Battlezone Universe

Battlezone Universe => Battlezone 2 => Battlezone 2 Mods => Topic started by: Red Devil on August 12, 2008, 02:46:49 AM

Title: The Uler for PB4a
Post by: Red Devil on August 12, 2008, 02:46:49 AM
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...

Title: Re: The Uler for PB4a
Post by: bigbadbogie on August 12, 2008, 03:11:41 AM
Wow. Long time no play.

Thanks RD!!
Title: Re: The Uler for PB4a
Post by: Red Devil on August 12, 2008, 12:34:54 PM
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:
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 12, 2008, 12:48:49 PM
that include signel player ability, i made a bunch of ULER weapons a while back.. full kit...
Title: Re: The Uler for PB4a
Post by: Red Devil on August 12, 2008, 01:01:24 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 12, 2008, 02:06:05 PM
Working on getting the SP stuff going now.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 12, 2008, 04:11:54 PM
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.

Title: Re: The Uler for PB4a
Post by: TheJamsh on August 13, 2008, 11:13:22 AM
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?
Title: Re: The Uler for PB4a
Post by: Red Devil on August 13, 2008, 11:37:46 AM
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.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 13, 2008, 03:31:44 PM
BTW, whenyou add new races... does every map need new pathpoints? e.g.

ubrecy /ubfact??

curious...
Title: Re: The Uler for PB4a
Post by: Red Devil on August 13, 2008, 04:05:26 PM
Unless a race, like the Phaer Rhan, has different build trees and requirements, the stock ones will do.
Title: Re: The Uler for PB4a
Post by: Nielk1 on August 13, 2008, 07:13:04 PM
If you use custom buildings they do, but the Uler are very very very like the ISDF.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 14, 2008, 04:38:22 AM
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...
Title: Re: The Uler for PB4a
Post by: Red Devil on August 14, 2008, 11:11:08 AM
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.
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 14, 2008, 12:29:32 PM
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?
Title: Re: The Uler for PB4a
Post by: Nielk1 on August 14, 2008, 04:18:44 PM
The original Uler missions were IA (didn't look yet) are they that way now too?
Title: Re: The Uler for PB4a
Post by: lucky_foot on August 14, 2008, 04:20:54 PM
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.
Title: Re: The Uler for PB4a
Post by: Nielk1 on August 14, 2008, 07:30:18 PM
The originals have the issue of assuming you are always in your tank, the tank they gave you.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 14, 2008, 10:48:35 PM
Dadgummit, why do I always forget to include the stinking dll's?  Argh.  Posting an update within 30 minutes.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 15, 2008, 01:47:42 AM
Uploaded new zip.  See first post for link and info.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 16, 2008, 04:56:08 PM
Uploaded new zip.  See first post for link and instructions.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 18, 2008, 10:44:29 AM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 18, 2008, 11:06:16 AM
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)
Title: Re: The Uler for PB4a
Post by: lucky_foot on August 18, 2008, 11:09:45 AM
<sniff>

Beautiful....just beautiful.....




Where's my Bomber?


ROFLOL
Title: Re: The Uler for PB4a
Post by: Red Devil on August 18, 2008, 11:26:54 AM
Right above you.   :-D
Title: Re: The Uler for PB4a
Post by: mag on August 18, 2008, 11:40:33 AM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 18, 2008, 11:53:11 AM
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?
Title: Re: The Uler for PB4a
Post by: OvermindDL1 on August 18, 2008, 12:22:01 PM
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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Title: Re: The Uler for PB4a
Post by: lucky_foot on August 18, 2008, 01:22:53 PM
Quote from: Red Devil on August 18, 2008, 11:26:54 AM
Right above you.   :-D

Dang!

