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 PostPosted: 26 Feb, 2012 
 

Joined: 31 Mar, 2011
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yeah, trying your mod....found something exciting :)


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 PostPosted: 26 Feb, 2012 
 

Joined: 26 Feb, 2009
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Hi,

phong1892 wrote:
yeah, trying your mod....found something exciting :)


whats that then?

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Domino.
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 PostPosted: 26 Feb, 2012 
 
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Joined: 26 Mar, 2007
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Domino wrote:
Hi,

Lt_hawkeye wrote:
very cool


if it pans out ok and is stable and doesnt impact sim speed to much im thinking of just making this default.. when LOS is lost on any structure.. just so they behave in the same way mobile units do.

this is only possible because of the optimized AIBrain code ive added which has functions to show if the unit is visable on LOS or not, any unit can call self:IsUnitVisable() which will return true/false.

you might have noticed in the videos also that ive had to override your cloak effect code.. i havent changed BO in any way...

ill tell you what would be good... if all us modders worked together on a little project to nail down the attacker chasing down a cloaked unit after it has cloaked and moved out of radar/omni range.. im sure if we all worked togther WE could fix this problem for good.. the only things needed are..

1. script task code for the order.
2. some kinda decal or some such which tells us which unit the attacker is currently attacking. ( the red attack line when shift is held)

if we could all work together on this project i know we could prolly fix this problem.


i would say to make it default if it works out alright,

@cloak effects- ya i know they are part of DMS doesn't bug me, only reason i don't use them is because the cybran one is the only one i really don't like : /, just looks too much like the building effect and for me(personally) i find it hard to remember what was building and what was cloaked XD

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 PostPosted: 26 Feb, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Ive actually done something productive with the intels,
we know by now we can add custom intel types,

what ive actuallt done is this..

http://pastebin.com/NRY14KMW

on an intel being activated/deactivated it will trigger this function,
first it will look in a predetermined file path

/modname/customunitmeshes/

for an intel type mesh for this unit.. for instance uel0001_cloak_mesh.bp
if the mesh is found it will use this mesh for the activated intel type

OR

is will search a table.. which looks like this.

Code:
intel_types = {

   Cloak = { mesh = 'CloakMeshBlueprint', meshpriority = 1, keepactor = true, clearstructureintel = true },
   CloakField = { mesh = 'CloakMeshBlueprint', meshpriority = 1, keepactor = true, clearstructureintel = true },
}


as with all things DMS this table is defined by the modder in there mods folder, if an entry in this table matches the activated intel type that mesh is used.. entries in this table are created in blueprints.lua.

these meshes have priorities, so we can define which mesh has presidance over another.. we can choose to keep the actor and also clear the units intel if its a structure.. (from the videos above)

i think you can see that this system is very versatile, in that you can override any mesh type by using the mesh.bp method, but also it automates the whole mesh change process,

simply put its actually brilliant!, mesh changes are now fluid and no hassle whatso ever.. set and forget..

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 PostPosted: 05 Mar, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Added i guess you could say a fix to the UI, its to do with the units econ,
build costs energy and mass, the UI will now show buffs for active energy/mass costs
already factored into the ui cost amount.

so for instance, if a unit can build a uef t1 pgen, the usual cost which is shown on the ui is 6 mass, 60 enegy for the uef commander, however if the unit has active energy/mass build buff, this buffed value is now shown on the UI.

ive also added some functions to manipulate the econ costs called mults.
we can now add a mult for active energy/mass (buidlcosts) buildtime, buildrate, energy/mass production/usage ect.. i guess there like buffs except you dont have to give the unit the buff, you can just set the mult.

working on adding some range rings, there not the usual range rings, BUT atleast its something to show the range/radius of something..

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 PostPosted: 05 Mar, 2012 
 

Joined: 21 May, 2008
Posts: 706
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Hi,
what are the next steps in DMS v8/4DC ? When can we expect a release ?


