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Boruin

Member Since 20 Jan 2014
Offline Last Active Apr 03 2023 10:51 AM

#1071487 Mass Effect: N7Project

Posted by Boruin on 07 November 2017 - 03:50 PM

Dear friends! This year marks 10 years since the release of Mass Effect and we are pleased to present our new project to you!

wallpaper.1.jpg

 

Mass Effect: N7 Project - game in the genre Action RPG, which tells the story of a small team of soldiers N7 during the events that occur in parallel with the second part of the original trilogy.

 

History:

2183. One month after the Battle of the Citadel, the SSV Normandy is attacked and destroyed by an unidentified assailant, resulting in death of Commander Shepard.

Realizing the danger of "Reapers" invasion, Admiral Hackett begins «Source code» project and charges Admiral Anderson to choose candidates for N7 program. Handpicked group of scientist begins a study of the found "Reapers" artifacts. Leaders of Alliance do not share Admiral's opinion, forcing him to freeze further project development.

2184. Admiral Hackett starts Leviathan project, which official purpose is to research distant sections of the galaxy. Doctor Bryson, who never stopped studying "Reapers" technologies since the beginning of "Source code", becomes the head of scientific group. At the same time Anderson's mentees finish preparations according to the N7 program.

5 best fighters are on their way to Cybele asteroid in the Armstrong Nebula to complete their final test.

The main characters:

Adan Ishowwallpaper_soloEN.jpg

Victoria Brunowallpaper_solo1EN.jpg

Reese Koronvenwallpaper_solo2EN.jpg

Eric Hansenwallpaper_solo3EN.jpg

Merit Novakwallpaper_solo4EN.jpg

Gameplay: Mass Effect: N7 Project - singleplayer RPG, in which a player, managing a team of five characters, performs the tasks set by the highest Leaders of the Alliance. Each member of the team has its own unique skills, weapons and views on the situation.

In the game available 4 classes: combat specialist , biotic, sniper and engineer. The choice is yours!

In addition, the player has a Morgarten warship that has the ability to interact with the crew, learn new technologies and get new information about upcoming missions,and vehicles such as the M35, Mako, the shuttle N7, UT-47A and M -44, Hammer.

As in the original trilogy, a significant part of the gameplay is the dialogue, select the answer which allows the player to learn more about the mission and add the points of the Paragon or the Renegade, which have a great influence on later events.

Game Engine: SAGE

Release date: TBD.

1.png2.png5.png4.png3.png6.png7.png




#1061785 APT Editing, Adding command buttons in palantir

Posted by Boruin on 09 July 2017 - 05:50 PM

Hi guys, I had a problem, because of which I could not find a solution. The game does not respond to adding new buttons to the palantir.

