KA2: Empire at War 1.2 beta

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posted on October 15th, 2014, 12:30 pm
No ass-kissing assumed :) I am just glad it meets with approval.

I have the FleetOps team to thank for the font and many of the buttons, (and for helpfully providing blank buttons to use as a basis). Note that in that screenshot, the recrew button, ECM and ECCM buttons are my own, the rest FleetOps. I think i've made them blend quite nicely.

Should they be of use for anyone else, I've also made FleetOps style buttons for the Arrow, Circle and Cloverleaf Formations, and the trade menu. (these are naturally absent from FleetOps, but if someone was making say a remake of the A2 Classic Mod but using FleetOps graphics, they might be handy)

I do have one irritating bug however. The more eagled eyed players will note that the Lyran Puma Class Guided Missile Monitor is lacking it's reported proximity warhead missiles. Well, this is because per classlabels, a weapon can be artillery (i,e burst shockwave at a location rather than targeted at a ship or station) or it can be a unitorpedo (can use a 3d model, like a missile, rather than a sprite) but it cannot be both. So, I will either need to redesign that weapon into something else, or find a way to make a 3d model weapon that will explode into a shockwave. Any ideas?
posted on October 15th, 2014, 3:21 pm
First of all, I would like to thank you for taking your time to answer these questions. :sweatdrop:
Second i would like to apologize for the inconvenience i caused. :sweatdrop: I em sory for taking from your precious time, :blush: and i em grateful to you and FleetOps team for helping you with the mod. :yes: :thumbsup: :thumbsup:

p.s. About your question for a problem you have, I em afraid that my knowledge about MODding is very MODest, :blush: ^-^ and you will need somebody with greater understanding than me!

p.s. p.s. But if you want straight up silly answer here you go - you can use unitorpedo (visible), and artillery (invisible)...
They both should act as one weapon... :on2long:
If any of these make any sense in some universe, "make it so" number one!?... :borg:
If it doesn't... :assimilate: :P ;)

p.s. p.s. p.s. All seriousness aside the weapon you seek cannot be two things in one, but can be two things at the same time!... :ph34r:
posted on October 15th, 2014, 6:56 pm
Squire James wrote:I do have one irritating bug however. The more eagled eyed players will note that the Lyran Puma Class Guided Missile Monitor is lacking it's reported proximity warhead missiles. Well, this is because per classlabels, a weapon can be artillery (i,e burst shockwave at a location rather than targeted at a ship or station) or it can be a unitorpedo (can use a 3d model, like a missile, rather than a sprite) but it cannot be both. So, I will either need to redesign that weapon into something else, or find a way to make a 3d model weapon that will explode into a shockwave. Any ideas?


I'm not sure what you are trying to accomplish? Can't you use the artillery weapon with its explosion shockwave, but make it require a target and up it's fire/seek/turn rate so it behave like a faster torpedo? I've never tried to make the artillery weapon like from the Steamrunner fire faster and track like a torp.
posted on October 16th, 2014, 12:07 am
Having a sprite based weapon act as artillery is easy. Just use the artillery classlabel (same as the existing Burst Photon, Parallax Torpedo and Proximity Photon Cannon do). What I am trying to do is make the self same weapon, but instead of a 2d sprite, use a 3d missile. Setting an artillery weapon to use a 3d file for ordnance doesn't work, just crashes the game.
posted on October 28th, 2014, 3:15 am
Further small update for you :) (and no still haven't solved that weapon problem. Next on my list, promise!)

- Added additional music tracks from Starfleet Command 1 for all sides except ISC and Tholians
- Changed Federation Monitoring Station 3d model to a new one made by myself, using elements of the KA model
- Changed Klingon D5C Qa'HoS (Relentless) Class CL model to one extracted by me from KA. Subtle difference
- Kitbashed a new more detailed Bulldog Class Freighter from TOS styled parts by faHres
- Modified various ship lightmaps to be more detailed
- New race icons. Neater and cleaner.
- Fixed a few icon errors with the ISC GUI (wasn't using the right icon for officers and such)
- All GUIs now updated with new selection box and tooltip background + text colours. (determined by race)
- All GUIs now have race specific cursors from SFC 2
- Added further GUI elements in FleetOps styling (shield bars etc)
- Added new Halberdier Fighter for the Hydrans. Fusion Beam armed Strike Fighter to more closely match SFC lore ( with Hydrans employing fighters that compliment their ship weaponry)
- Cleaned up and rebalanced sound effects including better volume leveling (so nebulae, asteroid fields etc aren't overpowering). Some new explosion sounds too.
- Added a comprehensive new list of names for all races. For the Federation alone this entailed 792 names and registries, all unique and trying to fit canon as close as possible. Some little easter eggs in there too. All sides have the same number of names now too, varying by class (battleships least, escorts the most for example)
- Added race specific shield colours, styled on those from KA (and extrapolated for those races from SFC). The Orion Pirates use a mix of race type shields as their equipment is stolen or salvaged.
- As mentioned in the last few posts, new Federation GUI and new FleetOps font used, along with new FleetOps and FleetOps styled generic buttons. (attack, mine, halt etc, those ones)
- Tweaked RTS and ART configs for better explosion debris effects
- Fixed an inbalance in the GDDS Offensive Mode weapon. Wasn't properly configured for damage vs all ship types, making it too effective against some and not enough against others. Should now be properly scaled based on the targetted ship.
- Removed shields from one of the "secret units" per canon and FleetOps standards.
- Now using FleetOps Dilithium moon model. New texture for Precious Metal Deposits and Crystalene Moons based on that texture also.
- Fixed techtree issue with Lyrans and Hydrans (researching Level 3 system upgrades could prevent you from building certain ships)
- New transporter effects based on FleetOps ones

