This mod was made by Coxxon. Bulldog, Greenheart, and lately, me, have made it run in 1.3.
The Uler, for PB4a (http://overminddl1.com/Red_Devil/Uler/Uler13PB4a.zip) 62mb
Installation:
1. Download it
2. Unzip it to the root of your BZ2 1.3 PB4a install (not addon)
3. Make a new shortcut and add /config uler.cfg to it. (To make a shortcut, right click bzone.exe and select Create Shortcut, then drag that shortcut to your desktop)
4. Play
Update:
Uploaded new zip on August 15th, 2008
1. Forgot to include the SP mission dll's before...
2. All Uler SP missions are available from SP now. Briefing/Debeifing files are being worked on by LF and will be added in next update.
3. Updated/improved the Uler vs Uler AIP's (other AIP's will be updated in next update)
4. Improved physics for tracked vehicles
Update 2:
Uploaded new zip on August 16th, 2008
1. Increased firepower of GT's
2. Added AttackTask/subAttackTask entries so units will use weapon range instead of static engageRange and so they attack better
3. Added/Increased collisionRadius on all units so they will spread out more when grouped.
Update 3:
Uploaded new zip on August 23rd, 2008
Uploaded a new zip. Size is 63mb.
- Many errors fixed.
- Added Lucky Foot's shell improvements (which are a WIP). Just thought you'd like to see the progress. :-) He's making the briefings, debriefings, etc., for SP too. :mrgreen:
- MAJOR improvement in Uler vs Uler AIP with the ability to customize the AI's weapons in the AIP. I've locked it to run that one special AIP for now just for demonstrating the method. This method will allow AIP coders to make more powerful and varied AIP's by enabling the AI to use all the available weapons depending on circumstances. The current demo AIP is simple in scope - for now.
- The AI is also reactive now, so that it builds as you build and increases forces accordingly.
- Increased the range of the Mummifier. Its shots were landing short.
Known Issues:
I need to adjust the AIP so it balances building units and building the base up and also add more special weapons for the larger units.
Units are not pathing well sometimes, maybe due to the increased collision radius.
I may have increased the power of the upgraded GT's a tad too much...
Wow. Long time no play.
Thanks RD!!
Thanks. BD and GH did a lot of work on it. I just fixed a bunch of errors to get it working is all.
A known issue is that you can build multiple Crypts. I'll have to add limitClass to that puppy.
Also, I think I may have to make a new missions ODF for the SP missions. The first SP mission is easy tho.
My only advice is to build a Bomber Bay as soon as you can.
:lol:
that include signel player ability, i made a bunch of ULER weapons a while back.. full kit...
Sorry, didn't know you contributed to it. The Uler was an SP mod released about 7 years ago by Coxxon. Pretty sure that most of the new weapons and MP work was done about 3..4 years ago by Bulldog. Not sure exactly what Greenheart did on it, so he can fill you in on it.
Working on getting the SP stuff going now.
Got the pilot pack weapons unselectable.
Got all the SP maps running. have to add briefings, debriefings, descriptions, mail, etc.
Uler6 reports that proute1..5.odf are missing, but those are patrol paths and they are on the map and it works, so ignore for now.
The Uler6 dll reported that usctcoxi.odf, umiscoxi.odf, and utnkcoxi.odf were missing, so I fixed that. Probably due to 1.2 racism.
Limited the Crypt to one.
Added 3rd GT upgrade back in.
I'll post a small fix zip shortly.
there is abn actual 'techcenter' classlabel now that assigns a proper base slot and limits the amount you can build...
also, i didnt actually contribute, i made the weapons out of nothing to do. i can always stick them in if they are of any use but if not all good. they do get a little 'samey' after a while ill admit.
does this include AIP's from stock through to insane for MPI play and Instants?
Yeah, I used classLabel = "techcenter", but it didn't help for some reason. Resorted to isSingle and that did it.
The AIP's used use the stock13_ prefix and there is also a hard_ prefix set. None of the others are supported, but are pulled in by the autoreg entries in addon. That'll be remedied next zip.