Started searching from here

                        <constant id="18" string="CommandButtons"/>
                        <constant id="19" string="Bttn"/>
                        <constant id="20" string="CommandButton"/>
                        <constant id="21" string="0"/>
                        <constant id="22" string="CreateContent"/>
                        <constant id="23" string="_up"/>
                        <constant id="24" string="FlashEffects"/>
                        <constant id="25" string="AutoAbilityOverlays"/>
                        <constant id="26" string="1"/>
                        <constant id="27" string="2"/>
                        <constant id="28" string="3"/>
                        <constant id="29" string="4"/>
                        <constant id="30" string="5"/>
                   <getnamedmember val="18"/>
                    <callnamedmethodpop val="6"/>
                    <pushconstant val="19"/>
                    <pushconstant val="20"/>
                    <pushbyte val="2"/>
                    <pushvalue val="3"/>
                    <getnamedmember val="18"/>
                    <getnamedmember val="21"/>
                    <callnamedmethodpop val="22"/>
                    <pushconstant val="23"/>
                    <pushone/>
                    <pushvalue val="3"/>
                    <getnamedmember val="18"/>
                    <getnamedmember val="21"/>
                    <getnamedmember val="19"/>
                    <callnamedmethodpop val="6"/>
                    <pushconstant val="9"/>
                    <pushone/>
                    <pushvalue val="3"/>
                    <getnamedmember val="18"/>
                    <getnamedmember val="24"/>
                    <getnamedmember val="21"/>
                    <callnamedmethodpop val="6"/>
                    <pushconstant val="9"/>
                    <pushone/>
                    <pushvalue val="3"/>
                    <getnamedmember val="25"/>
                    <getnamedmember val="26"/>
                    <callnamedmethodpop val="6"/>
                    <pushconstant val="9"/>
                    <pushone/>
                    <pushvalue val="3"/>
                    <getnamedmember val="25"/>
                    <getnamedmember val="27"/>
                    <callnamedmethodpop val="6"/>
                    <pushconstant val="9"/>
                    <pushone/>
                    <pushvalue val="3"/>
                    <getnamedmember val="25"/>
                    <getnamedmember val="28"/>
                    <callnamedmethodpop val="6"/>
                    <pushconstant val="9"/>
                    <pushone/>
                    <pushvalue val="3"/>
                    <getnamedmember val="25"/>
                    <getnamedmember val="29"/>
                    <callnamedmethodpop val="6"/>
                    <pushconstant val="9"/>
                    <pushone/>
					<pushvalue val="3"/>
                    <getnamedmember val="25"/>
                    <getnamedmember val="30"/>
                    <callnamedmethodpop val="6"/>
                    <pushfloat val="4278255616.000000"/>
                <placeobject depth="11" character="108" rotm00="0.359955" rotm01="0.000000" rotm10="0.000000" rotm11="0.359955" tx="250.000000" ty="-50.000000" red="255" green="255" blue="255" alpha="255" ratio="0.000137" clipdepth="-1" unknown="0">
                    <poflags value="HasCharacter|HasMatrix|HasName|HasRatio"/>
                    <poname name="1"/>
                </placeobject>
                <placeobject depth="13" character="108" rotm00="0.360001" rotm01="0.000000" rotm10="0.000000" rotm11="0.360001" tx="310.000000" ty="-50.000000" red="255" green="255" blue="255" alpha="255" ratio="0.000137" clipdepth="-1" unknown="0">
                    <poflags value="HasCharacter|HasMatrix|HasName|HasRatio"/>
                    <poname name="2"/>
                </placeobject>
                <placeobject depth="15" character="108" rotm00="0.359955" rotm01="0.000000" rotm10="0.000000" rotm11="0.360001" tx="370.000000" ty="-50.000000" red="255" green="255" blue="255" alpha="255" ratio="0.000137" clipdepth="-1" unknown="0">
                    <poflags value="HasCharacter|HasMatrix|HasName|HasRatio"/>
                    <poname name="3"/>
                </placeobject>
                <placeobject depth="17" character="108" rotm00="0.360001" rotm01="0.000000" rotm10="0.000000" rotm11="0.360001" tx="430.000000" ty="-50.000000" red="255" green="255" blue="255" alpha="255" ratio="0.000137" clipdepth="-1" unknown="0">
                    <poflags value="HasCharacter|HasMatrix|HasName|HasRatio"/>
                    <poname name="4"/>
                </placeobject>
                <placeobject depth="19" character="108" rotm00="0.360001" rotm01="0.000000" rotm10="0.000000" rotm11="0.360001" tx="490.000000" ty="-50.000000" red="255" green="255" blue="255" alpha="255" ratio="0.000137" clipdepth="-1" unknown="0">
                    <poflags value="HasCharacter|HasMatrix|HasName|HasRatio"/>
                    <poname name="5"/>
                </placeobject>
                <placeobject depth="21" character="108" rotm00="0.359955" rotm01="0.000000" rotm10="0.000000" rotm11="0.359955" tx="190.000000" ty="-50.000000" red="255" green="255" blue="255" alpha="255" ratio="0.000137" clipdepth="-1" unknown="0">
                    <poflags value="HasCharacter|HasMatrix|HasName|HasRatio"/>
                    <poname name="0"/>
                </placeobject>

But editing these parameters does not give any results.

 

There is also a problem with the builder buttons. InGameSideCommandBar.apt the game crashes. I think this is somehow related to the fact that the game defines these files as InGameSideCommandBar.swf. And the tool that we have is not quite right back to collect this file.




#1051968 Star Wars: Shadows of the Empire - Real-Time Strategy Game.

Posted by Boruin on 23 February 2017 - 06:49 PM

Dear friends! 
After a long time our team begins development! We want to introduce you to our new project. Star Wars: Shadows of the Empire. This is a classic RTS in the setting of known and favorite us films about the events taking place a long time ago, in a galaxy far, far away ... 
The new project will be even more ambitious and quality than was our other projects. You will find many familiar and new characters, new gameplay, new graphical shell, and other interesting features that have never been implemented on the engine SAGE 
May the Force be with you!

 




#1045170 Star Wars: Shadows of the Empire - Real-Time Strategy Game.

Posted by Boruin on 30 December 2016 - 10:32 PM

The first teaser of our new project!

Development Team congratulates all of you Happy New Year and wishes you find force in the new year!

