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totaly crazy
Poll runs till 11 Sep, 2051
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
3 9%  9%  [ 12 ]
Total votes : 140
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 PostPosted: 17 Oct, 2011 
 
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Krapougnak wrote:
Try posting it on modb...


No I can't :) but it not realy a problem that was just a lot of lost time :/


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 PostPosted: 17 Oct, 2011 
 

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SO,

who exactly is enforcing that mods cannot use "parts of models" OR "models" from sc2 in fa?

i see no official post on the forums from any person in a position to tell us we cannot do this... and by official i mean an employee of gpg or square enix not a forum moderator

no offence to the moderators... BUT until such a written statement is made from someone in power... i dont see why we cannot do this.. the game might have been published by different companies but it was developed by one company.. CT's company ... it uses some of same units in the 2nd as in the first is CT infringing copyright also? he even uses some of the same names... the same code is shipped with the second game to... as well as most of the gfx... i guess CT is infringing copyright also... from fa.. porting things to sc2... now to me it stands to reason that IF CT is allowed to do this.. then we as the consumer whom buy what he sells also have the same power he does regards to using the same things in both games..

if a moderator is enforcing this, then can we all see the email or pm from the person in power that told them to enforce this.... after all the moderators are normal players and people like the rest of us whom post on this forum.. they surely cannot enforce such a powerfull statement by them selves.. that goes way beyond moderating a forum, its dictating to us and actively stopping us from doing something that we "might" be able to do... IF there is no written confirmation that we cannot do this... its pure speculation if there is no written letter saying we cannot do it... and should not be enforced until such written confirmation is recieved.. whether or not they beleive it to be copyright infringement or not..

so in essence its upto the moderator to seek out 100% confirmation from there peers of power before enforcing something we can probably do...
until then id carry on what i was doing until i saw the written confirmation OR i got a C&D from some one in power.. NOT a forum moderator..

if there is such a confirmation email or pm.. it should be posted on the forum
and people that do infringe copyright should be directed to the letter..
if no letter exists... a moderator CANNOT enforce this.. tell them to get confirmation and then you will stop, they cannot delete your posts or mods either until they get 100% confirmation that it is not allowed.. they them selves cannot decide whether you can do it or not.. they are just mere moderators,

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Last edited by Domino on 17 Oct, 2011, edited 1 time in total.

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 PostPosted: 17 Oct, 2011 
 
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Legion Darrath wrote:
These forums are hosted in the US, the contend posted on these forums is subjected to US law.

OH i thought the forum was hosted by a canadian company named Quazal.
IF I'm correct then the U.S law doesn't apply to the present forum.

Talking of the copyright, please click on the links Terms of Use and Copyright Information at the very bottom of the present page... :roll:

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 PostPosted: 17 Oct, 2011 
 
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Manimal wrote:
Legion Darrath wrote:
These forums are hosted in the US, the contend posted on these forums is subjected to US law.

OH i thought the forum was hosted by a canadian company named Quazal.
IF I'm correct then the U.S law doesn't apply to the present forum.

Talking of the copyright, please click on the links Terms of Use and Copyright Information at the very bottom of the present page... :roll:


The forum's domain redirects to an American IP so you'd be mistaken about the server being in Canada.

@Domino,

This isn't speculation. Violating copyright is illegal. According to the forum rules all illegal posts are to be deleted and whoever posted them is to be banned and this is entirely up to the individual moderator's discretion. One does not have to try and request that his copyright is respected before it becomes illegal. I believe Orange acted the way he should have. As for him not being able of doing this (on his own), I refer you to the following:

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Community staff have the final say over what constitutes a violation of these Community Rules. In addition, we reserve the right to terminate your account without warning(s) and move/delete/close posts/threads that break these rules without further explanation.


Orange asked Asdrub not to use the model and he agreed. This settles the matter for me. Now I hope this thread can get back on topic.

