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Mount&Blade Expansion => Mod Graveyard => Star Wars Conquest => Topic started by: HokieBT on May 12, 2009, 07:22:31 AM

Title: [SWC] Developers Log and status updates
Post by: HokieBT on May 12, 2009, 07:22:31 AM
This will be used as a general thread to post updates from the developers.   We can share what we are currently working on or have completed. What we plan to work on in the future, screenshots from any current models of functionality we are creating, etc.



May 12, 2009

This is just a quick note to say in the next few days I am planning to post a 0.8.1 patch to fix a few minor problems.  The main one is that currently force powers (force push, force lighting, force shields, etc) do not appear in shops.   Since it doesn't make sense for them to appear in weapon shops I am adding a 'force-sensitive trainer' as another bookseller in the cantina's where you can purchase force powers.  This is a quick fix, and long term we may add some quests or other ways to get better force powers.  I'll also try and fix a few of the other minor issues (melee punch that troops use sounding like a lightsaber, script error in deserts, etc) but major changes or bug fixes will probably have to wait until a later version.  At the current time I don't think this will be saved game compatible since I will have to add some scripts and triggers for the force-sensitive trainer.
Title: Re: Status update on next release
Post by: Vector on May 12, 2009, 11:11:51 AM
Sounds good.
I've also spent a little bit of time creating some new scenes, so I will try and get those sent out to you before 8.1 so they can be added to the version.

Title: Re: Status update on next release
Post by: Geroj on May 12, 2009, 01:55:00 PM
I try to make some new scene models and Kashyyk

P.S. dont know if it is repaired but pipe(jawas have them) have also lightsaber sound
Title: Re: Status update on next release
Post by: Dibuk on May 13, 2009, 11:38:54 AM
P.S. dont know if it is repaired but pipe(jawas have them) have also lightsaber sound

The baton also have lightsaber sound.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on May 14, 2009, 02:25:10 PM
Just a quick note to say I'm still working on a minor 0.8.1 release.  I've added a 'force-sensitive trainer' as a new book seller in the cantina who sells the force shields and other powers.   I fixed some minor issues like some weapons sounding like lightsabers, a problem with the change your banner screen, hutt not attacking pirates, and increased the troops in the patrols and their attack radius a little bit.  I also did some minor tweaks to troop stats and equipment like giving the stormtroopers some baton's and decreasing the damage of the jawa's pipes, trying to make faction knights more powerful, etc.   Happy Stormtrooper added a neck to the model of the royal guard and imperial gunner helmet and I'm seeing if I can create some color variations to the hutt armor to add variety. I did some global searches to try and switch some of the more obvious dialogs from native and Obi and I are looking at the recruit menu's for villages.  The 'force kill' was always intended as a 'fun' item for the player and I always realized it and some of the other heavy weapons (rocket launcher, flame rifle, etc) completely imbalance the game if you choose to use them.  However, I'll see if I can tweak them a little bit, so I made it so the force kill does damage to yourself when it is used, and added some other force powers that stun or knock down troops.  I may play with damage on the other heavy weapons, but those really aren't a top priority since they are player-only items so I want to focus on the core gameplay.  We may have some new scenes in the next release that people are working on, and I've made or plan to make a few other changes like re-sizing some weapons, etc.   I also want to see if I can make the empire and rebel permanently at war, but have been struggling with that one for a while so no promises....  ;)    Any changes with the ship purchasing or major scene editing or other changes will wait for a future version tho.
Title: Re: SWC: Developers Log and status updates
Post by: Nameless One on May 15, 2009, 10:11:05 AM
If all those changes you listed are a minor release, I can't wait to see the 1.0 :)
Title: Re: SWC: Developers Log and status updates
Post by: Dibuk on May 15, 2009, 11:41:41 AM
Holy cow! You work at such a paste, one could think you got payed for it!  :green:
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on May 15, 2009, 02:49:23 PM
I'm not taking on a whole lot of work right now, just going over old stuff.


1. I'm going to create LOD models for helmets that were added to the troop trees at the last minute. Navy Trooper, Gunner, Pilot and probably the Scout will get some lower poly models.

2. I'll probably create some more generic helmets for bandits and aliens. Those usually start out as "doodles", so what happens happens on that front.

3. I'm completely redoing the stormtrooper again. The one currently in game was my first complete armour and I didn't have the experience to create sensible number of polygons or a workable texturing technique.

(http://i3.photobucket.com/albums/y97/rabotango/mbnewstorm.jpg)

Both the helmet and armour are still works in progress.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on May 15, 2009, 03:50:44 PM
I think the helmet is pretty much it, so the armour could use more of your attention. Wider upper torso and stuff... well, you can see it for yourself.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on May 20, 2009, 12:05:24 PM

adding some updates I posted in the suggestions thread

I tried to add grid lines, does something like this look better?

 (http://s1d2.turboimagehost.com/t/1733125_mb28.JPG) (http://www.turboimagehost.com/p/1733125/mb28.JPG.html) (http://s1d2.turboimagehost.com/t/1733126_mb29.JPG) (http://www.turboimagehost.com/p/1733126/mb29.JPG.html)

yeah, I improved the recruit menu's a bit for the next release.  If you build a village improvement then the "recruit X" menu will always show up regardless of faction, village relationship, etc.  It was also previously hidden if you didn't have enough money or space in your party to hire troops, but that was somewhat confusing so I left the menu there and added some details on the next screen to show you better how many you can or can not hire.
(http://s1d2.turboimagehost.com/t/1736897_mb22.JPG) (http://www.turboimagehost.com/p/1736897/mb22.JPG.html)

The "recruit volunteers" was the only one I wasn't sure what to do with, because the "player faction" doesn't have recruits or a troop tree so this is why it doesn't show up if you aren't part of a faction.  I switched this menu to give you farmers if you aren't part of a faction, which isn't ideal, and maybe if I add something like kingdom management we'll have to make a player faction troop tree.  I also made it so this menu no longer depends on village relationship but what faction you belong to.  So if you are part of a faction you can only recruit from villages of that faction.  If you aren't part of a faction you can recruit troops from planets of other factions, and if the village is owned by player faction you get farmers like I mentioned above.
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on May 20, 2009, 02:37:07 PM
Ta-da~!

(http://i3.photobucket.com/albums/y97/rabotango/mbnewstorm2.jpg)

Rigging this bugger took days (as you can see, it needs more attention on the shoulders). Probably would have taken minutes if I knew how to find the vertices on 3DSMax without having to highlight the area. Agh well, was strangely fun.


I have also completed the low-poly versions (around 200 triangles) of the Navy Trooper and Navy Gunner helmets.
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on May 24, 2009, 07:52:59 AM
Ta-da~!

(http://i3.photobucket.com/albums/y97/rabotango/mbnewstorm2.jpg)

Rigging this bugger took days (as you can see, it needs more attention on the shoulders). Probably would have taken minutes if I knew how to find the vertices on 3DSMax without having to highlight the area. Agh well, was strangely fun.


I have also completed the low-poly versions (around 200 triangles) of the Navy Trooper and Navy Gunner helmets.

WOW very cool
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 24, 2009, 08:11:19 AM
Yep.

Happy, that thing about the low poli models... what is it? Are those the models you see when the guy is far away?
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on May 24, 2009, 08:36:16 AM
Yeah, they're different models used for more distant views, so the game isn't needlessly loading super-detailed meshes. You can sometimes spot when they change, as it's an absolute bitch getting two models to look and move the same but only have a third of the poly count. Add to that, they're a dull as shit chore that nobody enjoys doing.
Title: Re: SWC: Developers Log and status updates
Post by: Pellidon on May 25, 2009, 09:43:30 AM
The new Stormtrooper looks really good, maybe a little chubby around the midsection, but I still think it's great.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on May 26, 2009, 09:54:58 AM

I've been busy in real life so coding for the next patch isn't going as quickly as I hoped but we have been working on it.  I did integrate the Kingdom Management from Highlander's Age of Machinery mod so that will be included in the next version.  Now I just need to fix the empire and rebels from making peace and then should be able to give a warning to the team to send their latest models and we can post an update.
Title: Re: SWC: Developers Log and status updates
Post by: alAshrad on May 26, 2009, 10:05:52 AM
Don't want to spam the forums or anything, but....

YES! I love you Hokie! Been dying to have my own faction and stuff.  :D
Title: Re: SWC: Developers Log and status updates
Post by: Dibuk on May 28, 2009, 05:20:58 AM

I've been busy in real life so coding for the next patch isn't going as quickly as I hoped but we have been working on it.  I did integrate the Kingdom Management from Highlander's Age of Machinery mod so that will be included in the next version.  Now I just need to fix the empire and rebels from making peace and then should be able to give a warning to the team to send their latest models and we can post an update.

That's very nice, it quite fit for SW also sence there where many small factions around that time, like the Jensaarai.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on May 28, 2009, 07:04:00 AM
There previously was a really complicated formula that would randomly declare war/peace between the factions and while I had tried to modify this in the past, there were still times when Empire and Rebel could make peace...  I have basically removed that entire piece of code and replaced it with a much simpler script which make sure Empire & Rebel are always at war and gives the Hutt faction a low chance to randomly declare war/peace (they can only be in one war at once).  So I think this should fix the issue with Empire and Rebel being at peace in the 0.8.1 patch.

Otherwise the patch is almost ready to be released, but I'm going to delay it for a few more days since we're trying to add in a few new things.  I'm trying to add  blank MP3 files (ie. arena_#.mp3, fight_#.mp3, etc) so you can choose to replace those with real music if you want.  Several team members have created some new models or scenes so we'll try to add those as they are ready. Here's an example of a new throne room that TakiJap created (see pics below, we still need to add more lights, etc).  Also, Happy Stormtrooper had a good suggestion for the Kingdom Management we integrated into the next release which was to add all the aliens and other mercs as a culture.  So I'm trying to code it so when you switch your culture then all your town/castle guards change and also the troops that will be in your recruited lords armies will also change.  So if you want to create a wookiee, trandoshan, mandalorian, clone, or other faction then you will hopefully be able to do it.  But after I get this working I think we'll be ready for a release.

(http://s1d2.turboimagehost.com/t/1765154_mb85.JPG) (http://www.turboimagehost.com/p/1765154/mb85.JPG.html) (http://s1d2.turboimagehost.com/t/1765155_mb86.JPG) (http://www.turboimagehost.com/p/1765155/mb86.JPG.html) (http://s1d2.turboimagehost.com/t/1765152_mb82.JPG) (http://www.turboimagehost.com/p/1765152/mb82.JPG.html) (http://s1d2.turboimagehost.com/t/1765153_mb83.JPG) (http://www.turboimagehost.com/p/1765153/mb83.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on May 28, 2009, 07:42:52 AM
That throne room looks amazing! And that culture thing is jsut perfect!
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 28, 2009, 08:32:20 AM
You have cultures left:
-Mandalorian culture
-Trandoshan
-Twi'lek
-Republic (clones) culture
-CIS culture
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on May 28, 2009, 08:42:54 AM
So if you want to create a wookiee, trandoshan, mandalorian, clone, or other faction then you will hopefully be able to do it.  But after I get this working I think we'll be ready for a release.

Sounds like it's a wip, doesn't it? ;)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on May 28, 2009, 08:53:09 AM

exactly.   the wookiee culture was just a test, I know I still need to code the other ones.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 28, 2009, 10:31:16 AM
COuld you make it so that we can add more music. I mean... you officially add three songs in the mod, battle1.mp3, battle2.mp3 and battle3.mp3 for example, but we cann also add a battle4.mp3, battle5.mp3, etc.

And a question: does the game admit mp3? or only ogg?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on May 28, 2009, 10:47:37 AM

I'll try and include instructions on how to add music, and can answer more questions after we post the next release, but you'll be able to just cut-n-paste a similar line from music.txt and you should be able to add as many tracks as you want.  The game supports mp3 format just fine, so that is what the blank files will be.
Title: Re: SWC: Developers Log and status updates
Post by: Pellidon on May 28, 2009, 12:33:25 PM
About the factions, maybe it would be cool to have a smuggler culture. They focus on light fast ships with cargo space, but lose some of their firepower. Maybe that's a crappy idea, these brainstormed ideas tend to be stupid sometimes. I thought it was cool though. In later versions, the YT-1300 could be the map icon.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on May 28, 2009, 12:58:56 PM
^ Suggestions thread anyone?
Title: Re: SWC: Developers Log and status updates
Post by: Pellidon on May 28, 2009, 06:47:59 PM
^ Suggestions thread anyone?
Oh go away, does it really matter if some suggestions aren't posted in the exact right spot?
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on May 29, 2009, 12:51:52 AM
Just a few impressions of my latest scenes. They are quite simple and there's plenty of room for adding stuff, so if anybody wants to work on more detail, let me know.

First a variation of the Fondor scene. Actually there's not much left from the original
(http://img34.imageshack.us/img34/3307/15676978.th.jpg) (http://img34.imageshack.us/my.php?image=15676978.jpg)
(http://img43.imageshack.us/img43/3772/13296274.th.jpg) (http://img43.imageshack.us/my.php?image=13296274.jpg)

And SWC's first spacestation, or floating ciy, or whatever you think it is ;)
(http://img34.imageshack.us/img34/337/77316019.th.jpg) (http://img34.imageshack.us/my.php?image=77316019.jpg)
(http://img43.imageshack.us/img43/6280/33911094.th.jpg) (http://img43.imageshack.us/my.php?image=33911094.jpg)

Furthermure I started expanding my knowledge a bit today. I created my very first (not very impressive, but huge^^)  model and managed to put it ingame. But I still have much to learn before I can create usable scene props. I hope one day I'll be able to do some simpler stuff just for a bit of variation in the scenes.
(http://img10.imageshack.us/img10/143/94621880.th.jpg) (http://img10.imageshack.us/my.php?image=94621880.jpg)
(http://img11.imageshack.us/img11/1772/54264337.th.jpg) (http://img11.imageshack.us/my.php?image=54264337.jpg)
(http://img38.imageshack.us/img38/2606/95489374.th.jpg) (http://img38.imageshack.us/my.php?image=95489374.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: obi on May 29, 2009, 10:57:20 AM
Wow, really nice work
Title: Re: SWC: Developers Log and status updates
Post by: Pellidon on May 29, 2009, 11:09:09 AM
That building will make a nice distant scene prop, Maybe if the texture gets varied and you make a few variations in shape and size, it will look like a complete city. There will also need to be some kind of platform or walkway on Coruscant too though, because the ground was a rare thing to see there.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on May 29, 2009, 11:12:42 AM
The skyscraper is great, but I think you should texture it so that the windows start a bit higher off the ground. It looks a bit odd to see the windows ending into the dirt.
But it's awesome!
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on May 31, 2009, 12:14:18 AM
The skyscraper is great, but I think you should texture it so that the windows start a bit higher off the ground. It looks a bit odd to see the windows ending into the dirt.
But it's awesome!

Thats right but imagine how it save your time to get out of your house, just crawl out of your window andyou are out! ;)
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on June 01, 2009, 01:10:22 AM
The skyscraper is great, but I think you should texture it so that the windows start a bit higher off the ground. It looks a bit odd to see the windows ending into the dirt.
But it's awesome!

Thats right but imagine how it save your time to get out of your house, just crawl out of your window andyou are out! ;)

You're right! And it would take the annoying 'breaking in' stuff off of the thieves' back.
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on June 01, 2009, 05:24:17 AM
Sorry for answering that late. My Internet connection didn't work. a horrible time ;)

As I said, it was just a test to see if I get an item in game. I did not yet learn how to UV map and how to texture. For maikng a whole town out of skyscrapers it might make more sense to build some simple geometric structures with similiar textures.
Some kind of "build your own skyscraper" - kit. (reminds of the GECK...).

This concept would make it much easier to vary those village scenes easier, too. It doesn't need much knowledge to put some spheres, cubes, etc together in the ingame editor. If nothing speaks against this...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 01, 2009, 12:10:47 PM
as usually, my weekend was really busy so didn't get a chance to work on this much at all.  But few random updates....

Happy Stormtrooper was able to get the new jedi robes he made to automatically re-size when equipped on a female character.  If we tried to make the changes too drastic we had problems, but its a neat concept to finally get working and may have the potentially to work for other races (jawa, wookiee, gamorrean, etc).  However, the model needs to be modified and manually re-rigged, so at this point I doubt we'll bother doing this for most armor but its nice to see whats possible.  I don't have any screenshots but Tyrinius and Geroj did some new scenes that will be included in the next release which are very cool.  Vector has added a Yavin IV quick battle and has been working on other scene editing like Hoth and some battle scenes for the custom battles and when you click "Land and Fight on the Planet Surface" so there will be some variety.   I'm going to see if I can switch the skyboxes for each scene, but I'm not sure if that is possible yet.  I ran into a few problems trying to implement kingdom management, music, and some other fixes, but all stuff I think I can fix pretty easily.  Anyway, this isn't a complete list by any means, I just wanted to share some updates.

 (http://s1d2.turboimagehost.com/t/1772663_mb96.JPG) (http://www.turboimagehost.com/p/1772663/mb96.JPG.html) (http://s1d2.turboimagehost.com/t/1772664_mb95.JPG) (http://www.turboimagehost.com/p/1772664/mb95.JPG.html) (http://s1d2.turboimagehost.com/t/1772665_mb97.JPG) (http://www.turboimagehost.com/p/1772665/mb97.JPG.html)  (http://s1d2.turboimagehost.com/t/1778744_mb101.JPG) (http://www.turboimagehost.com/p/1778744/mb101.JPG.html) (http://s1d2.turboimagehost.com/t/1778745_mb103.JPG) (http://www.turboimagehost.com/p/1778745/mb103.JPG.html)

Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 04, 2009, 03:54:51 PM

I updated the mod description on this site and the TW forum.   Let me know if there is anybody I missed or there are other comments, thanks!
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 07, 2009, 09:54:00 PM

well, I official hate trying to improve kingdom management to work with all races.   >:D     I've got it working so your recruits, castle guards, patrol ships, and most other stuff seems to be working, but the scripts that build your garrison and give armies to your recruited lords seem to be broken...  argh.   Your lords sit there without any armies at all which isn't good...   I've been looking at it for a few hours now and so far haven't been able to fix it.   This entire kingdom management concept is very cool, but its causing some headaches so I haven't been able to finish up other stuff like putting in models, music, working on sieges, etc....  So at this point I'm going to try and get caught up with any new models people have sent me, try to finish adding the blank music, and basically get a release ready with everything except a finished kingdom management.  Then hopefully by that time I'll be able to review the code again and see what the heck was happening with the KM code...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 08, 2009, 10:16:09 PM

ok, I've been doing some work tonight and enjoy working on other stuff much better then kingdom management.  ;)    Anyway, I added a few females to the pirates, started to add more models into the game that people have recently sent, made better sound effects for the bullet hit, pass by, and horse jump noise, tested using one of the gangs of glasgow scenes as a sieges, disabled fog almost everywhere (I'm quite happy about this, the old fog was unplayable, see screenshot below), and switched the medpac to a bacta injector that uses bacta capsules and it no longer has to take up a weapon slot.  I know this isn't really from the star wars movies and people may abuse it, but I made it expensive and only heal 20hp and it is quite nice to use in battle.  Also, I though my problem with the lord spawning without troops was just with kingdom management, but actually its all lords...  ::)  So I need to try and fix that and hopefully when I do then the rest of kingdom management starts working better... 

 (http://s1d2.turboimagehost.com/t/1805723_mb127.JPG) (http://www.turboimagehost.com/p/1805723/mb127.JPG.html) (http://s1d2.turboimagehost.com/t/1805724_mb128.JPG) (http://www.turboimagehost.com/p/1805724/mb128.JPG.html) (http://s1d2.turboimagehost.com/t/1805725_mb133.JPG) (http://www.turboimagehost.com/p/1805725/mb133.JPG.html) (http://s1d2.turboimagehost.com/t/1805726_mb139.JPG) (http://www.turboimagehost.com/p/1805726/mb139.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: Clownmite on June 09, 2009, 06:21:13 AM
Are those screenshots (particularly 1st and 3rd) scenes from a siege battle?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 09, 2009, 06:45:36 AM
Yeah, we are trying to add some better sieges.  :)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 09, 2009, 10:39:48 AM
Yeah, we are trying to add some better sieges.  :)

You could add boxes and speeders all over the place. Maybe even walking-around R2 series droids. And, of course, change the wood stairs for metallic ones.
Title: Re: SWC: Developers Log and status updates
Post by: Clownmite on June 09, 2009, 01:25:00 PM
Yeah, we are trying to add some better sieges.  :)

It looks awesome so far!
Title: Re: SWC: Developers Log and status updates
Post by: Matthias1026 on June 09, 2009, 02:29:55 PM
Woah! Are those baby rancors?
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on June 09, 2009, 04:04:29 PM
Woah! Are those baby rancors?

yes :)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 09, 2009, 05:56:40 PM
damn, nice eyesight, I figured people would just miss that.  ;)   As Tyrinius said, Happy Stormtrooper created and rigged a baby rancor which we added into the next release (village upgrade).   They work quite well if you need some infantry troops to keep the enemy busy.   Some screenshots (ignore spelling errors)

 (http://s1d2.turboimagehost.com/t/1808994_mb105.JPG) (http://www.turboimagehost.com/p/1808994/mb105.JPG.html) (http://s1d2.turboimagehost.com/t/1808995_mb24.JPG) (http://www.turboimagehost.com/p/1808995/mb24.JPG.html) (http://s1d2.turboimagehost.com/t/1808996_mb34.JPG) (http://www.turboimagehost.com/p/1808996/mb34.JPG.html) (http://s1d2.turboimagehost.com/t/1808997_mb51.JPG) (http://www.turboimagehost.com/p/1808997/mb51.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 11, 2009, 08:32:29 AM

*@#$_*!@&!....   one damn (try_end) missing in the script that creates kingdom parties and it caused a major headache trying to bug hunt that.  Now that I fixed that issue the normal lords correctly spawn with troops, but the recruited lords still don't seem to have an army with them.   ???   I've never played a mod with kingdom management before so I don't know if that is 'normal' or not, but I think it makes sense they have some troops to start with, so I'm going to try and fix that as well....   I also want to try and make it so the recruited lords equipment and race change when you choose a culture, since it doesn't make sense for a human commander to lead a army of wookiees.    I also finished getting all the models that people have sent into the game so its good to be caught up with that, made some changes to sound effects, believe I've fixed it so there is faction specific town walkers, and copied the space station scene that Tyrinius made to be used for all battlestations on the map.  I'll probably also copy his Fondor scene and a few other ones to replace all villages, since I think it makes more sense to have duplicated scenes everywhere rather than just keeping the native ones.  Anyway, the main thing that is holding up a release is the kingdom management code, but now at least that bug is fixed I'm motivated to finish it up.  I'm not sure how long that will take, but if there are new models/scenes people want included then send them to me when you get a chance.  thx
Title: Re: SWC: Developers Log and status updates
Post by: SpartanPride on June 11, 2009, 11:29:16 AM
That's great news, though, that you found the bug. Congratzz :D
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 11, 2009, 11:30:28 AM
it doesn't make sense for a human commander to lead a army of wookiees. 

