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Raevn
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Posted: 20 Jul, 2010
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Joined: 09 Aug, 2007 Posts: 984
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SC:TA Release v0.7 ( 20/7/10 )Download: Link (11.5 MB, zip) Includes all features in Update #28, #29 and #30, plus some last minute adjustments to fix bomber behaviour. Note that this may possibly desync in multiplayer games, as I did not get a chance to verify my fix. -- Confirmed that this is not a problem.
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Last edited by Raevn on 21 Jul, 2010, edited 1 time in total.
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Esch1lus
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Posted: 21 Jul, 2010
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Joined: 23 Aug, 2009 Posts: 160
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Downloading and testing!
P.S.: Not working yet. When the game starts, map is not loading ACUs and there's only a mass spot visible.
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Raevn
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Posted: 21 Jul, 2010
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Joined: 09 Aug, 2007 Posts: 984
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Esch1lus wrote: Downloading and testing!
P.S.: Not working yet. When the game starts, map is not loading ACUs and there's only a mass spot visible. Are you using any other mods? Also, what version of FA are you using? Because I haven't seen that behaviour before, it's not the bug I was referring to.
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Lt_hawkeye
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Posted: 21 Jul, 2010
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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disable other mods, i got mine to work right away, didn't really notice any bugs, although Construction Kbots seem to have trouble moving around stuff/other units resualting in a constant "arrived" sound(cause they stop, try to move, then stop again repeat etc) i only noticed this mostly on the contruction Kbots. Brawlers miss...A LOT. i know TA brawlers didn't miss that much. also have you considered lowering the flight elevation on some of the air units?
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Raevn
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Posted: 21 Jul, 2010
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Joined: 09 Aug, 2007 Posts: 984
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Lt_hawkeye wrote: disable other mods, i got mine to work right away, didn't really notice any bugs, although Construction Kbots seem to have trouble moving around stuff/other units resualting in a constant "arrived" sound(cause they stop, try to move, then stop again repeat etc) i only noticed this mostly on the contruction Kbots. Brawlers miss...A LOT. i know TA brawlers didn't miss that much. also have you considered lowering the flight elevation on some of the air units? The sound issue is a known one, basically movement start/stop sounds are played when the unit actually starts/stops moving, rather than ordered to move/arrive at destination (only). The later should be easy, i can see some possible issues with the former. The bumper cars is another issue that I'm working on, especially how much force the "bumping" causes, but I can't seem to find what specifies this. Brawlers... yeah  Still wrapping my head around the aircraft flight parameters, and brawlers also have a built in inaccuracy. I'll try lowering/removing the inaccuracy to begin with, then look at improving the flight behaviour. The elevation of aircraft is 2x what it was in TA, to deal with higher terrain in FA (otherwise aircraft crash into mountains :S) I tested the multiplayer last night, and there were no desycs, so this version is good to play online 
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Lt_hawkeye
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Posted: 21 Jul, 2010
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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well, aircraft should auto compensate for mountains and the like, at least from what i've seen, but im not expert on the air craft parameters. im sure you mentioned this somewhere, but what did the old footprint mod(no the fa compatibility) used to do?
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Raevn
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Posted: 21 Jul, 2010
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Joined: 09 Aug, 2007 Posts: 984
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Lt_hawkeye wrote: well, aircraft should auto compensate for mountains and the like, at least from what i've seen, but im not expert on the air craft parameters. im sure you mentioned this somewhere, but what did the old footprint mod(no the fa compatibility) used to do? They do compensate, but not fast enough for the more extreme terrain changes. I can make the aircraft climb/descend faster, but that doesn't look so good. Was there a problem with the aircraft being that height, or was it in reference to fixing the brawler issue? The footprints mod still exists, but is now known as the FA compatibility mod, and is a lobby selectable option now (*much* cleaner than the old method of having a separate file). It enables TA movement characteristics like units being able to move into shallow water (Think the Ring Atoll map, and other shallow water crossings), and Spiders having all-terrain movement. It requires a separate movement definition file, footprints.lua (hence the mod's old name), as it conflicts with the FA one. This is why FA compatibility must be turned on to use FA factions, and why when in FA compatibility mode, these movement characteristics aren't available. Edit: It also makes Kbots better able to climb hills than vehicles
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Raevn
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Posted: 28 Jul, 2010
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Joined: 09 Aug, 2007 Posts: 984
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I'll be looking into AI's in the near future, to begin with i'll be aiming at just getting the AI to do something (anything really, even building randomly) just to have some target practice. I'll then be looking into how to incorporate proper AI, either using Sorians, or possibly even using AI weighting/unit count tables like TA (in which case I could directly import TA AI's such as Queller). Obviously Sorian's would be preferable due to the logic changes and general "intelligence" of the AI over stock ais, but it may be that his extensive changes make it very hard to incorporate a custom faction.
