Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 2 Archive => Topic started by: Commando on March 01, 2006, 07:35:18 PM

Title: Modlog for modders
Post by: Commando on March 01, 2006, 07:35:18 PM
Need a host for the modlog.
Title: Re: Modlog for modders
Post by: General BlackDragon on March 01, 2006, 08:08:18 PM
Commando convinced me to post my own thingy that includes a list of odf stuff i got from Space, and all my note's from the 1.3 changelog on additions and stuff... I edited some of the descriptions to be more accurate. The rest can be found in commando's modlog of things added to 1.3, the maximum charachter limit of 20000 wont allow me to post mine :P

- LIST OF ODF COMMANDS

[GameObjectClass]
Basename - Base configuration for ODF, this decides what groups, wireframes, unit icons, and such not that the unit uses be default name.
GeometryScale - Makes model on this ship smaller or larger. 1.0 is default, less is smaller, more is greater.
GeometryName - Name of the XSI or X file used for this object.
MrMFactor - Never actually used this, but its obviously the rate of MRM used on this ship...I belive some BZ2 units use this, so I would look at those for examples.
AnimCount - Amount of animations used for a ship. You could probably have as many as you want. But of course, BZ2 will only use the ones the code wants.
AnimName - Name of animation for the unit, BZ2 is very restrictive with these names.
AnimFile - Filename of the XSI (Does BZ2's version of X support anims?) with the animations.
CockpitScale - Samething as Geo. Scale but for the ship's cockpit model.
CockpitName - Name of cockpit model XSI or X file for the ship.
AnimCountCockpit - Amount of animations for Cockpit of the unit...never tried this on anything.
AnimeNameCockpit - Same thing as AnimName but for Cockpit.
AnimFileCockpit - Same thing as AnimFile but for cockpit.
ScrapCost - Amount of Scrap unit costs to build. Values can be in the thousands range from what I have seen.
ScrapValue - amount of scrap dropped/recycled when it dies
PowerCost - Amount of power required to build and how much it takes up when its built. works on units as well as buildings. Can use negetive values to make it give power too.
BuildTime - Time in seconds for how long it takes to build.
CustomCost - Scrap Cost used for unit when you customize it's weapons.
CustomTime - Same as Cust. Cost but for build time.
BuildRequire - What type of terrain is required for the building to be placed on. Valid values are: N (None) F (Flat) A (Adjacent) B (Base)
BuildSupport - Same values for Build Require are used here, gives the support of that type. Like if its B for Base, it will be able to have buildings that require B built next to it. (Like the Recycler would have this)
MaxHealth - Amount of "HP" the unit has.
AddHealth - How much health can be regenerated a second. Usually 0.
MaxAmmo - Amount of Ammo the unit has.
AddAmmo - Add health's version for Ammo.
UnitName - Name for unit displayed on the HUD ingame.
UnitIcon - name of the file used as the unit icon. Can be any filetype BZ2 supports. By Default it is a TGA file with Icon as a prefix and the name of the basename of the unit.
UnitStatus - Same as UnitIcon, but for the Unit's wireframe. Prefix for this is Wire.
AiName - Name of the AI process for the unit. (See lower for a full list)
AiName2 - Same as AIName, but I belive this is the process used for the unit if its on an Enemy team from you.
WeaponMask - Links the HPs an AI unit will fire when attacking. HPs are lined up backwards, so 00000 is HP 54321. You can enable an HP on by using 1 rather than a 0. If all are 0's then unit will only fire first weapon, it will only fire more if the first weapon is linked. (Like an ISDF Scout)
CollisionRadius - Self Explanitory. For units this is how much they avoid things by, how far they will spread out/go around.
Nation - Race name setting in the ODF. Does NOT work.
ImageSignature - Self Explanitory. Based on the signature the locking time for Image locking missiles (Like Shadowers) is modified.
HeatSignature - Same as above, but for Thermal missiles. (Hornet)
RadarSignature - Same as above, but for Radar Missiles. (Comet Cruise, Radar Popper, ect.)