Why not? Grievous was from a different raze to human, Sev'Rance Tann and Thrawn were Chiss, Darth Maul was zabrak... and they commanded droid and human armies alike. Urrai Fenn is from another raze and commands Zann's units. No, it's not usual but perfectly posible.
Title: Re: SWC: Developers Log and status updates
Post by: SpartanPride on June 11, 2009, 11:38:39 AM
^Those are all special cases, though. And for a default faction, I think Hokie's idea makes sense.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 11, 2009, 02:27:47 PM
It would be great if commanders were mixed. For example, you have a Twilek faction, and 8 from your generals are twilek, but one is hutt and another is mandalorian. SOme sort of random autoselection. Or maybe you could choose between some people... This is the best thing they could do, but I don't know if that's possible in MaB coding.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 11, 2009, 09:57:24 PM

Its possible to code mixed commanders, and I'll probably do that if you choose a rebel/empire/hutt culture, but I think for the alien specific cultures it makes sense to keep them all the same race, etc.   I'll have to play a bit after I finish coding and it can always be changed later.

anyway, very good news, since I think I've finally got kingdom management figured out.   :P  It seems to now be working where your town/castle guards, recruits, soldiers in your garrisons/armies, commanders, etc, are all based on the culture you selected.  I also fixed the major issue where your lords weren't recruting or upgrading troops and now that seems to work as well.   There's still a bunch left to code and test, but a day or two ago I didn't have a clue how to fix this, but now I'm finally to the point where I think I can finish this up.  Few random screenshots from my testing today:

(http://s1d2.turboimagehost.com/t/1815634_mb18.JPG) (http://www.turboimagehost.com/p/1815634/mb18.JPG.html) (http://s1d2.turboimagehost.com/t/1815635_mb20.JPG) (http://www.turboimagehost.com/p/1815635/mb20.JPG.html) (http://s1d2.turboimagehost.com/t/1815636_mb21.JPG) (http://www.turboimagehost.com/p/1815636/mb21.JPG.html) (http://s1d2.turboimagehost.com/t/1815637_mb22.JPG) (http://www.turboimagehost.com/p/1815637/mb22.JPG.html) (http://s1d2.turboimagehost.com/t/1815632_mb5.JPG) (http://www.turboimagehost.com/p/1815632/mb5.JPG.html) (http://s1d2.turboimagehost.com/t/1815633_mb6.JPG) (http://www.turboimagehost.com/p/1815633/mb6.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: SpartanPride on June 12, 2009, 12:02:27 AM
Looks great!

How do the Lord's work? Are they just randomly generated when you need them?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 12, 2009, 03:40:58 AM
-Cool thing the clone merchant, though I would chage his name. Instead of 'CLone Era Merchant' give him the title of 'Clone Wars Era Merchant'. And by the way, it's cannonic for him to wear an armour, but it's still a little bit strange to have a merchant in full armour. COuld you make them so that they varied from planet to planet? One in full armour in COruscant, another without the helmet in Naboo...

-Could you add a 'Illegal Weaponry Merchant'. Incinerators and disruptors
http://starwars.wikia.com/wiki/Incinerator_rifle
http://starwars.wikia.com/wiki/Disruptor
-Another idea about this: perhaps instead of 'illegal weaponry merchant' you could just put twilek or weeqay, etc, so that the player has to find out who the merchant is. And if you get to ask people who aren't that type of merchand or aren't merchant's at all they should answer things like: What? I don't know anything about that. / I'll do as if I didn't hear you. ...

DIsruptor:
(http://images3.wikia.nocookie.net/starwars/images/7/7f/DXR-6_disruptor_rifle.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Clownmite on June 12, 2009, 10:03:08 AM
-Another idea about this: perhaps instead of 'illegal weaponry merchant' you could just put twilek or weeqay, etc, so that the player has to find out who the merchant is. And if you get to ask people who aren't that type of merchand or aren't merchant's at all they should answer things like: What? I don't know anything about that. / I'll do as if I didn't hear you. ...

I suggested the same exact thing, except having this all happen in a cantina. However, there would be a risk that in your search for the illegal weapons, you would come across an aggrivated cantina patron, who would attack you. They would all have the same name (i.e. weequay), so the player would need to take a risk in order to access the illegal weapons.

Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 12, 2009, 10:39:29 AM
This way you would say that this weapons make the game unbalanced, as you would go on a real quest to find them.

And a Question, I heard smth about cantina fights, are they in this version (0.8)?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 12, 2009, 03:14:12 PM

probably no cantina fights yet, I'm more concentrating on bug fixes or bigger improvements (ie. kingdom management).

Minor update, but this change is for Happy Stormtrooper.  Now he can finally be the King of Wookieeland.   :lol:

 (http://s1d2.turboimagehost.com/t/1817401_mb37.JPG) (http://www.turboimagehost.com/p/1817401/mb37.JPG.html) (http://s1d2.turboimagehost.com/t/1817403_mb38.JPG) (http://www.turboimagehost.com/p/1817403/mb38.JPG.html) (http://s1d2.turboimagehost.com/t/1817408_mb39.JPG) (http://www.turboimagehost.com/p/1817408/mb39.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 13, 2009, 02:08:45 AM
I  see those pics and I cannot stop wondering... could you make moons and stations closer to the planet itself? The game doesnt feel as if you were travelling from one place to another. And remember, Kashyyyk's station has a name. And while the planet could be held as Rebel, the staion and moon (Trandosha) were of the Empire.
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on June 13, 2009, 02:50:26 AM

probably no cantina fights yet, I'm more concentrating on bug fixes or bigger improvements (ie. kingdom management).

Minor update, but this change is for Happy Stormtrooper.  Now he can finally be the King of Wookieeland.   :lol:

 (http://s1d2.turboimagehost.com/t/1817401_mb37.JPG) (http://www.turboimagehost.com/p/1817401/mb37.JPG.html) (http://s1d2.turboimagehost.com/t/1817403_mb38.JPG) (http://www.turboimagehost.com/p/1817403/mb38.JPG.html) (http://s1d2.turboimagehost.com/t/1817408_mb39.JPG) (http://www.turboimagehost.com/p/1817408/mb39.JPG.html)

I was always King of Wookieeland!

I'm glad you added the ability to name the kingdom. Is it still done by applying your character name?


I may as well share it with the rest of you ruffians, here is the latest piece I've been working on, though it's nowhere near finished. It should look pretty cool once we've got some corpses tangled up in the yet-to-be-added tentacles.

(http://i3.photobucket.com/albums/y97/rabotango/pit.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 13, 2009, 03:15:43 AM
WOw. A sharlak pitt! This remembers me of smth...


EXPANDED PLANETS

I see that you guys are making a lot of material for Tatooine, which is an icon of Star Wars. But you don't expand the planet itself. Tatooine Moon has a scene that it shouldn't have. That Moon has no atmosphere and should not have Tatooine's look.

What you could do for Tatooine and other planets is expand the scene itself, making it 'explorable', 'fightable'.

You land at Mos Eisley or a city of some sort, and then you walk to the outskirts and enter the dessert. There you could fight tuskens, visit Obi Wan's hause, the jawa sandrawler, the pitt, imperial and rebel bases... This should be possible to add.

Someone said that this game was awesome, but that the planets themselves gave the feeling of 'cities in space' where you don't get to roleplay, due to the little space of the scenes and lack of 'things to do' on the location.
Title: Re: SWC: Developers Log and status updates
Post by: scyrius on June 13, 2009, 03:51:50 AM
i gotta say revan and hookie just tell me if im wrong but this is not your mod i mean some of your suggestions are great but others are just kind of ridculous and sound more like demands i just gotta there is only so much you can do with MaB so give them credit for the amazing mod that this is and stop complaining
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 13, 2009, 04:25:56 AM
i gotta say revan and hookie just tell me if im wrong but this is not your mod i mean some of your suggestions are great but others are just kind of ridculous and sound more like demands i just gotta there is only so much you can do with MaB so give them credit for the amazing mod that this is and stop complaining

You are new here right?

Hookie is the leader of this mod, and I'm not complaining, just suggesting. And by the way, if you didn't notice, my last phrase was basicly a quote from somebody else. We all agree this mod is awesome. This... is out of place, Scyrius, keep constructive and on-topic. Suggest or marvel, but don't *!$ people over here (lol, just suggestion).
Title: Re: SWC: Developers Log and status updates
Post by: Wookiee Padawan on June 13, 2009, 04:30:35 AM
i gotta say revan and hookie just tell me if im wrong but this is not your mod i mean some of your suggestions are great but others are just kind of ridculous and sound more like demands i just gotta there is only so much you can do with MaB so give them credit for the amazing mod that this is and stop complaining

You are new here right?

Hookie is the leader of this mod, and I'm not complaining, just suggesting. And by the way, if you didn't notice, my last phrase was basicly a quote from somebody else. We all agree this mod is awesome. This... is out of place, Scyrius, keep constructive and on-topic. Suggest or marvel, but don't *!$ people over here (lol, just suggestion).
Aww.. don't be mad to him his just trying to get his post count up with some crazy accusations.. But really saying that this isn't Hokies mod that's just stupid
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on June 13, 2009, 04:44:05 AM
It isn't Hokie's mod, he's just some annoying guy who keeps spamming it with code and hard work.

But really, let's keep to the topic of developer updates.


As you can tell from my last few posts, I'm doing a lot of random scene objects and buildings at the moment. Nothing concrete (ha!), just whatever takes my fancy. I'm currently enjoying time off from armours, so if anyone wants to have a bash at any of the untouched suggestions, be my guest. Just don't do clone stuff, because it'll end with a brick in your face.

I'll post more pictures as I go.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on June 13, 2009, 05:16:44 AM
I haven't been that active on the forums lately, mainly due to finishing off college but I have quietly been working away at some more scenes.

(http://s1d2.turboimagehost.com/t/1818936_mountblade_2009-06-12_22-12-39-65.png) (http://www.turboimagehost.com/p/1818936/mountblade_2009-06-12_22-12-39-65.png.html)

Endor is nearly complete now, just adding the final touches.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 13, 2009, 05:46:51 AM
I haven't been that active on the forums lately, mainly due to finishing off college but I have quietly been working away at some more scenes.

(http://s1d2.turboimagehost.com/t/1818936_mountblade_2009-06-12_22-12-39-65.png) (http://www.turboimagehost.com/p/1818936/mountblade_2009-06-12_22-12-39-65.png.html)

Endor is nearly complete now, just adding the final touches.

Cool, though I would have icluded bigger trees and excluded big rocks.

Is the bunker enterable?
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on June 13, 2009, 06:02:39 AM
There are two versions of the bunker. One is closed off, and the other has a short corridor before another closed door. You can hide in it, but don't expect much in the way of interior battles.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 13, 2009, 08:59:19 AM

Somebody on the Taleworlds forum wrote a 'string typer' script I integrated, so you no longer have to do the workaround of changing your characters name, you can just type the name of your faction on that screen.   Sarlaac Pit and Endor look great, and I think the main thing people need to realize is how much work is involved in creating this mod and we are all short on free time.  The models have to be created, the scenes need to be built, it needs to be coded, and it all needs to be added to the game and tested.  So while something like expanded planets or other idea's may technically be possible, a lot of them aren't really realistic or feasible given time constraints.  So we're doing what we can, but this is all for fun and what gets created is determined by what each person has time or interest in working on, etc...
Title: Re: SWC: Developers Log and status updates
Post by: Clownmite on June 13, 2009, 11:09:12 AM
Hookie is the leader of this mod, and I'm not complaining, just suggesting. And by the way, if you didn't notice, my last phrase was basicly a quote from somebody else. We all agree this mod is awesome. This... is out of place, Scyrius, keep constructive and on-topic. Suggest or marvel, but don't *!$ people over here (lol, just suggestion).

Well, he's right. You do make some pretty unrealistic suggestions (often worded as demands) and get very finicky about some small things.

You do have a point about planets and I was going to suggest my own version of the same thing. I think a much simpler solution would be to make a planet consist of 2 cities (initially clones of each other, aesthetics-wise, but named differently) and maybe some open ground. When entering the planet, you have the option of "Land at Mos Eisley" or "Land at Mos Espa," and from there, the normal city options are available. During sieges, you have the option to "Besiege Mos Espa" and "Besiege Mos Eisley." They go like normal sieges, except that when you win, you can wait a while to heal your troops, and then you have to "march across the wilderness to besiege the next city" option, during which you may become ambushed (marching would be equivalent to the "prepare a siege tower" or something, because it would take time). Ambushing could be done by the enemy, or planet-specific pirates (tuskens for tatooine, etc). If you win the next siege, the planet becomes yours, but if you withdraw after winning one city, nothing happens. The planet defenders are split between the two cities.

Anyway, that would still be a lot of work, and I think the planet sieges are fine now. Let the devs work at their own pace and somewhere down the road, we may get to see some of these more ambitious changes.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 13, 2009, 11:37:38 AM
Yeah, I also thought about that, cause you don't conquer a single battle after winning a single skirmish... But the main thing is... that planets should (suggestion should) be somehow expanded.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on June 13, 2009, 05:00:21 PM
At the moment the primary focus of scene development is aimed at replacing all the existing Native scenes with accurate Star Wars scenes.
Once all the Native scenes have been replaced then I'm sure the plan will be to introduce more custom scenes into the mod.

Any way

At some stage we will be looking to expand on the scenes and give the planets much more depth and accuracy, though currently we are still at the stage of replacing all the Native scenes.

Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 19, 2009, 12:20:46 PM
I've been pretty busy in real life but wanted to post a quick update...  A lot of my time is being spent on coding, with stuff like kingdom management, fixing the faction patrols, adding faction specific town walkers, and some other minor tweaks or bug fixes.  I also added a random chance that an assassin will appear in some scenes, so if you see a laser bolt fly by your head while walking around a planet or in the cantina then try to find some cover.  ;)   This implementation isn't perfect, since right now its just a single assassin and a random chance, but I find that it makes walking around the planet a little more interesting.  As requested, I'm also switching all rifles to be classified as crossbows, so they are now carried with two hands, you have separate rifle and pistol proficiencies, and they also use separate ammo.  The only issue with this is the AI is apparently too stupid to pick the right ammo if you give them both, so I have to go through every troop and decide if they are going to use a pistol or a rifle and adjust their stats/ammo correctly which is taking some time.  I also need to hardcode the heavy weapons to only have a fixed number of shots since they were previously classified as crossbows and used that heavy weapons ammo.  Team members have also been creating some new models or scenes that I'm adding in as I get them, etc.  Anyway, there is still more work to do, but its looking good so far so hopefully can send a beta out to the team to review and then have something in the next week or so...

(http://img188.imageshack.us/img188/1594/mb61.th.jpg) (http://img188.imageshack.us/i/mb61.jpg/)  (http://img14.imageshack.us/img14/5484/mb66.th.jpg) (http://img14.imageshack.us/i/mb66.jpg/)  (http://img188.imageshack.us/img188/8989/mb68.th.jpg) (http://img188.imageshack.us/i/mb68.jpg/)  (http://img151.imageshack.us/img151/4045/mb69.th.jpg) (http://img151.imageshack.us/i/mb69.jpg/)  (http://img26.imageshack.us/img26/8872/mb71.th.jpg) (http://img26.imageshack.us/i/mb71.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 22, 2009, 09:39:16 PM
TakiJap had the weekend free so sent us some new models, one of them was a bunker which was very cool.   I'll probably use this for the castle outposts, and don't have time to create the AI mesh for this scene, but did test walking around and a siege and it seemed to work well.   There's still more work to do on this, the code, and other scenes we are working on, but progress is being made.  ;)

(http://img341.imageshack.us/img341/7240/mb99.th.jpg) (http://img341.imageshack.us/my.php?image=mb99.jpg)  (http://img200.imageshack.us/img200/3874/mb101.th.jpg) (http://img200.imageshack.us/my.php?image=mb101.jpg)  (http://img25.imageshack.us/img25/646/mb100.th.jpg) (http://img25.imageshack.us/my.php?image=mb100.jpg)  (http://img198.imageshack.us/img198/2523/mb103.th.jpg) (http://img198.imageshack.us/my.php?image=mb103.jpg)  (http://img193.imageshack.us/img193/1535/mb102.th.jpg) (http://img193.imageshack.us/my.php?image=mb102.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 23, 2009, 01:23:45 AM
Total amazing!

This could work perfectly for moons, and a good all-metal reskin would also get him for space stations.
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on June 24, 2009, 03:22:23 PM
TakiJap had the weekend free so sent us some new models, one of them was a bunker which was very cool.   I'll probably use this for the castle outposts, and don't have time to create the AI mesh for this scene, but did test walking around and a siege and it seemed to work well.   There's still more work to do on this, the code, and other scenes we are working on, but progress is being made.  ;)

(http://img341.imageshack.us/img341/7240/mb99.th.jpg) (http://img341.imageshack.us/my.php?image=mb99.jpg)  (http://img200.imageshack.us/img200/3874/mb101.th.jpg) (http://img200.imageshack.us/my.php?image=mb101.jpg)  (http://img25.imageshack.us/img25/646/mb100.th.jpg) (http://img25.imageshack.us/my.php?image=mb100.jpg)  (http://img198.imageshack.us/img198/2523/mb103.th.jpg) (http://img198.imageshack.us/my.php?image=mb103.jpg)  (http://img193.imageshack.us/img193/1535/mb102.th.jpg) (http://img193.imageshack.us/my.php?image=mb102.jpg)

Wow thats perfect!

...he is probably not using wings.... :D
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 25, 2009, 11:21:54 AM
As I mentioned on the suggestions board, I've been trying to globally replace a lot of native scenes. So just like we did with using the same cantina scene everywhere, it seems to make sense to have duplicate SWC scenes until we can make more unique changes. So for example, TakiJap did this red throne room, and I made some texture variations and copied them to all towns.  Now, I admit my texture variations aren't perfect and this scene is a little weird for something like Kashyyyk, but this seems better than just keeping the native scenes.  I'm also doing the same type of concept with the arena's and some other scenes.  The only one we can't really do this for is the towns since they are all pretty planet specific.   So if somebody has time to do some scene editing for a basic town that we could use for places like Reecee, Coruscant, Corellia, Mon Cal, etc. that we haven't edited yet then that would be very cool.  Anyway, I've been trying to wrap up a beta to send to the team for feedback and review, and there are a bunch of new scene props which should help with scene editing as well.  There's not a ton left to do, just a lot of details to finish up and my free time is pretty limited, but I hope to get something playable to them pretty soon....

(http://img246.imageshack.us/img246/6165/mb115.th.jpg) (http://img246.imageshack.us/i/mb115.jpg/)  (http://img524.imageshack.us/img524/1547/mb114.th.jpg) (http://img524.imageshack.us/i/mb114.jpg/)  (http://img149.imageshack.us/img149/8623/mb113.th.jpg) (http://img149.imageshack.us/i/mb113.jpg/)  (http://img141.imageshack.us/img141/938/mb112.th.jpg) (http://img141.imageshack.us/i/mb112.jpg/)  (http://img297.imageshack.us/img297/3664/mb110.th.jpg) (http://img297.imageshack.us/i/mb110.jpg/)  (http://img70.imageshack.us/img70/1827/mb109.th.jpg) (http://img70.imageshack.us/i/mb109.jpg/)  (http://img134.imageshack.us/img134/4418/mb108.th.jpg) (http://img134.imageshack.us/i/mb108.jpg/)  (http://img170.imageshack.us/img170/4015/mb107.th.jpg) (http://img170.imageshack.us/i/mb107.jpg/)

Note to other modelers:

All of TakiJap's scene prop models use multiple materials and textures, not a single texture sheet.  If you import an OBJ into BRFEdit it will detect this and ask you if you want to split it into multiple-meshes (choose Yes).  The game engine will then automatically combine these multiple meshes together in-game.  Because of this, it was VERY easy to create variations since I didn't even have to edit the DDS texture file, I just cloned the model and switched the wall or floor mesh to use a different material. This also cuts down on the amount of materials and textures we have to have, since we're able to just able to keep re-using the same texture for the cantina, hangar, throne room, etc.  This concept does not work for weapons and armor, but it works fine for scene props, so its something to keep in mind in the future when creating models.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 25, 2009, 12:42:20 PM
I like those reskins.

And about Kashyyyk... you could leave the native one. It was the only planet where that native scene more or less worked (cause of the wood).
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 26, 2009, 08:13:25 PM

quick post since I just created more signs and posters for fun.   hehe

(http://img35.imageshack.us/img35/7425/mb119.th.jpg) (http://img35.imageshack.us/i/mb119.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: SpartanPride on June 27, 2009, 12:04:48 AM
Haha - loving the "Hope" one.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on June 30, 2009, 03:36:27 PM

argh... my only time to work on this mod is my train ride to work and I've been primarily trying to do scene editing lately.  But since M&B is running my battery keeps dying about 30 minutes into my commute.  @*!$#    So I think I have to go back to straight coding or just putting items in the game, and save scene editing for others or at least me doing limited scene editing, since its getting quite annoying trying to do anything decent...
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on June 30, 2009, 04:50:53 PM
If you want a break from coding you could consider to continue your scene editing guide. I guess it would be of great help, as actually anyone can do scene editing and it's something this mod really needs. And what you planned to include in that guide (like using existing scene props in a totally different way than intentioned (I hope no one looks at Fondor in edit-mode *lol*)) wasn't yet metioned in the few other guides and maybe mod-specific.
As you know, I became modding-infected by creating scenes. Maybe more people get to do models, textures, scripting etc. through that. There are many people interested in this mod, why not try to show them, that it's quite easy to contribute?

edit:
I did some very simple recolors of geroj's mon cal armors, helmet, and boots. Just for a bit of variety.

(http://img377.imageshack.us/img377/7586/14270041.th.jpg) (http://img377.imageshack.us/i/14270041.jpg/)
(http://img377.imageshack.us/img377/8030/62226311.th.jpg) (http://img377.imageshack.us/i/62226311.jpg/)
(http://img21.imageshack.us/img21/2531/31698042.th.jpg) (http://img21.imageshack.us/i/31698042.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on July 03, 2009, 11:04:29 AM
Hmm, I'm personally not to keen on different colour variations for armour, simply because it removes the "uniform" look that is associated with that faction and replaces it with a some what 'power rangers' style.

Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on July 03, 2009, 11:09:48 AM
That's right. Those are more meant for the player and party members. So you can choose a little bit when playing a mon calamarian.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on July 03, 2009, 11:29:12 AM
That's right. Those are more meant for the player and party members. So you can choose a little bit when playing a mon calamarian.

Yep.
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on July 03, 2009, 11:50:48 AM
Hmm, I'm personally not to keen on different colour variations for armour, simply because it removes the "uniform" look that is associated with that faction and replaces it with a some what 'power rangers' style.

Which is one of a hundred reasons why clone troopers absolutely fucking suck.


Well, may as well do an "update" for myself. I'm going to get around fixing my 3DS Max at some poiint (GMax is too laggy for me to work with). I've got some real life stuff going on at the moment, so it's hard to get motivated for modelling again. Luckily we seem to have a couple of new modellers honing their skills. I may do some of the aliens heads mentioned in the suggestion thread, but I can't promise anything.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on July 03, 2009, 12:01:01 PM
Which is one of a hundred reasons why clone troopers absolutely fucking suck.

Excuse me?! Coloured troopers are rare, as those are only markings for officers.
If you are reffering to the Ep3 unit markings, I'm with you. Total bullshit.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 05, 2009, 08:20:48 PM

I was playing around with creating a new Tatooine arena using Happy Stormtrooper's sarlacc model.  I also used a modified version of it for the Mon Cal arena.  I'm not the best scene editor, so I have no problem if somebody wants to improve this in the future, but it should work for now.  You will slowly die if you fall in the water or sarlacc so be careful.  ;)

(http://img22.imageshack.us/img22/1309/mb157.th.jpg) (http://img22.imageshack.us/i/mb157.jpg/)  (http://img22.imageshack.us/img22/2033/mb154.th.jpg) (http://img22.imageshack.us/i/mb154.jpg/)  (http://img90.imageshack.us/img90/745/mb159.th.jpg) (http://img90.imageshack.us/i/mb159.jpg/)  (http://img34.imageshack.us/img34/561/mb158.th.jpg) (http://img34.imageshack.us/i/mb158.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: scyrius on July 05, 2009, 09:31:12 PM
Oh my god yes that is just the coolest thing ive ever seen great job any idea when we will get to play it ?? :D
Title: Re: SWC: Developers Log and status updates
Post by: Nouveauk on July 05, 2009, 10:59:50 PM
Did someone say scene editing is easy to learn? I'm interested in helping out, if it doesn't involve programming.

