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Coding S.E.E. - DC


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#21 Nazgûl

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Posted 12 September 2011 - 10:50 AM

Atm I'm doing all the coding (even though it never was the plan) :tongevil: RG is sort of an oracle or guru to fall back upon when needed. Most of all he's the one who made this possible by fixing a launcher and a nice starter kit for this new attemt at this mod. RB is... well, full of ideas :crazed: Remains to be seen when and if his skills come in use though :wink_new:

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#22 Nazgûl

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Posted 12 September 2011 - 01:23 PM

YAY! Fortress keep is nearing completion (as in updated to Beta 4.7 status). Just tested the SEE special "floors" we (Sûl) added and it works =) "Only" the Drogith fortress creature upgrade left, but that will probably have to wait until I have finished the drogoth ini... Should be able to move on to the other goblin structures shortly

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#23 Nazgûl

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Posted 14 September 2011 - 12:49 AM

So far, I have imported (from Beta 4.7), adapted (for this version) and expanded (BuildUps, FX, etc) the following for Moria:

- Fortress & expansions
- Mine (tunnel)
- Goblin Cave
- Troll Cave (used to be Spider Pit)
- Fissure (now siege works)

...going for Treasure Trove, Warg Pit (from RotWK) and Battle Tower next!

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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#24 Elric

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Posted 14 September 2011 - 02:19 AM

Your working really fast. because after you do the first faction you will have an understanding for whats to come which just makes it faster. Plus you have the original code to help you out. Posted Image

#25 njm1983

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Posted 14 September 2011 - 02:32 AM

:lion: :lion: :lion: :xcahik_: :xcahik_: :xcahik_:

#26 Ridder Blauw

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Posted 14 September 2011 - 05:51 AM

Your working really fast. because after you do the first faction you will have an understanding for whats to come which just makes it faster. Plus you have the original code to help you out. Posted Image


There is still a very long way to go though! :sleep:

#27 Lauri

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Posted 14 September 2011 - 11:42 AM

The buildings are (generally) the fast things to do ;)
Units take more time, and he's gotta make upgrades apply for them, and what-not.
So yeah, he's working fast, and it's lovely to SEE, but long ways to go yet. Smeagol will show you the way. Follow me.

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#28 ElessartheHigh

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Posted 14 September 2011 - 01:37 PM

I think the better Nazgul and the team will take their time , the better it will be . Especially there are all the coding Sûl has made for fortress and AI .
All that is gold does not glitter, Not all those who wander are lost; The old that is strong does not wither, Deep roots are not reached by the frost. From the ashes a fire shall be woken, A light from the shadows shall spring; Renewed shall be blade that was broken, The crownless again shall be king.[1]

#29 Nazgûl

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Posted 14 September 2011 - 06:42 PM

Yeah, extracting and adpating those is time consuming... and on top of that I have to find and neutralize all the added Angmar FX from RotWK (the white snow FX allover). i'm not a fast coder at all, but I'm thorough =)

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

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Posted 15 September 2011 - 01:41 AM

About 6 hours later (with 3-4 hours work), the new Drum is created from an almost empty ini, using similar object codes. I've chosen the appropriate attribute modifiers (+25% XP gain, +25% damage and bonus for recruiting infantry) and everything works except this:

1) The bib (ground texture) is offset (X/Y) and I don't think that's fixable without modeling.
2) There's no BuildUp anims, so that will have to be animated (which could fix #1 at the same time). There are collapse anims though, oddly enough?

Only the wall system left, and then I can start adding the units. Heroes will be last and ater that, I'll turn work over to Ridder Blauw who's gonna work on the spell books, hero powers and unit abilities (Those things are the ones I hate doing most, besides AI).

Edited by Nazgûl, 15 September 2011 - 01:50 AM.

// C}{riZpc_punch.gif
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#31 Elric

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Posted 15 September 2011 - 01:53 AM

In the fxlist.ini you can set ground textures and make them have an offset and or have no offset. Correct me if i am wrong.

#32 Mordor Slayer

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Posted 15 September 2011 - 04:39 PM

2) There's no BuildUp anims, so that will have to be animated (which could fix #1 at the same time). There are collapse anims though, oddly enough?


I think that's because the collapse anims are used in the campaign.
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#33 Nazgûl

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Posted 16 September 2011 - 01:10 PM

That's probably it yes =) And no I can't find any codes for that in FXList... :huh:

// C}{riZpc_punch.gif
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SEE_Banner_2008.jpg
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#34 Nazgûl

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Posted 16 September 2011 - 07:03 PM

Progress is not fast, but it's solid. Just finished adding (from 4.7), adapting (to this new version) and expanding (buildup FX, looks, etc) all Moria structures. I might trim the Wolf Den a little more though just because it's fun. Then I'm all set to move on to the units, starting with Lauri's LUA based goblin warriors - hopefully mixed with swordsmen and spearmen in the same hordes! :shiftee2:

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


#35 Arthadan

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Posted 17 September 2011 - 02:29 AM

What a pleasant surprise! I knew you won't leave the mod unfinished. I salute you, sir, for your perseverance and determination.

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#36 Ridder Geel

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Posted 17 September 2011 - 09:29 AM

Of course he wont leave the mod unfinished... Nazgul is one of the most dedicated people i know! :xd:
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#37 Nazgûl

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Posted 17 September 2011 - 11:38 AM

Had some major problems last night, both with SVN/repo stuff (swapping folders) and with in game and WB shit. Kept me up until 06:30 :wacko: But after a good "night" sleep, I think I'm ready to find the source of the problem that's causing Game.dat crashes atm... :mellow:

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


#38 Nazgûl

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Posted 17 September 2011 - 01:24 PM

Phheeeeeew... found it! It was probably the lack of sleep that didn't ring a bell. Ever since I updated the SkirmishAI to use the SEE versions of the BSE maps for AI setup, the game looks for new codes referenced from the fortresses INIs, so yeah... it's all good when I get to the other factions one by one.

Never mod when you're tired! :sleepys: hah

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#39 njm1983

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Posted 17 September 2011 - 03:16 PM

Glad you worked it all out. and yeah i must agree modding while tired is a very bad idea. :omg:

#40 Ridder Geel

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Posted 17 September 2011 - 03:34 PM

Modding when tired is hilarious :D
Good job so far Naz ;)
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