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BulletMagnet
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Posted: 28 Jul, 2010
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Joined: 05 Oct, 2007 Posts: 16449 Location: camping near the biggest power-up
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I managed to get some really good looking flying profiles for transports and ASF, but IIRC it involved increasing all the K-values and the flying speed (like triple the flying speed, lol).
[EDIT:] granted I thought they looked good. You might come to a different conclusion. >_>
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Raevn
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Posted: 28 Jul, 2010
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Joined: 09 Aug, 2007 Posts: 984
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BulletMagnet wrote: I managed to get some really good looking flying profiles for transports and ASF, but IIRC it involved increasing all the K-values and the flying speed (like triple the flying speed, lol).
[EDIT:] granted I thought they looked good. You might come to a different conclusion. >_> Can you post the air section of the blueprint? The main issues i had were getting the fighters to overshoot their targets after attacking (like a bomber), which is how they behave in TA, and also getting them to be able to 'flip' and do 180 degree turns on the spot.
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Raevn
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Posted: 31 Jul, 2010
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Joined: 09 Aug, 2007 Posts: 984
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First attempt at an AI, 1 hour in. Lots of work to do...   Second attempt. Now builds metal extractors and has a more defined base layout.  Note that building priorities and limits haven't been set properly yet, hence the large amount of storage structures.
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CanadaMan7
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Posted: 03 Aug, 2010
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Joined: 05 Apr, 2009 Posts: 3 Location: Charleston, SC
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Just stopping by to say that this is an awesome mod. My friend and I play with it everytime we lan.
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Raevn
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Posted: 06 Aug, 2010
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Joined: 09 Aug, 2007 Posts: 984
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CanadaMan7 wrote: Just stopping by to say that this is an awesome mod. My friend and I play with it everytime we lan. Thanks, it's good to hear  . I've made a post about the SC:TA AI under construction in the AI forums: viewtopic.php?f=30&t=47550&p=826724
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CanadaMan7
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Posted: 06 Aug, 2010
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Joined: 05 Apr, 2009 Posts: 3 Location: Charleston, SC
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Good stuff. I always enjoy watching the coding process. Can't wait to take on 7 of them with a SupCom faction 
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jetsnguns
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Posted: 15 Sep, 2010
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Joined: 16 Feb, 2007 Posts: 443
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OMFG  This mod is awesome ! Don't give up !!!!!
_________________ C.T. "I allways say, when something leaves the body, Something else enters, that's how creative process works !" 
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Joubarbe
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Posted: 08 Apr, 2011
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Joined: 17 Mar, 2007 Posts: 39
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I guess this project has been abandoned ?
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Manimal
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Posted: 08 Apr, 2011
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Joined: 11 Apr, 2007 Posts: 1915
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How to know that unless otherwise specified by Raevn itself ?
He's used to work "silently" until he releases some new parts of his mod. Beside that, I know that's he was very busy with his studies and then with his job. So he didn't have lots of free time, last time we chat together on Messenger.
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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Sigma Projects
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Posted: 25 Jun, 2012
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Joined: 20 Feb, 2007 Posts: 13 Location: OC
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I really hope he starts back up on this mod. This is the only mod I'm looking forward to and it's the one I wanted since the beginning.
_________________ Damn FLASH TANKS!!!!!!!!!!
truestreets.com
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Axle
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Posted: 03 Apr, 2013
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Joined: 02 Apr, 2013 Posts: 3
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I managed to get this mod working with the latest version of FAF's patched forged alliance. This is what I did: - renamed schook to sctahook - renamed *.sc_ to *.scta - created init_scta.lua (see below), which I copied from the blackops mod as a template - launch <FAForeverRoot>/bin/ForgedAlliance.exe with command line option /init init_scta.lua, which I believe is how faf client will launch it Code: # --- <FAForeverRoot>/bin/init_scta.lua ---- local File = '*.scta'
# Some functions local function mount_dir(dir, mountpoint) table.insert(path, { dir = dir, mountpoint = mountpoint }) end local function mount_contents(dir, mountpoint) LOG('checking '..dir) for _,entry in io.dir(dir..'\\*') do if entry != '.' and entry != '..' then local mp = string.lower(entry) mp = string.gsub(mp, '[.]scd$', '') mp = string.gsub(mp, '[.]zip$', '') mp = string.gsub(mp, '[.]faf$', '') mp = string.gsub(mp, '[.]scta$', '') mount_dir(dir..'\\'..entry, mountpoint..'/'..mp) end end end
dofile(InitFileDir..'\\SupComDataPath.lua')
LOG('Hooking SCTA') table.insert(hook, '/sctahook')
local oldPath = path path = {}
mount_dir(InitFileDir..'\\..\\gamedata\\'..File, '/')
for k, v in oldPath do table.insert(path, v) end
So thats the good news. Now three problems I encountered: - "Game Options" dialog in game lobby doesn't show map thumbnails and doesn't respond to "ok" or "cancel". This only with the FAF patch. Original FA install works fine. This is of course a show stopper for use on FAF. But I'm guessing it'll be pretty easy to fix. Just needs someone to look at it. I'll post back if I find a fix. - When I try to build something, the video locks up (I can still hear sounds to indicate that the sim thread is still running). Now in the game log file there's a suspicious entry that says something about the 'technique "TABuild" is not found'. So I replace the contents of the "TABuild" technique in mesh.fx with a copy of UEF's one and everything works fine. Then I revert it back to original and .... everything works fine. Reboot computer. Still fine. I'm guessing something about the original mesh.fx file (line endings?) or its encoding in the zip file that ForgedAlliance.exe didn't like; or a persistent option being set somewhere by running the UEF version of the technique? Don't know. Same issue with the commander cloak mysteriously resolved itself at the same time without touching it. - When I load the map "The Cold Place" my commander doesn't spawn and I see in the game log that "BeginSession() failed: attempt to use as string a nil value" stacktrace .... 001scta.scta\lua\sim\scenarioutilities.lua(409): in function `CreateResources'. Now as it turns out the version of "The Cold Place" on FAF has underwater mexes and in lua/sim/worlds.lua the "name=ice" entry has nil UWMetal. So I copy a UWMetal with stuff in it from somewhere else. Works great.