 




#1042583 BFME: Tactics unique features

Posted by Boruin on 07 December 2016 - 04:06 PM

Hello, in this topic from time to time will appear unique features from our mod, which either did not release, or hidden somewhere in there)
First:
New layout SpellBook
Two versions
4x3 and 16x9

 

Credit: Gwanw, Ruudy, Boruin
spellbooken.1.jpg

Attached Files




#1014591 The Battle for Middle-earth: Tactics

Posted by Boruin on 19 September 2015 - 03:11 PM

stream.jpg

 

Tomorrow at 18:00 Moscow time (UTC+3), will be held online broadcasting testing beta 3. There will be broadcast on the channel of our friends. We are waiting for you all tomorrow!

https://www.youtube....h?v=un2-ilbNvnw




#1013167 The Battle for Middle-earth: Tactics

Posted by Boruin on 31 August 2015 - 08:15 PM

Maybe later we will write as it's all done, just now there is no time to even finish the beta for closed beta test.   :wink_new:




#1013160 The Battle for Middle-earth: Tactics

Posted by Boruin on 31 August 2015 - 07:05 PM

New spellbook

spellbooken.1.jpg

 

and more info here




#945682 Boruin's Stuff

Posted by Boruin on 20 January 2014 - 12:52 PM

Hello friends. Firstly please excuse me for my english. 
 
I am one of the main developers of BFME: Tactics and main coder and programmer of this project. i decided to tell you how we implemented our building system in project. It's simple, and perhaps tutorial is not required, but I have not seen anywhere else, I'll write it.
The essence of the system was as follows, in the defense system has walls and offense has not walls. Well, it's superficial description .
Let's start with the fact that this system is very easy to create and almost indistinguishable from the original system unpacking camps.
 
I propose to begin with, to create two the upgrade in data\ini\upgrade.ini
Upgrade Upgrade_MenAttakStance
    Type                = OBJECT
    BuildCost            = 0
    BuildTime            = 10
    DisplayName            = UPGRADE:SelectAttackUpgrade
End


Upgrade Upgrade_MenDefensStance
    Type                = OBJECT
    BuildCost            = 0
    BuildTime            = 10
    DisplayName            = UPGRADE:SelectDefenseUpgrade
End
 
BuildTime            = 10 I put here a value of 10, it is necessary as the team will have to unpack the system cooldown in 7 seconds, if I'm not mistaken, I made sure to 10.
 
Then create two command button в data\ini\commandbutton.ini
;-------------------------------------------------------------------------
CommandButton Command_MenAttakStance
    Command                = OBJECT_UPGRADE
    Options                = CANCELABLE NOT_QUEUEABLE
    Upgrade                = Upgrade_MenAttakStance
    TextLabel            = CONTROLBAR:Command_MenAttakStance
    ButtonImage            = MenStance_Attack
    ButtonBorderType        = UPGRADE
    DescriptLabel            = CONTROLBAR:ToolTipCommand_MenAttakStance
    Radial                = Yes
    ;InPalantir               = Yes
End
 ;-------------------------------------------------------------------------
CommandButton Command_MenDefensStance  
    Command           = OBJECT_UPGRADE
    Options                = CANCELABLE NOT_QUEUEABLE
    Upgrade                = Upgrade_MenDefensStance
    TextLabel            = CONTROLBAR:Command_MenDefensStance
    ButtonImage            = MenStance_Defense
    ButtonBorderType = UPGRADE
    DescriptLabel            = CONTROLBAR:ToolTipCommand_MenDefensStance
    Radial                = Yes
    ;InPalantir               = Yes
End
Next, create a new object, with which we will be unpacking. I created a new file and named it   data\ini\object\civilian\civilianstartstance.ini
In it, I created four identical standard object. Almost ....
Consider one of them.
Object CastleFlagNew_NW
    ; *** ART Parameters ***
      Draw = W3DScriptedModelDraw ModuleTag_01
          OkToChangeModelColor  = Yes
           DefaultModelConditionState
               Model = NCastle_SKN
;                    ParticleSysBone   = glowbone01 TorchGlow FollowBone:Yes
;                    ParticleSysBone   = glowbone02 TorchGlow FollowBone:Yes
;                    ParticleSysBone   = glowbone03 TorchGlow FollowBone:Yes
;                    ParticleSysBone   = glowbone04 TorchGlow FollowBone:Yes
;                    ParticleSysBone   = glowbone05 TorchGlow FollowBone:Yes
           End
        ModelConditionState = WORLD_BUILDER
            Model = Castle_FlagNW
        End
        IdleAnimationState
            Animation = flag
                AnimationName = NCastle_SKL.NCastle_IDLA
                AnimationMode = ONCE
                AnimationBlendTime = 90
            End
        End   
        AnimationState = JUST_BUILT ; for instant-build
            Animation = flag
                AnimationName = NCastle_SKL.NCastle_A
                AnimationMode = ONCE
                AnimationBlendTime = 0
            End
            Flags = START_FRAME_LAST
        End       
        AnimationState = UNPACKING
            Animation
                AnimationName = NCastle_SKL.NCastle_A
                AnimationMode = ONCE   
                AnimationBlendTime = 90
            End
        Flags = START_FRAME_LAST
        End
        AnimationState = PACKING
            Animation = flag
                AnimationName = NCastle_SKL.NCastle_IDLA
                AnimationMode = LOOP
                AnimationBlendTime = 90
            End
        End       
      End

