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Nazgûls "Special Extended Edition"


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#521 Nazgûl

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Posted 13 April 2007 - 08:07 PM

Beta III is out, but without the Giant tree crush obviously. Let's hope we can fix it for next release though :blink:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#522 Downfall

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Posted 14 April 2007 - 03:03 PM

Right... new strange problem.
I've given some units crush. Some for only units, and some for bigger things like trees. I've done that for Shelob and FireDrakes for instance... and Ive tried to do it for trolls, and it worked too, but then I decided to remove it and only keep crushing on units for the trolls. Anyway... I want to have the "tree crush" for Giants though since they're so big now - but despite me doing things the same way, they refuse to knock down trees??? Any idea what I might need?

These are my codes for Giants...

	CrushableLevel		= 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles	
	CrusherLevel			= 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
	CrushWeapon			= GiantCrush

Why won't it work?


Did you try changing the crush weapon?
i.e. Changing the GiantCrush to maybe ShelobCrush or BattleWagonCrush...
Because those two can crush trees and the giant's can't.
Just a thought.
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#523 Nazgûl

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Posted 14 April 2007 - 04:34 PM

Guess I could try that, but the GiantCrush weapon is simply a copy of the ShelobCrush but with a new name, but yeah, it's worth a try! :mellow: I'll be back with results...

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#524 Nazgûl

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Posted 14 April 2007 - 05:47 PM

GAAAAH... I TOOOTALLY give up on this! NOTHING works! I've tried EVERYTHING I can think of and the only thing I can imagine is that EA has put some kind of Lua script or whatever that disables the Giant from tree crush. Aaaarrgh... It's simply impossible to fix! :(

This is for example in ScriptEvents.xml
	<EventList Name="MountainGiantFunctions" Inherit="BaseScriptFunctions">
		<!-- This contains events specific to Ents. -->
		<EventHandler EventName="OnCreated"		ScriptFunctionName="OnMountainGiantCreated"	DebugSingleStep="false"/>
		<EventHandler EventName="OnGenericEvent" ScriptFunctionName="OnMountainGiantGenericEvent" DebugSingleStep="false"/>
	</EventList>

Dont like the

"This contains events specific to Ents"

since ents cant crush trees... But I thought I fixed that in the locomotor when I tried removing
MaxOverlappedHeight	 				= 1; Just goes through things, doesn't even notice them.

But no...

Edited by Nazgûl, 14 April 2007 - 05:53 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#525 zimoo

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Posted 14 April 2007 - 06:10 PM

That ent bit is commented (LUA uses different commenting to INI). It's just a case of them copying the ent's LUA (which makes sense as they needed it for the same thing), but not bothering to change that single line.
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#526 Nazgûl

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Posted 14 April 2007 - 09:33 PM

Nah, LOL I din't mean I should change THAT line, that's just coding info. I was just concerned that they obviously have used a lot of stuff from the Ents for the Giants, such as the Locomotor. And the Ents can't crush trees (that would be kind of sick, lol), so I was thinking that maybe there's something somewhere that is so heavily based on Ents that it disables the tree crush... Well, I dunno... *sighs* I tried to change the loco into the troll (whom CAN crush trees if I'd like him to), but that didn't help either. So = this feature is probably impossible to fix for some f-cked up reason :(

Edited by Nazgûl, 15 April 2007 - 11:16 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#527 Khamul91

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Posted 17 April 2007 - 01:50 PM

Hi!
I'm italian and i'd like to know a thing...if I play with my italian version of BFMEII ROTWK I think I will see new units, for example, with an english name, right? If so, I'd like to try to make an Italian Version of SEE...if u want, naturally...I think italian players would like playing SEE in italian...

And I can use it in online game?

Edited by Khamul91, 17 April 2007 - 06:12 PM.


#528 Nazgûl

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Posted 17 April 2007 - 10:06 PM

Hi Khamul91!

Lol, that was an od question, but sure why not :p
- The only thing you would need to do is to translate the lotr.str file, the strings as they are called. From english to italian. bare in mind though that this os still only a beta and more versions are coming... That will give new strings in that file to translate, so you might want to wait? But you have my permission if you wanna get started.

- Yes, if the other player has SEE too, it will play online ;)

Ciao ;)

----

Back on topic - any more ideas about the giant tree crush... anyone?

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#529 Sûlherokhh

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Posted 17 April 2007 - 10:19 PM

When i've finished DarkLord's Orcs (going well by the way), redone the Mûmakil Pen and Troll Cage, i will look into the matter. Something can be done, i'm sure. :p

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#530 John Doe

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Posted 18 April 2007 - 01:26 AM

Good luck Sulherokhh. I've used pretty much my entire bag of tricks to no avail. The only thing left I haven't fully explored is the lua scripting, and that appeared to be a dead end at first glance as well. That said, hopefully either someone figures this out or we can get a definitive answer on our control over crushing.

#531 Khamul91

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Posted 18 April 2007 - 12:39 PM

Hi Khamul91!

Lol, that was an od question, but sure why not :thumbsupsmiley:
- The only thing you would need to do is to translate the lotr.str file, the strings as they are called. From english to italian. bare in mind though that this os still only a beta and more versions are coming... That will give new strings in that file to translate, so you might want to wait? But you have my permission if you wanna get started.

- Yes, if the other player has SEE too, it will play online :rolleyes:

Ciao :xcahik_:

----

Back on topic - any more ideas about the giant tree crush... anyone?