And those posters are nice. XD
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 06, 2009, 03:25:34 PM

Scene Editing takes a little while, but its fairly easy to pick up and doesn't require any programming or modding knowledge since M&B has a built-in scene editor.  I don't have a ton of time now, but if you check out this thread there is a link to a scene editing guide at the top of this page.  I'd suggest making a copy of the Star Wars module and then try playing around with that a bit, etc.

http://mbx.streetofeyes.com/index.php/topic,1799.msg36890.html
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 07, 2009, 07:44:04 AM
It took a little while, but I managed to convert the text files from the animations compilation mod into python code, so have now integrated it into SWC.  A few of the animations aren't perfect, but overall it seems to help the gameplay by adding some variety.
ACM - http://forums.taleworlds.net/index.php/topic,57607.0.html

FYI - I want to try and post another patch pretty soon.  So if anybody has scenes, models, textures, or anything else they want included in the next release then please send them to me.    thx
Title: Re: SWC: Developers Log and status updates
Post by: Vector on July 07, 2009, 07:14:55 PM
Alright I will try and get some of my work finished up and sent to you within the next few days.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 15, 2009, 06:24:15 PM

I've been playing with the concept of adding macrobinoculars to the game.  ;)   They work quite well, but the sniper scope is proving to be much more difficult, not sure I can get that to work decent...  :(

(http://img164.imageshack.us/img164/4938/mb166.th.jpg) (http://img164.imageshack.us/i/mb166.jpg/)  (http://img233.imageshack.us/img233/461/mb172.th.jpg) (http://img233.imageshack.us/i/mb172.jpg/)  (http://img142.imageshack.us/img142/3061/mb171.th.jpg) (http://img142.imageshack.us/i/mb171.jpg/)  (http://img199.imageshack.us/img199/8383/mb170.th.jpg) (http://img199.imageshack.us/i/mb170.jpg/)  (http://img198.imageshack.us/img198/3926/mb169.th.jpg) (http://img198.imageshack.us/i/mb169.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: alAshrad on July 15, 2009, 08:26:07 PM
Nice! I didn't even know that was possible.  :green:

Maybe you could add some HUD elements like that and leave them around the player screen?
Nothing fancy, just some random stuff in arebesh to give the impression that theres something going around the player's helmet.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 16, 2009, 08:30:18 PM
Since I know Happy Stormtrooper likes to play in first-person view, I figured I'd try out a helmet cam.   No wonder why a stormtroopers aim is so bad, you can't see anything in this!!!   ;)

(http://img35.imageshack.us/img35/1221/mb183.th.jpg) (http://img35.imageshack.us/i/mb183.jpg/)  (http://img43.imageshack.us/img43/3941/mb181.th.jpg) (http://img43.imageshack.us/i/mb181.jpg/)  (http://img364.imageshack.us/img364/2118/mb175.th.jpg) (http://img364.imageshack.us/i/mb175.jpg/)

besides being very difficult to see, there are only two main issues:
     1)  I can't seem to stack mesh's on top of one another, so the aiming dots pass through the helmet
     2)  I don't know how to tell in the code if the player is in first-person mode, so right now I have it as a toggle switch, but you can still use it in 3rd person which is weird....

I may make the eye-holes much bigger so they take up the majority of the screen, since otherwise it would be almost impossible to play, but overall this is a very cool concept.   Now I just need to do some other helmets...
Title: Re: SWC: Developers Log and status updates
Post by: Clownmite on July 16, 2009, 09:54:26 PM
Those are some really cool things, but I think we'd like to see a release soon with all the updated things since the last patch (especially kingdom management). Don't give in to feature creep - getting things ready for release, but then just adding one new feature, and one more, and one more. Not to sound demanding, but the new scenes and new sieges already in plus kingdom management, etc are more than enough for a new release at this point, so if possible I would like to humbly suggest concentrating on a working release rather than adding in new things at this point.
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on July 17, 2009, 12:48:11 AM
That trooper view is very cool. I appreciate the green tint.  ;)

In fact, it inspired me to put on one of my helmets to give a little perspective (boom boom). Here's what it's like from the inside.


(http://i3.photobucket.com/albums/y97/rabotango/tklens.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 17, 2009, 04:27:40 AM
that picture is awesome, thank you very much!   Here is my quick attempt to replicate it, I also fixed the issue with the mesh overlay blocking each other (higher render order on the material tab), so the health bar and aiming circles look fine now.

(http://img13.imageshack.us/img13/6144/mb187.th.jpg) (http://img13.imageshack.us/i/mb187.jpg/)  (http://img139.imageshack.us/img139/5497/mb186.th.jpg) (http://img139.imageshack.us/i/mb186.jpg/)  (http://img269.imageshack.us/img269/9350/mb185.th.jpg) (http://img269.imageshack.us/i/mb185.jpg/)  (http://img269.imageshack.us/img269/483/mb184.th.jpg) (http://img269.imageshack.us/i/mb184.jpg/)

Clownmite - I agree feature creep can be a big issue and has been a problem for this and other mods.   In this case both Vector and Geroj asked me to hold off for a few days since they were finishing up some new stuff so I've just been playing around with new features.  Both of them have now sent me their stuff so I'll add it in over the next few days and probably do a release soon.

edit:  I also briefly tried out a mandalorian helmet, so now when you switch helmets the view changes, etc.   My texturing skills aren't the greatest, so I may only include these two for the next release, but new helmet mesh's are incredibly easy to add if we want to create more in the future.

(http://img149.imageshack.us/img149/5800/mb194.th.jpg) (http://img149.imageshack.us/i/mb194.jpg/)  (http://img32.imageshack.us/img32/3170/mb188.th.jpg) (http://img32.imageshack.us/i/mb188.jpg/)  (http://img189.imageshack.us/img189/4048/mb193.th.jpg) (http://img189.imageshack.us/i/mb193.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on July 17, 2009, 07:25:17 AM
Those helmet view points look great.
It's been a while since I've posted in this topic so just thought i would post up some screenshots of the finished/updated Yavin & Endor scenes.
Both planets now contain Land battle scenes, Siege scenes, Alley scenes, Arena scenes and town scenes.



 (http://s1d4.turboimagehost.com/t/1894778_mountblade_2009-07-17_13-35-35-60.png) (http://www.turboimagehost.com/p/1894778/mountblade_2009-07-17_13-35-35-60.png.html) (http://s1d4.turboimagehost.com/t/1894779_mountblade_2009-07-17_13-35-41-46.png) (http://www.turboimagehost.com/p/1894779/mountblade_2009-07-17_13-35-41-46.png.html) (http://s1d4.turboimagehost.com/t/1894780_mountblade_2009-07-17_13-35-48-50.png) (http://www.turboimagehost.com/p/1894780/mountblade_2009-07-17_13-35-48-50.png.html) (http://s1d4.turboimagehost.com/t/1894781_mountblade_2009-07-17_13-36-00-71.png) (http://www.turboimagehost.com/p/1894781/mountblade_2009-07-17_13-36-00-71.png.html) (http://s1d4.turboimagehost.com/t/1894782_mountblade_2009-07-17_13-37-57-22.png) (http://www.turboimagehost.com/p/1894782/mountblade_2009-07-17_13-37-57-22.png.html) (http://s1d4.turboimagehost.com/t/1894783_mountblade_2009-07-17_13-38-14-27.png) (http://www.turboimagehost.com/p/1894783/mountblade_2009-07-17_13-38-14-27.png.html) (http://s1d4.turboimagehost.com/t/1894784_mountblade_2009-07-17_13-38-37-36.png) (http://www.turboimagehost.com/p/1894784/mountblade_2009-07-17_13-38-37-36.png.html) (http://s1d4.turboimagehost.com/t/1894785_mountblade_2009-07-17_13-38-52-82.png) (http://www.turboimagehost.com/p/1894785/mountblade_2009-07-17_13-38-52-82.png.html) (http://s1d4.turboimagehost.com/t/1894786_mountblade_2009-07-17_13-40-58-20.png) (http://www.turboimagehost.com/p/1894786/mountblade_2009-07-17_13-40-58-20.png.html) (http://s1d4.turboimagehost.com/t/1894787_mountblade_2009-07-17_13-44-52-61.png) (http://www.turboimagehost.com/p/1894787/mountblade_2009-07-17_13-44-52-61.png.html) (http://s1d4.turboimagehost.com/t/1894811_mountblade_2009-07-17_13-44-57-55.png) (http://www.turboimagehost.com/p/1894811/mountblade_2009-07-17_13-44-57-55.png.html) (http://s1d4.turboimagehost.com/t/1894812_mountblade_2009-07-17_13-46-41-32.png) (http://www.turboimagehost.com/p/1894812/mountblade_2009-07-17_13-46-41-32.png.html) (http://s1d4.turboimagehost.com/t/1894813_mountblade_2009-07-17_13-48-32-84.png) (http://www.turboimagehost.com/p/1894813/mountblade_2009-07-17_13-48-32-84.png.html) (http://s1d4.turboimagehost.com/t/1894814_mountblade_2009-07-17_13-48-44-18.png) (http://www.turboimagehost.com/p/1894814/mountblade_2009-07-17_13-48-44-18.png.html) (http://s1d4.turboimagehost.com/t/1894815_mountblade_2009-07-17_13-49-02-76.png) (http://www.turboimagehost.com/p/1894815/mountblade_2009-07-17_13-49-02-76.png.html) (http://s1d4.turboimagehost.com/t/1894816_mountblade_2009-07-17_13-51-53-61.png) (http://www.turboimagehost.com/p/1894816/mountblade_2009-07-17_13-51-53-61.png.html) (http://s1d4.turboimagehost.com/t/1894817_mountblade_2009-07-17_13-52-07-69.png) (http://www.turboimagehost.com/p/1894817/mountblade_2009-07-17_13-52-07-69.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on July 17, 2009, 09:19:29 AM
Hmmm... everybody is showing his progress, so here is mine

(http://s1d4.turboimagehost.com/t/1894982_s.jpg) (http://www.turboimagehost.com/p/1894982/s.jpg.html)
Title: Re: SWC: Developers Log and status updates
Post by: HopitKonsta on July 17, 2009, 10:31:22 AM
OMFG!!! those pics looks so cool! :shock:
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on July 17, 2009, 12:06:55 PM
I'd like to comment on the stormtrooper eyesight thingy. Turns out it's far easier to look through the helmet, because even though the holes are small, they are close to the eye and mainly open up a large viewpoint. Plus we have 3D vision, and the two lenses merge into one, just like in the concept happystormtrooper showed. So, my point being, I think those later concepts will be more realistic than the first stormtrooper one.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 17, 2009, 02:43:29 PM

nice work everybody!    I really need to create a quick battle out of that endor scene before the next release....
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on July 18, 2009, 05:22:27 AM
What about Ryloth and Kashyyk?
there are only my town scenes? or somebody created siege and other scenes?


Title: Re: SWC: Developers Log and status updates
Post by: Vector on July 18, 2009, 07:21:36 AM
What about Ryloth and Kashyyk?
there are only my town scenes? or somebody created siege and other scenes?




As far as I'm aware no other scenes have been created for those planets.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on July 18, 2009, 06:47:16 PM
Amazing! Binoculars!
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 22, 2009, 07:39:40 AM

just wanted to post a quick update since I finally managed to fix an annoying bug that was messing up all village scenes, so will try to post a release this weekend.
Title: Re: SWC: Developers Log and status updates
Post by: pagan on July 22, 2009, 04:32:39 PM
I'll update too  :green: have made 3 shorter planet tracks. One for the Wookie world, one for the ewok world and a strange alien one for somewhere where the planet looks like a bizaar. Busy type Market or sprawling world or something. This is for, when you walk around on the planet, would probably work best as an FX file, much like the tavern tracks. I will try and get you a map (space) track and a battle track by the weekend. so at least there is some music to be heard in these areas for now.

ANd of course i will imitate John Williams' busy brass style he used throughout the series, but i wont be copying, naturally.  ;)

...and for everyone else, Greeetings! I will be composing some music for this very cool mod. The music was a very important factor in painting the world/universe of starwars, this mod deserves no less.   
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 22, 2009, 10:56:43 PM

pagan - very cool, that was quite quick, I'm sure everybody appreciates your work and will be interested in checking them out!   :)     I'm almost done with a release, so will probably post that soon with blank mp3 files, but we'll just add your stuff into the patch after that, etc.

I was also messing with a new font, this is using Franklin Gothic Medium which looks somewhat decent.   Let me know if people have other suggestions on fonts I should try, etc.

 (http://s1d4.turboimagehost.com/t/1908983_mb214.JPG) (http://www.turboimagehost.com/p/1908983/mb214.JPG.html) (http://s1d4.turboimagehost.com/t/1908984_mb215.JPG) (http://www.turboimagehost.com/p/1908984/mb215.JPG.html) (http://s1d4.turboimagehost.com/t/1908985_mb217.JPG) (http://www.turboimagehost.com/p/1908985/mb217.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on July 23, 2009, 06:07:00 AM

pagan - very cool, that was quite quick, I'm sure everybody appreciates your work and will be interested in checking them out!   :)     I'm almost done with a release, so will probably post that soon with blank mp3 files, but we'll just add your stuff into the patch after that, etc.

I was also messing with a new font, this is using Franklin Gothic Medium which looks somewhat decent.   Let me know if people have other suggestions on fonts I should try, etc.

 (http://s1d4.turboimagehost.com/t/1908983_mb214.JPG) (http://www.turboimagehost.com/p/1908983/mb214.JPG.html) (http://s1d4.turboimagehost.com/t/1908984_mb215.JPG) (http://www.turboimagehost.com/p/1908984/mb215.JPG.html) (http://s1d4.turboimagehost.com/t/1908985_mb217.JPG) (http://www.turboimagehost.com/p/1908985/mb217.JPG.html)

Wow, I tried editing the font before but could never get it to work, looks awesome.
Here's quite a large list of Sci-Fi fonts that may come in useful: http://www.1001fonts.com/fonts_overview.html?page=1&category_id=21&preview_text=

Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on July 23, 2009, 08:10:20 AM
It's suposed to be the right type of font but it doesn't seem to work. It doesnt... fit that much. ???
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 23, 2009, 09:50:57 AM

Yeah, the font may be something we have to play around with, since I'm having trouble finding something that doesn't obviously stand out.  Its actually really easy to create them since Swyter created a program that creates the font.dds and font_data.xml automatically, so if people want to try this out or have some suggestions then that would be cool.  To test it you'd need to temporarily replace the font_data.xml in your ..\Data\ folder in the root of M&B, so be sure to back it up, but he also created another "Iron Launcher" program that would allow me to ship this change with a mod release and it wouldn't mess up the native install.  So its now possible to modify the font or other things in that data folder (skyboxes, possibly ground textures, etc) that we previously couldn't.  See this link below for more info:

Font Customiser - http://forums.taleworlds.net/index.php/topic,67315.msg1812979.html#msg1812979
Iron Launcher - http://forums.taleworlds.net/index.php/topic,67313.msg1812907.html#msg1812907

I hope everybody can read Aurebesh!

(http://img212.imageshack.us/img212/1653/aurebesh.th.jpg) (http://img212.imageshack.us/i/aurebesh.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on July 30, 2009, 08:23:44 AM

Yeah, the font may be something we have to play around with, since I'm having trouble finding something that doesn't obviously stand out.  Its actually really easy to create them since Swyter created a program that creates the font.dds and font_data.xml automatically, so if people want to try this out or have some suggestions then that would be cool.  To test it you'd need to temporarily replace the font_data.xml in your ..\Data\ folder in the root of M&B, so be sure to back it up, but he also created another "Iron Launcher" program that would allow me to ship this change with a mod release and it wouldn't mess up the native install.  So its now possible to modify the font or other things in that data folder (skyboxes, possibly ground textures, etc) that we previously couldn't.  See this link below for more info:

Font Customiser - http://forums.taleworlds.net/index.php/topic,67315.msg1812979.html#msg1812979
Iron Launcher - http://forums.taleworlds.net/index.php/topic,67313.msg1812907.html#msg1812907

I hope everybody can read Aurebesh!

(http://img212.imageshack.us/img212/1653/aurebesh.th.jpg) (http://img212.imageshack.us/i/aurebesh.jpg/)

Aurebesh? thats some sw language?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on July 30, 2009, 08:48:52 AM

yeah.   that was a joke tho, I doubt many people can read it.  hehe
http://starwars.wikia.com/wiki/Aurebesh

Since its been a while since I posted I'll do a quick update...  As people are aware we released 0.8.2 a few days ago.  There are a few minor bugs (entry points on some scenes, etc) so I'm trying to finish up a quick patch that will hopefully be released early next week to solve those.  It should hopefully be saved game compatible.   Moss is also working on unique helmet view textures for every helmet, so I was working on adding those in this morning.   Here's a quick preview of the Black Sun, Eyepiece, Scout Trooper, Clone Trooper, and Imperial Gunner but they should also be included in the next bug fix.

(http://img190.imageshack.us/img190/381/mb10.th.jpg) (http://img190.imageshack.us/i/mb10.jpg/)  (http://img207.imageshack.us/img207/6554/mb11.th.jpg) (http://img207.imageshack.us/i/mb11.jpg/)  (http://img228.imageshack.us/img228/6081/mb12.th.jpg) (http://img228.imageshack.us/i/mb12.jpg/)  (http://img204.imageshack.us/img204/3660/mb13.th.jpg) (http://img204.imageshack.us/i/mb13.jpg/)  (http://img55.imageshack.us/img55/6075/mb14.th.jpg) (http://img55.imageshack.us/i/mb14.jpg/)

After that we'll need to decide what the priority is and what people want to work on.  I'm interested in more scene editing and probably trying to integrate some stuff like the improved autoloot and a few other things and will continue to review the suggestions thread and if team members have any requests, etc.
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on July 30, 2009, 01:21:21 PM

yeah.   that was a joke tho, I doubt many people can read it.  hehe
http://starwars.wikia.com/wiki/Aurebesh

Since its been a while since I posted I'll do a quick update...  As people are aware we released 0.8.2 a few days ago.  There are a few minor bugs (entry points on some scenes, etc) so I'm trying to finish up a quick patch that will hopefully be released early next week to solve those.  It should hopefully be saved game compatible.   Moss is also working on unique helmet view textures for every helmet, so I was working on adding those in this morning.   Here's a quick preview of the Black Sun, Eyepiece, Scout Trooper, Clone Trooper, and Imperial Gunner but they should also be included in the next bug fix.

(http://img190.imageshack.us/img190/381/mb10.th.jpg) (http://img190.imageshack.us/i/mb10.jpg/)  (http://img207.imageshack.us/img207/6554/mb11.th.jpg) (http://img207.imageshack.us/i/mb11.jpg/)  (http://img228.imageshack.us/img228/6081/mb12.th.jpg) (http://img228.imageshack.us/i/mb12.jpg/)  (http://img204.imageshack.us/img204/3660/mb13.th.jpg) (http://img204.imageshack.us/i/mb13.jpg/)  (http://img55.imageshack.us/img55/6075/mb14.th.jpg) (http://img55.imageshack.us/i/mb14.jpg/)

After that we'll need to decide what the priority is and what people want to work on.  I'm interested in more scene editing and probably trying to integrate some stuff like the improved autoloot and a few other things and will continue to review the suggestions thread and if team members have any requests, etc.

I think 1,2 and 3 are ok but 4 and 5 are too far i mean you saw somewhere tournament heavy helmets? they have small sight but from inside you can see everything(almost   :))
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 06, 2009, 01:06:10 PM

wanted to post a minor update since we've been working on a bug-fix type of release.  If there is anything major I'm missing them let me know:

has already been fixed\updated in the code
- fixed the error about missing land battle scenes (this is fixed in the current download)
- fixed the pebbles texture which caused parts of some scenes to show up white
- fixed entry points in places like Yavin IV, Corellia, Coruscant sieges, etc.
- if you hire all the recruits from a village and then talk to the elder it no longer crashes
- shield bash integration now does some damage
- Vector reduced vegetation in the Kashyyyk land battle and all the Endor scenes which should help with performance and/or crashes
- Moss created unique helmet view textures for all helmets
- Geroj created some new scene props and is working on a new quick battle

still need to be done/reviewed before the next release
- Bespin/Dagobah/etc scene for sieges (troops run into or through walls, etc)
- other random crashes (usually vertex buffer errors in the rgl_log.txt)
- other script errors?

lower priority, probably won't hold up the bug-fix if all of these aren't done
- the shaders on armor and weapons could be improved to make them look better
- maybe add a game menu to toggle shield bash off/on
- issue with village entry points (it seems fine to me, any specific examples?)
- the LOD for the chiss hand texture doesn't appear in game
- certain clothes (like tunics) turn invisible during gameplay (seems ok, anybody else seen this?)
- there's currently only one variable for planetary recruits (so if you hire clones then rancor's aren't available, etc)
- look into increasing the number of enemies on the map
- add more bonus chests and bonus items
- review if sounds for speeder bikes are possible
- some rifle inventory icons still need to be rotated
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 07, 2009, 07:28:55 AM
I've been playing around with allowing a player to toggle a weapons capabilities (ie. lightsaber vs throwing lightsaber) so you don't need to take up two equipment slots.  Unfortunately, there are some limitations, but the best I've managed is the following....

1) I have a "lightsaber pike" in one of my 4 weapon slots
2) while in a scene I press the T key and the code toggles any of the 4 weapon slots to an alternate weapon (if available) and display a conversation summary
3)  I can now equip a "throwing lightsaber pike" in the scene, if I view my inventory it has been switched and the item modifier was kept
4) if I press the T key again then these weapons switch back

(http://img217.imageshack.us/img217/2759/mb23d.th.jpg) (http://img217.imageshack.us/i/mb23d.jpg/)  (http://img190.imageshack.us/img190/3852/mb24.th.jpg) (http://img190.imageshack.us/i/mb24.jpg/)  (http://img29.imageshack.us/img29/7577/mb25.th.jpg) (http://img29.imageshack.us/i/mb25.jpg/)  (http://img44.imageshack.us/img44/2345/mb26k.th.jpg) (http://img44.imageshack.us/i/mb26k.jpg/)  (http://img268.imageshack.us/img268/3558/mb27u.th.jpg) (http://img268.imageshack.us/i/mb27u.jpg/)

NOTES:  
- the limitations are that you have to display this conversation screen, your weapons will be sheathed after the conversation, and ammo will be refilled.  
- I'll probably keep this functionality limited to the lightsabers only, since ammo being refilled on those isn't a huge deal.
- this functionality is for player only (optional) so the merchant shops and troops will still sell both varieties so you can equip companions, etc.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 08, 2009, 06:03:40 AM
Cool stuff. But... could you add the morale feature?

Cause it would really enhance the combat.

-First, if you play as a jedi they will all go for you but, after you kill 10 or 20, they'll distance from you. Cause it is really weird being a jedi with incredible stats and, when attacking normal guys (even villagers) they outnumber and kick your ass.

-And also, it would make the game more starwarsy. Cause the morale system makes armies distance, which makes them shoot instead of 'go N punch'.

