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Gambit

Member Since 02 Nov 2011
Offline Last Active Yesterday, 05:38 PM

#1082373 Space Wolves Mod 0.75 (Not Wolf Lords)

Posted by Gambit on 21 April 2018 - 12:12 PM

OK, brother Fuggles, similarly to the Ultramarines warning, I spotted 2 MINOR Space Wolves path "inconsistencies", in the following squads:

 

>>>>> space_wolves_squad_apothecary

It has an issue with trooper path: Data\attrib\ebps\races\space_marines\troops\wolves_apothecary.rgd

 

>>>>> space_wolves_squad_vindicator

It has an issue with trooper path: Data\attrib\ebps\races\chaos\troops\wolves_vindicator.rgd

 

The space_marines and chaos references in the paths are wrong.

Can you please update the trooper paths in those two squads???




#1081669 Space Wolves Mod 0.75 (Not Wolf Lords)

Posted by Gambit on 07 April 2018 - 03:32 PM

Brother Fuggles, can you post the paths for the FE models, for both the 13th and the SW mods?

I want to upload Unification 4.0 tomorrow, and I would like to have them in.




#1081572 Space Wolves Mod 0.75 (Not Wolf Lords)

Posted by Gambit on 05 April 2018 - 07:23 AM

OK, this is really embarrassing... We missed one of our own releases!

 

It see we were all very preoccupied with the projects we were working at the time, so the RG release was a silent one.

... And I had the same issue with ModDB, it showed no updates of the RG page whatsoever...

So, I am downloading RG now - better late than never.

Will update Unification in accordance with the current version.

 

---------------------------------------------------------

 

Space Wolves

The old 0.63 version was too "buggy", and was breaking things when combined.

Can we get a fresh new release soon? I am OK with it, the last time I played it it was a very solid experience.




#1079002 Survival Discussion

Posted by Gambit on 03 March 2018 - 08:01 PM

OK, I think I am done with this survival pass.

There are some visuals and some AE things that I want to improve, but these can wait.

(For example, there are some SCAR drop pods used by the IDH, but the drop pod was that of the SMs colours.

So I had to work textures+scar+AE to make it work as desired....)

 

Anyway, I will upload Unification internally, later tonight. (within 3-4 hours.)

 

And there is no need for a changelog, since the changes are mostly code-related. :grad:




#1078704 Survival Discussion

Posted by Gambit on 28 February 2018 - 03:23 PM

... NOT URGENT!!!

Once your schedule is somewhat... "free-er", we speak again :thumbsuphappy:

 

Please stay on track with Slaanesh'es tunes!!




#1078653 Survival Discussion

Posted by Gambit on 27 February 2018 - 08:36 PM

OK, after my small CraftWorlds "side-tracking", I re-engaged Survival.

Today I also finished Tau, and let me tell you, their special Ion Cannon Orbital strike ability is EXCELLENT! (they had a Manta pass, but it was strongly reminiscent of the Valkyries' bombing of the IG, so I created a new code for the new ability)

 

Now, only Witch Hunters and Tyranids remain.

I guess, one per day.

And then, we are ready for the next version of Survival/Unification  :thumbsuphappy:




#1078268 Survival Discussion

Posted by Gambit on 21 February 2018 - 02:23 PM

Whoa, NICE MODEL!!!

But I think it will need some more "imperial" touch - you know, some scars, genetic enchantments, and a more "grim" attitude :p

 

Honourable brother of the apothecarion, your skills are progressing... FAST!!! I smell heresy !!! :p




#1078232 Survival Discussion

Posted by Gambit on 20 February 2018 - 09:12 PM

So,you are adding the Vindicare and the Death Cult Assassin? :p

I had the the Calidus and the Eversor in mind - the squads that already exist in Witch Hunters, BUT...

KEEP THAT THOUGHT! We can always add more assassins in the future - once the code is ready and 100% stable, we can code as many goodies and enhancements as we want :twisted:

 

Good work brother so far! I hope you are ready for some EC work soon,as we have discussed before.

Y E S !!!

I have already coded that small SCaR code that produces 2 squads simultaneously :twisted:

AND that harmonics ability !




#1078170 Dawn of War - Soulstorm [screenshot mumbo-jumbo thread]

Posted by Gambit on 19 February 2018 - 08:20 PM

... I do not know about this. But if it IS difficult, you can always replace the cover icons TGAs, with... empty ones - or even temporarily rename the cover events :p




#1078114 Survival Discussion

Posted by Gambit on 19 February 2018 - 01:01 PM

Dammit...

My last fix didn't remedy the de-syncing in MP games...