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Raevn
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Posted: 03 Apr, 2013
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Joined: 09 Aug, 2007 Posts: 984
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Awesome work Axle  Especially kudos for the way you include the gamedata files without interfering with the base game (I used a clumsy bat file). Axle wrote: - When I try to build something, the video locks up (I can still hear sounds to indicate that the sim thread is still running). Now in the game log file there's a suspicious entry that says something about the 'technique "TABuild" is not found'. So I replace the contents of the "TABuild" technique in mesh.fx with a copy of UEF's one and everything works fine. Then I revert it back to original and .... everything works fine. Reboot computer. Still fine. I'm guessing something about the original mesh.fx file (line endings?) or its encoding in the zip file that ForgedAlliance.exe didn't like; or a persistent option being set somewhere by running the UEF version of the technique? Don't know. Same issue with the commander cloak mysteriously resolved itself at the same time without touching it. Not sure what resolved it for you, but the shaders in mesh.fx are cached, so changing the file alone doesn't usually let FA see the changes. To force the cache to be re-built, the exe can be run with the /purgecache flag.
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Axle
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Posted: 04 Apr, 2013
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Joined: 02 Apr, 2013 Posts: 3
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ah a cache. that makes perfect sense now.
No kudos to me. I just copied faf's technique
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Axle
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Posted: 04 Apr, 2013
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Joined: 02 Apr, 2013 Posts: 3
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Issue with the "game options" dialog seems to be resolved. Looks like I was missing something in the init script. I copied some stuff from init_faf.lua and now it works. Note that on my machine (Windows 7) <FAForeverRoot> is located at c:/ProgramData/FAForever. This is NOT the original FA install location, its the FAF patched copy. Code: -- <FAForeverRoot>bin/init_scta.lua
-- this imports a path file that is written by Forged Alliance Forever right before it starts the game. dofile(InitFileDir .. '\\..\\fa_path.lua')
# Some functions local function mount_dir(dir, mountpoint) table.insert(path, { dir = dir, mountpoint = mountpoint }) end local function mount_contents(dir, mountpoint) LOG('checking '..dir) for _,entry in io.dir(dir..'\\*') do if entry != '.' and entry != '..' then local mp = string.lower(entry) mp = string.gsub(mp, '[.]scd$', '') mp = string.gsub(mp, '[.]zip$', '') mp = string.gsub(mp, '[.]faf$', '') mp = string.gsub(mp, '[.]scta$', '') mount_dir(dir..'\\'..entry, mountpoint..'/'..mp) end end end
dofile(InitFileDir..'\\SupComDataPath.lua')
LOG('Hooking SCTA') table.insert(hook, '/sctahook')
local oldPath = path path = {}
blacklist = { "00_BigMap.scd", "00_BigMapLEM.scd", "fa-ladder.scd", "fa_ladder.scd", "faladder.scd", "powerlobby.scd", "02_sorian_ai_pack.scd", "03_lobbyenhancement.scd", "randmap.scd", "_Eject.scd", "Eject.scd" }
local function mount_dir_with_blacklist(dir, glob, mountpoint) LOG('checking ' .. dir .. glob) for _,entry in io.dir(dir .. glob) do if entry != '.' and entry != '..' then local safe = true for i, black in blacklist do safe = safe and (string.find(entry, black, 1) == nil) end if safe then mount_dir(dir .. entry, '/') else LOG('not safe ' .. dir .. entry) end end end end -- these are the classic supcom directories. They don't work with accents or other foreign characters in usernames mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods') mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')
-- these are the local FAF directories. The My Games ones are only there for people with usernames that don't work in the uppder ones. mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods') mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')
mount_dir(InitFileDir..'\\..\\gamedata\\*.scta', '/') mount_dir_with_blacklist(fa_path .. '\\gamedata\\', '*.scd', '/')
for k, v in oldPath do table.insert(path, v) end
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