-And it would also be more reallistic. If you see a line of stormtroopers shooting and they kill half of your army... the others won't keep running to the enemy. Unless you are a good fighter and you lead them in battle (like the jedi with the clone troopers at the battle of Geonosis).
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 08, 2009, 08:50:03 AM

hmm, I actually had the morale in the 0.7 version and most people didn't like it so it was removed.  Maybe they have improved the code since then, but people said it was annoying to have to chase enemies all over the map when they ran away before you could finish a battle, etc.    Does anybody else have an interest in this, maybe I could add it as a on/off button on the camp menu or something....   If I had more time I'd say we could write our own morale type of code but specific for star wars so there would be difficult logic depending on the type of troop, etc, but I doubt I'd have time to work on something like that right now.  :(
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 08, 2009, 09:08:28 AM
I had that in mind but I didn't talk about it. Yeah, an ON/OFF shall work for now.
Title: Re: SWC: Developers Log and status updates
Post by: Sebbe107 on August 08, 2009, 10:29:07 AM

hmm, I actually had the morale in the 0.7 version and most people didn't like it so it was removed.  Maybe they have improved the code since then, but people said it was annoying to have to chase enemies all over the map when they ran away before you could finish a battle, etc.    Does anybody else have an interest in this, maybe I could add it as a on/off button on the camp menu or something....   If I had more time I'd say we could write our own morale type of code but specific for star wars so there would be difficult logic depending on the type of troop, etc, but I doubt I'd have time to work on something like that right now.  :(

An on/off button until there is time to make an own would be good.
Title: Re: SWC: Developers Log and status updates
Post by: HunterAlpha1 on August 08, 2009, 10:41:44 AM
force jump makes it much easier to chase down enemies who are running away, all you need to do is time your jump correctly.
Title: Re: SWC: Developers Log and status updates
Post by: zeon on August 09, 2009, 06:55:22 PM
i think you guys should make the presence of jedi and sith more prominent.

 maybe add jedi or sith (depending on your faction) to hunt you down.

 also make them stronger

 build a lightsaber. idk how this could be done. lol maybe make the lightsaber work somewhat like the bow. you need arrows for the bow. but instead youll need a crystal etc...

find group of grey jedis or whatever in the wilderness so you could hire them or attack them.

Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 10, 2009, 02:33:50 AM
i think you guys should make the presence of jedi and sith more prominent.

 maybe add jedi or sith (depending on your faction) to hunt you down.

 also make them stronger

 build a lightsaber. idk how this could be done. lol maybe make the lightsaber work somewhat like the bow. you need arrows for the bow. but instead youll need a crystal etc...

find group of grey jedis or whatever in the wilderness so you could hire them or attack them.



I don't agree with the first one. Jedi are close to be extint, and sith are really few (MAINLY: Sidious, Vader, Mara Jade, Galen Marek, and Maul's clone / Luke, Kyle Katarn, Yoda, Echuu and Obi Wan's spirit). I would add the feature of 'sith and jedi hunting you down', cause we already have  bountyhunter/bandits haunting you down in cities and villages, and cause sith and jedi are different. They could be assassination missions (like the ones given to Galen Marek, Mara and Skywalker). So you go to the Emperor or to Vader, who tells you who you have to kill and where (jedi in this case) or you go to yoda, Obi Wan (his ghost) or Luke, who tell you what sith you have to kill and where he is.

Descond idea has been previously discussed. It may be posible, but I think it makes the game more complex. Though, now that we speak about it, lightsabers are too easy to find. Half of the weapon vendor are lightsabers. Perhaps it should be given to the force maste at the cantina, or it could be handed to the player after a quest.
Title: Re: SWC: Developers Log and status updates
Post by: Sebbe107 on August 10, 2009, 03:38:01 AM


 or it could be handed to the player after a quest.
[/quote]


That would be anyoying.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 10, 2009, 03:57:31 AM


 or it could be handed to the player after a quest.


That would be anyoying.
[/quote]

Then all STar Wars games are annoying, cause that's the way they use to implement it (kotor, jedi knight, battlefront...).
Title: Re: SWC: Developers Log and status updates
Post by: Sebbe107 on August 10, 2009, 06:07:19 AM


 or it could be handed to the player after a quest.


That would be anyoying.



Then all STar Wars games are annoying, cause that's the way they use to implement it (kotor, jedi knight, battlefront...).
[/quote]


Yeah yeah... (xd)

EDIT: Wrote a bit wrong.. :s
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on August 10, 2009, 11:00:43 AM
Back to the morale system, yes it would be great to have it as a switch in the camp menu. I find it annoying that, as a blasterslinger, most enemies pile up around me and try hitting me with their fists even though I've killed 10 of them already. They should back up, and engage in close-quarters gunfight (or whatever, but they certainly shouldn't be the way they are now).

As for the lighsaber building: perhaps you should get items for parts of a lightsaber from chests on iconic planets, such as Ilum for a crystal etc. and then bring them to a force-sensitive trainer (but not a merchant one) to "help you build the lightsaber" (which would in the end just be taking those items and giving you a lighsaber). All in all, lighsabers should be cut from the merchants.

But shit, this isn't the suggestions thread! I'll quote it to there.
Title: Re: SWC: Developers Log and status updates
Post by: Sebbe107 on August 10, 2009, 10:47:03 PM
Going to see if I can do something to Dagobah and maybe something really small on Bespin (it'll be hard with Bespin, but I'll give it a try) on thursday.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 12, 2009, 03:29:16 PM

Actually, Sebbe107's talking about Scene Editing, he's been trying it out so just giving an update what we was working on.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on August 13, 2009, 03:11:14 PM
I've been quite busy lately so haven't had time to finish off some of the models I've been working on yet.
How ever I have started messing around with a few of the banners, since they haven't been touched in a while and were looking a little left out.  ;)

(http://s1d4.turboimagehost.com/t/1987339_mountblade_2009-08-13_21-40-53-26.png) (http://www.turboimagehost.com/p/1987339/mountblade_2009-08-13_21-40-53-26.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 13, 2009, 03:16:50 PM

oh, good idea, those were quickly done by me so needed an upgrade.  nice work!   on a side note, your background looks cool so maybe we should start shipping that by default in the next release?   feel free to send me the texture, etc.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 14, 2009, 02:19:46 AM
I've been quite busy lately so haven't had time to finish off some of the models I've been working on yet.
How ever I have started messing around with a few of the banners, since they haven't been touched in a while and were looking a little left out.  ;)

(http://s1d4.turboimagehost.com/t/1987339_mountblade_2009-08-13_21-40-53-26.png) (http://www.turboimagehost.com/p/1987339/mountblade_2009-08-13_21-40-53-26.png.html)

Those are great, but (the ones you changed) it would be better to include them as new ones, giving more options to the player.

And by the way, could you make these?:

Renegade Squadron
http://starwars.wikia.com/wiki/File:Renegade_Squadron.svg

Jedi Order
http://starwars.wikia.com/wiki/File:Jedi_Order.svg

Zann Consortium
http://api.ning.com/files/B7Gf*aZANcTBVcpEdrMemo47nlZBQi0zxycgE5xY2oce3a80O*Y5e3WWO1wsj9BZg9Jv-12t6XyQmvVdK66eSuTdptMY5RGa/175pxZann_Consortium.jpg

Czerka Corporation
http://starwars.wikia.com/wiki/File:Czerka_2.jpg


And by the way. I found some skins you might find useful:
(http://railmagnor.com/downloads/modpix/modpic_Vigo_texture_Zann_Consortium.jpg)
(http://images4.wikia.nocookie.net/starwars/images/c/ca/INCO01AB.JPG)
Title: Re: SWC: Developers Log and status updates
Post by: Clownmite on August 14, 2009, 10:55:09 AM
If you put the morale mod in, would there be any way to set it that once every single enemy is running away, you had the option of either chasing them down yourself to kill them, or just exiting and winning the battle? That way you wouldn't have to chase everyone down every time, but you'd still get morale effects.
Title: Re: SWC: Developers Log and status updates
Post by: HunterAlpha1 on August 14, 2009, 02:01:56 PM
If you put the morale mod in, would there be any way to set it that once every single enemy is running away, you had the option of either chasing them down yourself to kill them, or just exiting and winning the battle? That way you wouldn't have to chase everyone down every time, but you'd still get morale effects.

if you chose to leave before all enemies were dead, naturally, you wouldn't get the xp and weapon profs from killing them, and of course, less loot.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 15, 2009, 06:45:10 AM
I have finished de 'es' folder under 'languages' folder of the mod, so that Spanish players can know what each skill does and so on. The four folders under 'es' are 100% in Spanish and work perfectly.

I'm sure that it's a welcomed addition to the mod, so just take my messenger ( teutonicmike@hotmail.com ) and I'll directly give it to you.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 15, 2009, 07:41:43 AM
Sounds good, I'll send you a PM.

FYI - If anybody else wants to make a foreign language file for this mod then let us know.   It won't convert things like dialogs but at least the user-interface can be shown in a different language, etc.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 17, 2009, 07:04:59 AM
Geroj created a Jawa-sized skeleton and jawa-sized robe and I tested it in game and it worked well.   We still need to create a smaller head, hands, feet, and re-rig the robe better, but overall it seems like it works good.

(http://img194.imageshack.us/img194/2503/mb50.th.jpg) (http://img194.imageshack.us/i/mb50.jpg/)  (http://img406.imageshack.us/img406/5770/mb51.th.jpg) (http://img406.imageshack.us/i/mb51.jpg/)  (http://img12.imageshack.us/img12/2725/mb52.th.jpg) (http://img12.imageshack.us/i/mb52.jpg/)  (http://img174.imageshack.us/img174/4360/mb54.th.jpg) (http://img174.imageshack.us/i/mb54.jpg/)  (http://img14.imageshack.us/img14/88/mb56n.th.jpg) (http://img14.imageshack.us/i/mb56n.jpg/)  (http://img34.imageshack.us/img34/3769/mb57m.th.jpg) (http://img34.imageshack.us/i/mb57m.jpg/)  (http://img190.imageshack.us/img190/8051/mb59.th.jpg) (http://img190.imageshack.us/i/mb59.jpg/)

Notes:
- If we decide to implement new skeletons then in the future you MUST start this mod by double-clicking on the IronLauncher.exe in the module folder for SWC.  You can no longer start it with the M&B shortcut and choose it in the list of mods.  The 0.8.3 release of SWC had an optional IronLauncher.exe which used a different font if you want to test out how this would work.
- models have to be re-sized and re-rigged to the new skeleton.  So if we want to allow people to play as a jawa race then we'd probably have to create a special 'alien equipment merchant' or something like that since it would look weird if a human tried to equip it.  Probably need to re-size some other weapon models too, etc.
- aiming is a little tough as a jawa since you hold your gun below and basically fire up towards the aiming circle so you usually hit them in the chest, etc.
- Hitboxes and animations seem to work pretty decent, but this was tough to verify due to the rigging and  since I was playing as a jawa and had the aiming issue mentioned above.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on August 17, 2009, 09:29:30 AM
Are those Jawas in the screenshots rigged funny, is the armour not resized yet, or is there another issue that makes them look that way?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 17, 2009, 09:34:30 AM

this was just a test of the concept, in my post above I mentioned how we need to create smaller models and re-rig the robe better, etc.  So eventually it should look normal or better in game.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on August 17, 2009, 10:24:23 AM

this was just a test of the concept, in my post above I mentioned how we need to create smaller models and re-rig the robe better, etc.  So eventually it should look normal or better in game.

Ah, okay. I missed that in your post. Kewl.
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on August 17, 2009, 11:32:48 AM

this was just a test of the concept, in my post above I mentioned how we need to create smaller models and re-rig the robe better, etc.  So eventually it should look normal or better in game.

Ah, okay. I missed that in your post. Kewl.

It is in very early phase of testing, discovering what new can be done with engine(and openBRF)
we dont know what we must do for good look of all items, armors, weapons on smaller\bigger races
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 18, 2009, 09:17:18 AM
I was trying to improve the model graphics so was messing with the shaders and other settings....  Here's some proof I have no clue what I am doing and might be better going back to the default settings for all materials....   ???

(http://img40.imageshack.us/img40/2118/mb69e.th.jpg) (http://img40.imageshack.us/i/mb69e.jpg/)  (http://img11.imageshack.us/img11/4430/mb64.th.jpg) (http://img11.imageshack.us/i/mb64.jpg/)  (http://img229.imageshack.us/img229/7351/mb65.th.jpg) (http://img229.imageshack.us/i/mb65.jpg/)  (http://img27.imageshack.us/img27/5484/mb66.th.jpg) (http://img27.imageshack.us/i/mb66.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 18, 2009, 09:48:08 AM
I was trying to improve the model graphics so was messing with the shaders and other settings....  Here's some proof I have no clue what I am doing and might be better going back to the default settings for all materials....   ???

LoL, yeah.

(shinny troopers, minus 5 to player accuracy)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 19, 2009, 07:29:18 AM
Geroj was able to make a sitting animation, so I was testing it in the cantina.   First, I tried making everybody sit and that worked fine.   Then I tried putting a chair underneath them but since it had a collision object it raised them off the ground.   ???   So I had to make new scene props without a collision mesh so they could walk through them, etc.  We will need to adjust the height of the animation and I am also working on writing the code so an agent will only sit if there is a chair underneath them, but it looks like this concept will work.  This is the first time we've ever successfully added a new animation that was created specifically for this mod, so this is very exciting since there are other ones which would be great to add as well.

(http://img268.imageshack.us/img268/5871/mb74.th.jpg) (http://img268.imageshack.us/i/mb74.jpg/)  (http://img194.imageshack.us/img194/5162/mb75.th.jpg) (http://img194.imageshack.us/i/mb75.jpg/)  (http://img21.imageshack.us/img21/6983/mb78.th.jpg) (http://img21.imageshack.us/i/mb78.jpg/)  (http://img268.imageshack.us/img268/1336/mb79.th.jpg) (http://img268.imageshack.us/i/mb79.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 19, 2009, 07:57:32 AM
Geroj was able to make a sitting animation, so I was testing it in the cantina.   First, I tried making everybody sit and that worked fine.   Then I tried putting a chair underneath them but since it had a collision object it raised them off the ground.   ???   So I had to make new scene props without a collision mesh so they could walk through them, etc.  We will need to adjust the height of the animation and I am also working on writing the code so an agent will only sit if there is a chair underneath them, but it looks like this concept will work.  This is the first time we've ever successfully added a new animation that was created specifically for this mod, so this is very exciting since there are other ones which would be great to add as well.

(http://img268.imageshack.us/img268/5871/mb74.th.jpg) (http://img268.imageshack.us/i/mb74.jpg/)  (http://img194.imageshack.us/img194/5162/mb75.th.jpg) (http://img194.imageshack.us/i/mb75.jpg/)  (http://img21.imageshack.us/img21/6983/mb78.th.jpg) (http://img21.imageshack.us/i/mb78.jpg/)  (http://img268.imageshack.us/img268/1336/mb79.th.jpg) (http://img268.imageshack.us/i/mb79.jpg/)

Is it posible to make 'cantina walkers'? Like in towns, to make it look more alive.

Also Hokie, I sent you a PM, answering the Spanish translation thing.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 19, 2009, 09:52:31 AM

yeah, cantina walkers are technically possible, and I actually spent a week or so trying to get it working about 2 months ago.   It worked, but I ran into some programming issues because dialogs got all messed up and the AI was pretty stupid walking around.  It was all stuff that could have been fixed, but I decided to scrap it for now and concentrate on more important stuff.*

* some people may not consider a sitting animation really important, but this was more a general test to see if we can get new animations into the game and was quite easy to code.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 19, 2009, 09:58:10 AM
No, it is important. It's just not normal all those people stanting up, like in 'cold Native'. In native you see npcs, statues, that should change.

P.D: Hok, you didn't answer to the second phrase  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Vampirehunter22 on August 19, 2009, 01:39:02 PM
Wow that sitting mesh looks really cool. If you guys DO add space battles in this game, (Easyer than the current training one) , than you could use that mesh to make guys on the ships in space batlles (The pilots and gunners and such). Or make a walking around youre ship scene and you'lll have NPCs sitting at diffrent places runnong it. :D
Title: Re: SWC: Developers Log and status updates
Post by: alAshrad on August 21, 2009, 06:27:31 AM
FYI - If anybody else wants to make a foreign language file for this mod then let us know.   It won't convert things like dialogs but at least the user-interface can be shown in a different language, etc.

Well, I could try a Brazilian Portuguese translation. No idea where to start though.
Title: Re: SWC: Developers Log and status updates
Post by: Sebbe107 on August 23, 2009, 06:06:34 AM
Wow that sitting mesh looks really cool. If you guys DO add space battles in this game, (Easyer than the current training one) , than you could use that mesh to make guys on the ships in space batlles (The pilots and gunners and such). Or make a walking around youre ship scene and you'lll have NPCs sitting at diffrent places runnong it. :D

EASIER? The training is if I say so myself IMPOSIBLE! I can't steer the ship!
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 25, 2009, 06:50:05 AM
I added Tavern Brawls, we still need to make some broken bottles and glasses you can use and throw for weapons.   ;)

(http://img413.imageshack.us/img413/7425/mb119.th.jpg) (http://img413.imageshack.us/i/mb119.jpg/)  (http://img511.imageshack.us/img511/6830/mb111.th.jpg) (http://img511.imageshack.us/i/mb111.jpg/)  (http://img413.imageshack.us/img413/3664/mb110.th.jpg) (http://img413.imageshack.us/i/mb110.jpg/)  (http://img402.imageshack.us/img402/8623/mb113.th.jpg) (http://img402.imageshack.us/i/mb113.jpg/)  (http://img402.imageshack.us/img402/9130/mb116.th.jpg) (http://img402.imageshack.us/i/mb116.jpg/)  (http://img148.imageshack.us/img148/7072/mb117.th.jpg) (http://img148.imageshack.us/i/mb117.jpg/)  (http://img139.imageshack.us/img139/620/mb118.th.jpg) (http://img139.imageshack.us/i/mb118.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on August 25, 2009, 06:57:59 AM
Holy shit, everyone gets in on the brawl? That looks awesome, though, there definitely needed to be some life given to cantinas/NPCs.

You'll want to fix that dialogue in the first response, by the way. Ignoring the spelling mistake, it sounds like you're roleplaying as an 18th Century English aristocrat.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 25, 2009, 07:10:47 AM
Broken bottles? In star wars? don't think so.

Let me think, what about this:

EMpty blue milk glasses (throw weapon). Nothing more (new I mean), the rest would be punches, vibroknives and blasters.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 25, 2009, 07:29:33 AM
everyone, including merchants, gets in on the brawl.  ;)  I should probably give the 'force trainer' an equipped lightsaber.  hehe

Any suggestions on what the dialog responses should be changed to?    And should you be able to start a brawl in the town/village streets?  Or maybe I can try and make it so you can kill a civilian and then everybody in the town/village would turn against you?
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on August 25, 2009, 07:36:11 AM
Why not just go with the classic:

You: "I'll be careful."

Them: "YOU'LL BE DEAD!"
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 25, 2009, 08:03:24 AM
ok, lets see...   Currently the cantina dialog breakdown is:
25% chance of a random joke
25% chance of asking for money
50% chance of a random insult (and I added a dialog choice that starts a brawl)

So I could just switch it to:

Them:  <random insult>
You:    "I'll be careful"   or  "Goodbye" (close dialog)
Them:   "You'll be dead!" (if you choose "I'll be careful", then start the brawl)

But that doesn't make sense because they never said to be careful, etc.   So maybe we need to expand this...

Option A

Them:  50% chance of a <random insult>
You :   <insult back ?>    or      Goodbye (close dialog)
Them:  Don't insult me.  You just watch yourself.  I'm wanted and have the death sentence in twelve systems.
You:   I'll be careful than"  (only dialog choice)
Them:  You'll be dead.   (start brawl)

Option B

or, we could have a 25% chance of a random insult (like it currently is, no brawl option) and 25% chance of the following type of dialog.....

Them:  I don't like you.
You:   I'm sorry (only option)
Them:  Don't insult me.  You just watch yourself.  I'm wanted and have the death sentence in twelve systems.
You:   I'll be careful than"  or "I'm not worth the effort, let me buy you a drink" (close dialog, lose 5 credits)
Them:  You'll be dead.   (start brawl if you choose the "I'll be careful" dialog)

The reason I added the "I'm not worth the effort" is I'm not sure its worth forcing the player into a brawl 25% of the time since this might get old....  So it seems like we should give them an option to get out of it?  Or should we just always force them into a brawl and remove that drink option?   Maybe Option A is the best, and I just need to figure out what the players insult back to them will be?
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on August 25, 2009, 08:13:53 AM
I like the idea of buying them a drink to avoid confrontation. It makes sense, pays homage to the film, and isn't without consequence (a tiny loss of credits).

Really, you shouldn't worry about it getting old. Why else would the player really engage the generic NPCs?
Title: Re: SWC: Developers Log and status updates
Post by: Piskor on August 25, 2009, 08:27:09 AM
This conversations need harder language (some inspirations for you :D) :

I gonna make another hole in your ass, cantina scum!
You wanna creep back to the murky cave you came from or ya wanna be dead?
Shut up, scum! I run shit here!/I'm the man of this piece!
You smell worst then you look!
C'mon! You wanna feel the smell of blasted meat/corpse? (you know, player want shoot down somebody, or someone wanna shoot down him)
You asking for more holes in ya ass, buggers!
I gonna stab this vibroblade into ya ass!
Darth Vader ain't got shit on me!
You better walk a way before I raze to the ground this piece!
Ok buggers, be ready to meet my little friend!
I will send you to the rest of galaxy scraps where you belong!
You wanna fall foul with me? You'll fall foul with the best!
Gimme a minute and I gonna mess this place up!
You scums will be scrape off bantha shit from jawas sandcrawlers, when I get finish with you!
I gonna give ya for free a first class tickets to the resurrection!
Ya soon gonna meet with the force, my friend!
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on August 25, 2009, 08:32:23 AM
70% of those sound like you're going to rape them...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 25, 2009, 08:50:45 AM

yeah, some of that language may be a little too 'hard'.   ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 25, 2009, 08:53:21 AM
You could give several options-



- Jedi Trainer: Do you what to learn the ways of the force?
- You: What?! No way I'm gonna let you force me!

- Jedi Trainer: Do you what to learn the ways of the force?
- You: Guards! Another mad!

- Jedi Trainer: Do you what to learn the ways of the force?
- You: No, I prefer to execute order 66.

- Guy: You look like a nerfherder, I don't bother with people like you.
- You: Do you, Minockhead?

- Guy: You look like a nerfherder, I don't bother with people like you.
- You: I'm about to get Nerfherder on your ass...

- Guy: I have the death sentence in twelve systems, you better be careful or you'll ve dead.
- You: Bahh! I'm sure your aren't much more than a womprat.

- Guy: I have the death sentence in twelve systems, you better be careful or you'll ve dead.
- You: Criminal scum! To him!

- Guy: I have the death sentence in twelve systems, you better be careful or you'll ve dead.
- You: Death sentence? Let execute you then!
Title: Re: SWC: Developers Log and status updates
Post by: Piskor on August 25, 2009, 09:39:31 AM
Guys, don't say you didn't know this quotes, Scarface? Training Day? And maybe two are ambigous, c'mon, you don't feel inspired? :D
Too hard, i didn't use vulgarsim? Visit in cantina full of bandits can't be just a tea party :D I can assure that slang or some soft vulgarism must be in use for scums in cantina, ortherwise player can't feel due between banquet on corouscant and visiting recesses of Mos Eisley.

Btw, while we are talking about dialogues - did you thought about something like in KoTOR I and II? In these games every alien race have specific voice track repeated and mixed in every dialogue of this race (exemple: a "scream" of wookies). This thing build amazing atmoshpere, and you may also use this solution in SWC.

edit: my english language is not so pretty as I want, so maybe we just don't understood, specially with vulgarism like "bugger", in my dictionary iit's just synonym of "scum". Am I right?
Title: Re: SWC: Developers Log and status updates
Post by: Freddex on August 25, 2009, 10:11:18 AM
everyone, including merchants, gets in on the brawl.  ;)  I should probably give the 'force trainer' an equipped lightsaber.  hehe

Any suggestions on what the dialog responses should be changed to?    And should you be able to start a brawl in the town/village streets?  Or maybe I can try and make it so you can kill a civilian and then everybody in the town/village would turn against you?

I would love it if you knock out people in the streets, and then you see ten blasters aiming on your head.

If this is possible, you can maybe improve the "sneaking into town" thing. You must take care in the at street and don't use a weapon or speak with guards, and if they notice you, you should run as fast as you can to your ship.
But this improvement has a low priority, so first the things you said.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 26, 2009, 08:59:54 AM

ok, now if you shoot a walker/guard/merchant/etc on a planet then everybody turns on you. melee weapons don't work on friendly troops, just like in battle, so you have to shoot them.  I'll probably add a dialog option to the walkers to start a fight too...