ExplosionName - Name of ODF for the explosion file for this unit. BZ2 uses a default value for this, which 1.3 can specifically be modified for a certain race.
InfoName - Name of the INF file BZ2 will use when you target the unit with your identifier. ("I" Key)
CanCollide - I belive its only for buildings. Tells if the unit is "Ethereal" or if it is collidable. If left alone BZ2 looks for a collision box for this. If turned on BZ2 makes its own box. Collision Radius modifies this somewhat.
IsTerrain - Dunno about this...must tell if its a Terrain Class unit or not.
OwnsTerrain - Tells BZ2 if it takes up terrain or not. If it doesn,'t stuff can be built over it.
BoxCollide - If on BZ2 uses a Box collision box for this unit. (Usually for units, probably only works for buildings if there is no collision box present and CanCollide is on) if off then BZ2 will use a Sphere collision.
NeedPilot - Tells BZ2 if this ship can have a pilot inside of it. (This is automatically off for some class)
CanDetect - Tells BZ2 if this unit can be detected on radar, also cant order something to attack it.
CanInteract - Tells BZ2 if this unit can interact with the player's Reticle.
CanSnipe - Tells BZ2 if this unit can be sniped or not...its invalid if the ship can't have a pilot in it.
IsAssault - Flag for AI units to tell if they should morph and/or use their assault weapon for attacking this unit. As usual 0 is no and 1 is yes.
IsSingle - In 1.2 this command tells that once this is build the player can't make anymore of this classlabel anymore. (Like the Bomber Bay) 1.3 changes this to limiting to Basename rather than Classlabel.
IsGrouped - Does this unit take up an F# group?
NeedGroup - Needs a free F# group to build.
IsLimited - Adds this unit to the MP unit limit.
NeedLimit - Needs a atleast 1 free slot in the unit limit to build.
ArmorClass - Armor class for unit, weapons do certain damage to units depending on its armor. Applicable values are N (None) L (Light) and H (Heavy).
ShieldClass - Supposedly configs what shield class the unit has. Never used it, it DOES work, although I don't know if it will show a shield effect or not though on the unit. Its defaulted to N (None) applicable values are S (Stasis) D (Deflection) and A (Absorbtion).
RequireCount - Amount of units/buildings required to build.
RequireText - Text displayed when you don't have the build requirements.
RequireName - Name of the ODF that is require. Depending on the count Require Name and text have # at the end of them. Each # goes in order from 1-whatever stating which part of the RequireCount it is. This is the same for things like Animations and Cockpit anims.
ProvideCount - Works the same way as require's stuff does. if you build this unit whatever ODF is in the providename area is set as if that building exists. So if I upgrade ibfact to ibafact it will work, but some units buildable that are in ibfact that are also in ibafact may require ibfact to be buildable, I belive if the providename is ibfact then those units will still be buildable.
ProvideName - Name of provided ODF.
UpgradeName - Name of the ODF the unit can be upgraded into, you can only have one of these per unit.
AlwaysClip - Yes or No type flag, defines ship clipping...never used this.
WeaponHard - Name of the Hardpoint on the ship this weapon will be on. It can be anything, but BZ2 only recognises certain ones. Each weapon command uses a number at the end like the Anim and Require count stuff, the number is which of the 5 weapons on a ship it is.
VisualHard - Name of the HP that the weapon's model is displayed at. (See the pilots for an example)
RecoilName - Another Weapon command, tells BZ2 which part of the model that has a 'kickback' when its corresponding weapon is fired.
WeaponAssault - Tells if this weapon should be used against an assault target or a combat target. Like IsAsault, 1 is Assault and 0 is Combat.
WeaponName - Name of the ODF used as the weapon.
LightHard - Uses a # to indentify like a Weapon command. Not sure if there is a light HP limit...
LightName - ODF name for the light.
EffectHard - uses # identification like Weapons and Lights.
EffectName - ODF file the effect uses.
TurretCount - yet another # identified command. Amount of turrets on a unit.
TurretName - Name of part of the unit mesh that is a turret, BZ2 only recognises certain ones.