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 PostPosted: 18 Oct, 2011 
 
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Legion Darrath wrote:
Orange asked Asdrub not to use the model and he agreed. This settles the matter for me. Now I hope this thread can get back on topic.


[Fix]
Orange asked Asdrub not to use the model and he did not have the choice if he does not want see Experimental Wars topic close or delete. This settles the matter for me. Now I hope this thread can get back on topic.
[/Fix]


But I'm not rancorous I can do all of I want ( except for the coding part :D ) with sup com I model hack :)
But some parts on sup com II units could put a little of coolness in my mod :D


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 PostPosted: 19 Oct, 2011 
 
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Anyways, from what I read in this page http://www.gaspowered.com/copyright.php, neither SupCom nor F.A are mentioned.
Gas Powered Games: Copyright Information wrote:

(C) 1998-2010 Gas Powered Games Corp. All rights reserved. Gas Powered Games, Demigod, and Space Siege are the exclusive trademarks of Gas Powered Games Corp.

All other trademarks, logos and copyrights are property of their respective owners.

This is respectively THQ's and Square Enix's business then !

Therefore, I'm wondering if Legion Darrath and/or OrangeKnight are employees of one of both companies that are owning the copyright... ^^

BACK TO THE TOPIC :

I worked on the Rebuild issue with SCU assisting a Hero Portal that's being built by an ACU, but I didn't find the proper solution and fix yet.

I tryed to force the BuildRestrictions but I failed given this vould have something to do with the REBUILDER category and with some PBM related stuff.

For now all my update (sent to Asdrubael) does, is a couple of minor fixed including the one with the mod CBFP v4 when it's enabled and active.

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Last edited by Manimal on 25 Oct, 2011, edited 1 time in total.

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 PostPosted: 24 Oct, 2011 
 

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Quote:
Therefore, I wonder if Legion Darrath and/or OrangeKnight are employees of one of both companies that are owning the copyright... ^^


Highly doubt it. Probably just trolls getting their kicks.


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 PostPosted: 25 Oct, 2011 
 
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Asdrubael >

FR:
J'ai besoin que tu me précise si tu prévois d'ajouter des armes via les Enhancements dont tu m'as parlé.
Merci de me répondre sur Hotmail.

EN: I need you to tell me if you plan to add some weapons through the Enhancements you asked me.

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 PostPosted: 08 Nov, 2011 
 

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Hi

I wanted congrants you for made this mod. Is really good! :D And maybe can be more good when you launch the next version of the mod, the Awakening.

In this moment I am playing the mods (Experimental wars and Orbital Wars 8) ) with the mod enabler in the FA campaign, but I find some problems, mainly focused with Experimental Wars, because I played all the campaign with Orbital Wars without problems.

1- When I try to start the first mision, the first operation, only charge the map, the ally base where you appear and the Order base. Only that :? . I saw that when that happen, the defenses that are signaled in the optional mision don't appeared, neither the defense towers. Maybe that is the fault. Maybe exist some bugs, but I don't was able of pass from that point :(

2- In the fifth operation, when Fletcher appear, he only build a Air Factoru, but nothing more. I was forced to use the 'SetFocusArmy' for force him to build a Land Factory. :|

3- In the same map, when I kill Hex5... END! :shock: Don't happen nothing. No Expansion, no Brackman's Megalith, and no Attack QAI :cry: .

For made a question. This mod is really tested with the FA Campaign :? :?: ?


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 PostPosted: 08 Nov, 2011 
 
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d0m0a wrote:
Hi

I wanted congrants you for made this mod. Is really good! :D And maybe can be more good when you launch the next version of the mod, the Awakening.

In this moment I am playing the mods (Experimental wars and Orbital Wars 8) ) with the mod enabler in the FA campaign, but I find some problems, mainly focused with Experimental Wars, because I played all the campaign with Orbital Wars without problems.