(Runs for cover)
Title: Re: The Uler for PB4a
Post by: Red Devil on August 18, 2008, 02:10:04 PM
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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Title: Re: The Uler for PB4a
Post by: OvermindDL1 on August 18, 2008, 02:58:37 PM
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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Title: Re: The Uler for PB4a
Post by: Red Devil on August 18, 2008, 03:09:04 PM
Thanks!  FTP would be great.   :mrgreen:
Title: Re: The Uler for PB4a
Post by: Red Devil on August 19, 2008, 12:38:02 AM
Thanks OM!   :-)

The zip has been moved to OM's server.  Just use the original link in the first post.
Title: Re: The Uler for PB4a
Post by: OvermindDL1 on August 19, 2008, 06:57:49 AM
And the link I posted is now dead.  Use RD's in the first post.
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Title: Re: The Uler for PB4a
Post by: Red Devil on August 19, 2008, 11:09:22 PM
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:
Title: Re: The Uler for PB4a
Post by: Red Devil on August 20, 2008, 01:42:15 AM
Wow, that was nuts...
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 20, 2008, 07:45:20 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 20, 2008, 08:07:46 PM
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.
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 20, 2008, 08:12:13 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 20, 2008, 08:36:45 PM
That first one is rough.  Not sure if it's always been that way.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 21, 2008, 01:56:33 AM
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.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 21, 2008, 02:53:25 AM
THATS how its done... how come the stock AIP's dont do that?
Title: Re: The Uler for PB4a
Post by: Warfreak on August 21, 2008, 08:03:36 AM
I think Wug's does, but other than that Stock AIP is very basic in construction........  :-)
Title: Re: The Uler for PB4a
Post by: Red Devil on August 21, 2008, 01:21:24 PM
Nope, no other AIP's do it now.  (Yes, I checked)
Title: Re: The Uler for PB4a
Post by: bigbadbogie on August 21, 2008, 03:08:20 PM
How do I do that??
Title: Re: The Uler for PB4a
Post by: Red Devil on August 21, 2008, 04:23:13 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 21, 2008, 06:19:21 PM
I'm renaming all the Uler powerups to start with 'u'.  Oh, the tedium!
Title: Re: The Uler for PB4a
Post by: Red Devil on August 22, 2008, 12:51:17 AM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 22, 2008, 02:19:34 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 22, 2008, 02:59:14 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 22, 2008, 03:13:39 PM
I'm trying updating uweapon.odf...
Title: Re: The Uler for PB4a
Post by: Red Devil on August 22, 2008, 03:57:51 PM
That worked.  :-D
Title: Re: The Uler for PB4a
Post by: Red Devil on August 22, 2008, 05:35:48 PM
Screeny:

(http://www.bzuniverse.com/~betadudes/unprotected/FactoryCrates.jpg)
Title: Re: The Uler for PB4a
Post by: Red Devil on August 22, 2008, 06:45:00 PM
Latest AI base:

(http://www.bzuniverse.com/~betadudes/unprotected/UlerBase2.jpg)
Title: Re: The Uler for PB4a
Post by: Red Devil on August 23, 2008, 01:14:05 AM
Uploaded a new zip. 

Use the same link and instructions in the first post.

Title: Re: The Uler for PB4a
Post by: Red Devil on August 24, 2008, 02:24:08 AM
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.
Title: Re: The Uler for PB4a
Post by: bigbadbogie on August 24, 2008, 02:29:15 AM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 24, 2008, 11:46:59 AM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 24, 2008, 11:54:18 AM
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"
Title: Re: The Uler for PB4a
Post by: Red Devil on August 24, 2008, 06:43:28 PM
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