[CraftClass]
RangeScan - This would be the maximum Radar Range.
PeriodScan - Amount of time between radar pings.
WeaponPitch - Self Explanitory
FilterFactor - Absolutely no idea WHATSOEVER. You can have a maximum of 4, ranging from 0-3.
SelectOtherMsg - Voice Over command for when you select the unit and it is doing something...other...
SelectWaitMsg - VO Command for when you select the unit and it is doing nothing.
SelectGoMsg - VO for when you select unit and it is en' route.
SelectFollowMsg - VO for when you select unit and it is Following something, I belive this counts for following you too.
SelectAttackMsg - VO for when you select unit while its attacking.
SelectPickupMsg - Never used before, probably a VO for when you select it and its en' route to picking you up.
SelectDropoffMsg - VO for when you select a unit thats going through DropOff...Dropoff is considering by very few units, examples would be when an APC is en route to dropping off Soldiers or when a Bomber is moving to drop its payload. (Not Bomber can't use it)
SelectDeployMsg - VO for when you select a unit while its deploying.
SelectUser1Msg - VO for when you select a unit doing a special task. (Like Servicing or Building, ect.)
SelectUser2Msg - VO for a Second situation like User1.
OtherMsg - VO for when unit does...other...
Gomsg - VO for when unit goes somewhere.
GoObjectMsg - VO for when unit is told to go to an object. (Dunno if this works since usually when they go to an object they either follow or defend...could be a CMD_DEFEND VO though)
FollowMsg - VO for when a unit is told to follow and object. (Usually vecs, buildings use Defend rather than Follow)
FollowMeMsg - VO for when a unit is told to follow you.
RepairMsg - VO for when unit is told to repair...no way to initiate command as far as I know.
ReloadMsg - same for Repair but for ammo. No way to activate aside from DLL, but could produce unknown effects since the command asks the AI to tell the Armory to give it Ammo or Health (depending on command) dunno if it will still work if the Armory can't even build it in the first place.
RescueMsg - VO for when unit is told to pick you up.
RecycleMsg - VO for when unit is told to Recycle.
HoldMsg - VO for when unit is told to Hold Position.
User1Msg - VO for special actions. (Like Servicing a unit)
User2Msg - VO for a second special action.
DeploedMsg - VO for when unit is finished deploying. (Turret Deployed! For BZ1. )
PackedMsg - VO for when Recycler is done undeploying. Obviously impossible in BZ2 now...although its possible it could work on turrets and such as a VO for when it is finished undeploying...never tried it.
KilledMsg - VO played when unit kills a target given to it when told to through MODE_ATTACK. (player telling it to)
DiedMsg - Old BZ1 VO where it would play a VO when unit died. Used for Betty VOs which BZ2 does by other configuration ODFs, never worked in BZ2.
BraccelFactor - AI command I belive, never tweaked it much. According to Zero Angel its the 'Width' in which an AI unit will strafe.
VelFactor - Velocity Factor between how far back and forth the AI will move the ship.
StrafeFactor - How often the unit will change its strafe direction.
OmegaScale - Not sure, AI command. could have something to do with pitch.
AlphaScale - Same...
SteerFactor - Self Explanitory.
OmegaFactor - According to ZA its a form of Target Lead "Smoothing" for the AI.
OmegaScaleTurret - Whatever OmegaScale is for, this is its version for a ships turret.
AlphaScaleTurret - Same as above.
SteerFactorTurret - Mainly, how loosely a unit will turn its turret under AI control.
OmegaFactorTurret - I guess TL "Smoothing" for an AI unit's turret
AvoidSpeed - Probably speed at which the AI will avoid enemy units.
TopSpeed - Self Explanitory, AI command.
EngageRange - Range at which the AI will decide its time to start attacking the Enemy...and/or go into Defense Mode.
FollowRange - Most likely the distance from the ship it keeps when following.
BlastDist - Basicly a range at which a unit will stand in a holding position and just blast his guns at an enemy unit.
AttackTask - AI task used for when the player tells an AI unit to attack.
DefendTask - AI task for when unit is in defense mode. (When Enemy AI aproches it instead of it approaching the enemy. GTs use this most of course)
WaitTask - AI task used when unit is just sitting there.
SpecialTask - AI task for when it does something...special.
SubAttackTask - Secondary AI Attack Task.
SubAttackClass - Class for which the AI is told when to execute these Tasks. uses 3 letters. The first letter can be N or A. N is attack ground only, A is include Air. 2nd letter is either N or D. N for regular attack and D for being deployed before attacking. 3rd letter is either N or S. N is use the engage range to attack and S is to use Weapon Range.
TeamTransferable - Tells if the player can distribute this unit to others in MP.
CanRescue - Enables disables the #5 Rescue command in 1.3. In 1.2 this could be used, but only for Wingman class units. (And I belive its not in the [CraftClass] area for 1.2)
EjectRatio - Ratio at which an AI pilot will eject or not from a ship when it blows.
XplSnipe - Explosion ODF used for when a ship is sniped.
XplChunk - Explosion ODF used for the chuncks when a ship is killed.
XplCrash - Explosion ODF used for when the ship's "crashing mesh" blows.