(http://img510.imageshack.us/img510/4977/mb123.th.jpg) (http://img510.imageshack.us/i/mb123.jpg/)  (http://img44.imageshack.us/img44/1354/mb124.th.jpg) (http://img44.imageshack.us/i/mb124.jpg/)  (http://img510.imageshack.us/img510/3796/mb126.th.jpg) (http://img510.imageshack.us/i/mb126.jpg/)  (http://img35.imageshack.us/img35/7278/mb125y.th.jpg) (http://img35.imageshack.us/i/mb125y.jpg/)

The only issue is the assassin, since he's on an opposite team, so everybody in the town attacks them...  So either I:
1) eliminate the assassin concept
2) if an assassin is in town then disable this functionality and you can't shoot friendlies
3) increase the number of assassin troops, so 5-10 might spawn randomly in a scene, and the town people and you would fight them
4) other concept - I could have pirates, enemy faction troops, etc, randomly spawn in scenes and attack you and the towns.  Like have Tuskens randomly spawn on Tatooine and Trandoshan's attack Kashyyyk, etc.   Maybe I should give some popup when this happens that says "The planet is being attacked" since there should obviously be some type of alarm...
Title: Re: SWC: Developers Log and status updates
Post by: Freddex on August 26, 2009, 09:19:36 AM
I say the fourth option is the best,

Or as a number:
4!
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 26, 2009, 10:11:26 AM
Yeah, 4 sounds really cool (and that way you elliminate the tusken stuff on space)

Attackers (all canon):

Tatooine - Tuskens (tusken raiders)
Kashyyyk - Trandoshans (trandoshan slavers)
Mustafar - HK-47 series (Revan's HK-47 army)
Honoghr - Noghri (they don't accept any type of rule)
Dathomir - Night sisters (they don't accept any type of rule)
Mandalore - Mandalorian (mandalorian comandos, they don't accept any other lider apart from Mandalore, and even though the clans fight between them)
Taris / Nal Hutta - Swop gangs
Coruscant / Corellia - Gangs
Korriban - Dark force sensitives! :P (like sith. there was no event about this during the Galactic CIvil War, but it did happen before and later (Kotor, Kotor II, JK3...))
Mon Calamari - Quarren (often hostile to the mon calamari)

That's what I could think for now.
Title: Re: SWC: Developers Log and status updates
Post by: mfhberg on August 26, 2009, 02:42:11 PM
If the tavern brawls use some of the arena code to figure enemies, then you could arm the tavernkeeper and maybe one or two others with stunners and put them on the same team.

(dead customers don't pay that well, and may attract authorities.)

mfberg
Title: Re: SWC: Developers Log and status updates
Post by: scyrius on August 26, 2009, 03:36:26 PM
love the tavern brawl as for the planet side thing option 4 sounds best
Title: Re: SWC: Developers Log and status updates
Post by: Piskor on August 26, 2009, 03:41:30 PM
I don't how that can examine on other planets, by in city on Nal Hutta, or Nar Shadda it's not so more space to fight and that assasins fights can't be comfortable at all there. Maybe fight option would be appears only in dialogues? You wanna get shoot down or collect more credits - go ahead and provoke someone.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 26, 2009, 08:43:11 PM
ok, I tried coding option 4 tonight.... I can probably post some screenshots tomorrow, but basically there's a random chance that when you enter a town center type of scene there may be a small battle going on.  All town walkers, merchants, guards, etc are team 0 (your team) and then I randomly spawn enemies at random entry points inside the towns, so it looks like you just walked into a battle.  For example, on Kashyyyk I had Trandoshan Slavers spawn, and on Tatooine it was Tuskens, etc.   If this happens I show a dialog just to alert the player there is a battle going on, and then the enemy troops will just be moving around and attacking people with the other agents fighting back.   The town walkers die pretty quick but the guards put up a decent fight. I'll probably also add the ability to enable/disable these random attacks in the config menu for people who don't like it.   The main thing we have to decide is:

a) how often should it happen?  Like a 10% chance every time you enter a scene, or should I code it so once a week a random planet is picked and that planet will be flagged so the next time you visit it then the battle starts?  After a few weeks of game time a lot of planets may be flagged so you might be fighting a lot, so maybe it should be once a month or something...  or once a week there is a 25% chance a planet will be flagged as having a scene battle?   I could probably even make it so the player can choose how often it happens, like have a slider on the configuration menu or something for 0-100% range?

b) how many enemy troops?  randomly pick between 10-25 range?  different depending on the planet?  I tested 10 trandoshan slavers on Kashyyyk and 25 Tusken raiders on Tatooine and it seemed to be pretty good, but this can be adjusted.   I guess I could try and configure this as well....
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 27, 2009, 08:04:24 AM
ok, I played around with this concept a little more....  You can go into the configuration menu and switch the frequency of these random scene battles from 0-100%.   If its a default town scene visit then there is a x% chance that you will enter the scene and a battle will be going on, if that doesn't happen then all the agents are set to be on your team.  That means if you shoot somebody to kill them, then the entire town will turn on you.  When you sneak into town there isn't a random chance of a scene battle, but you can still shoot somebody and then the town will attack you, etc.   I still need to play around with it a little more, but it seems like it works pretty well.

(http://img115.imageshack.us/img115/6928/mb136.th.jpg) (http://img115.imageshack.us/i/mb136.jpg/)  (http://img200.imageshack.us/img200/4830/mb128.th.jpg) (http://img200.imageshack.us/i/mb128.jpg/)  (http://img402.imageshack.us/img402/8327/mb129.th.jpg) (http://img402.imageshack.us/i/mb129.jpg/)  (http://img338.imageshack.us/img338/8848/mb130.th.jpg) (http://img338.imageshack.us/i/mb130.jpg/)  (http://img49.imageshack.us/img49/5306/mb131.th.jpg) (http://img49.imageshack.us/i/mb131.jpg/)  (http://img137.imageshack.us/img137/2296/mb133.th.jpg) (http://img137.imageshack.us/i/mb133.jpg/)  (http://img104.imageshack.us/img104/8558/mb139.th.jpg) (http://img104.imageshack.us/i/mb139.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on August 27, 2009, 08:56:41 AM
I'm just wondering... when these guys attack the town and slaughter the guards, are those losses actually recognised and reflected by the garrison numbers? Say I had 120 men stationed there and 15 died in an attack. Am I left with 105?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on August 27, 2009, 09:07:39 AM

hmm, good question.  I think its a somewhat 'fake' battle, since you health isn't permanently hurt when you leave the scene, but I'll try and verify that.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on August 27, 2009, 09:28:46 AM
Great stuff. Things like this and the siege/atack options expantion will really improve the rpg feeling.
Title: Re: SWC: Developers Log and status updates
Post by: TakiJap on August 27, 2009, 12:37:19 PM
Ooh! I like what I see.  :)

I'm just wondering... Could all or some of the civilians belong to a third team which avoids enemies. They could act like horses or if Battle Morale mod would be integrated they could start with zero morale.
Title: Re: SWC: Developers Log and status updates
Post by: Sebbe107 on August 30, 2009, 05:29:04 AM
I've made something arround 20% of the swedish translation. Some procents are dialogs, wich will probely never be done, so it will probely never reach 100, but anyway. I only got a few things more then I'll send HokieBT a zip.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on August 31, 2009, 03:48:27 PM
Okey Pokey chaps, as my suggestion attracted very little attention in the official suggestions thread i've decided to follow suit with some other people and post it here... now i have explained myself then i can stand trial for my sins fairly.

Anyway, now for my suggestion. This would be to include small parties of maybe 1-5 individuals in reasonably fast ships around the galaxy, perhaps in their own faction of "Wanted Criminals". This would give bounty hunter characters something to hunt down whilst not having to be overwhelmed by groups of 40 or so pirates. Quests could also be issued at Cantinas to hunt them down with cash rewards for doing so, based upon the level and skill of the bounties. This would allow to bounty hunters to work solo or with 1 or 2 companions in the galaxy with things to do rather than needing large amounts of troops to take down pirates etc. This idea could be expanded upon with different types of bounties and having to track them down yourself. On your travels you may come across other bounties that you can take down and claim the rewards for killing once you find the person who had issued the bounty. There could also be a neutral bounty hunter faction that you can declare war on or gain reputation with, consisting of small parties or solo bounty hunters that roam the galaxy in hunt of bounties and once you have accepted a bounty quest it will be a race against time to take down your bounty before another bounty hunter. To stop this from happening however you could eliminate the competition, at the expense of a small amount of reputation (1 or 2 points?) with the Bounty Hunter faction, and gain a more significant reputation bonus for successfully taking down bounties.

The idea could also be incorporated into bar brawls with bounties in the cantina trying to gain the support of other people in there and causing a full blown riot. Sweet talking the bounty into a more secluded area by buying their trust with drinks or some other method could also be used to help secure a more trouble free bounty.

Expand upon, critiscise or tell me how impossible this is away :D
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on September 01, 2009, 01:14:45 AM
Okey Pokey chaps, as my suggestion attracted very little attention in the official suggestions thread i've decided to follow suit with some other people and post it here... now i have explained myself then i can stand trial for my sins fairly.

Anyway, now for my suggestion. This would be to include small parties of maybe 1-5 individuals in reasonably fast ships around the galaxy, perhaps in their own faction of "Wanted Criminals". This would give bounty hunter characters something to hunt down whilst not having to be overwhelmed by groups of 40 or so pirates. Quests could also be issued at Cantinas to hunt them down with cash rewards for doing so, based upon the level and skill of the bounties. This would allow to bounty hunters to work solo or with 1 or 2 companions in the galaxy with things to do rather than needing large amounts of troops to take down pirates etc. This idea could be expanded upon with different types of bounties and having to track them down yourself. On your travels you may come across other bounties that you can take down and claim the rewards for killing once you find the person who had issued the bounty. There could also be a neutral bounty hunter faction that you can declare war on or gain reputation with, consisting of small parties or solo bounty hunters that roam the galaxy in hunt of bounties and once you have accepted a bounty quest it will be a race against time to take down your bounty before another bounty hunter. To stop this from happening however you could eliminate the competition, at the expense of a small amount of reputation (1 or 2 points?) with the Bounty Hunter faction, and gain a more significant reputation bonus for successfully taking down bounties.

The idea could also be incorporated into bar brawls with bounties in the cantina trying to gain the support of other people in there and causing a full blown riot. Sweet talking the bounty into a more secluded area by buying their trust with drinks or some other method could also be used to help secure a more trouble free bounty.

Expand upon, critiscise or tell me how impossible this is away :D

The more things like these added, the better. It would really help the adventure and big-world-with-things-to-do feeling and doesn't seem to be very difficult to code.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on September 02, 2009, 03:33:29 PM

I wanted to post an update since I am still around, but the last week or two have been pretty busy in real life so I haven't had a ton of time for this forum or the mod.  I am still working on it and hope to get another patch out, but my free time is pretty limited right now so am not really sure when it will be complete.  Anyway, thanks everybody for their feedback and support, etc.
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on October 09, 2009, 06:35:33 AM
If you want, I can start making a translation in Dutch?

Also, it seems to me this mod has some organisatory problems...

If necessary, I could help reorganize all this and introduce some structure and plannings?
Title: Re: SWC: Developers Log and status updates
Post by: Nouveauk on October 19, 2009, 10:41:56 PM
It's very awesome to be able to see the updates progress. Reminds me a bit of the developer of Dwarf Fortress.

Great work on this mod. It's a blast to play.
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on October 20, 2009, 01:15:15 AM
If you want, I can start making a translation in Dutch?

Also, it seems to me this mod has some organisatory problems...

If necessary, I could help reorganize all this and introduce some structure and plannings?

Actually it's not really an organisatory problem. The problem is, that HokieBT is the only coder. If someone else could help out with the coding stuff we would see much more progress.
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on October 20, 2009, 09:48:05 AM
Maybe contact some people from the main forum, in stead of waiting for them to come to you?

There are so many mods out there, some coders may not even know you're looking for them?
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on October 20, 2009, 01:26:16 PM
Hello. Scene editing has been at a halt for me, so no progress there, but I made a retexture of barf's clone trooper armour to make a nice new specialized one, inspired by the one of my own design, which is also in my avatar. Hokie, I know you're hardly up, but could you please let me know how to send it to you?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on October 22, 2009, 10:19:54 AM
Unfortunately, I've had "help wanted" in the title of my Taleworlds thread and posted on MBX for a while and received limited offers, especially from coders.  That is fine, but currently since I've been busy, and do the coding and most of the coordination, there hasn't been a ton of progress with this mod.  However, I feel bad since there is a good bit of new models or scenes that guys like Geroj, Happy Stormtrooper, Vector, Tyrinius, Wookiee Padawan, and others have sent me, that hasn't been released yet.   So I've been trying to find some time to finish up and release everything I've been sent.  Last nice I added two new NPC's, both droids, which you can buy different parts for.   Its actually been a while since I've worked on the code and played the last release, so I'm not 100% sure what all the issues were, what I had already fixed, and what is new since the last version.  So most likely I'm going to have to post what I have and then get feedback on if there are any major bugs or issues.  I may post an open beta first, before advertising on taleworlds, if there are people willing to check it out just to make sure there aren't any major problems.   I'll send Lux, pagan, and a few others a quick PM with my email if they want to send me any files, and then hopefully I'll be able to find some time to wrap up another version...

These are some random screenshots I took fairly recently, some may have been posted already, and some may be new.

(http://img29.imageshack.us/img29/8900/mb1h.th.jpg) (http://img29.imageshack.us/my.php?image=mb1h.jpg) (http://img28.imageshack.us/img28/6876/mb2h.th.jpg) (http://img28.imageshack.us/i/mb2h.jpg/) (http://img12.imageshack.us/img12/2356/mb6i.th.jpg) (http://img12.imageshack.us/my.php?image=mb6i.jpg) (http://img16.imageshack.us/img16/2724/mb7g.th.jpg) (http://img16.imageshack.us/i/mb7g.jpg/) (http://img30.imageshack.us/img30/8287/mb5m.th.jpg) (http://img30.imageshack.us/i/mb5m.jpg/) (http://img522.imageshack.us/img522/702/mb8.th.jpg) (http://img522.imageshack.us/my.php?image=mb8.jpg) (http://img28.imageshack.us/img28/4196/mb38.th.jpg) (http://img28.imageshack.us/my.php?image=mb38.jpg) (http://img12.imageshack.us/img12/951/mb41z.th.jpg) (http://img12.imageshack.us/my.php?image=mb41z.jpg) (http://img251.imageshack.us/img251/724/mb42.th.jpg) (http://img251.imageshack.us/my.php?image=mb42.jpg) (http://img38.imageshack.us/img38/7696/mb104.th.jpg) (http://img38.imageshack.us/my.php?image=mb104.jpg) (http://img97.imageshack.us/img97/8623/mb113.th.jpg) (http://img97.imageshack.us/my.php?image=mb113.jpg) (http://img97.imageshack.us/img97/3826/mb142.th.jpg) (http://img97.imageshack.us/my.php?image=mb142.jpg) (http://img28.imageshack.us/img28/7006/mb143.th.jpg) (http://img28.imageshack.us/i/mb143.jpg/) (http://img88.imageshack.us/img88/2934/mb150.th.jpg) (http://img88.imageshack.us/my.php?image=mb150.jpg) (http://img406.imageshack.us/img406/2033/mb154.th.jpg) (http://img406.imageshack.us/my.php?image=mb154.jpg) (http://img406.imageshack.us/img406/4894/mb150b.th.jpg)  (http://img406.imageshack.us/my.php?image=mb150b.jpg) (http://img197.imageshack.us/img197/3472/mb174.th.jpg) (http://img197.imageshack.us/my.php?image=mb174.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: pagan on October 27, 2009, 03:19:47 PM
Hey guys, got Hokies msg, will be posting tracks to him today. As i explained to Hokie i am having HELL with my com for the past two weeks, new pc which i was bragging about and couldn't wait to see what it could do, but it doesn't like my system at all, i am of the opinion that perhaps the software doesn't like quad cores, as looking through composer forums shows that MANy people are having the same problem. *sigh* thus leaving me with 6 tracks that i have no access too in order to compile them into mp3's. whats worse is they are all the battle tracks, can't have music everywhere else but in battle, sheesh. i may have to hijack my partners duel core in a totally unfair trade in order to get any work done.

But before i resort to such drastic measures i want to exhaust all avenues with the quad. Thus, i just got home, when i finish posting this i will be going to bed. spent yesterday installing my older shitt-ier studio software in the hope it would work, and it bloody does, the sonofabitch. I will wake up at around 12-1 or so, and work with speed until 7-30. composing 6 battle tracks in 6 hours which will be "make-do" tracks for now. then send them to Hokie, and be off to work by 8.30... and will be damn proud of my self if i actually pull it off heh.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on October 28, 2009, 01:50:59 PM

as pagan mentioned above, he sent me a bunch of music tracks, so I'm going to try and post an open beta tonight on this forum.  Hopefully people can then test and give us some feedback, and then we'll probably release an official version a week or two after that depending on what people think of the beta.   I don't really have a lot of other updates but I finally got around to making gloves for the clones..  ;)

(http://img257.imageshack.us/img257/6075/mb14.th.jpg) (http://img257.imageshack.us/i/mb14.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on October 28, 2009, 03:03:45 PM
I thought the CW elements weren't WIPØanymore, since they fall out of the ingame timeline?  :o

(although I don't mind more clone action  :green: )
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on October 28, 2009, 03:26:32 PM

yeah, I only did the clone gloves since they were easy.  CW stuff isn't a high priority since the mod is primarily focused on episode 4-6 time frame, etc.
Title: Re: SWC: Developers Log and status updates
Post by: leafee on October 28, 2009, 06:43:37 PM
I'm perfectly okay with you added little clone things in. :] It's common knowledge that equipment issued during the clone wars was readily available for decades after, due to the extreme production rates of said equipment. So it's all good. I say bring more of it!
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on October 29, 2009, 08:11:54 AM
I'm perfectly okay with you added little clone things in. :] It's common knowledge that equipment issued during the clone wars was readily available for decades after, due to the extreme production rates of said equipment. So it's all good. I say bring more of it!

second that :)

This point of view also gives more room to people who want to model for SWC, since items dating from the pre-Episode IV era can be added anyway (since it's a huge galaxy, and there has been a total of 5.000+ years of development in the canon  :shock: )
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 01, 2009, 10:57:07 PM

Its been a while since I posted an update, so I just wanted to do a quick message.  The only main change I've made recently was to add a merchant area to the Trade Federation base, so you didn't have to hunt for some of the merchants in the cantina.  Its not ideal, and technically there would probably be better planets to place them at, but grouping them together like this was easy to code and probably better/easier then the old method. 

(http://img10.imageshack.us/img10/7397/mb23h.th.jpg) (http://img10.imageshack.us/i/mb23h.jpg/)  (http://img686.imageshack.us/img686/3121/mb4.th.jpg) (http://img686.imageshack.us/i/mb4.jpg/)  (http://img37.imageshack.us/img37/6434/mb6.th.jpg) (http://img37.imageshack.us/i/mb6.jpg/)  (http://img130.imageshack.us/img130/6554/mb11.th.jpg) (http://img130.imageshack.us/i/mb11.jpg/)  (http://img146.imageshack.us/img146/1808/mb15.th.jpg) (http://img146.imageshack.us/i/mb15.jpg/)  (http://img130.imageshack.us/img130/4849/mb16y.th.jpg) (http://img130.imageshack.us/i/mb16y.jpg/)  (http://img207.imageshack.us/img207/1006/mb17.th.jpg) (http://img207.imageshack.us/i/mb17.jpg/)  (http://img10.imageshack.us/img10/2924/mb21.th.png) (http://img10.imageshack.us/i/mb21.png/)


Also, as most of you are probably aware, the SWC team has been very busy in real life, so progress on this mod has been very slow or non-existant.  We have been trying to get another release out with some bug fixes, new models, scenes, and one of the main focuses has been the custom music that pagan has been creating.  I've been posting some beta releases in the thread below if people want to do some testing and give feedback, and we'll hopefully post an 'official' release after that.  The team feels this release is getting pretty close to 'complete', and while there are many area's that could be improved, its been difficult to find the time to work on them.  I am planning on posting the source code with the next release, so if somebody wants to try and improve this further then they will be able to as well.  I also plan to monitor the progress of Warband, and am a single player beta tester, so its possible that release will trigger increased interest in this mod at that time.  Anyway, feel free to check out the beta below, and post any comments in that thread.

SWC Beta - http://mbx.streetofeyes.com/index.php/topic,1959.msg44085.html#msg44085
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on December 03, 2009, 02:06:16 PM
I am not busy but i cant mod this by myself, i know how to make models, textures and animations
It is realy bad that after all that happy customers that downloaded our mod we have only one coder(and very good) Hookie
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 03, 2009, 03:55:57 PM
I am not busy but i cant mod this by myself, i know how to make models, textures and animations

Well, you can make things in the meantime.

-B2 Series droid (I suggest you make it using B1's model as a base)
-Mercenary armour (Zann Consortium)
-Kyle Katharn's clothes
-Dark trooper armour
-Crussader-class corvette
-StarViper hunter
-Agressor class destroyer
-Kedalbe cruiser
-Ewoks, jawas and rancors (now we can add them with their natural size...)
-Any ship interior, including some rooms for the deathstar

-Clone trooper commando armour and wepons. Not a real musthave, but I'm sure averyone will love to have them.
-Same with sith trooper armour and sith (Revan's) armour
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 04, 2009, 01:31:43 PM

yeah, it is a shame we don't have a few more coders.  It was really helpful when MartinF was around, since he went off on his own and coded stuff like the patrols, trade federation base, death camera, etc, and then we just merged our code before a release.  This way he could concentrate on new functionality and I could just concentrate on some bug fixes, minor changes, and adding new items, etc.  He was also a better coder then me, so was willing, and had the free time, to attempt some stuff that I probably wouldn't have.  I'm planing on posting the source code after the next release, and hopefully somebody will play around with it and get inspired to work on it more.  But I think the main problem is that the people who like to code, want to make their own mod, and not necessarily help out on another one...

Anyway, I've found a few random hours over the last week or two so have been working on a few small things.  Mainly I was testing some concepts to try and get around some limitations with the music functionality in the module system.  I also added that merchant room to the trade federation base (which I had wanted to do for a long time now) so it will be easier to find them.  This morning I finally managed to get it working to switch the equipment of troops in the arena scene, so now its configurable on the camp menu.

Right now I just have two choices:
  Lightsabers - different colored lightsabers, force shied or lightsaber shield, reinforced boots, and happy stormtroopers jedi cloaks
  Vibroweapons - 1h vibrosword, arena tunics, energy shield, leather boots

But if anybody has suggestions on what the specific equipment should be, or suggestions or other options, then let me know.  I was thinking about adding one with pistols and a vibroblade, and maybe one with mandalorian armor just for fun.  ;)    Other concepts might be something like boxing (no weapons), a civilian one (generic clothes, baseball bat, bottle, other?), or maybe a faction based one where everybody was dressed as a stormtrooper, or each team was a soldier from a different faction.   I can't switch their type, so we probably can't do a wookiee fight since they would all sound like humans, but any combination of equipment we want in the arena should now be possible.  :)

(http://img339.imageshack.us/img339/7590/mb34.th.jpg) (http://img339.imageshack.us/i/mb34.jpg/)  (http://img514.imageshack.us/img514/4262/mb35.th.jpg) (http://img514.imageshack.us/i/mb35.jpg/)  (http://img42.imageshack.us/img42/5739/mb36.th.jpg) (http://img42.imageshack.us/i/mb36.jpg/)  (http://img341.imageshack.us/img341/4296/mb32.th.jpg) (http://img341.imageshack.us/i/mb32.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 04, 2009, 01:47:27 PM
Suggestions about the arena? Yes.

1st, no force-sensitive arena. SImply arena. That jedi thing is tremendously lore breaking. Plus, no lightsabers in arenas.

