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Sprouto
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Posted: 28 Apr, 2011
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Joined: 26 Feb, 2007 Posts: 336 Location: Toronto
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I was actually able to download everything else from your links - just not this. Quite strange really - and I tried on 3 different machines, from 2 locations. I'll try some more later.
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Domino
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Posted: 28 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Strange, The link works fine for me.. 
_________________ Domino. ______________
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Mithy
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Posted: 28 Apr, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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There always seems to be a subset of people who have problems accessing each of the free download sites, and mediafire seems to be the most commonly mentioned one.
If you're going to start maintaining a bunch of mods anyway, I'd highly recommend creating a google code page and using that for hosting, since it makes multiple mod downloads a bit easier, and provides a central download location for all of your mods that people can browse through. As long as the mods aren't large (<100mb apiece), it's pretty much better in every way, and I've yet to see anyone complain of not being able to access it.
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Domino
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Posted: 28 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Mithy wrote: There always seems to be a subset of people who have problems accessing each of the free download sites, and mediafire seems to be the most commonly mentioned one.
If you're going to start maintaining a bunch of mods anyway, I'd highly recommend creating a google code page and using that for hosting, since it makes multiple mod downloads a bit easier, and provides a central download location for all of your mods that people can browse through. As long as the mods aren't large (<100mb apiece), it's pretty much better in every way, and I've yet to see anyone complain of not being able to access it. i will prolly do this 
_________________ Domino. ______________
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Sprouto
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Posted: 28 Apr, 2011
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Joined: 26 Feb, 2007 Posts: 336 Location: Toronto
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Yes - it is odd. The link works fine - and takes me to the page where the download should begin - but when I select the begin download I get the error. It's so odd, because I can download (and have) the other files you have listed there. Go figure....
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Sprouto
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Posted: 29 Apr, 2011
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Joined: 26 Feb, 2007 Posts: 336 Location: Toronto
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Domino
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Posted: 29 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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cool,
what do you think?
i have a new update coming soon.. just adding finishing touches.. clean ups.. ect..
_________________ Domino. ______________
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Sprouto
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Posted: 29 Apr, 2011
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Joined: 26 Feb, 2007 Posts: 336 Location: Toronto
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I'm primarily interested in it for the features concerning enhancement slots - but of course, as always, I'll find new uses as I get familiar with it. My crew is still absorbing the multi-screen mod, and finding devious new uses for it - so I won't pass any comments yet.
Mind you, I always look forward to your work, it's always thought provoking - if not downright inspirational. Long live FA.
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Domino
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Posted: 29 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Sprouto wrote: I'm primarily interested in it for the features concerning enhancement slots - but of course, as always, I'll find new uses as I get familiar with it. My crew is still absorbing the multi-screen mod, and finding devious new uses for it - so I won't pass any comments yet.
Mind you, I always look forward to your work, it's always thought provoking - if not downright inspirational. Long live FA. good stuff.. there are ALOT of different things in DMS most of which i havent mentioned yet.. some pretty cool things..  ive mainly posted the important things as i see them.. aye the multi screen mod is awesome.. i use it 100% of the time..  couldnt play without it now..  its cool you like the things i release.. i often wonder who actually uses my stuff, if anyone..  its not a good feeling knowing the amount of time i put into these mods.. if they go to waste.. especailly DMS it would be a crying shame for fa.. the power this mod holds for the unit modder is outragous.. and it will only get better with time.. as more stuff is added.. i just hope the people that have tried previous versions.. keep trying the newer versions.. as i fix and tweak the functions on every release.. making the mod faster and more flexable.. also fixing any previous bugs found.. the next release fixes ALL previous problems.. but also adds a few more goodies..  stay tuned!
_________________ Domino. ______________
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HTKatzmarek
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Posted: 29 Apr, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Quote: i often wonder who actually uses my stuff, if anyone.. Just to let you know, I'm using the DMS mod, the multi-screen mod, and the hunker mod. They've become a part of my regular weekend games with my groups of friends, and I'm looking forward to downloading your updates as they become available! Want you to know that I really appreciate the work you've done! 
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Domino
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Posted: 29 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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HTKatzmarek wrote: Quote: i often wonder who actually uses my stuff, if anyone.. Just to let you know, I'm using the DMS mod, the multi-screen mod, and the hunker mod. They've become a part of my regular weekend games with my groups of friends, and I'm looking forward to downloading your updates as they become available! Want you to know that I really appreciate the work you've done!  Thank you, i appriciate your support.. and look forward to your bug reports.. 