[HoverCraftClass]
velocForward - self explanitory
velocReverse - self explanitory
velocStrafe - self explanitory
accelThrust - self explanitory
accelBrake  - self explanitory
accelDragStop - how fast it stops once hands are off controls
accelJump  - self explanitory

setAltitude - how high off the ground

alphaTrack - springs speed it rights itself
alphaDamp - shocks

pitchPitch - nose up
pitchThrust - nose down

rollStrafe - rolls while strafing
omegaSpin - spinning in place speed
omegaTurn - turning while moving speed
alphaSteer - how fast it responds to steering
rollSteer - rolls while steering

soundThrust - sound of engines at forward and idle
soundTurbo - sound of engines forward and turning

REFERENCES:

Unit classes:

Commtower
i76building
Supplydepot
Factory
Jammer
Powerlung
Extractor
Turret
Armory
Sensor
Person
Morphtank
Artillery
Howitzer
Assaulttank
Tug
Constructionrig
RecyclerVehicle
Scavenger
Service
Turrettank
fv_walker
iv_walker
Bomberbay
Commbunker
Artifact
Minelayer
Shieldtower
i76sign
powerplant
powered
teleportal
barracks
SAV
APC
bomber
Wingman
Kingofthehill

Weapons:

"arccannon", "blink", "cannon", "chargegun", "damagefield", "dispenser", "forcefield", "imagelauncher", "imagerefract", "jetpack", "launcher", "machinegun", "magnetgun", "mortar", "multilauncher", "radardamper", "radarlauncher", "detonator", "salvolauncher", "satchelpack", "shieldup", "targeting", "terrainexpose", "thermallauncher", "torpedolauncher"

Ordnance:

"anchor", "beam", "bouncebomb", "bullet", "grenade", "imagemissile", "lasermissile", "laserpopper", "targeting", "lockdown", "magnetshell", "missile", "popper", "pulse", "radarmissile", "radarpopper", "seismic" (broken), "snipershell", "thermalmissile"

Dispensed:

"flare", "magnet", "mine", "proximity", "satchel", "seeker", "spraybomb", "tripmine" (proximity mine that builds object), "weaponmine"

AI Names:

CommTowerProcess
BuildingProcess
GunTowerFriend
GunTowerEnemy
ArmoryProcess
PersonFriend
PersonEnemy
AttachWingman
AttachOffensive
AssaultTankProcess
TugFriend
TugEnemy
RigFriend
RigEnemy
DeployBuildingFriend
DeployBuildingEnemy
ScavProcess
ScoutFriend
ScoutEnemy
SentryProcess
ServiceProcess
TankFriend
TankEnemy
TurretTankFriend
TurretTankEnemy
GechProcess
GechFriend
GechEnemy
SoldierProcess
APCProcess
BomberProcess
SAVFriend
SAVEnemy
RocketTankFriend
RocketTankEnemy
SupportProcess
WingmanFriend
WingmanEnemy
PowerUpProcess
TorpedoProcess
CombatFriend
CombatEnemy
MineLayerFriend
MineLayerEnemy
MorphTankFriend
MorphTankEnemy
TugProcess
AnimalProcess
AlternateAnimalProcess
boidprocess

Texture Blends:

Zero
One
Srccolor
Invsrccolor
srcalpha
invsrcalpha
dstcolor
invdstcolor
dstalpha
invdstalpha
scralphasat

All of those are Src Mode...the same can be used for dst mode.

tex mode:

decal
modulate
decalalpha
modulatealpha
decalmask
modulatemask
add
Title: Re: Modlog for modders
Post by: DrummaDude on March 02, 2006, 02:54:09 PM
can you explain what each texture blend and mode do?
Title: Re: Modlog for modders
Post by: General BlackDragon on March 02, 2006, 03:33:52 PM
I didnt make that list, SpAce posted it on his forum, but i know that "one one modulate" is for colored things, and "Srcalpha srcalpha invsrcalpha" is for black/white things, like smoke.