2nd Arenas appeared only twice in star wars. 1st in the Kotor tournaments, and 2nd in the Ratattak arena (clone wars cartoon series). In the arena they use very different weapons and armours (their own), even droids take part (even a tusken appeared). But in tournaments (as seen in Kotor) they had to use a certain arena raiment, and only vibroswords and types of staffs (the energy shields you have in are very rare, but canon too).

So, during tournaments you would have to use this clothes I just made (based on the kotor ones):

(http://img11.imageshack.us/img11/4679/arena1p.jpg)

(http://img21.imageshack.us/img21/2696/arena2nm.jpg)

(http://img11.imageshack.us/img11/9018/arena3u.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 04, 2009, 02:33:39 PM
Well, I renamed it to just "Arena", but am definitely still going to keep Lightsabers as an option.  I understand its not cannon at all, but I find it fun to play and I'm guessing others do as well.  I don't have any problem with using those armors you posted, and I may decide just to use those and vibroweapons as the default, but I think it will be good not to limit ourselves to one weapon type.  So I'll probably make a bunch of options and the player can switch it either by using the camp menu, or maybe the arena master's dialog similar to how the dueling works.   So throw out any suggestions on equipment options that people want to see.

Also, in terms of other stuff that Geroj or others could work on, I don't have a ton of things that I feel are missing or really needed.  I'm also pretty busy, so don't really have time to code something like a new faction, but in general new models are quick and easy to add in and more can never hurt.  If somebody wants to work on new stuff, I'd probably be interested in adding some of the more recognizable items from star wars.  Some suggestions would be:

Models
X-Wing Ship - http://starwars.wikia.com/wiki/X-Wing
YT-1300 Ship - http://starwars.wikia.com/wiki/YT-1300
Power Droid - http://starwars.wikia.com/wiki/Power_droid
E-5 Blaster - http://starwars.wikia.com/wiki/E-5 (we have a model, but its pretty high poly so may be hurting performance)
Generic Buildings - Happy Stormtrooper did one or two from this page, http://swg.warcry.com/content/game_info/city_buildings
Aliens - http://starwars.wikia.com/wiki/Gran or http://starwars.wikia.com/wiki/Gand or http://starwars.wikia.com/wiki/Bith
Ubese Helmet - http://starwars.wikia.com/wiki/Ubese  (Happy stormtrooper already did the armor)
Vibro-lance - http://starwars.wikia.com/wiki/Vibro-lance  (to give more variety to the gamorrean guards)
Imperial Snowtrooper - http://starwars.wikia.com/wiki/Snowtrooper  (I may be able to switch equipment based on the location?)
Rebel Snow uniforms - http://starwars.wikia.com/wiki/Battle_of_Hoth
Medical Droid - http://starwars.wikia.com/wiki/Medical_droid (might be able to code it to heal you in battle or something...)

Texturing
4-LOM - http://starwars.wikia.com/wiki/4-LOM (Happy Stormtrooper did the head, but the 3po body needs to be re-textured)
SupaNinjaMan made some Kamino props - http://forums.taleworlds.com/index.php/topic,20178.msg1867251.html#msg1867251
TakiJap said he had some un-finished models (I think one of them was an X-Wing actually)
I've been sent some random un-textured houses or other scene props if you wanted to look at them
Maybe we could use the Rancor Keeper body for this? lol  http://starwars.wikia.com/wiki/Ortolan

Animations, Skeletons Scene Editing, etc
Geroj and I had just started testing animations and skeletons when my free time went away.  :(   Skeleton editing still requires a separate install or using the Iron Launcher program, so I'm still somewhat hesitant to do that since my time is so limited and I don't know how much further we'll be working on this mod, so I'd rather keep it a 'normal' mod for now, and maybe warband will change this limitations.  I think animations can be added without a big problem, so I'd love a left-handed swing animation for the shield bash functionality.  Other stuff like trying to lower the height of the sitting animation, or maybe a better animation for shooting or reloading guns, dancing twileks, etc...  If we can get those Kamino scene props textured those would be fun to use in a water scene and for a new arena.  Those scene props that Geroj made for the Ship Assault in the quick battle were great and could be used to build a lot of different scenes.  Unfortunately I was still trying to figure out some issues with the AI logic, and I probably don't have time to code an actual ship assault in-game, so I'm not sure how much further we can take that concept at this time...

Anyway, I keep a list of idea's, so this is a summary of some of the bigger things.  If I had to vote for a priority I'd probably say 1) left-hand swing animation for shield bash  2) texturing and scene editing with kamino props  3) texture 4-Lom body (since it would hopefully be quick and add another robot/merc)   4) models like alien heads, ubese helmet, vibro-lance, and the power/medical droid.   BUT, thats just my option, so people can choose to work on whatever they want, or nothing at all.  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 04, 2009, 02:57:17 PM
No please, no. No lightsabers in the arena. Not even as an option. I can understand the shield-bash, moral and other options, but not that one, is totally unreallistic.

Arena: different races with different armours and weapons. Asajj Ventres fought with lightsabers in the Ratattak arena so lightsabers here are canon. The playaer should enter with his own wepons and clothes.
Tournament: vibroweapons and some energy shields / arena raiment

Also, somth important and easy to do, hoth field scene (only snow).

The Genosis arena scene would kick ass too.


ARENA RAIMENT AND OTHER CLOTHES (for you Hokie to download):
http://rapidshare.com/files/316361232/SWC_New_clothes.rar.html
Title: Re: SWC: Developers Log and status updates
Post by: Shatari on December 05, 2009, 08:51:28 PM
No please, no. No lightsabers in the arena. Not even as an option. I can understand the shield-bash, moral and other options, but not that one, is totally unreallistic.
There will be a toggle, so why does it matter? I people want to use lightsabers then they should have the option. Personally, I'd love to see a mix of blasters, rifles, and vibroblades/shields in an arena fight. Speeder bike races would also be awesome.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 06, 2009, 03:51:22 AM
No please, no. No lightsabers in the arena. Not even as an option. I can understand the shield-bash, moral and other options, but not that one, is totally unreallistic.
There will be a toggle, so why does it matter? I people want to use lightsabers then they should have the option. Personally, I'd love to see a mix of blasters, rifles, and vibroblades/shields in an arena fight. Speeder bike races would also be awesome.

There is no need of toggle. PLus, there are too many many toggles.

In the arena you can have anything. As I said you can have vibro weapons, lightsabers, blasters... weapons and armours of any kind. But your character should use his own weapons and armour. So, as you can see, you should be able to use lightsabers (and perhaps see some lightsaber) but not all filled with lightsabers like it is now. Note: lightsabers can appear in the arena, still they are very rare.

But in the tournament not. The tournament is is excellent how it is right now. Only vibroweapons and arena raiment (the one I made).

Note on toggle options: As you can see you can have lightsabers on the arena, so toggles aren't needed here. But anyway I think toggles are used too much. And these are good for gameplay (shield bash and all that). But the game is the game. When toggles change items or the ways you actually fight then the game looses, lets say, its officiality. I mean, imagine you choose the deathstar doesn't exist... That changes the game and looses its own canon. The game's important features should be unchangeable.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 06, 2009, 06:25:19 AM
We're trying to balance this mod and have it fairly true to star wars canon but also fun at the same time. We realized that the time frame is a little mixed, that jedi/sith weren't common in battle at this time, that there shouldn't be a ton of IG-Series droids, etc, but its more fun (and easier to code) the way its currently done (in my opinion).   I personally enjoy the current arena concept, with lightsabers everywhere, because you can't really get these type of battles anywhere else in the mod (except quick battles).  So if you are going to force me to pick one concept, then I'll stick with lightsabers.  ;)   However, I realize that people disagree, or like options, so it makes sense for it to be configurable.  Originally I had done it on the camp menu as a toggle, but this didn't make as much else, so I added a choice to the arena master's dialog.  So now he asked you, what type of weapons should be used (lightsabers, vibroweapons, etc).  I could add some check that lightsabers would only appear if you had a certain level of force powers, or would get an error if you selected it, but with my limited free time that is not really a high priority right now.   But I plan to code a bunch of equipment options, since the more choices the better, so feel free to make suggestions.   Also, the way the code is currently designed, you have to decide what equipment each spawn point should have before the scene starts, so it would be a little difficult for the player to keep their items, but arena fighters to use other ones.  But I could probably make an option where everybody used the players current equipment, so if you wanted to dress up like darth vader and battle your clones in the arena then you can.   :)   I could also have a 'random equipment' type of option, where each spawn point was different pieces of equipment, etc...   This might be fun because you could loot better items from the people you defeat.  Anyway, in general making a mod, especially this one since it based on a concept, is a balancing act.   We're trying to balance the functionality (and limitations) of the module system, our time constraints, star wars concepts, and the gameplay. 
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 06, 2009, 06:58:23 AM
could also have a 'random equipment' type of option, where each spawn point was different pieces of equipment, etc...

Yeah, use that for the arena.

Oh, and if you are gonna make the lightaber staff with toggle then keep it as a change on the menu (not when talking to that guy) and make it secondary, I mean, you don't start the game with the lightsaber option ON.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 07, 2009, 08:20:06 AM

I don't think its worth having a toggle just to choose if Lightsabers should appear in the dialog or not, people can just ignore it if they don't like the option, and maybe one day we'll make it a little more intelligent, etc.   I will say that allowing users to choose their 'current equipment' was very cool when I tested it earlier.  This allows the player to basically fight against any type of troop they want.  The only thing I did have to do was make the arena troops a little more powerful, since some of the weapons have strength or stat requirements, so I didn't want some agents to spawn with weapons they couldn't use.  But overall, it was neat to use lightsabers and rifles in the arena when I tested the equipment in these screenshots below.

(http://img709.imageshack.us/img709/9070/mb43.th.jpg) (http://img709.imageshack.us/i/mb43.jpg/)  (http://img690.imageshack.us/img690/6901/mb47.th.jpg) (http://img690.imageshack.us/i/mb47.jpg/)  (http://img707.imageshack.us/img707/5336/mb45.th.jpg) (http://img707.imageshack.us/i/mb45.jpg/)  (http://img192.imageshack.us/img192/7414/mb46.th.jpg) (http://img192.imageshack.us/i/mb46.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 07, 2009, 08:38:57 AM
Arggggg

It's not that you have an option of fighting with lightsabers (which I already hate). It's is the Arena Master minding about what you care. He should give a f...
Yeah lol, but seriously... rpg and lore breaking
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on December 07, 2009, 11:48:41 AM
STFU and GTFO Revan, all you do is moan, bitch and spam. Take into consideration that others like it. Why the fuck should it be like you, of all people, want it!? Seriously.

Oh, and FFS, stop trying to tell Hokie what to do, it's his mod.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 07, 2009, 01:18:32 PM
Yes, it's Hokie's. But it is a mod developed in order to make a good star wars mod for the comunity. To be a get 'rpg' 'Star Wars' you need to be 'accurate' within the 'star wars world'. There were no lightsaber arenas. As you've just said to caaru-kun: Jedi Purge anyone? There are little left to hold a lightsaber. Plus, if they did they would have the imperial legions on their hunt.

If people want lightsabers everywhere they can wait to make a Kotor or CLone Wars sub mod, or can go and play SOulcalibur, where Vader and Yoda meet Teken.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 07, 2009, 02:03:07 PM
Well, I think my main comment is I'm just trying to make a good/fun star wars mod, but I'm NOT trying to make a RPG or something with a defined plot/story or lots of limitations for the player.  To make an RPG, or a mod with a plot/story, I'd probably have to put in a bunch of new quests, remove old ones, code in future events that would happen at certain times, have features un-lock as you reached certain levels, write better dialogs, etc.  All of that is possible, but would take a lot of time to code and test, is fairly booring to create, and not all players may even appreciate it.  The current concept just allows people to start the mod and quickly have access to weapons and troops so they can enjoy the game and battles (M&B's strength), and not have to spend the first 20 days of game time completing quests for an old man so he will eventually train you in the ways of the force so you can then build a lightsaber.  I'm not saying that concept (or RPG's in general) are bad, in fact I love them, but I just have no interest or time to try and create a Star Wars RPG for M&B.  We're trying to focus on creating a fun and fairly accurate star wars mod, but sometimes fun needs to take priority over accuracy.  I think its more fun to have multiple IG droids, more jedi/sith in battle, ability to buy a lightsaber, choose your own weapons in the arena, switch your race during the game, etc, and I realize those things aren't completely in-line with a standard game design or star wars lore.   Many of the star wars movies, books, and games have taken their own liberties when doing their design so they can try and release a better product and this mod is no different.  If those changes did in fact make the product better/worse are debatable, but I'm hoping that most people find this to be a fun and enjoyable mod and therefore forgive us when we've had to stretch the star wars 'truth'.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 07, 2009, 03:46:37 PM
Then it's a shame. A shame cause this was the only opportunity to achieve the best in 'star wars mod history'. You lack the limitation on planets, you can have tons of quests, troops, your own state, you can stick as much as you can to the story... Jedi Knight doesn't have that, neither SWG, or Kotor... If you can't then... nobody will.
Title: Re: SWC: Developers Log and status updates
Post by: caaru-kun on December 07, 2009, 03:58:06 PM
Yes, it's Hokie's. But it is a mod developed in order to make a good star wars mod for the comunity. To be a get 'rpg' 'Star Wars' you need to be 'accurate' within the 'star wars world'. There were no lightsaber arenas. As you've just said to caaru-kun: Jedi Purge anyone? There are little left to hold a lightsaber. Plus, if they did they would have the imperial legions on their hunt.

If people want lightsabers everywhere they can wait to make a Kotor or CLone Wars sub mod, or can go and play SOulcalibur, where Vader and Yoda meet Teken.


True true. but the Imperial Legions can't do much when your behind the borders of the Hutt Cartel or the Rebels,in real politics of war,if faction A,entered faction B's territory,faction B wouldn't let faction A pass,and would shoot them first,and ask questions later. Regardless of peace or war.In a joking manor,the Imperial forces always look up,their eye holes in their helmets are like tunnel eyes.they wouldn't notice. Or maybe thats why assassins exists in the mod? They never give you a reason why their shooting at you,maybe your a merchant and wants your merchandise,maybe your a bounty hunter...I'm gonna stop on that one cus you all know. Maybe your wanted by the <insert faction here>. Or maybe your just a powerful telepathic guy in leather and yarn clothes with a metallic stick that can be expanded with laser and they are "Jealous" or ordered to be "Jealous".

Also,the Temple guardians and Old Republic were armed with Vibro Blades but they both were exterminated,why aren't they banning/removing vibro blades?

But let the modding team decide it from what we debated about :)


Quote
Then it's a shame. A shame cause this was the only opportunity to achieve the best in 'star wars mod history'. You lack the limitation on planets, you can have tons of quests, troops, your own state, you can stick as much as you can to the story... Jedi Knight doesn't have that, neither SWG, or Kotor... If you can't then... nobody will.

You sure? I think this is the best Star Wars game,yes I'm calling it a game cus it deserves to be seperated from Mount and Blade and into a seperate game that I ever played,hands down  :green:
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on December 07, 2009, 04:01:19 PM
Revan, if you don't like the options you could always ignore them y'know  ::)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 07, 2009, 04:04:32 PM
Yes, it's Hokie's. But it is a mod developed in order to make a good star wars mod for the comunity. To be a get 'rpg' 'Star Wars' you need to be 'accurate' within the 'star wars world'. There were no lightsaber arenas. As you've just said to caaru-kun: Jedi Purge anyone? There are little left to hold a lightsaber. Plus, if they did they would have the imperial legions on their hunt.

If people want lightsabers everywhere they can wait to make a Kotor or CLone Wars sub mod, or can go and play SOulcalibur, where Vader and Yoda meet Teken.
Also,the Temple guardians and Old Republic were armed with Vibro Blades but they both were exterminated,why aren't they banning/removing vibro blades?

Cause not only 2 guardians had vibroblades. During the Old Republic times about half of the people used vibro-weapons. In arenas they used vibroweapons too, specially on tournaments. During the CLone Wars and the Galactic CIvil war (a part from energy batons and ectro-staffs/pikes) a good number of comandos still used vibro-weapons, speacially knives.


Revan, if you don't like the options you could always ignore them y'know  ::)

How could I ignore somth I know it could be much better... It's just that my eyes hurt when I see an army of jedi on the Galactic Civil War just cause of the kidish dream of kicking siths to death with a blue lightsaber.
Title: Re: SWC: Developers Log and status updates
Post by: caaru-kun on December 07, 2009, 04:10:59 PM
Yes, it's Hokie's. But it is a mod developed in order to make a good star wars mod for the comunity. To be a get 'rpg' 'Star Wars' you need to be 'accurate' within the 'star wars world'. There were no lightsaber arenas. As you've just said to caaru-kun: Jedi Purge anyone? There are little left to hold a lightsaber. Plus, if they did they would have the imperial legions on their hunt.

If people want lightsabers everywhere they can wait to make a Kotor or CLone Wars sub mod, or can go and play SOulcalibur, where Vader and Yoda meet Teken.
Also,the Temple guardians and Old Republic were armed with Vibro Blades but they both were exterminated,why aren't they banning/removing vibro blades?

Cause not only 2 guardians had vibroblades. During the Old Republic times about half of the people used vibro-weapons. In arenas they used vibroweapons too, specially on tournaments. During the CLone Wars and the Galactic CIvil war (a part from energy batons and ectro-staffs/pikes) a good number of comandos still used vibro-weapons, speacially knives.


Lol,I enjoy debating with you,your a real SW fan :D

I didn't see any Vibro weapons during the Gal Civ War. Only saw vibro weapons during the Clone Wars ones in a comic book,on the battle of Jabim and that Vibro knife was worn by a...*takes a light note on a harmonica* JEEEEEDIIIIIIIIIIIIII  :D
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on December 07, 2009, 04:13:42 PM
Revan, believe it or not, those kiddish dreams are probably the average player's wishes, and are worth far more than your constant demands.
Title: Re: SWC: Developers Log and status updates
Post by: caaru-kun on December 07, 2009, 04:19:43 PM
Revan, believe it or not, those kiddish dreams are probably the average player's wishes, and are worth far more than your constant demands.

Oi,who you calling a kid? x)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 07, 2009, 04:24:52 PM
I understand what Ravan is saying, and I agree the potential is there, but its just not realistic primarily due to time constraints and also the limitations of the module system and/or my programming knowledge.  I can only find about 2-3 hours every week or two to work on this.   So that gives me just enough time to make some minor tweaks, add in some new models, or make some small changes.  So I primarily try and do stuff that is easy to code and test, things I'm personally interested in working on, or hopefully will improve the gameplay and fun factor, etc.  So things like music, the trade federation merchants, choosing the arena weapons, etc, all fell into that category.   If this was my full-time job, or we had a ton of team members that could each become experts on a certain part of the module system then it would be possible, but we don't.  Also, there are a lot of inherent issues or limitations with the M&B module system that makes creating a 'perfect' star wars mod very difficult.  So at this point, I (and I think the rest of the team) is basically content with where the mod currently is, and if we can make some minor tweaks then great.  I plan to release the source after the next patch, so if somebody wants to go crazy and add quests and stories then good for them, but I doubt it will be me.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 08, 2009, 05:06:58 AM
Yesterday, before going to bed, I got the solution to the arena dialog. I can make one so that everybody i s happy. It can be there while being as canon and less lore breaking possible:


Player: - About the mele fights...

A. Master: - We offer combats for the public all the day long so you can go and jump in whenever you like...

Player: - Ok, that's what I'm going to do.
          - Let me think about it.

If you choose the first option:

A. Master: - Great! We are always in need of fighters. Now, we have several types of fights. We have the classic one, with vibroblades, blasters... But we also have some holodroids and lightsaber fighters. Which one do you like to join?

Player: 1 - The classic one.
          2 - I want to fight holodroids.
          3 - I want to fight lightsaber combatants.
          4 - Acually, can you tell me about the rewards again?
          5 - Let me think about it.

A. Master (random answers to 1, 2 and 3): 1 - Ok, be careful. You can never know what you'll find here... / Ok, there you go. / Ok, give me a good show.
                                                            2 - Ok. Just remember they'll use your same equipment. / Ok, this is gonna be interesting. / Ok, meet your clones!
                                                            3 - Ok, but watch out. Some could be force sensitive. / Ok, jedi... / If you think you can handle a lightsaber...

Player: - Enter the arena -
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 08, 2009, 03:01:30 PM

Thats a good suggestion, thanks.   This is my first time trying to code dialogs, so if its easy to do then I'll try and do something like that.  Otherwise, I'll have to keep it as choose your own weapons.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 09, 2009, 07:31:45 AM

The dialogs were easy to modify, so I switched them to something similar to what Revan wrote.  I also added another 'classic' option for pistols and vibroblades.  thx
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 09, 2009, 07:44:22 AM
Great.

Are you able to code what I suggested time ago?

edit:  
question moved to the suggestion thread to keep it more organized
                  http://mbx.streetofeyes.com/index.php/topic,1769.msg44707.html#msg44707 (http://mbx.streetofeyes.com/index.php/topic,1769.msg44707.html#msg44707)
- Hokie
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 10, 2009, 02:15:00 PM
Some random screenshots of the weapon choices at the arena and the new bountyhunter quests.  Both are working well, I just am tweaking the dialog a bit, and want to try and vary the reward for the bounty missions.  The 300 amount is actually the default value in a lot of places in the code, so if its proves difficult to modify we might be left with that as the default for all.   Also, what should the bounty's name be instead of 'Nervous Man' ?  Should I just do something generic like 'Bounty Target' ?

(http://img263.imageshack.us/img263/212/mb55.th.jpg) (http://img263.imageshack.us/i/mb55.jpg/)  (http://img189.imageshack.us/img189/4932/mb39.th.jpg) (http://img189.imageshack.us/i/mb39.jpg/)  (http://img705.imageshack.us/img705/4196/mb38.th.jpg) (http://img705.imageshack.us/i/mb38.jpg/)  (http://img267.imageshack.us/img267/7978/mb44.th.jpg) (http://img267.imageshack.us/i/mb44.jpg/)  (http://img109.imageshack.us/img109/1594/mb61.th.jpg) (http://img109.imageshack.us/i/mb61.jpg/)  (http://img192.imageshack.us/img192/3749/mb57.th.jpg) (http://img192.imageshack.us/i/mb57.jpg/)  (http://img260.imageshack.us/img260/2136/mb62.th.jpg) (http://img260.imageshack.us/i/mb62.jpg/)  (http://img62.imageshack.us/img62/8051/mb59.th.jpg) (http://img62.imageshack.us/i/mb59.jpg/)  (http://img690.imageshack.us/img690/8549/mb56.th.jpg) (http://img690.imageshack.us/i/mb56.jpg/)  (http://img260.imageshack.us/img260/3987/mb48.th.jpg) (http://img260.imageshack.us/i/mb48.jpg/)  (http://img46.imageshack.us/img46/4367/mb49.th.jpg) (http://img46.imageshack.us/i/mb49.jpg/)  (http://img16.imageshack.us/img16/4360/mb54.th.jpg) (http://img16.imageshack.us/i/mb54.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on December 10, 2009, 02:18:28 PM
i think the name of the bounty should simply be something like "bounty" or "target" or "suspected Bounty"? something like that. or how about something like "walking credits"?

Also i don't know how possible this'd be or whatever but what about the possibility of taking the Bounty alive if you knock them unconscious and having different rewards based on whether the Bounty is delivered dead or alive, depending on what the contractor wants?

Just my thoughts, glad we've got this system, have been wanting to play a proper bounty hunter for ages  :green:!

edit: used the words "something" and "like" FAR too many times in this post, apologies XD
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 10, 2009, 03:13:47 PM
So sweet! Great bountyhunter and arena stuff.