    VoiceSelect        = Gui_PlotSelect

    ; ***DESIGN parameters ***
    DisplayName         = OBJECT:CastleFlag   
    EditorSorting   = STRUCTURE
    Side            = Civilian
    ArmorSet
        Conditions      = None
        Armor           = InvulnerableArmor
        DamageFX        = EmptyDamageFX   ; just to avoid an assert
    End

    ; *** ENGINEERING Parameters *** 
    RadarPriority       = STRUCTURE
    KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE
    Body                = ImmortalBody  ModuleTag_02
        MaxHealth       = 1.0
    End

    Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
        TriggeredBy    = Upgrade_MenFaction
        CommandSet    = MenStanceSelectionCommandset
    End

    Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction
    End

    Behavior = DoCommandUpgrade Module_CastleReplace
       TriggeredBy = Upgrade_MenDefensStance Upgrade_MenDefensStance
        GetUpgradeCommandButtonName = Command_UnpackCastle
    End

    Behavior = CastleBehavior ModuleTag_castle
          CastleToUnpackForFaction  = Men            Castle_MenNW        5000
          CastleToUnpackForFaction  = Elves        CastleA_ElvesNW        5000
          CastleToUnpackForFaction  = Dwarves        CastleA_DwarvesNW    5000
           CastleToUnpackForFaction  = Isengard    CastleA_IsengardNW    5000
         CastleToUnpackForFaction  = Mordor        CastleA_MordorNW        5000
          CastleToUnpackForFaction  = Wild        CastleA_WildNW        5000

        FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER        ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
        MaxCastleRadius = 420.0
        ScanDistance = 150
        ;InstantUnpack                = Yes   
    End 

End
I added the following lines in this object:
    Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
        TriggeredBy    = Upgrade_MenFaction
        CommandSet    = MenStanceSelectionCommandset
    End
This Behavior - allows changing the command set depending on the faction.
 
  Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction
    End
This Behavior - is to be able to make upgrades.
 
    Behavior = DoCommandUpgrade Module_CastleReplace
       TriggeredBy = Upgrade_MenDefensStance Upgrade_MenDefensStance
        GetUpgradeCommandButtonName = Command_UnpackCastle
    End
This Behavior - is used to decompress the camps depending on upgrades.
 
 
Now consider our сommand set
CommandSet MenStanceSelectionCommandset
    1 = Command_MenAttakStance
    2 = Command_MenDefensStance
End
It is simple, here are manufactured upgrades that I have described above.
 
 
The main part is over, and now we just need to configure objects fortress.
 
First, create a simple object.
Object GondorCastleNoWellNew
End
 
Next to all the objects that we want to hide in the attacking position need add
;*********************************Attack No Build*******************************************************
    Behavior = InheritUpgradeCreate ModuleTag_InheritCastleAttackG
        Radius = 300
        Upgrade = Upgrade_MenAttakStance Upgrade_MenDefensStance
        ObjectFilter = ANY +CastleFlagNew_NW +CastleFlagNew_NE +CastleFlagNew_SE +CastleFlagNew_SW
    End


    Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_CastleAttackG
     ReplaceWith            = GondorCastleNoWellNew
     TriggeredBy            = Upgrade_MenAttakStance
     ConflictsWith            = Upgrade_MenDefensStance
    End
;**********************************************************************************************************
The end  :thumbsupcool:
 
 
If you need to change the model of the object, and not to hide it completely, you can use the following method.
 
In your object is created Draw
Draw = W3DScriptedModelDraw Draw_AnyUniqueName
  
Your model and all other.
       
End
Next, create another Draw and all do the following
Draw = W3DScriptedModelDraw Draw_AnyUniqueNameNew


         AnimationState  = USER_1
            BeginScript
                CurDrawableShowModule("Draw_AnyUniqueName ")
                ;           
                CurDrawableHideModule("Draw_AnyUniqueNameNew ")
            EndScript
        End
End
And in the future, among Behavior object write the following
    Behavior = GeometryUpgrade ModueTag_AnyUniqueName
        TriggeredBy            = Upgrade_MenAttakStance
        ConflictsWith        = Upgrade_MenDefensStance
        CustomAnimAndDuration    = AnimState:USER_1 AnimTime:0
    End
Then, with a corresponding upgrade occurs will change models.
 
This, in fact, the whole tutorial on which the game can do a lot, not only the building system. Everything will depend on your fantasy and needs.