Experiment with them, see what you get. Who knows, you might turn something into a hippy weapon lol
Title: Re: Modlog for modders
Post by: spAce on March 03, 2006, 09:50:35 AM
The list is made by OvermindDL1 btw.
And thx for that log Commando.
Title: Re: Modlog for modders
Post by: OvermindDL1 on March 03, 2006, 03:55:17 PM
Not me, made by Tempest Storm, I just gathered them into a structure (basically rearranging).
Title: Re: Modlog for modders
Post by: Huscar on March 04, 2006, 02:01:49 AM
lol, I bet Tempest got them from sb. else too :P
Title: Re: Modlog for modders
Post by: General BlackDragon on March 04, 2006, 02:02:37 AM
whatever,...they come from a very long list of people who...dont know.
Title: Re: Modlog for modders
Post by: BZZERKER on March 04, 2006, 04:26:14 AM
I think TS got them as very small snippets of code from Ken.
Title: Re: Modlog for modders
Post by: Huscar on March 04, 2006, 02:18:11 PM
And here we see how the knowledge evolved. I bet Ken got an even messier form of these commands from sb. else :P
Title: Re: Modlog for modders
Post by: BZZERKER on March 04, 2006, 02:56:55 PM
Maybe it was that silly little code elf running around Pandi at night.
Title: Re: Modlog for modders
Post by: OvermindDL1 on March 04, 2006, 04:06:51 PM
Quote from: Huscar on March 04, 2006, 02:18:11 PM
And here we see how the knowledge evolved. I bet Ken got an even messier form of these commands from sb. else :P
I doubt that, considering he had access to the source itself. :P
Title: Re: Modlog for modders
Post by: Spawn on March 04, 2006, 08:59:05 PM
Think about how messy the source probablly is :-P
Title: Re: Modlog for modders
Post by: Ultraken on March 04, 2006, 10:06:36 PM
Quote from: Spawn on March 04, 2006, 08:59:05 PM
Think about how messy the source probablly is :-P

Not as bad as some I've seen, but it need a good refactoring.  (Not that that's going to happen, mind you.)  :)
Title: Re: Modlog for modders
Post by: OvermindDL1 on March 04, 2006, 11:25:36 PM
How does it compare to the FS2 source? :)

Or even worse, the Serious Engine 1 mod source... *shudder*
Title: Re: Modlog for modders
Post by: Ultraken on March 05, 2006, 10:38:00 AM
Quote from: OvermindDL1 on March 04, 2006, 11:25:36 PM
How does it compare to the FS2 source? :)

Or even worse, the Serious Engine 1 mod source... *shudder*

Since I haven't looked at either of those, I can't make that comparison.

So far, here's the games that I've worked on:
Battlezone 1 (based on I76)
Battlezone 2 (remove I76, add DR2)
Star Wars: Clone Wars (remove DR2, add I76-like "Ground Zero" engine)
Star Wars Battlefront 1 (entirely new)
Star Wars Battlefront 2 (extension of SWBF1)

CW has the architecture that I like the best, and I've contemplated "porting" BZ2 to it, as I already halfway did that for the CW prototype.
Title: Re: Modlog for modders
Post by: Red Devil on March 05, 2006, 02:52:00 PM
If it was ported, would it look and feel the same?
Title: Re: Modlog for modders
Post by: Red Devil on March 05, 2006, 05:09:40 PM
I played the Empires At War demo from Petroglyph, thinking it would be like BF2, but said, "This is DR2!"  I may wander, but I always come back to BZ.
Title: Re: Modlog for modders
Post by: Juvat on March 05, 2006, 05:57:05 PM
Yeah I always go try new games hoping for something similar to BZ, I'm always disapointed and always come back to BZ2. Lucky I can make new Races so it seems like a differnet game
Title: Re: Modlog for modders
Post by: Ultraken on March 05, 2006, 06:46:10 PM
Quote from: Red Devil on March 05, 2006, 02:52:00 PM
If it was ported, would it look and feel the same?