Title: Re: The Uler for PB4a
Post by: mrtwosheds on August 25, 2008, 05:52:44 AM
Does it work?!!  :-o
I'm damn fed up with trying to use hold to place turrets, its useless.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 25, 2008, 01:07:22 PM
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.
Title: Re: The Uler for PB4a
Post by: mrtwosheds on August 25, 2008, 02:48:13 PM
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.
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 25, 2008, 02:54:38 PM
Just got back from vacation. Going to test soon.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 25, 2008, 04:43:45 PM
I just adjusted the physic of the tracked vehicles so they don't pull wheelies.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 25, 2008, 06:56:27 PM
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?
Title: Re: The Uler for PB4a
Post by: Nielk1 on August 25, 2008, 07:30:41 PM
Buildings are targeted?
Title: Re: The Uler for PB4a
Post by: Red Devil on August 25, 2008, 07:45:52 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 25, 2008, 10:48:38 PM
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.
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 26, 2008, 01:02:54 AM
I hate their RA tank it has like dual blast. But fix the missions only 1 to 5 work or 6 work
.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 26, 2008, 01:42:41 AM
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.
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 26, 2008, 12:23:10 PM
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.
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 26, 2008, 01:32:45 PM
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.
Title: Re: The Uler for PB4a
Post by: 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?
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 26, 2008, 02:13:21 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 26, 2008, 02:52:38 PM
All 3 relics are originally set to 8000 health.  What do you recommend?  16000?
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 26, 2008, 03:50:49 PM
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:
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 26, 2008, 10:21:06 PM
The mission survivor is not playable. I am done testing this mod until next update.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 01:54:45 PM
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:
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on August 27, 2008, 01:59:05 PM
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.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 27, 2008, 03:24:13 PM
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?
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 03:28:12 PM
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.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 27, 2008, 03:33:39 PM
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
Title: Re: The Uler for PB4a
Post by: mrtwosheds on August 27, 2008, 03:41:41 PM
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.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 27, 2008, 03:54:06 PM
someone mentioned something about the HP_eyepoint... removing the eyepoint turret from the ODF did nothing.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 04:09:07 PM
I replaced that GT with one of the newer ones and they work fine now.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 27, 2008, 04:15:00 PM
great =]
Title: Re: The Uler for PB4a
Post by: mrtwosheds on August 27, 2008, 04:30:14 PM
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...
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 04:44:38 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 04:46:36 PM
Yep, that made it go kerflooey.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 27, 2008, 04:51:09 PM
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
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 05:04:07 PM
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.
Title: Re: The Uler for PB4a
Post by: Nielk1 on August 27, 2008, 05:14:22 PM
I tend to name barrels recoil just in case myself.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 05:16:02 PM
Looks great, keeping it.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 27, 2008, 06:31:04 PM
Added recoil to the other units that have it in their models too.  The Ra looks great now.
Title: Re: The Uler for PB4a
Post by: TheJamsh on August 28, 2008, 12:51:10 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on August 28, 2008, 01:42:06 PM
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.
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on September 14, 2008, 02:04:09 AM
Update for mod yet RD?  :?
Title: Re: The Uler for PB4a
Post by: Red Devil on September 14, 2008, 06:49:06 PM
Yes, just been busy with...*stuff*.
Title: Re: The Uler for PB4a
Post by: Feared_1 on September 14, 2008, 08:42:36 PM
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?
Title: Re: The Uler for PB4a
Post by: Red Devil on September 14, 2008, 10:06:51 PM
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:
Title: Re: The Uler for PB4a
Post by: GENERAL MANSON* on September 14, 2008, 11:10:00 PM
* Hides and ducks and looks for hidden cameras * :roll:
Title: Re: The Uler for PB4a
Post by: TheJamsh on October 14, 2008, 07:31:25 AM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on October 14, 2008, 10:43:26 AM
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.   :-)
Title: Re: The Uler for PB4a
Post by: TheJamsh on October 14, 2008, 10:51:49 AM
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!
Title: Re: The Uler for PB4a
Post by: cheesepuffly on October 31, 2008, 08:11:02 AM
Yah, i would say work on the AIPs the most, in my opinion.

I just got this and it rocks, great job.
Title: Re: The Uler for PB4a
Post by: AHadley on November 06, 2008, 02:42:27 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on December 27, 2008, 03:29:01 PM
Sounds like a misplaced post the install/shorcut is off.