BTW, whenyou add new races... does every map need new pathpoints? e.g.
ubrecy /ubfact??
curious...
Unless a race, like the Phaer Rhan, has different build trees and requirements, the stock ones will do.
If you use custom buildings they do, but the Uler are very very very like the ISDF.
yeh, and they have a jammer which fits the scion so i guess they get away with it.
strickyl speaking, you could do the 'find and replace' trick with uler vs scion AIP's with notepad.
copy the scource of the AIP into notepad, find and replace and "ib" with "ub". rename the aip job done. thats what i did. i just didnt let them build jammers...
I found/fixed a number of problems in the Uler vs Uler AIP's and added a bunch of 1.3 improvements yesterday.
I made sure each AIP builds a full base so requirements are always met, plus added upgrading for pools and GT's once they have a full base.
They'll rock you now.
The Uler differ in that they require the tcen for the Bomber Pad instead of the training.
Ik first mission i get nothing but being a pilot and walking around to die with no objectives or nothing. 2nd mission is 2nd stock mission no mods. Wierd or is this a joke?
The original Uler missions were IA (didn't look yet) are they that way now too?
I mentioned to Red Devil that the DLLs are not present in the release he did...I think i mentioned that to him...anyway, I don't know if it is possible to copy over the Uler DLLs from 1.2 version.
The originals have the issue of assuming you are always in your tank, the tank they gave you.
Dadgummit, why do I always forget to include the stinking dll's? Argh. Posting an update within 30 minutes.
Uploaded new zip. See first post for link and info.
Uploaded new zip. See first post for link and instructions.
Made a bunch of improvements in the Uler vs Uler AIP's yesterday. Found out you have to specify the ODF name when doing upgrades, otherwise it keeps upgrading until it gets to the base ODF/class.
Also, since the code sometimes appends the human team number to the end of ODF's for tracking purposes, I made a bunch of ODF's with 1's on the end and gave them the class of the base ODF type. Helps a lot.
For those of you who have never seen the Uler, this is what the base looks like:
(http://www.bzuniverse.com/~betadudes/unprotected/UlerBase.jpg)
<sniff>
Beautiful....just beautiful.....
Where's my Bomber?
ROFLOL
Right above you. :-D
RD, I was unable to download the file from filefront because of it claiming I have multiple connections, which I don't. I don't have a download manager.
I have tried it a number of times. I can't dl FE either. Is it possible to put a copy on bzscrap. I don't have any problems dl from there.
Only Cmptrwz can do that since it (and this) are his site(s). Check Task Manager and see if you have an extra instance of your browser running?
As stated, if anyone needs file space, just ask...
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
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Oh, that's right. In that case, I'm askin'. :-)
Quote from: OvermindDL1 on August 18, 2008, 12:22:01 PM
As stated, if anyone needs file space, just ask...
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Do you just need the link in the first post mirrored, the Uler13PB4a.zip file?
If that is all that is needed, it will be updated here shortly, 15 minutes left on the upload (my upload from my computer sucks to put it mildly, downloaded it in about 25 seconds, gah...), when it is finally down it will be at:
EDIT BY GreenHeart: Please refer to the first post in this thread for the download link.
If you want FTP access or something, just ask. :P
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Thanks! FTP would be great. :mrgreen:
Thanks OM! :-)
The zip has been moved to OM's server. Just use the original link in the first post.
And the link I posted is now dead. Use RD's in the first post.
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Worked on the UvU AIP's all day today and what fun it was. :-) I redid them in such a way that they will be very hard to beat them (Uler), even with the improved GT's. :evil:
Wow, that was nuts...
When i played there are only 6 out of 14 working missions. And the last mission that i can play for 6 when you walk or try to walk across the bridge you fall right through.
Oh yeah, that darn catwalk. :x Same thing happens in ZTV with that thing. Might have to replace it with something else if the collision can't be fixed. I could get to that target if I jumped and climbed up the cliff tho.
What happens in the other missions that don't work?
BTW, I can barely keep my head above water in Uler vs Uler now with the improvements, even from the beginning. I made them reactive to everything I do, kinda like stirring up a hornet's nest. :-o I'll post an update soonish.