_________________ Domino. ______________
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MagicSoul
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Posted: 14 May, 2011
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Joined: 16 Jun, 2008 Posts: 337
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@Domino Just wanted to say - thanks for your great work. The hunker looks great and I am looking forward to trying out the multi-screen mod. Thanks also for the great bug fix on the Stellar gen - I am sure Ex will appreciate your fixes that you gave him as well as including it in DMS v7. By the way when do you plan on releasing v7? Cheers 
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Domino
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Posted: 14 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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MagicSoul wrote: @Domino Just wanted to say - thanks for your great work. The hunker looks great and I am looking forward to trying out the multi-screen mod. Thanks also for the great bug fix on the Stellar gen - I am sure Ex will appreciate your fixes that you gave him as well as including it in DMS v7. By the way when do you plan on releasing v7? Cheers  cool, thx for your support  Np, about the stellar gen fix, your actually the first to mention it lol.. thx  V7 of DMS should be out soon, im currently still working on somethings ive added, ironing out the bugs so to speak.. its an ongoing process this mod.. as im adding things constantly, but also trying not to break the previous structure ive implimented.. so it can be backward compatable with mods made with a previous versions.. no idea who has made a mod yet using DMS however this is the goal..  all this said... NOT long to wait now 
_________________ Domino. ______________
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Domino
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Posted: 25 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, here is a lil video of something some may appriciate http://www.youtube.com/watch?v=vvT0140JcagThis is something new added to DMS V7 (not released yet) It is NOT limited to only this one unit.. ANY unit can now have one of these.. by just entering a simple BP entry if your a unit modder, im sure you will appriciate that this thing has many uses.. not limited to what you see in the video..  im also using for something else.. 
_________________ Domino. ______________
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brandon007
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Posted: 25 May, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Domino wrote: Hi, here is a lil video of something some may appriciate http://www.youtube.com/watch?v=vvT0140JcagThis is something new added to DMS V7 (not released yet) It is NOT limited to only this one unit.. ANY unit can now have one of these.. by just entering a simple BP entry if your a unit modder, im sure you will appriciate that this thing has many uses.. not limited to what you see in the video..  im also using for something else..  So thats what you have been working on =p You still gotta try out the Beta I gave to you =p
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Domino
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Posted: 25 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, well not only that, im working on various things at once.. i noticed how to add those this afternoon.. so i did it.. took about 3 hours in total..  ill check your beta soon pal, dont worry.. ill get back to you..
_________________ Domino. ______________
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brandon007
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Posted: 25 May, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Domino wrote: Hi, well not only that, im working on various things at once.. i noticed how to add those this afternoon.. so i did it.. took about 3 hours in total..  ill check your beta soon pal, dont worry.. ill get back to you.. Good good =p I want to know what units to take out, and which needs balancing before I release. (Ps, I made my first map if you wanna try it out =p)
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Domino
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Posted: 27 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Just a quick update for DMS, today i totally figured out how to add decals like the nuke decal.. to the mouse.. when a order is activated.. so for instance.. if a unit has an ability that needs a new mouse icon.. you can now add these VERY VERY easy on activation of this ability ( psss abilities are fookin cool! ) got a cool new ability lined up for 4DC it can now have its own cursor decal.. also its not only limited to decals.. you can also specify a normal cursor.. or add one of your own.. the default cursors are attack, move reclaim, repair, transport.. that kinda things.. you can now add your own. 
_________________ Domino. ______________
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eddy
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Posted: 29 May, 2011
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Joined: 25 Mar, 2010 Posts: 49 Location: Germany
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Domino, DMS is a incredibly large and very complex mod...!!
the new features that you have discovered or created are quite impres!
I experience the game, since the birth of DMS, brand new!! the opportunities are fantastic....
immensely impressive work...!!! Hats off and keep it up!
Greetings
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Domino
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Posted: 29 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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eddy wrote: Domino, DMS is a incredibly large and very complex mod...!!
the new features that you have discovered or created are quite impres!
I experience the game, since the birth of DMS, brand new!! the opportunities are fantastic....
immensely impressive work...!!! Hats off and keep it up!
Greetings Hi, Thank you, indeed it looks complex but once worked out.. its actually not  the actual file size of the mod 16Meg or so.. is because of the mfd videos.. i have to ship them with the mod..  so other mods can also use them. In version 7 i added quite a few new things that can be used by modders.. these include but are not limited to Inertial Shields Time Dilation AOE Unit Text incl countdowns and cancel (from any number) Mouse Decals Mouse Icons ANY unit can now have a RallyPoint ANY unit can now have a FERRYPOINT i dont know of a use for this atm, BUT ive also figured out how to attach adjacentcy beams from one unit to ANY other unit at any distance.. (inc mobile units) this is incomplete atm, added some small code also that lets you deform the terrain, to make craters.. added the ability for dead units (wreckage) to be rebuilt.. rather than being reclaimed.. a specail unit can rebuild them. (guess which 4DC faction gets this ability) ill also at some point soon, be adding most if not all of the abilities from my ability ideas thread.. some very cool ideas there.. i wont be making the units.. however i can add the code for the abilities so that others can make units that use these abilities.. EVERYTHING in DMS is useable by 3rd party mods.. that is the main purpose of DMS. im currently working on unit abilities, just to clarify what abilities are.. they are scripted events that happen when you click a button on the orders panel.. abilities need a second click of the mouse some where on the map.. when you click the map while the ability is active something happens at the location you clicked.. this is demostrated by a seraphim unit that can spy on part of the map.. it lets you view under the FOW for a period of time.. this type of scripted event has thousands of uses for other things.. me and resin have added a few awesome things already.. i cant say to much.. BUT i can say sera get some cool new toys! specialized weapons can use abilities to do something at a location or the unit can make something happen at that location.. again .. the possibilities here are endless.. and it makes available something that was NOT possible before.. abilities coupled with new icons and decals = something interesting! im currently in the process of changing how abilities are applied to a unit, i hope the change is liked more than the GPG implimentation.. GPG store params for the ability in the units blueprint in the abilties table, what ive done is make abilities like the CommandCaps table.. rather than store things in the blueprint i switched them to the actual abilitydefination.lua table, so now in the abilities table we just add the ability name exactly the same as the command caps, abilityname = true, this enables that ability on that unit, you can also add/remove abilities on the fly from a units script.. adding your own scripted ability is very very easy.. i wont explain here how to do it.. but trust me when i say its easy  doing it this way we can stream line the ability itself, giving far greater control on what this ability does, the only small problem with this method is that the script that drives this ability has to be in a hooked unit.lua just incase another mods unit adds the abilty via script.. so the functions are available to the mods unit.. or.. you can superclass them.. in which case you will have to make sure that the 3rd party unit imports the superclass in its script.. its standard practice for this kind of thing and very easy to impliment.. im currently trying to figure out how to add the emitters when shift is held that show where the units move/attack/patrol positions are, once this is cracked.. we can then show where rallypoints, ferrypoints ect are via the purple line, or use the yellow move line to show other orders positions.. you will be able to use your own texture for these lines.. fingers crossed.. wont be long before i figure this out..  as said previosuly V7 fixes all previously reported bugs..