About the question: I think 'suspect' shuld do.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on December 10, 2009, 03:29:20 PM
Nah, not 'suspect', it makes you sound like a law enforcer, even though you might be assassinating an innocent merchant. 'Bounty target' would do.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on December 10, 2009, 03:31:40 PM
don't think it should be "Bounty Target" as it sounds a bit weird to me (native Britain  >:D) "Bounty" or "Target"'d be good though :)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 10, 2009, 03:44:19 PM
Actually, I'm not sure why I didn't think of this earlier, but there is a better solution.... Currently, I have 6 'bounty target' troops. Either a human, twilek, chiss, trandoshan, rodian, etc, all called 'Nervous Man', with a ton of different armor so they look different, and each one has a vibro-sword, energy shield, and rifle.  Then, each quest randomly picks one of them, so sometimes you'll be chasing a Rodian farmer, or a twilek pirate, etc.

However, the better solution is to code only one troop per quest and not have them randomly chosen.  So the troop names could just be "Farmer", "Bounty Hunter", "Pirate", "Smuggler", etc.  Then they could also have different stats as well so some were more difficult to kill then the others.  However, I wouldn't want them all to look the same each time you did a quest.  So in the code I could randomly switch their race, and switch their equipment, each time a quest was assigned....  So a bounty hunter would usually look like a bounty hunter, but sometimes they'd be a mandalorian, sometimes a trandoshan, rodian, etc...  

So currently we have 6 types of targets:  CIS Officer, Farmer, Target, Pirate, Bountyhunter, & Smuggler, so let me know if people have specific suggestions on how powerful they should be (strength, skill, stats, weapons, etc), their race, or how they should dress, etc.

The generic target is this dialog, so could be used for a variety of purposes, maybe give them faction specific armor?
Yes. And it seems it's something special this time because there is no customer, and no why. The target you would have to eliminate is called {s4} and is now on {s3}. I've been told he is ready to face anything and the payment for this job is 300 credits.

edit:  just remembered there is a pretty major game limitation where I can't set face codes in the module system.  So when I switch their race it messes up the face code on the troop. They way I got around this for your kingdom management lords was to put 'alien helmets' on everybody, so basically this means none of the troops can be human and show their face since it will be really messed up.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on December 10, 2009, 03:46:22 PM
Actually, I'm not sure why I didn't think of this earlier, but there is a better solution.... Currently, I have 6 'bounty target' troops. Either a human, twilek, chiss, trandoshan, rodian, etc, all called 'Nervous Man', with a ton of different armor so they look different, and each one has a vibro-sword, energy shield, and rifle.  Then, each quest randomly picks one of them, so sometimes you'll be chasing a Rodian farmer, or a twilek pirate, etc.

However, the better solution is to code only one troop per quest and not have them randomly chosen.  So the troop names could just be "Farmer", "Bounty Hunter", "Pirate", "Smuggler", etc.  Then they could also have different stats as well so some were more difficult to kill then the others.  However, I wouldn't want them all to look the same each time you did a quest.  So in the code I could randomly switch their race, and switch their equipment, each time a quest was assigned....  So a bounty hunter would usually look like a bounty hunter, but sometimes they'd be a mandalorian, sometimes a trandoshan, rodian, etc...  

So currently we have 6 types of targets:  CIS Officer, Farmer, Target, Pirate, Bountyhunter, & Smuggler, so let me know if people have specific suggestions on how powerful they should be (strength, skill, stats, weapons, etc), their race, or how they should dress, etc.

The generic target is this dialog, so could be used for a variety of purposes, maybe give them faction specific armor?
Yes. And it seems it's something special this time because there is no customer, and no why. The target you would have to eliminate is called {s4} and is now on {s3}. I've been told he is ready to face anything and the payment for this job is 300 credits.

love it, amazing idea!

i'll have a think of any more bounty situations tonight if you like :)?

Off to bed now though, good night gentlemen.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 10, 2009, 03:49:54 PM
If you knew it was the target why have a nervous man and not someone who is attacking already?

If it uses the same code than the lord mission then it should be somth like 'you know it's him'.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 10, 2009, 03:53:24 PM
Actually, I'm not sure why I didn't think of this earlier, but there is a better solution.... Currently, I have 6 'bounty target' troops. Either a human, twilek, chiss, trandoshan, rodian, etc, all called 'Nervous Man', with a ton of different armor so they look different, and each one has a vibro-sword, energy shield, and rifle.  Then, each quest randomly picks one of them, so sometimes you'll be chasing a Rodian farmer, or a twilek pirate, etc.

However, the better solution is to code only one troop per quest and not have them randomly chosen.  So the troop names could just be "Farmer", "Bounty Hunter", "Pirate", "Smuggler", etc.  Then they could also have different stats as well so some were more difficult to kill then the others.  However, I wouldn't want them all to look the same each time you did a quest.  So in the code I could randomly switch their race, and switch their equipment, each time a quest was assigned....  So a bounty hunter would usually look like a bounty hunter, but sometimes they'd be a mandalorian, sometimes a trandoshan, rodian, etc...  

So currently we have 6 types of targets:  CIS Officer, Farmer, Target, Pirate, Bountyhunter, & Smuggler, so let me know if people have specific suggestions on how powerful they should be (strength, skill, stats, weapons, etc), their race, or how they should dress, etc.

The generic target is this dialog, so could be used for a variety of purposes, maybe give them faction specific armor?
Yes. And it seems it's something special this time because there is no customer, and no why. The target you would have to eliminate is called {s4} and is now on {s3}. I've been told he is ready to face anything and the payment for this job is 300 credits.

edit:  just remembered there is a pretty major game limitation where I can't set face codes in the module system.  So when I switch their race it messes up the face code on the troop. They way I got around this for your kingdom management lords was to put 'alien helmets' on everybody, so basically this means none of the troops can be human and show their face since it will be really messed up.

Oh. And can't you add the alien faces among the helmets?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 10, 2009, 04:00:19 PM
Yeah, I have alien helmets, I just don't have any human face helmets, so we can do aliens, but not easily humans.  Although, it would be easy enough to do a few human helmets, the only issue is they would be bald, which might not look bad as a farmer or CIS Officer, etc... 

also, Its probably going to be limited to these 6 bounties for now, since there were several spots to modify in the code, and my free time is going to go away very soon.  But if people want to suggest what equipment/stats they should have then go for it.   I haven't actually "played" M&B for probably a year or two, so don't know if I've even ever played the lords mission you are talking about.  However, I'm not sure it makes sense for them randomly to start attacking you when you enter the scene.  Right now you can talk to them and choose to walk away or fight, which seems to make sense.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on December 11, 2009, 01:31:35 AM
hmmm well although you said about not adding more bounty quests i thought of one that involved tracking down a deserted Rebel or Imperial officer who has been turned to the other side, just a suggestion though, whatever Hokie thinks is divine mandate as far as i'm concerned :D
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 11, 2009, 01:18:02 PM

Yeah, I agree more bounty quests, and other stories, would be cool, but they are somewhat tough to code so this is probably it for now.  I decided rather then doing 1 troop per quest and coding equipment changes, I'd just do multiple troops per quest that were randomly chosen. So I made a trandoshan, rodian, and mandalorian bounty hunter, a wookiee and human smuggler, etc, and when you start a quest it randomly chooses a target from the list of available troops for that quest.   I'm almost done coding it, so may try and post a beta tonight just to get feedback from everybody.  Oh, I like when things are configurable, so I added the ability to switch the empire & rebel faction colors on the camp menu.   Currently there are 5 options, 1 is the default but I'm starting to like 4...

1) Empire = Blue, Rebel = Red (default)
2) Empire = Red, Rebel = Green
3) Empire = Blue, Rebel = Green
4) Empire = White, Rebel = Red
5) Empire = White, Rebel = Green

(http://img193.imageshack.us/img193/4430/mb64.th.jpg) (http://img193.imageshack.us/i/mb64.jpg/)  (http://img690.imageshack.us/img690/7483/mb72.th.jpg) (http://img690.imageshack.us/i/mb72.jpg/)  (http://img22.imageshack.us/img22/8919/mb73.th.jpg) (http://img22.imageshack.us/i/mb73.jpg/)  (http://img707.imageshack.us/img707/5871/mb74.th.jpg) (http://img707.imageshack.us/i/mb74.jpg/)  (http://img26.imageshack.us/img26/9852/mb63.th.jpg) (http://img26.imageshack.us/i/mb63.jpg/) 
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 11, 2009, 08:53:21 PM

I posted another beta here, let me know if there are any questions or comments, thanks.

http://mbx.streetofeyes.com/index.php/topic,1959.msg44864.html#msg44864
Title: Re: SWC: Developers Log and status updates
Post by: curtsibling on December 13, 2009, 10:50:09 AM
Bounty quests are working great!

But I am wondering if it is worth dropping the hit to reputation that you get for killing a baddie.

Surely the people would be happy to get rid of a pirate or evil criminal from town...?

The effect could be reversed, where villagers give you a point of reputation?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 15, 2009, 10:21:00 PM

hmm, good point about the relation hit...  I just briefly looked so I could try and change it, but couldn't find where it was set in the code, so we may have to leave it for now tho.    In terms of other updates, I just wasted several hours over the last week trying to hunt down that bug with the weird speeder animations...  I finally realized I had forgotten to comment out one of the un-used human animations, and it apparently shifted the speeder animations down one or something like that.... Everything seems to be working fine now.

I'd also like to play around with animations a little bit, so posted a message on Taleworlds asking for help.  Swyter offered to try and make some new animations for this mod and he did a force kill that raises people off the ground that is just awesome.  :)   He did a few others I still need to check out, and I'm also talking with Highlander (1866 mod) and Colonel_Ryan (Modern Warfare) to see about using some of theirs...

(http://img197.imageshack.us/img197/7559/mb16g.th.jpg) (http://img197.imageshack.us/i/mb16g.jpg/)  (http://img35.imageshack.us/img35/1808/mb15.th.jpg) (http://img35.imageshack.us/i/mb15.jpg/)  (http://img686.imageshack.us/img686/3976/mb2x.th.jpg) (http://img686.imageshack.us/i/mb2x.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 16, 2009, 05:13:59 AM
Wow. What about force push stuff and so?
Title: Re: SWC: Developers Log and status updates
Post by: curtsibling on December 16, 2009, 07:46:44 AM
Excellent news on the speeder bike anims! Good job, sir! :D
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 22, 2009, 02:27:17 PM

Force push is somewhat possible...When the animation is playing, it appears we can move the agent around, but when the animation is over they go back to where they previously were located... I can then run a command that moves the agents backwards, but its a two step process so doesn't look all that great.  These guys were all directly next to me and I pushed them back.  I'm also now running some code to lower the people sitting in the cantina, which seems to work well enough.
(http://img709.imageshack.us/img709/9002/mb41.th.jpg) (http://img709.imageshack.us/i/mb41.jpg/)  (http://img34.imageshack.us/img34/3474/mb57b.th.jpg) (http://img34.imageshack.us/i/mb57b.jpg/)

I also tried to fix the carry position on the rifles, since some of them look weird on your back.  Unfortunately, there appears to be a game-engine limitation where I can't define a separate carry mesh for rifles, so I can't put them anywhere on the body I want..  :(   I experimented with the native carry locations for all the weapons, and unfortunately most of them looked pretty bad.   So I think the default will be the 'carry sword' for most rifles, and I'm thinking about using the 'carry quiver' which goes on the right-hip for the smaller rifles (dc15s, e11, etc) so let me know if people think this looks decent...

(http://img34.imageshack.us/img34/4360/mb54.th.jpg) (http://img34.imageshack.us/i/mb54.jpg/)  (http://img34.imageshack.us/img34/2725/mb52.th.jpg) (http://img34.imageshack.us/i/mb52.jpg/)

I've also been trying to experiment more with animations a little bit.  I'm seeing if I can get permission from the 1866 guys to use their crouch animation, and if so we can have some rifles that use it and some that don't.  So let me know if there are any suggestions on what rifles will crouch and what ones will always stand up. Swyter is working on a force-push animation for the force-power attacks and also making the speeder bikes float up/down in the air a little bit.  That looks cool when there is nobody riding the bike, but unfortunately the player doesn't move with the bike...  :(

(http://img34.imageshack.us/img34/9852/mb63.th.jpg) (http://img34.imageshack.us/i/mb63.jpg/)  (http://img39.imageshack.us/img39/1269/mb62h.th.jpg) (http://img39.imageshack.us/i/mb62h.jpg/)  (http://img39.imageshack.us/img39/7994/mb56m.th.jpg) (http://img39.imageshack.us/i/mb56m.jpg/)  (http://img709.imageshack.us/img709/4538/mb60.th.jpg) (http://img709.imageshack.us/i/mb60.jpg/)  (http://img709.imageshack.us/img709/8051/mb59.th.jpg) (http://img709.imageshack.us/i/mb59.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Highlander on December 22, 2009, 03:56:23 PM
Have you tried itcf_carry_spear? I use it for most rifles in 1866.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on December 23, 2009, 06:28:14 AM
I'll try and learn animating over my holidays which are coming up shortly.

But untill I learn, you should look into the shooting animation: it's for muskets and crossbows, if you know what I mean. But it should be adapted for the grip most guns in this mod use. You know what I mean? Look at the stormtrooper above. His hand is going through the rifle, because it should have been a crossbow. His hand should go lower, and grip the right place.

Here's something I found on the rifle animation. (http://forums.taleworlds.com/index.php/topic,20178.msg2280321.html#msg2280321)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 23, 2009, 06:57:37 AM
I'll try and learn animating over my holidays which are coming up shortly.

But untill I learn, you should look into the shooting animation: it's for muskets and crossbows, if you know what I mean. But it should be adapted for the grip most guns in this mod use. You know what I mean? Look at the stormtrooper above. His hand is going through the rifle, because it should have been a crossbow. His hand should go lower, and grip the right place.

Here's something I found on the rifle animation. (http://forums.taleworlds.com/index.php/topic,20178.msg2280321.html#msg2280321)

That anim is pretty good, but I preffer the ones from the Modern Warfare mod.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 23, 2009, 10:07:20 AM
Have you tried itcf_carry_spear? I use it for most rifles in 1866.

hmm, I thought that was one of the first ones I tried, but apparently not since that does look better then carry_sword.  thanks!    I'm also undecided if I should use this for all rifles, or try using that right-hip carry position for the smaller ones, like I posted earlier.  So let me know if there are any opinions about that.

(http://img193.imageshack.us/img193/7351/mb65.th.jpg) (http://img193.imageshack.us/i/mb65.jpg/)  (http://img697.imageshack.us/img697/4430/mb64.th.jpg) (http://img697.imageshack.us/i/mb64.jpg/)

Otherwise, the 'random weapon' option in the arena is really fun, and its nice to try and pick up the best weapons off the dead.  ;)  I talked to the modern warfare guys, and got those animations to check out.  However, they may be tough to use since they just replaced some of the generic animations like "run with staff" to be a "run with rifle", which won't work for this mod...  I also added the crouch animation to a bunch of the rifles, and I keep forgetting how great a job Geroj and Vector did with those quick-battles, so definitely check them out if you are bored.

(http://img192.imageshack.us/img192/8989/mb68.th.jpg) (http://img192.imageshack.us/i/mb68.jpg/)  (http://img156.imageshack.us/img156/8919/mb73.th.jpg) (http://img156.imageshack.us/i/mb73.jpg/)  (http://img37.imageshack.us/img37/8872/mb71.th.jpg) (http://img37.imageshack.us/i/mb71.jpg/)  (http://img69.imageshack.us/img69/7483/mb72.th.jpg) (http://img69.imageshack.us/i/mb72.jpg/)

Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 23, 2009, 11:12:40 AM
That random weapon stuff is great. It's just how the arena should be.


Simple things that would be great:

-The time period isn't very clear but the mayority of circumstances point to the period between the destruction of the first deathstar and the invasion of Hoth. In that period Luke Skywalker should wear a pilot suit and use a blue lightsaber instead of a green one.

-Non forcesensitive heros carry a energy shield, which is highly uncanon. But gamplay needs them to use shield in order to resist much longer right? I suggest you give them invisible shields (like the force shields). You can name them luck or luck shields and give them a different sound, give them those 'hush!' (evasion) sounds instead of blocking ones.

-Town walkers and guards from all scenes don't response to your fire until you kill someone of various. It would be good to make them answer to the first hit.

-Change the success/mission failed/mission completed sound for someth more starwarsy.

-Sometimes in the arena, apart from your main weapon, you get one of the wooden Native weapons.

-The lightsabers in the arena when they hit the body sound like wood.

-When you take the money from the bartender the character says thank you madame.

-Make it possible to reload wepoans while running. It's highly anoying and not reallistic.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 24, 2009, 10:32:53 AM

thanks for the comments.

- yeah, I go back and forth about what Luke should be wearing.  In old versions he was in his flight suit, but the jedi robe is more recognizable to the casual fan, and I also made that left handed glove specifically for him.  ;)  But I'll think about switching it
- I used your transparent shield suggestion a few versions back, so I believe all characters should have a 'transparent hero shield' or something like that.  Most of them still have a vibro-sword, which is a little weird, but that is because they need to be able to attack from horseback...  I could give them a 'hero knife' which looked like a vibro-blade but just had a really long reach and damage I guess?
- I'll see if I can switch this, it was easier to code for them to attack only when you killed somebody, and I figured that was the only reason why they would all attack you.  Maybe I can have just that agent start attacking you if you hurt them or something....
- I'll try to switch some of the sound effects.  I still can't get speeder noise to work, M&B handles the horse sounds weird....
- no clue on the wooden weapon, is it the 1-h or 2-h?  is it in the arena or tournaments?
- ahh, great catch!  I made all lightsabers into 'wooden' weapons so they could have custom parry sound effects, but never changed the hit sounds.  They sound MUCH better now that I used some of the bloodier native ones...
- I'll try to switch a few of these, but in my opinion the M&B devs made a mistake because the default gender is female if you aren't a male, so all non-male troops are assumed to be female in the code...  So I think I'd have to manually edit every place in the game to fix this, and that would be quite time consuming and not anything I'm interested in spending time on.  If somebody wants to volunteer, then feel free.  ;)
- I can't switch it, it appears to be a M&B game engine limitation that you can only reload when stopped.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 24, 2009, 10:48:30 AM
- I can't switch it, it appears to be a M&B game engine limitation that you can only reload when stopped.

Could do that in the first versions?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 24, 2009, 01:29:25 PM
Could do that in the first versions?

really?  hmm, i don't remember that....  Then, my guess would be it changed because I'm now using the reload_crossbow flag for everything, and the reason why I did that is because its the only flag that allowed me to play a reload sound effect....  I can test later, but my guess would be we could go back to the reload_musket or reload_pistol flag and be able to reload while moving, but would just lose the sound effect.   Maybe keep it for the heavy weapons or a few of the bigger guns, etc....
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 24, 2009, 01:45:07 PM
Could do that in the first versions?
Maybe keep it for the heavy weapons or a few of the bigger guns, etc....

Good idea.
Title: Re: SWC: Developers Log and status updates
Post by: curtsibling on December 26, 2009, 05:01:16 AM
I am actaully OK with security guards wearing power shields, as it is a futuristic universe and such an item is not too far out of context.

Equiping a 'luck' shield from a fallen enemy strikes me as far more un-canon, to be honest.

And I would stick with the ROTJ-era Luke, as that is far more recognisable...

Conquests is set in a SW limbo, and players will not mind...:)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 26, 2009, 06:49:18 AM
I am actaully OK with security guards wearing power shields, as it is a futuristic universe and such an item is not too far out of context.

We are talking about heros.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on December 26, 2009, 11:32:41 AM
You missed his point. You can equip luck shields from fallen heros.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 26, 2009, 11:42:10 AM
You missed his point. You can equip luck shields from fallen heros.

I know, but even though it would be better. Plus, you could name it simply 'luck', and that would look good enough. You character is a lucky guy after all so it would be correct.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on December 29, 2009, 07:48:18 AM
okay, so today i decided it was time to get around to helping out this mod by adding some of the VERY basic ideas that i've been brewing, namely editing a few of the troops etc. I was planning to do this anyway but was going to share my results with Hokie to see what he thought. Only problem, i have no idea how to get the module system working, basically when i try to open the mod i get the error "C:\Program Files\Mount&Blade\Modules\Star Wars Conquest 0.8.6 is not a valid mod resource folder". I think this may be due to my configuration of the "Game Path" and/ or the "Module System Path" being set wrongly. Any help with this would be much appreciated as i'd love to contribute to this mod / improve it for my own personal use if no one likes my ideas :P
Title: Re: SWC: Developers Log and status updates
Post by: curtsibling on December 30, 2009, 02:41:51 AM
I am actaully OK with security guards wearing power shields, as it is a futuristic universe and such an item is not too far out of context.

We are talking about heros.

I though you were referring to th 'force block' shields on Jedis, etc.

I still think a 'luck' shield that can be equipped will break game play...

I high powered version of an energy shield would work fine.
Title: Re: SWC: Developers Log and status updates
Post by: curtsibling on December 30, 2009, 02:43:11 AM
You missed his point. You can equip luck shields from fallen heros.

I know, but even though it would be better. Plus, you could name it simply 'luck', and that would look good enough. You character is a lucky guy after all so it would be correct.

It represents something illogical.
How do you equip another person's "luck?"
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 30, 2009, 04:43:35 AM
You missed his point. You can equip luck shields from fallen heros.

I know, but even though it would be better. Plus, you could name it simply 'luck', and that would look good enough. You character is a lucky guy after all so it would be correct.

It represents something illogical.
How do you equip another person's "luck?"

The same happens with the force shield. It is as illogical. And in fact you could just don't name the item, as only the heros will be wearing it. That effect would be even better than the force shield one, and would be definitely better than the energy shield. FGS... Han SOlo with energy shield... it's ridiculous.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on December 30, 2009, 05:07:10 AM
I just got where Revan is going, and I actually like the idea. You kill a hero, you "pick up" an unknown object, and you become lucky for the time.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 30, 2009, 09:18:19 AM

ok, since this thread has been busy, some general comments:

Transparent Shields - In general, I'm not a fan of anything that directly contradicts the movies, primarily episode 4-6 range.  So I agree with Revan that seeing Han Solo with an energy shield is bad, and I agree a transparent shield is better.  I can justify some of the mercs or other troops with energy shields because its not as canon breaking in my opinion.  I could also just give them really high armor, but I think the transparent shield helps them out when they are in melee combat and allows them to shield bash. Unfortunately, I cannot code different sound effects for specific shields, there is only two sound effects in native (wood or metal).  So in SWC all 'wooden' weapons are lightsabers, and wooden shields are 'energy' ones (lightsaber shield, force block, energy shield,  etc) so I believe that I used that for the transparent shield for hero's since it would be better than it making a metal sound when you attacked them. There is a flag that controls if an item should appear in the loot after battle, but nothing that controls if you can or can't pick it up during the battle, so there are always going to be some items on the ground (melee punch, force shield, transparent shield, etc) that we can't avoid.  In terms of what it is called, I agree that something like 'Luck' might make sense, but I usually try and use obvious names to reduce posts on the forum like "hey, I picked up LUCK, what do I do with it?!?!?!".   Maybe something like "Defeated Hero Shield" or "Luck Shield" might work, but right now I just might keep it as a really obvious "Transparent Hero Shield".  I also agree that it looks a little weird for troops to block bullets with westar shields and ryyk blade shields, and this was mainly done to give troops some diversity or make them look cool, so I'll reduce the shield stats on those.

Adraz Rhua - if you are having problems getting the native module system to work I'd probably suggest posting on the taleworlds forum.  If you've used the native module system before but are having trouble specifically with SWC then send me a PM and we can discuss.