I'm working on The Uler again and hope to post an update today.
Title: Re: The Uler for PB4a
Post by: Red Devil on December 27, 2008, 05:43:48 PM
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.
Title: Re: The Uler for PB4a
Post by: Wraith on December 27, 2008, 09:38:49 PM
Is this campaign improved any from previous posts?
Title: Re: The Uler for PB4a
Post by: Red Devil on December 28, 2008, 12:39:38 PM
Not sure I understand.
Title: Re: The Uler for PB4a
Post by: Avatar on December 28, 2008, 04:46:53 PM
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-
Title: Re: The Uler for PB4a
Post by: Wraith on December 28, 2008, 06:01:42 PM
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?
Title: Re: The Uler for PB4a
Post by: Red Devil on December 28, 2008, 06:18:36 PM
All the SP missions run.
Title: Re: The Uler for PB4a
Post by: Wraith on January 02, 2009, 10:22:09 PM
I found about several odf errors and stuff. Should i post them?
Title: Re: The Uler for PB4a
Post by: Red Devil on January 02, 2009, 10:43:04 PM
Please.
Title: Re: The Uler for PB4a
Post by: Wraith on January 07, 2009, 04:18:16 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on January 07, 2009, 06:17:48 PM
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.
Title: Re: The Uler for PB4a
Post by: Wraith on January 07, 2009, 07:07:34 PM
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.

Title: Re: The Uler for PB4a
Post by: 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.
Title: Re: The Uler for PB4a
Post by: Nielk1 on January 08, 2009, 12:05:08 AM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on January 08, 2009, 02:08:49 PM
oh yeah, forget we could do that now. cool
Title: Re: The Uler for PB4a
Post by: Wraith on January 13, 2009, 03:53:33 AM
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/)
Title: Re: The Uler for PB4a
Post by: Axeminister on January 16, 2009, 08:45:55 PM
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
Title: Re: The Uler for PB4a
Post by: Red Devil on January 18, 2009, 12:34:30 PM
The 'odf does not exist' msg's should be in the log.

Only Uler vs. Uler MPI is working now.
Title: Re: The Uler for PB4a
Post by: Nielk1 on January 19, 2009, 11:22:55 AM
IIRC, Uler mission croak if you loose your unit. Was that corrected?
Title: Re: The Uler for PB4a
Post by: Red Devil on January 19, 2009, 12:21:59 PM
Dunno, I've never lost mine.
Title: Re: The Uler for PB4a
Post by: 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.
Title: Re: The Uler for PB4a
Post by: Red Devil on February 03, 2009, 12:18:42 PM
Duuuude! You want to take it back?
Title: Re: The Uler for PB4a
Post by: Nielk1 on February 03, 2009, 02:15:31 PM
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.
Title: Re: The Uler for PB4a
Post by: bigbadbogie on February 03, 2009, 02:35:11 PM
Never thought I would see this day!!

I guess it is true though; nobody can leave BZ forever.
Title: Re: The Uler for PB4a
Post by: General BlackDragon on February 03, 2009, 03:42:49 PM
Hey Caxxon, I'd love to play a game with you sometime. Maybe see some of your work, and stuff.  :mrgreen:
Title: Re: The Uler for PB4a
Post by: bigbadbogie on February 03, 2009, 04:10:05 PM
And there goes GBD again, wanting to peek at everybody elses stuff.  :-P
Title: Re: The Uler for PB4a
Post by: General BlackDragon on February 04, 2009, 08:41:32 AM
actually I mean the opposite too
Title: Re: The Uler for PB4a
Post by: TheJamsh on February 04, 2009, 11:37:54 AM
and WHAT!

whats this battlestar galactica thing NK1 is talking about?
Title: Re: The Uler for PB4a
Post by: Nielk1 on February 04, 2009, 11:49:21 AM
I was seeing lots of models accredited to Coxxon about the net.
Title: Re: The Uler for PB4a
Post by: Red Devil on March 07, 2009, 10:56:21 PM
(http://www.bzuniverse.com/~betadudes/unprotected/Pharoah.jpg)