O they work just havent had time to retest them. Kept losing the first mission so i just wanted to see if all the mission worked. I hate having to start form the beginning and cant get to the end because all of the missions for the mod dont work. I could try to test on the pcs hear but no sound and an old graphics card are terrible.
That first one is rough. Not sure if it's always been that way.
Very bad news...
...for you.
I just realized - and then proved - that I can have the AIP's make units with custom weapons without resorting to custom ships or using a DLL. :evil: :evil: :evil:
*Laughs maniaclly* :lol: :lol: :lol:
Next zip will have it.
THATS how its done... how come the stock AIP's dont do that?
I think Wug's does, but other than that Stock AIP is very basic in construction........ :-)
Nope, no other AIP's do it now. (Yes, I checked)
How do I do that??
You have the recycler or factory build crates right before you build a craft.
You have to create special crates that are built by the recycler and factory so that they will be built by them.
You have to be careful which crates are built when so that the requirements for each crate are met beforehand OR you can remove all the requirements from those crates so that you can have the AIP's build them at any time (much simpler).
Like this:
[Plan630]
planPriority = 890
planType = "BuildLoop"
MinTtlScrap = 60
MaxTtlScrap = 999
MinCurPower = 0
planCondition = "NotExists"
planConditionClass = "ubfact"
planCompare = ">="
planConditionCount = 1
buildType1 = "apvulcanrecy"
buildCount1 = 1
buildType2 = "uvscoutcpu"
buildCount2 = 1
buildType3 = "apatgmrecy"
buildCount3 = 1
buildType4 = "uvscoutcpu"
buildCount4 = 1
buildType5 = "apscarrecy"
buildCount5 = 1
buildType6 = "uvscoutcpu"
buildCount6 = 1
buildType7 = "apscarrecy"
buildCount7 = 1
buildType8 = "uvscoutcpu"
buildCount8 = 1
buildType9 = "apmgrecy"
buildCount0 = 1
buildType10 = "uvscoutcpu"
buildCount10 = 1
buildType11 = "apspsgrecy"
buildCount11 = 1
buildType12 = "uvscoutcpu"
buildCount12 = 1
loopDelay = 100
It'll be in the next zipper, probably within the hour.
I'm renaming all the Uler powerups to start with 'u'. Oh, the tedium!
Harumph...
The factory crates are being built by the recycler for some reason:
1313.10 180-Plan570-BuildLoop: Condition MY commbunker EXISTS was satisfied... (1 >= 1) Condition MY factory EXISTS was satisfied... (1 >= 1) Condition MY commbunker EXISTS was satisfied... (1 >= 1) Condition MY factory EXISTS was satisfied... (1 >= 1) No builder found in team list or prerequisites for upplaslfact; defaulting to recycler...
... Not satisfied.
The crates have the requirement for the factory in them:
requireCount = 1
requireName1 = "ubfact"
requireText1 = "Build Cleopatra"
and ubfact exists on team 5:
cfg= ubfact seqno= 11953 team=5 pos= -64.00 22.43 -672.00
I've tried BuildMinimums, too.
Me tired, go bed.
Fixed it. Seems the Factory needs a buildItem entry for it, which may be due to it being a crate and not a craft. Going to see if using a generic item will work too.
My bad. I had also added [CraftClass] to the crate to see if that affected it. Seems it only checks the provides entries if it is a craft, even though it says it checked it in the log.
Edit: I had also added consClass and planConditionClassProvided to the AIP, but that had no effect either.
I'm trying updating uweapon.odf...
That worked. :-D
Screeny:
(http://www.bzuniverse.com/~betadudes/unprotected/FactoryCrates.jpg)
Latest AI base:
(http://www.bzuniverse.com/~betadudes/unprotected/UlerBase2.jpg)
Uploaded a new zip.
Use the same link and instructions in the first post.
I improved the Uler vs Uler some more today.
I now have the turrets getting Vulcan and Spitfire guns, tanks getting Vengeance guns, etc.