1- When I try to start the first mision, the first operation, only charge the map, the ally base where you appear and the Order base. Only that :? . I saw that when that happen, the defenses that are signaled in the optional mision don't appeared, neither the defense towers. Maybe that is the fault. Maybe exist some bugs, but I don't was able of pass from that point :(

2- In the fifth operation, when Fletcher appear, he only build a Air Factoru, but nothing more. I was forced to use the 'SetFocusArmy' for force him to build a Land Factory. :|

3- In the same map, when I kill Hex5... END! :shock: Don't happen nothing. No Expansion, no Brackman's Megalith, and no Attack QAI :cry: .

For made a question. This mod is really tested with the FA Campaign :? :?: ?


I never had the time to perform some tests with the Campaigns... Asdrubael as well, I guess.

I know there are a few bugs and I even fixed up some of them yet for our work version.

I'm doing my best for making our mod as reliable and stable as possible.
So please be patient.

P.S.: could you please send me a LOG of those Campaigns you played ?
thanks in advance. ;-)

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 PostPosted: 09 Nov, 2011 
 

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Sorry, but I am completely new with the Supreme Commander's games, and I don't understand many things about the Modding.

Look, how I can made a Log from the Campaigns?


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 PostPosted: 09 Nov, 2011 
 
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d0m0a wrote:
Sorry, but I am completely new with the Supreme Commander's games, and I don't understand many things about the Modding.

Look, how I can made a Log from the Campaigns?


This is how to launch the game for making the Log

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 PostPosted: 10 Nov, 2011 
 

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Thanks, I will put the log of the operations

This is the log from the first operation.

Problem: Don't start the start events.

When: Only starting the operation.

Cheats used and why?: none

http://pastebin.com/wKivqJYE

The only solution that I have for post here the log of the Operation 5 if puting it on a donwload server, because all the log has 1,44 MB

This is the log from the Fifth operation.

Problem: 1- Flercher don't made nothing during the mision. 2- I can't start the last segment of the operation (Attack QAI's base and take Brackman, who don't appears, in front of his building.)

When: 1- only after of build a Mass Extractor and a Air Factory. 2- After of kill Hex5

Cheats used and why?: AI_RunOpponentA: For made my base without attacks during the building (Desactivated and activated). ai_InstaBuil: for build fast the base and made a quick and destructive attack against the Hex5's bases (Activated and Desactivated), cheats turned into normal before of kill Hex5

http://www.fileserve.com/file/fKPK42v/DamnLog Operation 5.txt


Last edited by d0m0a on 10 Nov, 2011, edited 1 time in total.

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 PostPosted: 10 Nov, 2011 
 
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Put it on pastebin.org and link it here.

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 PostPosted: 10 Nov, 2011 
 
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The problem with the area not expanding is due to Brakmen's Megalith not spawning, which is caused by the campaign using a different version of it from the normal game, due to it having the peg-launcher for the final cinematic. I believe there was a solution in the 4DC thread and a mod floating around that fixes it, though it may not work with experimental wars and would probably remove all changes they made to the megalith. I can upload that mod if need be though there should be a better version around- or at least one that can be made relatively easily.

Your second problem with Fletcher's ACU is most likely due to Experimental wars changing the ACU's enhancements and so the spawning script and its building script may not work properly, I believe this was also an issue with BO:ACU's but I am not sure on that one.
Hope this helps.

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 PostPosted: 10 Nov, 2011 
 
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From what I read, the campagin found "unknown" SCU's Enhancements (not found in the Blueprint)
This would mean the campaign ignored the various hooked scripts and units...

On the other hand, I see that you messed up the installation of Orbital Wars.

Last but not least, you should remove some campaign mods from the gamedata folder.

I'll take a closer look at it ASAP.

For now I'm super busy with my new Labs because of the tricky game engine...

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Last edited by Manimal on 30 Nov, 2011, edited 1 time in total.