I think that's about it for now. Managed to remember more of my little tweaks than before.
posted on October 28th, 2014, 6:50 am
Absolutely incredible news!... :blink: :o :woot:
Thank you for all your hard work!... :thumbsup: :thumbsup: :thumbsup:

p.s. About "weapon problem" - take your time and don't overwork yourself!... 8) :thumbsup: :D
posted on October 29th, 2014, 11:37 am
In addition to the above

- New higher res beam weapons
- Shortened the range of base weapons (in the original, if I had them the same as the ship weapons, they wouldn't fire at the right range. Some kind of bug. FleetOps appears to have fixed this so I can return them to their proper ranges)
- Tractor and Grappler Beam effects from FleetOps
- Fixed issue with Lyran proximity warheads (used the scatterpack sprite and made them a conventional artillery torpedo)

http://www.moddb.com/mods/klingon-acade ... r-v14-beta
posted on October 29th, 2014, 11:54 am
Squire James wrote:In addition to the above

- New higher res beam weapons
- Shortened the range of base weapons (in the original, if I had them the same as the ship weapons, they wouldn't fire at the right range. Some kind of bug. FleetOps appears to have fixed this so I can return them to their proper ranges)
- Tractor and Grappler Beam effects from FleetOps
- Fixed issue with Lyran proximity warheads (used the scatterpack sprite and made them a conventional artillery torpedo)

http://www.moddb.com/mods/klingon-acade ... r-v14-beta


Thank you :thumbsup:
posted on October 29th, 2014, 11:37 pm
I can't believe this... :blink: :o :swoon:
It would appear Christmas is come very early for me this year... :santa: :santa: :santa:

P.S. Thank you so much for all your hard work!... :thumbsup: :thumbsup: :thumbsup:

P.S. P.S. This is incredible news!... :thumbsup: :thumbsup: :thumbsup:

P.S. P.S. P.S. You're amazing!!!... :D :D :D :thumbsup: :thumbsup: :thumbsup:
posted on October 31st, 2014, 9:56 pm
I have gotta say, SJ, this is some damn good work!
posted on October 31st, 2014, 11:36 pm
Thanks :)

I know I say it each release, but I have pretty much got to the apex of what I wanted to achieve. I'll keep tweaking things, keep adding new maps (and backgrounds) perhaps new ships, or new 3d models etc. but, I don't forsee any more major releases.
posted on November 2nd, 2014, 2:05 pm
I have to say that you sir have done a brilliant work on this! :thumbsup: :thumbsup: :thumbsup: I like absolutely everything !!!...
The new GUIs; the buttons; the music ; the stations and ships; the more detailed ships lightmaps; the new stations/ships 3d models; the new race icons; the little bug fixes; the new ships/stations; the race specific shield colours; the race specific cursors; the FleetOps styling shield bars; the better sound effects; the new list of names for all races; the little easter eggs;
the new FleetOps font; the new explosion sounds; the better explosion debris effects; the weapon inbalance fixing; the secret units; the FleetOps Dilithium moon model; the mew texture for Precious Metal Deposits and Crystalene Moons; the techtree issue fix with Lyrans and Hydrans (researching Level 3 system upgrades could prevent you from building certain ships); the new transporter effects based on FleetOps ones; the new higher res beam weapons; the shortened range of base weapons; the tractor and grappler beam effects from FleetOps; the fixed issue with Lyran proximity warheads; the texture shearing issue fix; the planets moons asteroids and comets; the different nebulae and everything else!!!... :thumbsup: :wub: :hungry:
You created something that is both incredible to play, but also amazing to watch!!! :thumbsup: :thumbsup: :thumbsup:
And also you have proved that one do not need "dilithium" powered graphics card, or "matter/antimatter" computer core to have a good looking game!!! :on2long: :whistling: :yes: :lol: :D

P.S. Well i do have little problems with some of the maps however... :-\
For example;

Attachments

ka2_outback.png
Loads and then crashes!...
ka2_outback.png (36.11 KiB) Viewed 505 times
mp06eggs.png
Crashes upon loading!...
mp06eggs.png (40.14 KiB) Viewed 505 times
mp02pool.png
Crashes upon loading!...
mp02pool.png (33.78 KiB) Viewed 505 times
posted on November 2nd, 2014, 2:21 pm
( mp06gold ) crashes when lots of ships use they special weapons!... :-\
( mp06link ) white font!!!???... ??? :blink: :o
p.s. Probably the problem is in my computer or something... :( :ermm:

Attachments

mp06link.png
White font!!!???...
mp06link.png (40.21 KiB) Viewed 500 times
mp06gold.png
Crashes when lots of ships use they special weapons!...
mp06gold.png (39.69 KiB) Viewed 505 times
posted on November 2nd, 2014, 3:05 pm
I'll have an investigate. I was sure I fixed all maps, but, some of my late changes might have broke some. Particularly unusual for Outback to break (thats one of my own).

The special weapons issue is a tricky one. All I can suggest is that the FleetOps engine is a tad wobbly on modern systems. I can't explain it any other way. As you've seen yourself, its not a specific special weapon that crashes, its when many are firing all the time and I am assuming the code can't cope.

EDIT: Solution for the white background. Accidentally deleted some files I shouldn't have. If you go into your FleetOps texture folder and copy map_iceastroid_dust_lA, map_iceastroid_dust_lB, map_iceastroid_dust_lC and map_iceastroid_dust_lD and paste them into your KA2 EAW texture folder, that will fix it :)
posted on November 2nd, 2014, 3:45 pm
Thank you that solution for the white background fixed the ( mp06link ) map!... :thumbsup: :D
p.s. I agree with you about special weapons issue. :ermm:
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