Found a way to protect a scrap field too. :-D
Added some DefendArea and ClearArea plans.
They're just vicious now.
Had a big black bear in the back yard today. A true Gentle Ben.
Quote from: Red Devil on August 24, 2008, 02:24:08 AM
Had a big black bear in the back yard today. A true Gentle Ben.
...Right.
Actually, he was up on the deck looking in the screen door and one of my dogs alerted. It looked like he actually sighed and then walked off the deck and down into the raspberry bushes.
Okay, back on topic. I was able to condense a big Match section down to 3 parts by using provide entries.
Each unit has an 'enemy' provideName and each defender has a 'responder#' provideName:
[Match]
targetType1 = "enemy"
attackType1_1 = "responder1"
attackType1_2 = "responder1"
attackType1_3 = "responder1"
targetType2 = "enemy"
attackType2_1 = "responder1"
attackType2_2 = "responder1"
targetType3 = "enemy"
attackType3_1 = "responder1"
I'm defending scrap fields with turrets by using plans like this:
[Plan670]
planType = "DefendArea"
planPriority = 910
CheckProvides = true
planCondition = "Exists"
planConditionClass = "responder2"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
targetType = "npscr1"
searchRadius = 200
[Plan680]
planType = "DefendArea"
planPriority = 900
CheckProvides = true
planCondition = "Exists"
planConditionClass = "responder2"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
targetType = "npscr2"
searchRadius = 200
Does it work?!! :-o
I'm damn fed up with trying to use hold to place turrets, its useless.
Yes, it works very well. Only problem is if you already have defenses there or a scav picks it up before your turrets or whatever get there ("target died"). I gave all the human ships a provideName of "enemy" to test it, but I may pare that back.
Hold should work. They keep moving around on you when one gets destroyed? There is the NotPathBuildingExists condition that will help if you add [BuildingClass] and ownsterrain = true to the turrettanks.
Hold does work, but its so stupid, yes they move around allot and die doing it, I also seem to always wind up with a small pile of turrets at the recy dropoff when I stop the plan.
Just got back from vacation. Going to test soon.
I just adjusted the physic of the tracked vehicles so they don't pull wheelies.
The size of the Deployed/Upgraded Acquire is much larger than the Acquire, so I increased the size of the Acquire a tad so there's not so great a disparity in size.
Also increased the size of the Mummifier a bit and enabled its turret to slowly spin. I hopped in one before and it was shaking due to it having a very low yawRate and a high yawAlpha.
Decided to reduce the number of DefendArea/ClearArea plans.
Pop Quiz: Do you know the difference between DefendArea and ClearArea?
Buildings are targeted?
Nope, buildings can be targeted in both.
The difference is that the targetType in ClearArea is on the enemy (your) team.
So, if the AI team is Scion and the human team is ISDF and you use targetType = "fbrecy" in ClearArea, it'll never execute.
Oh man, I love the Mummifier. Strong, but weak. It out-ranges GT's and packs a big punch, but it's slow to fire and has medium health.
I hate their RA tank it has like dual blast. But fix the missions only 1 to 5 work or 6 work
.
Yeah, the Ra is a beast. Have you tried the cruise missiles in the Sphinx yet? :-o It lists them twice in their armory, due to two different weapons using it for assault, but I'll fix that.
Just finished getting the shields squared away.
Not yet. But have to leave to go to my client soon. Doing emails/client work and testing 5 mods at a time well i have my hands full.
Also where you have to capture the mars relic as the uler from the scions the relic should have about maybe 10 times more health then the isdf assualt towers or just stay neutral.
Good to know. I haven't gone through all the SP missions yet. I'll increase its health. Does the mission fail if it's destroyed?
Quote from: Red Devil on August 26, 2008, 01:37:25 PM
Good to know. I haven't gone through all the SP missions yet. I'll increase its health. Does the mission fail if it's destroyed?
Yep. Turns to player (green) and dies when enemy units are near because they kill it.
All 3 relics are originally set to 8000 health. What do you recommend? 16000?
Quote from: Red Devil on August 26, 2008, 02:52:38 PM
All 3 relics are originally set to 8000 health. What do you recommend? 16000?