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 PostPosted: 05 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

Krapougnak wrote:
Hi,
what are the next steps in DMS v8/4DC ? When can we expect a release ?


If nothing serious pops up, were going to make proper releases within the next few days.

The effects scd goes in the gamedata folder.

its 4DC and DMS... fixed, changed, updated tons of stuff. :)

were just awaiting some bug reports from testers and then were good to go hopefully..

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Last edited by Domino on 08 Mar, 2012, edited 1 time in total.

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 PostPosted: 06 Mar, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Thought id show a quick video of the Range Rings im working on,

http://youtu.be/-MQvXtFuXs0

Like i said there not the usual range rings (we will never be able to do those)
BUT as i also said there is now an option for atleast some kind of visual display
to show a range ring radius, they are octogons ofcourse...

any unit can have any number of these rings and of any colour and radius..
in the video i show 499 range rings at the same time with NO descrease in gfx speed or sim speed, they are also updated when the unit moves, there is a small judder but its hardly noticable when the unit moves..

This is the only good solution we have for range rings im afraid.. :( BUT like i said its atleast soemthing..

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 PostPosted: 06 Mar, 2012 
 

Joined: 03 Jun, 2007
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Is the release going to include the Hunker mod, as well as the DMS needed to support it?


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 PostPosted: 06 Mar, 2012 
 
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Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
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HTKatzmarek wrote:
Is the release going to include the Hunker mod, as well as the DMS needed to support it?

If the hunker mod is released, it will be in a separate mod. If hes ever gonna release it that is.


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 PostPosted: 06 Mar, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Ill update the hunker mod to work with the new DMS this week for you pal,

i know ive been saying this for a while, this time i promise ill do it :)

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 PostPosted: 06 Mar, 2012 
 

Joined: 03 Jun, 2007
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Appreciate it, it's become an 'essential' mod for the group I play with! :D


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 PostPosted: 08 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Latest Betas,

http://www.mediafire.com/?mz4dxmebp1wtm1o
http://www.mediafire.com/?8ab578pp5e6he1n

if anyone has anything to report bug wise please do so.

ill update the hunker mod tonight :) havent forgot :)

Thx :)

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 PostPosted: 16 Mar, 2012 
 

Joined: 26 Feb, 2009
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Latest Beta updates

DMS/4DC --> http://www.mediafire.com/?9aiv7up746kmua8
Effects file --> http://www.mediafire.com/?8ab578pp5e6he1n

Some bug fixes/code changes and also unit additions.

Please if you are using this mod, report any bugs :)

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 PostPosted: 17 Mar, 2012 
 

Joined: 21 May, 2008
Posts: 706
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Did you do something to the graphic engine ? The image seems more crisp with your mod activated, or maybe it is just my imaginaton... ?


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 PostPosted: 17 Mar, 2012 
 

Joined: 26 Feb, 2009
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Hi,

hehe, maybe i did, maybe i didnt ;)

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 PostPosted: 17 Mar, 2012 
 

Joined: 26 Feb, 2009
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while im here i might as well update some info,

half way thorugh code for cloaked units,
we now have options to decloak when the unit fires its weapon(s) if its cloaked..
weapons can now be disabled when cloaked so it wont fire while cloaked..
auto recloak when enemy killed.. if cloak enabled.

options for
decloak on got a target
recloak when target lost/dead

im thinking of making it default that the unit(s) when cloak get there weapon(s) disabled, "what" in star trek the clingons ships cant fire while cloaked.. except for that one exp ship in the undiscovered country.. maybe make our cloak behave in the same way..

what do you think about that idea?
it would be easy for to impliment this behaviour for all cloaking units.

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 PostPosted: 17 Mar, 2012 
 
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Joined: 22 Jun, 2010
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It reminds me of ATW where units automatically de-cloak and de-stealth after firing, but in their mod, there was no omni either...