Thanks! However I will visit this forum everyday, and when new version exit i will work to translate them! And i'd like to publish my work in your site...where can I send you the translated file?

About the strings...in what file can i find the original strings of the game?

Edited by Khamul91, 18 April 2007 - 12:55 PM.


#532 Sûlherokhh

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Posted 18 April 2007 - 02:45 PM

The file's name is 'lotr.str' in the folder 'data'. If you only find 'lotr.csf' in the original game, you'll have to convert the file first.

Where to find the different 'lotr.str' depends on which version of it you are looking for.

Original: english.big or italian.big. Since the patches, the most updated one is inside the folder 'language' in the lates '.big' file.

S.E.E.: inside the file 'SEE.big' in the folder 'MyBattleforMiddleearthII-files' (it's inside a hidden sub directory of 'documents...' named 'application'-something.

Once a '.big'-file is extracted, you'll always find the 'lotr.str' inside the 'data'-folder.

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#533 Khamul91

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Posted 18 April 2007 - 03:32 PM

Yes I founf lotr.csf and I didn't know if this was the right file...how can i convert it?

Edit: I've just found a 'csf' reader on the internet...now i try it and then i say you...

No, the reader doesn't work...how can i do?

Edited by Khamul91, 18 April 2007 - 04:34 PM.


#534 Nazgûl

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Posted 18 April 2007 - 04:56 PM

I have no idea... maybe Sûl can help when he's back...

And make a post about this in my sub forum so we don't have to bother the whole modding forum about this thing :rolleyes:
This thread is actually for me myself, the SEE team and our modding problems... :thumbsupsmiley:

Back on topic: Giant tree crush! Any ideas, post here...

Edited by Nazgûl, 18 April 2007 - 04:58 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#535 robnkarla

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Posted 20 April 2007 - 07:07 AM

Back on topic: Giant tree crush! Any ideas, post here...


All right, I finally sat down and spent a little time to solve this problem for you tonight. I've got some solutions for you. Units crush trees using two different methods:

1) If you want a unit to crush trees but not other higher object crushable levels (i.e. Ballista) you add the kindof - MACHINE. Part of this kindof grants the unit the capability to crush trees. But this is probably not the way you want to go as the kindof has other properties.

2) For units such as Shelob you use the method that you have been using.

Now, the piece that is also critical to both methods is the Geometry portion of the code. It looks like EA did not hard-code the Mountain-Giants/Ents they just used the radius of the object to determine what can knock over trees and what cannot. I'm not sure what the magic number is, but an object with a radius of 25 can knock over trees but an object of 20 cannot. I hope RotWK is the same as BFME2 - as I tested this on RotWK.

So all you should need to do is change:
	GeometryMajorRadius = 15

to:
	GeometryMajorRadius = 25

Let me know if this does not work. I'll await your PM on what you mentioned in the other post. I've got a couple questions for you.

Robert J.

#536 Sûlherokhh

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Posted 20 April 2007 - 07:15 AM

If this is true i will laugh my socks off! :ninja: :)
There is a certain twisted logic at work here. Right? Hehe. :)

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#537 Nertea

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Posted 20 April 2007 - 07:26 AM

You've certainly put together a very comprehensive readme there... spent a while reading it, very nice.

And I know that the readme for my skins project says they can be used in any mod, but it would be nice if some credit was given somewhere. :) Not that I really care about those old skins anymore, but appearances must be maintained, you know.

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#538 Nazgûl

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Posted 20 April 2007 - 02:57 PM

Oh my gosh!!! Is the SkinsPack YOUR pack??? OFF COURSE you will be in the credits but I thought it was Stealthsnakes? Please get back to me on this cause I'm VERY thouriugh with those things. I want ALL that contributed in one way or another be a part of the credits FOR SURE! :) I have the highest respect for you and your work Nertea!

PM me about what parts you did? I used a lot of stuff from that skins pack (like clothes, faces I usually do myself). But I naturally thought it was Toms, all of it? :) Why has he listed it amongst his works? :o

And Rob! I'll PM you now, and I'll try to ad your MSN too. I just havnt had the time yet, since I had to go get my car back from the shop today and I've been up all night adding stuff that Sûl did for me :mad2:

Talk to you soon, and u too Nertea.

---

EDIT: It was me... I got them mixed up! *blush* I used Nertea's "BFMESkinsProject0.9" but I THOUGHT I had used Tom's "Stealthsnakes Reskin Mod version 3.0" - sorry about that *lol* The only thing I used from that was bases for Rohirrim skins, that have been overworked since then, but still. Many other things like mainly Theoden and Eomoer armor are Nertea's. Glad we sorted that out! I'll update the PDF today :ninja:

Edited by Nazgûl, 20 April 2007 - 03:39 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#539 Nazgûl

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Posted 20 April 2007 - 04:46 PM

The PDF is updated! :)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#540 Juissi

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Posted 20 April 2007 - 07:05 PM

Lol that last mix up was pretty funny :) While I was reading the post I was thinking that you just mixed them :lol:
And I read the new read-me or lets say that I watched it because I couldnt be bothered to read it but I watched all the pretty pics :grin: but I was amazed, pretty impressive read-me and if that doesnt get people to download the mod I dunno what will :lol:

Edited by Makaveli, 20 April 2007 - 07:07 PM.





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