I'd say yes, as CW was effectively a port of the BZ2 code base to a new engine, and then modified extensively. 
Title: Re: Modlog for modders
Post by: Red Devil on March 05, 2006, 07:05:32 PM
 That'd be cool and it's very interesting.  I looked for a demo of CW, but then found it was for console.  Seems like BZ is the root of a number of games.  :-)
Title: Re: Modlog for modders
Post by: OvermindDL1 on March 05, 2006, 08:25:41 PM
Yea, gamecube, played it at a friends pretty extensively, always played Conquest, I always won.  In the strat guide they got, I saw a picture of all the devs in the back, being a few people here. :)

If I had the BZ2 source I'd certainly be doing things to it, probobly refactoring it first, I always seem to do that when I get a set of code...
Title: Re: Modlog for modders
Post by: Ultraken on March 06, 2006, 12:14:07 AM
The main problem with BZ2 is that it has become fairly brittle.  Changing anything tends to lead to unexpected (and usually bad) consequences.  There are whole systems in BZ2 that need replacing (AI, physics/collision, rendering), but too much depends on them to change them much.  Nathan also makes the legitimate point that open-sourcing BZ2 would lead to a free-for-all of incompatible versions, breaking the already-small community into tiny splinters.  You know there would be a split between the "we hate the 1.3 changes" crowd and everyone else, and there would likely be more.  That's why I respect Nathan's decision to avoid releasing source, even if I don't agree with it 100%.
Title: Re: Modlog for modders
Post by: Ultraken on March 06, 2006, 12:27:46 AM
Bear in mind that 1.3 was never meant to take anywhere near this long or affect so much--rather like the Gilligan's Island "three hour tour".  It all started with me fixing a problem with the game crashing when people typed a particular character sequence in chat, along with a few other niggling problems.  We started fixing more and more problems, then I started making large-scale changes, and the whole process ran out of control in truly spectacular fashion.  It's been going on for over five years now.  There aren't too many game patches that take this long...
Title: Re: Modlog for modders
Post by: Juvat on March 06, 2006, 12:43:00 AM
QuoteNathan also makes the legitimate point that open-sourcing BZ2 would lead to a free-for-all of incompatible versions, breaking the already-small community into tiny splinters.

Yes I agree with that, but also I think at some point in the future say a couple of years down the track, releaseing as open source should happen!!.  Its kinda an exceptional game, that has so much potential for add ons it just should be done in a few years

Another thing to consider is that it may splinter the community, but it may have the opposite effect and grow the community, if someone puts out crap no one is gonna use it, but if someone makes a gem then it can only grow the community :lol:

Cheers
Title: Re: Modlog for modders
Post by: Ultraken on March 06, 2006, 12:55:37 AM
That was my position, but I figured it's better in this case to be overly-strict than overly-permissive.
Title: Re: Modlog for modders
Post by: OvermindDL1 on March 06, 2006, 02:53:40 AM
Quote from: Ultraken on March 06, 2006, 12:14:07 AMNathan also makes the legitimate point that open-sourcing BZ2 would lead to a free-for-all of incompatible versions, breaking the already-small community into tiny splinters.

Yea, shouldn't be open-source; although, there are a few specific parts I'd give up a tooth for, at least a few dozen specific functions. :)
Title: Re: Modlog for modders
Post by: Red Devil on March 06, 2006, 09:18:52 AM
Yes, maybe not open source, but limited access to, say, a competent, ravenous, fellow like OM.  Probably be like throwing gasoline on a fire though.  :-D  That way, it would take the load off GSH and you guys would get a willing and able new apprentice.
Title: Re: Modlog for modders
Post by: Avatar on March 06, 2006, 06:15:35 PM
Quote from: Ultraken on March 06, 2006, 12:27:46 AM
It's been going on for over five years now.  There aren't too many game patches that take this long...

I rather thought it became Nathan's pet...  the way he started supporting those of us asking for extensions to things in the name of our mods made me think he was stretching himself a bit, experimenting more with what we were doing than any shortcoming of the engine that needed patching.

All I can say is that participating in this patch has really honed my mad skillz in many aspects of game modding, and for that I'm truly grateful.  It's once again shown just how amazing this community is...

-Av-
Title: Re: Modlog for modders
Post by: Red Devil on March 06, 2006, 06:26:17 PM
I really beg to differ with that.

His first priority has always been in squashing bugs.  Adding options exposed more bugs/AV's/bad code that would not have been found, so the two processes complemented each other..
Title: Re: Modlog for modders
Post by: Avatar on March 06, 2006, 06:31:57 PM
Hmmm, could be, wabbit...