Anyway its a great idea, since I love ATW :D

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 PostPosted: 17 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

Just added a few more functions to help with weapons,

GetWeaponState('weplabel)

will return the units current weapon state, these states are,

IdleState,
RackSalvoChargeState,
RackSalvoFireReadyState,
RackSalvoFiringState,
RackSalvoReloadState,
WeaponUnpackingState,
WeaponPackingState,

there is also

OnUnitWeaponStateChange(weapon, newstate)

which will trigger for all weapons each time the weapon changes state.

and also

OnWeaponFired(Weapon)

which will trigger each time a units weapon fires..

these little functions give a alot of control regards to what the unit is doing with its weapons.. from here we can use other functions to create awesome effects, as well as have more control over custom and default weapon systems.

Thx.

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 PostPosted: 18 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hey,

In this post imma ask for as much help as possible from anyone whom wants to help,

with the current beta, players in multiplayer are experiancing a desync caused by DMS, i have also confirmed in my own testing that a desync is occuring, however im unable to pinpoint where the desync originates from, i need your help in trying a few games with 4dc and dms wait for the desync, i need to know what you were doing at the time of the desync and also what your opponenant was doing regard to building units attacking moving a unit ect.. if m to fix this problem fast,

with desyncs its hard to know exactly what code is causing it so any help here would be appriciated..

it will only desync IF your player another human player across lan or internet,
it will not desync if your playing a local AI game.

Thx.

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 PostPosted: 18 Mar, 2012 
 

Joined: 05 Oct, 2007
Posts: 16425
Location: camping near the biggest power-up
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Are you using the engine to collect a list of Entitys (of any flavour)? GetEntitiesInRect() would be a prime culprit.

I had that problem with OKC, because each client would return the same list in a different order. Sorting them before using them should fix things.

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Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 18 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

Thx,

i do collect entities for the intel system, but i dont sync the data,
ive really tried to limit the amount data which is sync'd, defo not entity tables
that i can recollect off the top of my head.. ill check for this anyway just to make sure.. the ones for the intels havent caused any problems.. its a recent change i have made, something isnt being sync'd in its fullness to the userlayer.. if i can get a few human players to test this in a a few multiplayer games and tell me what they and there friend were doing at the time of the desync, i can nail this, looking through code i will find it very hard to find as there is so much code to look at lol, as i sync quite a bit of user data at different intervals and sernarios.

its defo something new as ive got a few beta testers testing each beta in single and mp games, only the last betas are causing desync's very early into the game, i hat a desync at 6 mins.. but i wasnt playing, i just setup a 2 human player game and 2 ais, i let the ai battle it out while the 2 human players did nothing..

im in the process now of playing, however again this will be hard for me to detect
as the ai players also trigger the desync, i have no way to know what they were doing at the time of the desync.

:)

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 PostPosted: 18 Mar, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Latest betas,

Searched and searched for the desync problem, I THINK i have found it..

DMS/4DC -- > http://www.mediafire.com/?ccidiqxtu4d2jd2
Effects --> http://www.mediafire.com/?8ab578pp5e6he1n

I still need players to test it for me though, i have tested 10 multiplayer games,
and the game did not desync once.. i need confirmation though that it is indeed fixed for everyone.

Thx.

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 PostPosted: 18 Mar, 2012 
 

Joined: 18 Jun, 2007
Posts: 27
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I wish to report one bug. I was playing around with all the new stuff, the only problem I had was when I went to upgrade phasing on the Ythotha. Once I pressed the upgrade button, the game crashed.

Other than that, everything worked more than fine. DMS + 4DC is an incredible mod, I love the units and concepts here. If this gets working as a featured mod on FAF (which I know you guys were having some trouble with due to the way FAF handles mod), I hope to play this in many games. It's quite great! I didn't quite figure out how to work the UEF teleportation thing, but I might just be slow :).

Keep up the great work Domino! And to the 4DC team as well, they've done a fine job too!


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 PostPosted: 18 Mar, 2012 
 

Joined: 22 Feb, 2007
Posts: 167
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Hmm, I've upgraded a Ythotha quite a few times, and I haven't seen that?

Stuart


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