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 PostPosted: 10 Nov, 2011 
 

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shadowNB: About the topic of the Brackman's weapon, I saw a post that talked about that and that the problem is that can't contact with some folder in Gamedata named Mods, or something like that. And about Fletcher, I believe that he is waiting for the enginiers, but how can't create the ones of the air factory, I believe that is that.

Manimal: Are you talking about the first operation or the problems with Brackman and Fletcher? And About Orbital Wars, I played with it before of download ExpWars, and all worked perfectly. Maybe has something to be with the Megalith unit (If I remember, the Cybrans obtain them at the last operation)

Edit: I tested the mod that repair the problem with Brackman's Megalith, and don't work.


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 PostPosted: 30 Nov, 2011 
 
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d0m0a wrote:
Manimal: Are you talking about the first operation or the problems with Brackman and Fletcher? And About Orbital Wars, I played with it before of download ExpWars, and all worked perfectly. Maybe has something to be with the Megalith unit (If I remember, the Cybrans obtain them at the last operation)

Edit: I tested the mod that repair the problem with Brackman's Megalith, and don't work.

I was talking of what I read in the Log provided by d0m0a.


Now some (good) news :

I completed the totally new Labs and their Researches.
They will match Asdrubael's will, that is : 3 branches per tech level, only one branch will be researchable after you picked one.

Also the upgrades are no longer working the same way.
This means Veterancy Upgrades will be one thing, and Research Upgrades will be another one. :-)

I'm still waiting for Asdrubael's feedback on my (hard) work.

On the other hand I'm polishing the old stuff for making them more consistent and more efficient.
For instance :
¤ I added to the original Unit Class the missing Inheritance functions.
¤ I'm making a new Class that I named UniqueUnit.

Stay tuned.

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 PostPosted: 09 Dec, 2011 
 

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Manimal: I see. Some idea of how repair that problem.

How you know, I play with Exp Wars and Orbital wars, but I want say some ideas about the things.

1- I saw that the Experimental wars spaceships are so diferents of the Orbital wars, and I use more the Orbital Wars ships with Veterancy that the Exp Wars ship, because some of them take long time of win a veterancy point (The tech 1 ship killed +80 units and don't obtained any point!). Can you solve the problem with the veterancy problem here?

2- The Quantum gates, is a good idea that the units take some damage when appear in any place, but is a little annoying that you try to made a army from the gates, like for repeal a army, and they only have half of the health for defend themselves. Why don't made this: Made a safe radius area around the void gate (Big like the Kennel tech 2 radius), and the unit that appear inside the radius don't get damaged, but if you made a unit appear away of the radius, this will get damaged. That will help the people to use the units instead of lost time repairing the damaged units.

3- Experimental Factory: A building that build Experimental units like the Tech 3 enginiers/SCU/ACU, but this building build a little more slow taht the same units. Example: If a ACU need 3:00 for build a Fatboy (I know, I know, but is a example), the Factory will need 4:50 for build it. Who will don't like build a Vet 5 Fatboy or Monkeylord?

This is only ideas, but you can ignore them if go against your own ideas.


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 PostPosted: 09 Dec, 2011 
 
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d0m0a wrote:
Manimal: I see. Some idea of how repair that problem.

How you know, I play with Exp Wars and Orbital wars, but I want say some ideas about the things.

1- I saw that the Experimental wars spaceships are so diferents of the Orbital wars, and I use more the Orbital Wars ships with Veterancy that the Exp Wars ship, because some of them take long time of win a veterancy point (The tech 1 ship killed +80 units and don't obtained any point!). Can you solve the problem with the veterancy problem here?

2- The Quantum gates, is a good idea that the units take some damage when appear in any place, but is a little annoying that you try to made a army from the gates, like for repeal a army, and they only have half of the health for defend themselves. Why don't made this: Made a safe radius area around the void gate (Big like the Kennel tech 2 radius), and the unit that appear inside the radius don't get damaged, but if you made a unit appear away of the radius, this will get damaged. That will help the people to use the units instead of lost time repairing the damaged units.