Mission 4 it was and i guess for mission 5 also have about 2 million health. :evil:
The mission survivor is not playable. I am done testing this mod until next update.
Fixed that.
I'm currently splitting the AIP out into the 5 basic ones, varying the weapons handed out to the AI in each one, with the stronger ones being handed out the bigger your base/forces are. Some are just insanely strong though, so I'll save them for something special. :evil:
Also another thing i forgot to add for the uler gts. They shake randomly many times or most of the time and do not fire at enemy units.
i had that when i added them in to my stuff as an extra race. the gun towers were behaving quite erratically, most of the time the cannons were just going up and down very rapidly.
it was bleeding frustrating, but i think its a model problem, something to do with leverage perhaps?
I just noticed that when I tried an SP mission. They don't do it in IA or MP, so it's probably different ODF's used. I'll check them now.
it happened to me in IA. also, the uler didnt support DXT textures properly, i ended up with a lot of transparent segments in buildings which looked very ugly.
i MAY have been in the editor version at the time, but i cant remember now
Quotethe gun towers were behaving quite erratically, most of the time the cannons were just going up and down very rapidly.
This is usually caused by either an incorrectly placed hp_eyepoint or incorrect turreting, If it can't see, it can't aim.
someone mentioned something about the HP_eyepoint... removing the eyepoint turret from the ODF did nothing.
I replaced that GT with one of the newer ones and they work fine now.
great =]
Quoteremoving the eyepoint turret from the ODF did nothing.
! can't have done nothing, either it needs it or it doesn't.
If the eyepoint is parented off the turret_x it does not need a turret def in the odf.
If it is parented off the turret_y it will need a turret def in the odf.
If it is not parented of of either turret it is not going to work.
If you parent it off of turret_x and define it as a turret in the odf it double turrets and you wind up looking backwards upsidedown instead of up...
The one it's using now doesn't have an eyepoint, but there's other things in there, so I'm not sure what did the trick. I'll go try adding it.
Yep, that made it go kerflooey.
thats the problem then, adding an eyepoint.. perhaps its because of where the turrets are positioned on a model maybe?
also, new word noted, 'Kerflooey'. i like it. epect to see more of this word in future posts lol
I think it's due to the eyepoint being on the x turret instead of the y turret. just noticed it has a recoil frame, so I'll add recoil to it now and see how it looks.
I tend to name barrels recoil just in case myself.
Looks great, keeping it.
Added recoil to the other units that have it in their models too. The Ra looks great now.
the XSI part doesnt have to be named 'recoil' anyway i believe.
the rocket tanks pods are called OBJ37 or something and they have a working recoil.
Yes, it just makes it easier to add them/activate them in odf's is all, so you don't have to go looking up the name.
Update for mod yet RD? :?
Yes, just been busy with...*stuff*.
Quote from: Red Devil on September 14, 2008, 06:49:06 PM
Yes, just been busy with...*stuff*.
What could possibly be more important than
this?
Keeping warm during 7 months of winter, where it gets to -50 with the wind in January/February. Since I heat the house with wood, that means lots of firewood. Plus etc., etc., etc...
Plus keeping an eye on *you*. :evil:
* Hides and ducks and looks for hidden cameras * :roll:
Got a few bugs for yah RD...
first, uler jammers need to have ownsTerrain set to one, as they get pushed out of buildzones and sort of 'group' with each other.
second, isdfVsUler aips seem to be broken. or at least they didnt work when i tested on SubZero yesterday
thirdly, do you think you could add the 'auto service trucks' and 'empty scout' recycler variants for the Uler?
few sounds missing on weapons files, and i think a texture missing somewhere, cant remember what weapons now :(
also, ive tried playing the Uler with and without DXT textures. but i still get massie transparency problems with black areas on Uler textures. must be lots of 0,0,0 colour in there... could that be fixed?
Next, the Uler APC is piloteable, i dont think its meant to be, and some soldiers still use ISDF weapons (At-stabber etc)
Mummifiers also are incredibly stupid... unbelievably.