(It DID improve the game's performance, of course)

 

If anyone cares to test, just try an MP game (2 or 3 human players), and see what happens when you reach 6-7 wave...

For me, it is ALWAYS de-syncing at that point :thumbsdownsmiley:

 

I will eventually trace it down of course, but there are only so many places to look...

Plus, it is rather difficult to test in MP games, because you need BOTH the players, AND the time to do so (it can only be tested in real-time)...

 

 

Otherwise, the overall code is flawless. :grad:

And single-player Survival experience is outstanding (you can even try TWO AI assistant defenders now, of course).




#1077944 Survival Discussion

Posted by Gambit on 16 February 2018 - 08:20 PM

Guys, excuse my delay, but the work required is HUGE.

Also, not posting, means that I AM CONSTANTLY CODING, from my behalf. :xcahik_:

 

...I am constantly finding new things that require optimisation/fix, and I am updating them.

By the way, I finished Necrons today as well. So, six races done, seven more to go!

Ah, and re-coded some parts of the wargear (fro Survival) condition.

 

P.S.: I decided not to upload Unification yet (as agreed), as I am STILL updating the form of the race profiles. Striving for seamless operation here!!

So far, the consistency of the new coding is astonishing - I had NO CTD, no crash, no FSE error for... SOME TIME now! :xcahik_:




#1077826 Survival Discussion

Posted by Gambit on 14 February 2018 - 08:53 PM

Nope.

Failed.

I will have to resort to an ability casting :thumbsdownsmiley:

For now, it will work WITHOUT showing the Valkyries.

I also finished the Eldar code and I am at 90% of the IDH code.

 

I will test today against IDH AI, with a friend of mine, and my brother :twisted:

Yes, it will be a 3p Vs AI game!!! (I will get Dark Angels, my favourite "good' faction)

 

As for winconditions, ALL will be enabled, And when I say ALL, I mean ALL!




#1077790 Survival Discussion

Posted by Gambit on 14 February 2018 - 01:08 PM

OK so I finished Chaos Marines and Dark Eldar, and moved to Imperial Guard.

There is a NASTY CTD, when the Valkyries pass for a bombing run.

And it DRIVES ME NUTS!

Before proceeding to alternatives...

 

...A question to the coders:

Util_CreateSquadsAtPosition(g_Player5, "sg_bomber_1", "npc_valkyrie_squad_survival", bombblast_survival_P1[0], 1)
Anim_PlaySGroupAnim("sg_bomber_1", "flyby_left")

The Anim_PlaySGroupAnim("sg_bomber_1", "flyby_left") ALWAYS gives a CTD.

If this line is removed, a Valkyrie model normally appears to the designated spot, ALWAYS (landed of, course). With no issue.

 

Anyone knows a way to fix this??

 

I came up with a couple of solutions to no avail.

I have a couple more (I slept on it :twisted: ). If those fail as well... Ability :thumbsdownsmiley:




#1077583 Survival Discussion

Posted by Gambit on 11 February 2018 - 05:05 PM

OK that last wincondition (Heroic Defense), was really nasty, as anticipated.

I have JUST finished the Chaos race... and there are 12 more to go...

 

See, each race has its own special implementation: Chaos has the Warp Gate, Tyranids have the Spores, Marines the THs with the spawning troops...

EACH is a code of its own.

And it must be re-written from scratch - just as I did with EVERYTHING else!

 

... Which means that I do not know when I will have all races ready...

If you want, I can upload Unification tomorrow, and you can see how things go, with Chaos Marines as enemy.

Otherwise, you can wait for me to finish all of them.

 

It ended up into re-writing the WHOLE SCaR folder :p

(but EVERYTHING is optimized and modular now - but need testing!)




#1077466 Survival Discussion

Posted by Gambit on 09 February 2018 - 05:43 PM

OK, the code is tested and it works:

- Spawns the waves, of course. I gave a +3 secs delay, to AVOID simultaneous spawns for many players. YOU WILL NOT BELIEVE how two (30-lines each) functions... REPLACED the monster that was! ... Honestly, they are so complex I am sure... even I will be unable to updated them tomorrow!!!  :laugh:

- Spawns the harassing squads. Based on nymber of players, of course

- Spawns the decapping squads (based on number of critical locations of the map)

- Takes care the AI based on difficulty.

- Places the turrets, for many players.

- Updated the HQ detection function.

- Updated the idle squad behaviour

- Player support is of course up to 7 (+ the enemy AI), if the map supports it - NO changes will be required on 4p or above maps.

- Adding new defending players is now also modular and EASY.

 

There are some more things to do...

One of them is tricky dicky. :p

And the other is the update of 2 winconditions...