted: 15 Jul, 2012 
 

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Hi,

ShadowNB wrote:
Never had a problem with DMS (that was DMS's fault) I say keep it how it is and keep up the good work Domino!


im glad about that also thank you :)

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 PostPosted: 15 Jul, 2012 
 
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DMS is probably the best thing to ever happen to FA...Performance wise =p

Oh ya Domino, hows that 'Special Unit code' coming?

Dont say what it is, I wants it to be a surprise :3


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 PostPosted: 16 Jul, 2012 
 

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brandon007 wrote:
DMS is probably the best thing to ever happen to FA...Performance wise =p

Oh ya Domino, hows that 'Special Unit code' coming?

Dont say what it is, I wants it to be a surprise :3



Hi,

Remind me in PM about the specail unit code, i have forgotten what it is, ive been really busy over the last 2 weeks moving house and such, just got settled in tonight,
so scripting can hopefully resume over the next few days.

Dave.

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 PostPosted: 16 Jul, 2012 
 

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Moving house, the worst nightmare in a man's life. :wink:


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 PostPosted: 17 Jul, 2012 
 

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Hi,

Krapougnak wrote:
Moving house, the worst nightmare in a man's life. :wink:


Agreed! :D

Thankfully its over now, most things are unpacked and in there place.. :)

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 PostPosted: 17 Jul, 2012 
 

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Hi,

Resin has come up with an AWESOME idea, which im going to add support for in DMS,

basicly, we wanted away to add automated AI support to skirmish/mp human players, so what were going to add is this,

on a hotkey press (with units of the same type selected OR single unit) an orders
window will pop up, this window will have options like,

1. Build "Unit" and maintain. (various options for this)
2. Assist Commander.
3. Patrol Base.
4. Assist ALL.
5. Protect unit(s)
6. full auto mode ( go build mex every where an maintain, attack everything, pick random activaty to do)

obvioulsy the above are just mixed examples, ill add support that we can add options to any unit, they will be able to have an unlimited amount of options, initially were going to add things to engi's in 4DC, however you will be able to add your own custom behaviours to any units of your choice if you want units to follow custom order behaviours like the AI do.

this should be rather good!
ill start it after i complete this version of DMS and 4dc, and also the qgate teleport mod.

ill be releasing the new updates to 4DC and DMS this week.

Dave.

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 PostPosted: 17 Jul, 2012 
 

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How about a transport beacon-like thing that acts like a factory (save for the lack of actual factory). It's invisible to enemies, and you make factories assist it. The units built will blob up at the location of the beacon, and when they're all built, they'll drive off to the rally point of the beacon.

Basically, it's a way to automate waves of tanks and stuff.



Another idea that was thrown about years ago was; issuing build orders without selecting engineers, and having the AI-whatsit select the best* engineer/s to build it.

* best being calculated on all sorts of things like proximity, tech-level, and idleness.

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 PostPosted: 17 Jul, 2012 
 

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Hi,

This could infact be one of the behaviours,

6. Build and hunt.

issued to a factory/engi, it "builds" a platoon of units, and waits for them all to be built, once built a function is run to loop all enemy aibrains and get all visable units on "an intelType" prolly vision, so we know what they are, we first filter out groups of units, and make our hunting plattoon, seek out this enemy group and destroy them IF there threat is lower than our group, if no group is found, filter single units and hunt them out to destroy them, once the thread is destroyed, search again.

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 PostPosted: 18 Jul, 2012 
 

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domino have you ever noticed sometimes when having more than one paragon there is something odd with the resource output?


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 PostPosted: 18 Jul, 2012 
 

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Hi,

jarmen wrote:
domino have you ever noticed sometimes when having more than one paragon there is something odd with the resource output?


No pal, what are they doing for you?

the only strange thing that happens, (which is what there supposed to do) is,

if you build 3 you get 3k energy and 60 mass, if your energy usage goes over 3k, there output then becomes 1k,

so say i have 3 paragons and i opt to build the commander teleport enh which costs 5k, i only have 3k econ, however the enh will build and my econ will show +1k but with a usage of 5k, total imcome will be 6k, this is what this unit does and why its an exp, its usage will not go below 1k, it will match your total usage required and match this output so that your econ is always positive.

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 PostPosted: 18 Jul, 2012 
 

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Domino wrote:
Hi,

jarmen wrote:
domino have you ever noticed sometimes when having more than one paragon there is something odd with the resource output?


No pal, what are they doing for you?

the only strange thing that happens, (which is what there supposed to do) is,

if you build 3 you get 3k energy and 60 mass, if your energy usage goes over 3k, there output then becomes 1k,

so say i have 3 paragons and i opt to build the commander teleport enh which costs 5k, i only have 3k econ, however the enh will build and my econ will show +1k but with a usage of 5k, total imcome will be 6k, this is what this unit does and why its an exp, its usage will not go below 1k, it will match your total usage required and match this output so that your econ is always positive.


look at this video, watch the resource bar : http://www.youtube.com/watch?v=UbEiIj_l8Sw

the output does not stay stable at +1000 energy and +20 mass.

this is what happens to me sometimes. i wonder if this is a bug?


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 PostPosted: 18 Jul, 2012 
 

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Hi,

Ive certainly never seen this behaviour, ill investigate it though, i did have to hook the paragons script and change the code a little, but only to get the econ values from a table in DMS, i didnt actually change the function of the code and what it does.

how often does it do this?

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