(http://www.bzuniverse.com/~betadudes/unprotected/Rapier.jpg)

(http://www.bzuniverse.com/~betadudes/unprotected/Scorpion.jpg)
Title: Re: The Uler for PB4a
Post by: Nielk1 on March 07, 2009, 11:03:26 PM
Yeah... The Cut and Paste nature of the ISDF one hurts its canon rating on my wiki... when it makes it onto my wiki...
Title: Re: The Uler for PB4a
Post by: AHadley on March 08, 2009, 03:35:45 AM
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.
Title: Re: The Uler for PB4a
Post by: TheJamsh on March 08, 2009, 04:45:32 AM
same, its missing something to be a truly scion vehicle though. Wings need to blend into the body a little more...
Title: Re: The Uler for PB4a
Post by: AHadley on March 08, 2009, 03:16:04 PM
And I dont think it changes shape when it morphs...
Title: Re: The Uler for PB4a
Post by: bigbadbogie on March 08, 2009, 03:56:57 PM
It does, just not much. I think it was just a regular animation (no chrome).;
Title: Re: The Uler for PB4a
Post by: TheJamsh on March 08, 2009, 04:01:54 PM
just noticed something

i HATE it when modders dont make ICONS! gah!
Title: Re: The Uler for PB4a
Post by: Nielk1 on March 08, 2009, 04:20:32 PM
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.
Title: Re: The Uler for PB4a
Post by: Red Devil on March 08, 2009, 04:35:03 PM
Yes, Coxxon made 3 distinct icons for them.
Title: Re: The Uler for PB4a
Post by: TheJamsh on March 10, 2009, 02:31:11 PM
Oh yeh, didnt see the three green bars

'eats fodder'
Title: Re: The Uler for PB4a
Post by: Red Devil on March 10, 2009, 05:49:43 PM
The right flame on the Scorpion doesn't fire, so I'll look into that.  Beautiful animation, though.  :-)
Title: Re: The Uler for PB4a
Post by: TheJamsh on March 11, 2009, 06:44:40 AM
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...
Title: Re: The Uler for PB4a
Post by: AHadley on March 11, 2009, 11:00:52 AM
The three best Scion models I have ever seen have got to be the Brawler, Dragoon, and Scorpion.
Title: Re: The Uler for PB4a
Post by: Nielk1 on March 11, 2009, 12:12:29 PM
Out of shear coincidence those are the 3 I give a 99% canon rating. (100% reserved for units that come with the game.)
Title: Re: The Uler for PB4a
Post by: AHadley on March 11, 2009, 01:12:51 PM
Quite impressive. Anybody know where I can get ISDF units of such canon-icity?
Title: Re: The Uler for PB4a
Post by: Nielk1 on March 11, 2009, 02:05:01 PM
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.
Title: Re: The Uler for PB4a
Post by: AHadley on March 12, 2009, 12:48:13 PM
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...
Title: Re: The Uler for PB4a
Post by: Nielk1 on March 12, 2009, 01:41:17 PM
It was a separate unit DL made a long long long time ago.
Title: Re: The Uler for PB4a
Post by: AHadley on March 12, 2009, 02:32:27 PM
Anybody have a link?
Title: Re: The Uler for PB4a
Post by: TheJamsh on March 29, 2009, 06:35:55 AM
bzscrap :)

or yeh... starfleet
Title: Re: The Uler for PB4a
Post by: AHadley on March 29, 2009, 06:49:09 AM
lol, i ripped it from starfleet a couple of weeks ago. I'm disappointed the guns on the sides dont move though.
Title: Re: The Uler for PB4a
Post by: TheJamsh on April 24, 2009, 12:43:38 PM
yeh... Not a turreted unit though.