First one's on the list. Have to add a base plate for it like I did the Scion Jammer.
Second one, I haven't worked on the ISDFvsUler AIP's, yet; just the UvU ones.
Third one I think I already did.
Fourth one, not sure which ones are missing, but I'll look.
Fifth one, maybe. Haven't noticed any yet.
Sixth one, APC's were always that way, I believe and I'll look into the weapons usage.
Mummifiers are *much* better now. Fixed them about a month or two ago.
Thanks for cthe feedback. :-)
lol cool. maybe the mummifier range should be reduced a little too? they go seriously far... i was able to take out the extractor on Alien Dunes right in the centre from close to base...
no worries on feedback =] ill keep playing. its so much fun having new races to play with... oh and APC's defies shudnt be piloteable lol!
Yah, i would say work on the AIPs the most, in my opinion.
I just got this and it rocks, great job.
Ah... I found a couple of bugs.
1) No new shell, just slow music
2) No Singleplayer Launch button, just a black space where it should be
3) Shell click sound is played twice for each single click. And, again, it's 50% slower.
4) Messages and briefings are still the same, and Shabayev's first message is, again, slowed.
5) First planet shown is Pluto, first objects shown are ISDF Scout and Service Truck.
Sounds like a misplaced post the install/shorcut is off.
I'm working on The Uler again and hope to post an update today.
Okay, new version uploaded.
Only Uler vs. Uler running now.
Tracked units handle/track much better now.
Mummifiers built by AI.
Some other things I can't recall right now.
Let me know about bugs.
Is this campaign improved any from previous posts?
Not sure I understand.
Might be "No, no changes to the campaign have been made. I'm handling the configuration problems of moving the mod to PB4, so that everything works under the new patch."
?
-Av-
Quote from: Red Devil on December 28, 2008, 12:39:38 PM
Not sure I understand.
Like the actual 14 missions i think or more from someone elses posts?
All the SP missions run.
I found about several odf errors and stuff. Should i post them?
Please.
Ok here is one.
(http://img442.imageshack.us/img442/9706/ulererrorma5.jpg) (http://imageshack.us)
(http://img442.imageshack.us/img442/ulererrorma5.jpg/1/w640.png) (http://g.imageshack.us/img442/ulererrorma5.jpg/1/)
I think the survivor mission is impossible to beat. Way to many enemy ships to defend against.
That's the one where you get dropped off and have to go to a bunch of waypoints on foot and run into pilots and turrets, plus some patrols, right? If so, yeah, tough one.
Yeah the pic is for that mission your talking about but it doesn't show any waypoints to go to at all which i guess is why those errors are showing. But for that survivor mission might wanna tone down the ships they attack middle with. I have to cheat to hold it which is no fun in that.
There was another mission with one error that kept showing up repeatedly but its the one where you are the uler and have 3 pools to get and have to intercept a scion convey and get the mars relic to base. I like it but the only way to get it to show up the error that is is when they take the east route which is harder then the west route.
Looks like it's eproute# in the map and proute# in the dll, so I'll have to edit the map.
Quote from: Red Devil on January 07, 2009, 09:27:13 PM
Looks like it's eproute# in the map and proute# in the dll, so I'll have to edit the map.
Or decompose the script and edit that.
oh yeah, forget we could do that now. cool
Well just beat the mod. There are a couple other missions that have odf errors. Shouldnt be to hard if you play them to find them but other then that it works well.
Found a spelling error maybe...
(http://img254.imageshack.us/img254/3149/ulermodspellingerrorph2.jpg) (http://imageshack.us)
(http://img254.imageshack.us/img254/ulermodspellingerrorph2.jpg/1/w640.png) (http://g.imageshack.us/img254/ulermodspellingerrorph2.jpg/1/)
Well that was cool. I had never played the uler mod. I had the rain forest and evil empire but for some reason never had this. I wish I would have because the mpi we just played was super cool. They defeated me the first time.
One thing we noticed was there are some "odf does not exist" errors. I didn't have my fraps on this time but I'll try to capture it next time for you.