3- Experimental Factory: A building that build Experimental units like the Tech 3 enginiers/SCU/ACU, but this building build a little more slow taht the same units. Example: If a ACU need 3:00 for build a Fatboy (I know, I know, but is a example), the Factory will need 4:50 for build it. Who will don't like build a Vet 5 Fatboy or Monkeylord?

This is only ideas, but you can ignore them if go against your own ideas.


answer to Q.#1 :
Yes I can do that.
it is very easy to lower the veterancy by editing the blueprints.

answer to Q.#2 :
I suggested and made a "safe" radius around the ACUs.
We made the damage because it's so easy to rush and teleport an army so close to the ACU. (in assassination mode this would ruin the fun)

I also made the shields anti-teleport but the calculation of the relocation is not correct. I'd need some math people's help.

answer to Q.#3 :
We must think of experimental units that would join in the "party" directly with a vet level 5 which brings a balance problem.
Asdrubael thrown the idea of veterance by not making an exhaustive table of units with health points, DPS and so on.
I have very little free time to do that myself...

<EDIT>
Asdrubael told me he was stuck at beta testing the latest Starwars game, so he gave up with modding without even thinking of noticing me... :?
Given this is not the first time he plays me such bad trick, I'll make my own version of the mod but with no new unit models though.
I'll only keep my own works then I'll try and mke a demo of 2 different ways to upgrade units.

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 PostPosted: 09 Dec, 2011 
 

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Quote:
answer to Q.#1 :
Yes I can do that.
it is very easy to lower the veterancy by editing the blueprints.


I understand and I will see it.

Quote:
answer to Q.#2 :
I suggested and made a "safe" radius around the ACUs.
We made the damage because it's so easy to rush and teleport an army so close to the ACU. (in assassination mode this would ruin the fun)

I also made the shields anti-teleport but the calculation of the relocation is not correct. I'd need some math people's help.


You don't understand me. About the safe radius, I talk about put a safe radius around the Gate, no the ACU. If you made teleport a unit near of the Gate (Inside the radius), this don't get damage, and only get damaged if the unit appear outside the radius.

Quote:
answer to Q.#3 :
We must think of experimental units that would join in the "party" directly with a vet level 5 which brings a balance problem.
Asdrubael thrown the idea of veterance by not making an exhaustive table of units with health points, DPS and so on.
I have very little free time to do that myself...


I supposed that this can happen, but sure that was fun.

Quote:
<EDIT>
Asdrubael told me he was stuck at beta testing the latest Starwars game, so he gave up with modding without even thinking of noticing me... :?
Given this is not the first time he plays me such bad trick, I'll make my own version of the mod but with no new unit models though.
I'll only keep my own works then I'll try and mke a demo of 2 different ways to upgrade units.


Ouch! That is have bad luck.


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 PostPosted: 24 Dec, 2011 
 
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Lots of weird and illogically looking stuff in this mod to my liking :roll:

I mean, many units look like they're clumped together out of scrap pieces of other units. I mean, mmm... they lack harmony and wholesomeness.

But that's just to my liking of course.

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 PostPosted: 29 Dec, 2011 
 

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Hi,

one question from my side: I actually love this mod, but I am more or less unable to play my beloved UEF because my gameplay style is using support commanders, and the Quantum Gate is broken (a unit can be built, but it then get's stuck within the gate and doesn't move at all (both, the walking and the hover unit). They aren't even moving when I destroy the gate around them, so it's more likely the units are broken and not the gate itself. It was still this way in 2.8.1

Has this been fixed in 2.8.2 ? Then I would give the new version a go

Cheers
Starman


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 PostPosted: 13 Feb, 2012 
 

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hey, how is the process of the mod? Are you advancing or not?


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 PostPosted: 23 Feb, 2012 
 
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d0m0a wrote:
hey, how is the process of the mod? Are you advancing or not?


currently " or not ".

I do not find enough time to rework on the mod.


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