_________________ Domino. ______________
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Domino
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Posted: 29 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Nah, me and res thought that a faction that is a little more advanced and that needs some loving get this ability.. when units are resurrected from wrecks they will only have 1/2 the normal health and there top speed will be capped by 1/2, there may be other penalities incurred also.. we shall see.. 
_________________ Domino. ______________
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Domino
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Posted: 29 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi,
Indeed Seraphim
the ressurrected units could/might/will explode at any time.. there life span is limited due to the nature of there creation.. they will also use power (optional) and im thinking that they wont be able to build other factions units.. undecided yet.. they could get to over powered if an engi is ressurrected which builds a fac right away.. which then builds perfect other faction engi, that faction then has access to 2 factions units.. this could be a major imbalance..
the finer details need working out... however all the code is working.
_________________ Domino. ______________
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Krapougnak
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Posted: 30 May, 2011
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Joined: 21 May, 2008 Posts: 706
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Your work is impressive I hope some of the Mod groups out there use it soon, I'm unfortunately not a modder On the ressurection ability, your ideas to balance it are very interesting, but seraphim again ? Sera already got the phasing ability, and the shield drone... 
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vilebackup
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Posted: 30 May, 2011
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Joined: 22 Jan, 2011 Posts: 178
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Woah, these ideas are amazing!! Cant wait to try them out. Just curious, what are Inertial Shields? Krapougnak wrote: On the ressurection ability, your ideas to balance it are very interesting, but seraphim again ? Sera already got the phasing ability, and the shield drone...
Could it be applied to all SACUs instead? Domino wrote: added some small code also that lets you deform the terrain, to make craters..
Isnt this similar to the terrain deform mod?
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Domino
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Posted: 30 May, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Krapougnak wrote: Your work is impressive I hope some of the Mod groups out there use it soon, I'm unfortunately not a modder On the ressurection ability, your ideas to balance it are very interesting, but seraphim again ? Sera already got the phasing ability, and the shield drone...  Thanks, although i can only take small credit for the mod... i have had alot of help from other modders on mod support Me and resin think sera need some more advanced things.. also more units.. sera are cool!  vilebackup wrote: Woah, these ideas are amazing!! Cant wait to try them out. Just curious, what are Inertial Shields? Krapougnak wrote: On the ressurection ability, your ideas to balance it are very interesting, but seraphim again ? Sera already got the phasing ability, and the shield drone...
Could it be applied to all SACUs instead? Domino wrote: added some small code also that lets you deform the terrain, to make craters..
Isnt this similar to the terrain deform mod? Hi, An inertail shield is a shield, when a projectile enters the shield area the projectiles slow down and arc towards the ground.. if the projectile is a propeled tracking projectile. (missiles ect) they will slow down but also randomly zig zag towards the target.. tracking missiles always hit there target BUT once in the field they slow down giving that little bit more time to take them down.. normal projectiles will slow down and still hit there target if its stationary, you have the posibility to move your units before they are hit by enemy fire.. Time dilation AOE is much like the inertial field however.. the projectiles slow down more and more the closer they get to the centre of the field until eventually stopping altogther and falling to the ground upon hitting the ground they still detonate.. so they still deal out damage.. for both these fields projectiles on impact with a unit damage is reduced.. regards to ALL sacu's getting the resurrection ability.. hehehe you could make a very easy merge mod to do this.. no coding it needed.. just a bp merge file that just adds an entry in the units categories table. It could be your first mod  indeed there is a mod out there that lets you create craters.. what ive done is basicly create a function that lets you send some params to a function that creates the crater.. im not using it for anything.. i just added the code for others to use if they want to create a crater of any size and depth.
_________________ Domino. ______________
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