And we also noticed they built no defenses. Which in a funny kind of way that was how they defeated me the first time because they didn't waste bio-metal on that, and came with Ra's in just few minutes. Windy had fun leveling their base after a good long fight the second time. Thanks
The 'odf does not exist' msg's should be in the log.
Only Uler vs. Uler MPI is working now.
IIRC, Uler mission croak if you loose your unit. Was that corrected?
Dunno, I've never lost mine.
Uler - wow - feels like a lifetime ago. Good to see that folks are still messing with it though.
Duuuude! You want to take it back?
Quote from: Coxxon on February 03, 2009, 11:18:47 AM
Uler - wow - feels like a lifetime ago. Good to see that folks are still messing with it though.
HE IS BACK!
wow...
Tired of Battlestar Galactica? That was you making those models wasn't it?
Yes, we all love the Uler.
Never thought I would see this day!!
I guess it is true though; nobody can leave BZ forever.
Hey Caxxon, I'd love to play a game with you sometime. Maybe see some of your work, and stuff. :mrgreen:
And there goes GBD again, wanting to peek at everybody elses stuff. :-P
actually I mean the opposite too
and WHAT!
whats this battlestar galactica thing NK1 is talking about?
I was seeing lots of models accredited to Coxxon about the net.
(http://www.bzuniverse.com/~betadudes/unprotected/Pharoah.jpg)
(http://www.bzuniverse.com/~betadudes/unprotected/Rapier.jpg)
(http://www.bzuniverse.com/~betadudes/unprotected/Scorpion.jpg)
Yeah... The Cut and Paste nature of the ISDF one hurts its canon rating on my wiki... when it makes it onto my wiki...
Maybe we should swap in one of the more advanced Sabres from one of the '4a variants, with Coxxon's permission of course.
Man, I love that Scorpion. Beautiful thing.
same, its missing something to be a truly scion vehicle though. Wings need to blend into the body a little more...
And I dont think it changes shape when it morphs...
It does, just not much. I think it was just a regular animation (no chrome).;
just noticed something
i HATE it when modders dont make ICONS! gah!
Quote from: TheJamsh on March 08, 2009, 04:01:54 PM
just noticed something
i HATE it when modders dont make ICONS! gah!
Perhaps they do have icons but because RD groups 3 unlike things they are not showing.
Yes, Coxxon made 3 distinct icons for them.
Oh yeh, didnt see the three green bars
'eats fodder'
The right flame on the Scorpion doesn't fire, so I'll look into that. Beautiful animation, though. :-)
yeh he did some nice stuff. still really like the ULER
aside from lizard, hes the only person whose made some really organicy looking models like the scion so far. most models that are released are really boxy and horrible...
The three best Scion models I have ever seen have got to be the Brawler, Dragoon, and Scorpion.
Out of shear coincidence those are the 3 I give a 99% canon rating. (100% reserved for units that come with the game.)
Quite impressive. Anybody know where I can get ISDF units of such canon-icity?
My canon rating is completely arbitrary, I have started putting the rating on pages on BZComplex's Wiki.
Cut and paste is an instant killer, but some models dig their way back out. The GNAT for example gets out of that rut for the fact it was cut and paste with non stock parts, and the ZTV units get away with it for their complete transformation they pull off.
Puma, Gnat, the various Sabre variants in 1.3, Hammer, and Nadir (would be cool to have this and a remote state that has them all act empty if its killed) I all consider high ratings in my canon meter. That is just me though, the factors are 80% quality and 20% Story/Function. For this reason the Scion things in the Uler mod that make the Scions like the ISDF have a low rating for the way they just don't fit. Scions don't have the soldier count to have APCs and flying Bombers just don't fit their style at all.
Hammer and Nadir definately. Puma's kinda canon anyways, but im gonna use that too
Which one's the Gnat from? I think it was starfleet, but i cant remember which one...
It was a separate unit DL made a long long long time ago.
Anybody have a link?
bzscrap :)
or yeh... starfleet
lol, i ripped it from starfleet a couple of weeks ago. I'm disappointed the guns on the sides dont move though.
yeh... Not a turreted unit though.