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Post by Shotgun Willy on May 18, 2006 20:55:08 GMT
aww.... lol, i cant wait EDIT: something i forgot, it would probably be a good idea to update the thing about this mod on moddb ( mods.moddb.com/4502/freespace-a-new-age/) specifically, i note that it says there are no d/ls for it, and it was last updated 9 months ago!!!edited by Akalamanaia removed useless smilies, you don't need to repeat the smily three times over
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Post by Vemarkis on May 19, 2006 16:58:36 GMT
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Post by Xixmeister on May 19, 2006 16:59:50 GMT
heheh....just call me the "hosting dude"
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Post by Vemarkis on May 19, 2006 17:19:43 GMT
What, you like secrecy? Afraid that FBI might finally find out your actually someone on their top 10 wanted list? Hehe, just joking. I'm too lazy to edit a post in 3 diffrent forums atm, so you'll have to wait until next time.
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Post by Xixmeister on May 21, 2006 14:05:24 GMT
Well, I dont think that there are FS groupies at the FBI Anyway, is it correct that the latest update also has an AI update? Because the AI now builds fighters AND attack other (AI)players. If so...GREAT (finally some resistance
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Post by Vemarkis on May 21, 2006 14:53:23 GMT
It is the AI update, just contains some neat extras like new shipicons..
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Post by unfunf on May 24, 2006 8:26:41 GMT
Does this mod contain the newer ships like the one previous to it? I am not referring to 0.25a R3, but the 37mb FSNA.big file that was in the directory, released during January 2006. This big file contained many new ships and beam weapons for those ships. I noticed that the filesize for this update dropped 10 megabytes, so can I assume that the ships are not present? If so, is there a way I might be instructed to retrieve the prior big file that had these ships and merge the AI changes with it? I enjoyed having the psamtik (well, a hat. class destroyer) and such.
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Post by Vemarkis on May 24, 2006 10:22:09 GMT
This release does not contain the ships avaible in the internal release..
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Post by unfunf on May 24, 2006 16:26:38 GMT
Yes, I found that out . Is there anyway I might merge the AI update into the newer release, or would I have to greatly alter the AI update in order to make it compatible?
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Post by Vemarkis on May 24, 2006 18:24:07 GMT
Well first you would have to include the new ships in classdef.lua in proper categories, then you would have to add those ships to the AI update species specific build files, then you would have to modify each new ships .ship file to make the AI actually use it by giving the ship fighterValue, corvetteValue, frigateValue, neutralValue, antiFighterValue, antiCorvetteValue, and antiFrigateValue, then put all those together to form the totalValue.
I'd say thats quite a bit of work, especially when most of it is done, just not publically avaible.
This release isn't meant to replace the official releases, the purpose of this release was just to make the waiting easier on you guys. Consider this something like a demo for a game.
I might consider about adding something like 1 or 2 new ships per release, if i get a permission from Duelron.
Theres still few things to be done for this update, like actually make Hol ships buildable..
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Post by unfunf on May 24, 2006 21:02:21 GMT
Hmm, well I used to do modding for this game (albeit many years ago), so maybe I'll give it a shot. For the HOL ships, that shouldn't be too bad, it'd just be a new race that is basically a carbon copy of the vasudans, correct? If I do merge them I'll send you the working unreleased version of the bigfile for you to play around with, if you're at all interested.
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Post by Vemarkis on May 25, 2006 9:40:48 GMT
Not a new race, just would need to make copies of the ships in the buildfile and point them to the HOL ships instead. But last time i tried that HW2 just kept crashing for a mysterius reason, i tried remaking the changes 4 times.
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Post by unfunf on May 25, 2006 21:39:13 GMT
Well what else do I need to update besides the build files? They seem up to date as is. Looking at Star Wars Warlords files, the totalValue, fighterValue, etc... doesn't seem to matter a huge amount. I don't even think evillejedi knows what they are for, as he put a ??? with the comments to those values.
The build files are all correct, I believe; however, I have yet to see the AI build anything or take any kind of aggressive action against me. They just sit there. Is this the result of the totalValue, fighterValue, etc, entries in each ship file?
I am also trying to figure out an easier way to do correct shielding, but it seems the only way is to create a duplicate hod file of the ship model for the subsystem, set it to invisible, and enlarge it by rougly 2%. I think this is silly, but it might be the only way :(.
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Post by Vemarkis on May 26, 2006 10:21:51 GMT
If you want AI to build the ship, it quite usually needs the totalValue and any other values, though if those don't exist, it relies on what is specified on cpubuild.lua i think.
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Post by Duelron1001 on Jun 14, 2006 7:30:48 GMT
aww.... lol, i cant wait EDIT: something i forgot, it would probably be a good idea to update the thing about this mod on moddb ( mods.moddb.com/4502/freespace-a-new-age/) specifically, i note that it says there are no d/ls for it, and it was last updated 9 months ago!!! I'll update when we have v0.25B togeather, atm it pays to be part of this forum as you get access to the devlopment versions.
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