There's definately been an evolution at work, though.  For instance early in the patch it seems to me I offered to fix things like lungs floating in mid-air in SP missions, bad collision objects, and weird base layouts, and Nathan didn't want to mess with that sort of thing. 

Towards the end he's coding in new units...

We've all grown so much...

GROUP HUG!  GROUP HUG!!!

:-D

-Av-
Title: Re: Modlog for modders
Post by: Red Devil on March 06, 2006, 06:37:53 PM
Well the code became more stable as GSH fixed more and more AV's, so that fred him up to indulge us some more, which was very, very nice, not only for us, but for BZ2 as well.  Now it can do a lot more than it ever could before thanks to him.
Title: Re: Modlog for modders
Post by: Avatar on March 06, 2006, 06:44:35 PM
Like this?

(http://home.comcast.net/~bz-avatar/rdgoesnative.jpg)

Looks like you might need a bit of backup there buddy...

let me grab my Collossus and give you a hand.   :-D

Seriously, who remembers when just being IN Dunes gave you a framerate hit?  The number of polys in the above pic, (not to mention pathing and everything else) would have killed the game prior to 1.3. 

Darn.  Collossus is out of gas...

Sorry bud.  You're on your own...    :roll:

-Av-
Title: Re: Modlog for modders
Post by: Scout on March 06, 2006, 06:45:42 PM
With a bit of luck and some Tank-Fu I could take'em!
Title: Re: Modlog for modders
Post by: Spawn on March 06, 2006, 07:05:21 PM
If by that you mean "die horribly" then scout is completely correct. :-P
Title: Re: Modlog for modders
Post by: squirrelof09 on March 06, 2006, 08:48:41 PM
Quote from: Scout on March 06, 2006, 06:45:42 PM
With a bit of luck and some Tank-Fu I could take'em!

Just don't move. They might not see you. crap.. your in red.. hah have fun!
Title: Re: Modlog for modders
Post by: Angstromicus on March 07, 2006, 04:15:34 PM
With a little .odf tweaking I could take 'em.
Title: Re: Modlog for modders
Post by: Red Devil on March 07, 2006, 04:45:00 PM
Oh crap, just saw them. Wowser.  Poor slob.
Title: Re: Modlog for modders
Post by: Bob the Dinosuar on March 08, 2006, 08:49:18 AM
what ship is that anyway? something from FS?

a walker division would wipe em' out.  (read: 20+ walkers)
Title: Re: Modlog for modders
Post by: BZZERKER on March 08, 2006, 10:27:38 AM
That is a Red Devil surrounded by some walkers from Av's BZC mod
Title: Re: Modlog for modders
Post by: Ultraken on March 09, 2006, 01:03:43 AM
A Rave Gun or Death Fountain would clear up that little surroundedness problem.  :D

(So would Da Bomb, if you don't mind blasting yourself into orbit.)
Title: Re: Modlog for modders
Post by: Avatar on March 09, 2006, 10:25:13 AM
Kali's eat Rave for breakfast...

They don't like Da Bomb, though...

It tickles...

:-D

-Av-
Title: Re: Modlog for modders
Post by: OvermindDL1 on March 09, 2006, 05:46:33 PM
I hope that by 'tickles' you mean that it tickles individual atoms as they are ripped apart, and not that they survive the thing. >.>
Title: Re: Modlog for modders
Post by: Ultraken on March 10, 2006, 09:32:59 PM
Death fountain is good for clearing out a large area, though it isn't instant-death like Da Bomb.  Even if Kali can withstand 1,000,000 damage points, they get hit with a kickOmega of 10 and kickVeloc of 100, so it'll at least push them back a little.  :D
Title: Re: Modlog for modders
Post by: Avatar on March 12, 2006, 04:28:05 PM
It's all too easy to just keep upping the values (or going for zero hull) and make an 'uber unit', and I'd never think I could make a unit that could survive any of Ken's toys... :)

If you've read the backstory of the Kali's you'd see that, for some at least, death would be a welcome release...

-Av-

Someone showed me how to have a DLL give a unit 10 hull points each time it's shot by another unit...  was that a bad thing for him to do or what???   :evil:
Title: Re: Modlog for modders
Post by: DF-Mj.Gen.Dead_Eye on May 10, 2006, 12:14:32 PM
those guy are NP with my gatgun MK.II let just say: on average i doe 3e40 damage and it has a shot delay of .01 so be cearful were you point that thing