Other
- The game doesn't allow me to trigger an event when you hurt somebody, so the only way to trigger a fight in town is to kill a civilian
- I'll try and play with sound effects more (speeder, quest completed, etc)
- Revan was right about being able to reload while running in previous versions, and I was right guessing it changed because I gave everything the reload crossbow type of flag.  I've switched them all back to reload_musket or reload_pistol, so you can now reload most weapons while running, but unfortunately we lost the reload sound effect when we do this. I kept it so you have to be stopped when you reload the heavy weapons or kashyyyk long gun, tell me if any other guns should have this restriction as well.  I also made it so you can't reload the Kashyyyk long gun or Rocket Launcher on horseback.
- Swyter and I are playing with animations as well
Title: Re: SWC: Developers Log and status updates
Post by: Vector on December 30, 2009, 09:48:00 AM
One quick thing i was wondering about,
In native when mounts go over certain terrain dust is generated behind them, I'm not exactly sure if this is down to a script or down to the native model's animation but i'm wondering if it's possible to make the dust also appear for the speeder bikes in SWC. It may just give them a slightly more realistic appearance when moving.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 30, 2009, 10:26:28 AM
hmm, very good point, I wonder why that disappeared as well, since we seemed to have lost those and the ability to have sound effects for horses....   I'll have to look at what I have changed with the horses, but will definitely try and add back in and increase the amount of dust.

edit:  FYI - the only disadvantage is it uses particle effects, so might hurt performance a bit if I make too much dust.  ;)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 30, 2009, 07:58:20 PM

good news!  I looked back at the native code, and it appears I accidentally disabled sound & dust for horses when I disabled the gallop animation.   ::)  I was able to add both back in, although I need to spend some time playing with it since the speeder sounds pretty awful right now.  But it does make a huge difference, so thanks to Revan and Vector for reminding me that both these, and the ability to reload while running, were possible.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 31, 2009, 04:37:23 AM

good news!  I looked back at the native code, and it appears I accidentally disabled sound & dust for horses when I disabled the gallop animation.   ::)  I was able to add both back in, although I need to spend some time playing with it since the speeder sounds pretty awful right now.  But it does make a huge difference, so thanks to Revan and Vector for reminding me that both these, and the ability to reload while running, were possible.


Great!
Title: Re: SWC: Developers Log and status updates
Post by: Vector on December 31, 2009, 08:14:21 AM
Awesome, It should make quite a nice improvement for speeders.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 31, 2009, 10:53:08 AM
Naboo's textures way too orange. Now they look like in the movies.


(http://img690.imageshack.us/img690/3203/swcnewnabootextures1.jpg)

(http://img64.imageshack.us/img64/8648/swcnewnaboo.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on December 31, 2009, 12:22:12 PM
I think Geroj used some of these star wars galaxies pics for reference, the first is pretty orange, the next one is less.  I'm not sure I like the new texture better, and would probably want to check with him before switching it. But maybe we should just reduce the saturation a bit on the texture so it isn't as bright, etc...

http://starwarsgalaxies.station.sony.com/images/player_housing/naboo_branded/Naboo_Large_s01_front.jpg
http://starwarsgalaxies.station.sony.com/images/player_cities/cityhall_naboo_back.jpg
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on December 31, 2009, 01:10:40 PM
I think Geroj used some of these star wars galaxies pics for reference, the first is pretty orange, the next one is less.  I'm not sure I like the new texture better, and would probably want to check with him before switching it. But maybe we should just reduce the saturation a bit on the texture so it isn't as bright, etc...

http://starwarsgalaxies.station.sony.com/images/player_housing/naboo_branded/Naboo_Large_s01_front.jpg
http://starwarsgalaxies.station.sony.com/images/player_cities/cityhall_naboo_back.jpg


Non of those pics seem to have orangeness... In fact: I too based on those. Plus, the texture has I used has some changes, but basicly comes from SW Battlefront 2 so it couldn't be more correct.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 01, 2010, 02:45:35 PM
I felt the menus were too 'greyish'. What do you think about this change? :

(http://img109.imageshack.us/img109/3829/swcmenus.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on January 01, 2010, 04:27:31 PM
Don't remember the current one, but I quite like this one.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 03, 2010, 07:21:55 AM
I was looking back at the map models i did previously and decided they could do with abit of an update;
 (http://s1d2.turboimagehost.com/t/2636710_isd1.png) (http://www.turboimagehost.com/p/2636710/isd1.png.html) (http://s1d2.turboimagehost.com/t/2636711_isd2.png) (http://www.turboimagehost.com/p/2636711/isd2.png.html)
It's alot more detailed than the previous ISD model i made and has alot lower polly count so should run alot smoother for those with low spec rigs.
I've also done a Imperial Interdictor Cruiser and a Victory II Class Imperial Frigate and i'm currently planning to work on a Lancer & Dreadnaught cruiser as well.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 03, 2010, 08:43:48 AM
I was looking back at the map models i did previously and decided they could do with abit of an update;
 (http://s1d2.turboimagehost.com/t/2636710_isd1.png) (http://www.turboimagehost.com/p/2636710/isd1.png.html) (http://s1d2.turboimagehost.com/t/2636711_isd2.png) (http://www.turboimagehost.com/p/2636711/isd2.png.html)
It's alot more detailed than the previous ISD model i made and has alot lower polly count so should run alot smoother for those with low spec rigs.
I've also done a Imperial Interdictor Cruiser and a Victory II Class Imperial Frigate and i'm currently planning to work on a Lancer & Dreadnaught cruiser as well.


Wonderful work Vector, it reminds me of the Force Unleashed destroyers. Anyway, I'm glad you are back with SWC stuff.

Oh. And kee in mind we need those ship models for the space battles as well!  ;)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 03, 2010, 07:43:52 PM

Vector - very nice work on the ISD, great job!

also, if anybody wants to work on an X-Wing that would be very cool.  That seems like the most recognizable ship we are missing and I'd like to use that for the space battles and faction patrols.  If somebody did the Millenium Falcon that would be great as well.   :)
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on January 04, 2010, 05:50:06 AM
I would, I think I've learnt enough modeling for the Falcon, but sadly, texturing hasn't come up on my schedule yet.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on January 04, 2010, 02:31:27 PM
perhaps slightly off topic (great Star Destroyer Models mind!) but i have a created a number of party templates and new troop types to go in them which i think the mod could benefit from (open to flaming from all / Revan Shan ;D). Despite much tinkering i have had no luck getting these into the game myself but if anyone fancies a pop i'll send them the files.

Basically the new parties include - Wanted Criminals (Bandits) - small parties of 1-8 for bounty hunters to track down - new troops of "Criminal" (large selection of random equipment, male + female) + "Fugitives" (male + female, large selection of slightly better equipment)

CIS Remnants (Bandits) - Battle droids + geonosians

Bounty Hunters (Bandit + Manhunter versions) - small to medium sized parties of rodian, trandoshan and new "freelance" human bounty hunters as well as a Mandalorian deadeye leader.

Speeder Gangs (Bandits) - Medium sized mounted bandit party as there is a lack of these. Consists of "Bikers", "Biker Gangsters" and "Biker Boss".

Finally Black Market Convoy (Neutral) - Envisioned these as similar to the Trade Federation but consisting of thugs instead of droids

I also made a few changes to the troops file, names of the human mercenaries and some changes to the Hutt troop tree but these can be ignored, all the new troops are located at the bottom.

Opinions / critiscisms? i know this isn't a major contribution but these are just some small additions i'd like to see.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 04, 2010, 02:53:03 PM
perhaps slightly off topic (great Star Destroyer Models mind!) but i have a created a number of party templates and new troop types to go in them which i think the mod could benefit from (open to flaming from all / Revan Shan ;D). Despite much tinkering i have had no luck getting these into the game myself but if anyone fancies a pop i'll send them the files.

Basically the new parties include - Wanted Criminals (Bandits) - small parties of 1-8 for bounty hunters to track down - new troops of "Criminal" (large selection of random equipment, male + female) + "Fugitives" (male + female, large selection of slightly better equipment)

CIS Remnants (Bandits) - Battle droids + geonosians

Speeder Gangs (Bandits) - Medium sized mounted bandit party as there is a lack of these. Consists of "Bikers", "Biker Gangsters" and "Biker Boss".

I suggested these before so... sure! And I like all the others.

The only thing which I don't agree is the bountyhunters being hostile. I would prefer if they were just 'attackable'. I doubt they would come for you (bountyhunters aren't bandits).
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on January 04, 2010, 02:55:29 PM
perhaps slightly off topic (great Star Destroyer Models mind!) but i have a created a number of party templates and new troop types to go in them which i think the mod could benefit from (open to flaming from all / Revan Shan ;D). Despite much tinkering i have had no luck getting these into the game myself but if anyone fancies a pop i'll send them the files.

Basically the new parties include - Wanted Criminals (Bandits) - small parties of 1-8 for bounty hunters to track down - new troops of "Criminal" (large selection of random equipment, male + female) + "Fugitives" (male + female, large selection of slightly better equipment)

CIS Remnants (Bandits) - Battle droids + geonosians

Speeder Gangs (Bandits) - Medium sized mounted bandit party as there is a lack of these. Consists of "Bikers", "Biker Gangsters" and "Biker Boss".

I suggested these before so... sure! And I like all the others.

The only thing which I don't agree is the bountyhunters being hostile. I would prefer if they were just 'attackable'. I doubt they would come for you (bountyhunters aren't bandits).

do you want me to send you the files? Feel free to change anything or whatever if you like. And i think that's a better idea for the bounty hunters, i just didn't know how to make them attackable myself :P
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 04, 2010, 03:08:47 PM
perhaps slightly off topic (great Star Destroyer Models mind!) but i have a created a number of party templates and new troop types to go in them which i think the mod could benefit from (open to flaming from all / Revan Shan ;D). Despite much tinkering i have had no luck getting these into the game myself but if anyone fancies a pop i'll send them the files.

Basically the new parties include - Wanted Criminals (Bandits) - small parties of 1-8 for bounty hunters to track down - new troops of "Criminal" (large selection of random equipment, male + female) + "Fugitives" (male + female, large selection of slightly better equipment)

CIS Remnants (Bandits) - Battle droids + geonosians

Speeder Gangs (Bandits) - Medium sized mounted bandit party as there is a lack of these. Consists of "Bikers", "Biker Gangsters" and "Biker Boss".

I suggested these before so... sure! And I like all the others.

The only thing which I don't agree is the bountyhunters being hostile. I would prefer if they were just 'attackable'. I doubt they would come for you (bountyhunters aren't bandits).

do you want me to send you the files? Feel free to change anything or whatever if you like. And i think that's a better idea for the bounty hunters, i just didn't know how to make them attackable myself :P

I tried Hokies program but I'm not good at it. No, lol, you should give it to someone else.

Also. I was thinking about Rogue Clones, by actually (to follow the canon) they should either be in the cantinas as mercenaries... and/or as helpers of the Rebellion.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on January 04, 2010, 03:12:52 PM
i think as mercs or a small faction they'd work quite well but i don't like the idea of them following the rebellion, that's just me though :P

And okay, i'll see if anyone else contacts me regarding implementation :P
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 04, 2010, 03:31:02 PM
i think as mercs or a small faction they'd work quite well but i don't like the idea of them following the rebellion, that's just me though :P

And okay, i'll see if anyone else contacts me regarding implementation :P

The Star Wars lore says they folowed 3 paths:
-1 Still obeyed the orders from Coruscant (The EMpire)
-2 Said no to order 66 and aided the remaining jedi and the Rebellion.
-3 Deserted and became mercenaries, basicly cause they knew nothing apart from doing war.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on January 04, 2010, 04:22:23 PM
Most deserters settled down with a normal life.

Mercs sounds good, I'll look into creating a shitload of custom armors.
Title: Re: SWC: Developers Log and status updates
Post by: rorogg on January 04, 2010, 05:10:32 PM
I dont think that would work because Im pretty sure you need the SWC module system or a source code to make new parties. So, the only one that can really do that is Hokie, but you could maybe ask him for the module system?
But other than that, if you do get the module system, I would be able to implement the new parties, rogue clones, etc.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 05, 2010, 03:58:23 AM
Most deserters settled down with a normal life.

Mercs sounds good, I'll look into creating a shitload of custom armors.

Ok.

If we only had the clone armour MK 2...

(http://www.starstore.com/acatalog/Kotobukiya_Clone_Trooper-2-.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 05, 2010, 10:34:26 AM

I'm not all that protective of the module system (ie. source code) so if anybody wants to play with it they are more then welcome, just send me a PM.  I was planning on posting it with the next 'official' release of the mod anyway.   I'll send Adraz Rhua a PM to discuss a few more of his specific changes too.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on January 05, 2010, 10:37:18 AM
 I'll send Adraz Rhua a PM to discuss a few more of his specific changes too.

I look forward to it ^^

If you already have though i haven't got it, think my messaging thing might not be working, if it is then i'll leave my email :)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 05, 2010, 11:27:26 AM
Most deserters settled down with a normal life.

Mercs sounds good, I'll look into creating a shitload of custom armors.

Oh My! I've been blind all this time. Nothing differences the MK I clone trooper armour from the MK II, only the helmet. The body is exactly the same. So if you want to create legion armours (like 501... etc) and katarn armours (same model but much colorful) you can.


Katarn Armour (INFO)
-Katarn armours offer better protection than regular MK II armours.
-Katarn armours are even more colourful than those from the end of the Clone Wars.
-Katarn armours were developed at the end of the Clone Wars and were still in service during the Galactic Civil war. Because of this Katarn armours (which are less than the MK II) are actually as easy to find as the MK II armours during the Galactic Civil War.

(http://heroesos.net/Katarn%20Armor.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 05, 2010, 01:16:31 PM

wow, I'm really glad I stopped actively following star wars a few years ago, because pictures like this are destroying all my childhood memories!  A Rebel in stormtrooper armor, WTF...   ::)   I'm just going to continue to pretend that stuff like this doesn't exist and the only real things and what we see in the movies (primarily episode 4-6 range).  :)

Now, with that being said, I won't usually turn away new models or textures.  So if somebody really wants to re-texture barf's clone armor and happy stormtroopers helmet then I can probably fit them in at a "Ugly Armor" merchant or something.  ;)   Maybe even a merc like I did with the Defiler, but its very doubtful I'd use them in an AI army or as a main part of the mod, etc.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on January 05, 2010, 01:29:49 PM
Don't worry Hokie, those are out of question, for me to make at least. I dislike stuff from SW Galaxies. But varied custom armours would bring a load of choices, and most players seem to play with Clone armour.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 05, 2010, 02:13:39 PM
Don't worry Hokie, it's not that half of the imperial units used those armours. They were reserved for the elite corps, and only a minimum part, only a tiny part used them. But they were there, so they can be made. I won't suggest any implementation such as new upgrade paths, their use wasn't extensive enough to be important. But it's always good to have more options for the player. In fact, the katarn armour was used as much or even more by spacers than by imperial commandos.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 05, 2010, 02:36:23 PM

ok, sounds good.   Yeah, more options for the player is always good.   Also, wanted to update people on the speeder sounds and dust....

Dust - seems to work fine.  I tried increasing the amount of dust but it looked a little weird, so I'm currently using the native settings for dust/mud/snow, etc, and it seems to look decent.  People can let me know what they think after the next release.

Engine Noise - This has been a pain....  The native game has 4 separate horse sounds (walk, trot, canter, gallop) that are played depending on the speed.  Normally this would be perfect to have 4 separate engine sounds, except the game engine doesn't just loop the sound, it just seems to randomly plays a 0.2 second sound clip of a horse hoof hitting the ground every second or two...   So if I put a 0.2 second engine noise in there, you randomly hear an engine noise every few seconds.  And if I put a 1-2 second engine noise in there, the sounds start overlapping because the next one is playing before the previous one finishes....   Next, I tried running a script, that looks through all agents on the battlefield, and loops an engine noise sound effect from all horses that are alive.  Unfortunately, the game engine apparently has a limitation that you can't make horses play sound effects!?!?  >:(    So I modified the script to check if the horse has a rider, and then play the sound from the rider, but then I'm running into problems with needing to stop it when you get off the bike, it interfering with the other players sound effects, and in general it not sounding all that great....  Anyway, I've only spent a couple hours on this, but just wanted to let people know it hasn't been as easy as we hoped...
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on January 05, 2010, 03:04:11 PM
things never are sadly. Still at least you're trying and hopefully it'll all work out fine soon enough :)

And if not we won't miss what we don't know ^^
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 06, 2010, 04:35:17 AM
I've just gotta texture the dreadnought then i will send over the new imperial map models.
Just wondering if it's possible to give each faction individual trade frigate models? since i don't minding making a few variations for the different factions.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 06, 2010, 05:06:49 AM
I've just gotta texture the dreadnought then i will send over the new imperial map models.
Just wondering if it's possible to give each faction individual trade frigate models? since i don't minding making a few variations for the different factions.

That would be great.

The ship used in SWC by the trade federation is actually the typical imperial cargo ship. And what in SWC has the name of rebel cruiser is actually a Gallofree transport, which shouldn't be treated as a combat ship and would look great as rebel trade frigate. What the rebel characters should use is the Corellian Corvette.

(http://1.bp.blogspot.com/_aavw5ruTdNI/SjdbFFpLieI/AAAAAAAAAEQ/5DS59NMq1qI/s200/corellian-corvette.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 06, 2010, 05:25:52 AM
I've just gotta texture the dreadnought then i will send over the new imperial map models.
Just wondering if it's possible to give each faction individual trade frigate models? since i don't minding making a few variations for the different factions.

That would be great.

The ship used in SWC by the trade federation is actually the typical imperial cargo ship. And what in SWC has the name of rebel cruiser is actually a Gallofree transport, which shouldn't be treated as a combat ship and would look great as rebel trade frigate. What the rebel characters should use is the Corellian Corvette.


Yeah i didn't create the Gallofree.
I am planning to do a Neb-B frig, Corellian Corvette, Remake of the Mon Cal and a Xwing for the Rebels.

edit:

The Dreadnought update:
(http://s1d2.turboimagehost.com/t/2655537_ScreenShot001.png) (http://www.turboimagehost.com/p/2655537/ScreenShot001.png.html)
Aint finished the texturing yet, but it's more or less done.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 06, 2010, 11:51:04 AM
I love that cruiser. I probably make it my main ship.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 06, 2010, 12:00:36 PM

Nice work Vector, looks good!   I took a look at the code and it should be pretty easy to have each faction have their own map icon for the trade caravans.  So if you want to do some variations I should be able to plug those in.  A few other random comments...

We got a pistol animation from the CMW team which Swyter then fixed (it was rotated wrong) and the 1866 team is letting us use their rifle animation.  Swyter is working on several other new animations as well.

(http://img339.imageshack.us/img339/6317/mb105.th.jpg) (http://img339.imageshack.us/i/mb105.jpg/)  (http://img339.imageshack.us/img339/7696/mb104.th.jpg) (http://img339.imageshack.us/i/mb104.jpg/)  (http://img63.imageshack.us/img63/646/mb100.th.jpg) (http://img63.imageshack.us/i/mb100.jpg/)  (http://img340.imageshack.us/img340/8361/mb106.th.jpg) (http://img340.imageshack.us/i/mb106.jpg/)

I'm having some luck with getting the speeder sounds to work...  I can actually play a sound from a horse, but it won't follow the horse if it is moving, it stays where you start the sound.  So I'm running a script every 0.5 seconds and playing a 0.5 second sound clip from each horses location.  It sound pretty decent, I want to test it out a little more, and hopefully its not killing performance either...  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 06, 2010, 02:03:45 PM
I dunno if the modern warfare team has their own animations, but it gave the impression that theirs for rifles was better. Anyway, cool. But... how do Superbattledroids hold the wrist blaster now?

Edit: I think I know why the 1866 rifle anim looks somehow weird. It holds the rifle how the old rifles were hold. I mean, Star Wars have a pistol-like butt, while 1866's don't. In fact look at the rifle on the pic, he can't possibly shoot. Doesn't the Modern Warfare mod have their own anim?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 06, 2010, 02:49:31 PM

I believe CMW is going to use this animation by Lucke.  I have it, and was going to test it out, but I'm not sure it will work for some of the bigger guns since the back might go right through your head....  ;)
http://forums.taleworlds.com/index.php/topic,89680.msg2317731.html#msg2317731

CMW also has a bunch of other really good animation for standing with a rifle, running with a rifle, etc.  The problem is that M&B is very limited in terms of the animations because you can't do specific animations for certain weapons, and multiple weapon types share the same animation. >:D   So running with a 'musket' appears to use the same animation as running with a sword, running with a crossbow uses the same animation as running with a staff, etc.... So the CMW guys can switch some of these because they don't care about messing up animation for swords and staffs, but if I tried to switch some of them I'd would probably start to look really weird in game...   ???   So about the only stuff we can modify is a few things that are specific to that weapon like a ready_pistol, ready_crossbow, reload_pistol, etc....

I hadn't thought about the Superbattle droids, but there is only one ready_pistol animation, so we if we like the two-hand grip we'd have to use that for all pistols.   I might be able to give them the invisible 1-handed bows the force sensitive troops are doing with laser bolts as 'arrows' or just remove them from the game for now.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 06, 2010, 03:06:04 PM
That pistol anim will be a real handicap for force powers and superbattledroids. Maybe the best would be to keep the Native pistol anim. About the rifle anim... I dunno what to think. If you could convince any anim maker to make our own...

But well, at least we have a new posing stance, don't we?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 06, 2010, 03:44:01 PM
What do you mean, by a new posing stance?  You mean when you are just standing still?   It looks like there is a separate "stand_crossbow" animation defined, so I could switch that to look better when you had a rifle equipped.  But all the other weapons appear to share the same generic standing animation so we couldn't have a custom lightsaber mediation or something....

In terms of the other comments, Swyter has been working on making animations for us, but I didn't think it made sense for him to duplicate animations other mods had already created, if they were willing to share and the animations looked good in SWC.  So I contacted CMW and 1866 about their rifle and crouch animations to see how they looked. The game is limited, so we really only have 3 animations I could potentially use on pistols or rifles.  We don't have to worry about force powers, because those are considered 'bows', and have their own animation (something similar to the 5th picture).  But for firearms we have:

shoot_pistol - this is used for all pistols, we'd have to pick from either the native pistol animation or the double-handed animation above.   I think I like the 2-handed and we'll just get rid of the wrist blaster & Superbattle droid, or maybe give them the 1-handed bow.

shoot_musket - I'm currently using this flag on some of the rifles, so we can have those use the crouch animation.

shoot_crossbow - this is used for all other rifles and heavy weapons. The problem with the native crossbow animation is the hand is held too low, and on shorter rifles its in front of the barrel.  I'm not sure the CMW one I posted above will look good for all rifles, but we could probably use that for some and the musket flag (ie. crouch animation) for the others.  1866 has two animations, their final one is the 3rd picture with the hands close together, they also have an old animation shown in the 4th picture with the hands further apart.  So maybe that one is the best option, otherwise we could ask Swyter to try and create something, we'd just need some reference pics.*

(http://img339.imageshack.us/img339/6317/mb105.th.jpg) (http://img339.imageshack.us/i/mb105.jpg/)  (http://img34.imageshack.us/img34/9852/mb63.th.jpg) (http://img34.imageshack.us/i/mb63.jpg/)  (http://img63.imageshack.us/img63/646/mb100.th.jpg) (http://img63.imageshack.us/i/mb100.jpg/)  (http://img264.imageshack.us/img264/5871/mb74.th.jpg) (http://img264.imageshack.us/i/mb74.jpg/)  (http://img39.imageshack.us/img39/7994/mb56m.th.jpg) (http://img39.imageshack.us/i/mb56m.jpg/)

* If posting reference pictures remember the animation or gun firing position would need to be generic and work for most weapons
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 06, 2010, 04:00:55 PM

argh, this is why I had the module system sometimes...  I was looking in the code, and there is something called "AI simple behavior" which is used for the agents.  So there is behavior like melee, ranged, ranged_horseback, manuever_horseback, patrol, horse_hold, etc.  So I thought, perfect, I'll just change the AI for the ranged troops....  Unfortunately, I can only get the current AI being used, I can't change it in-game....
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 07, 2010, 02:56:01 AM
What do you mean, by a new posing stance?  You mean when you are just standing still?   It looks like there is a separate "stand_crossbow" animation defined, so I could switch that to look better when you had a rifle equipped.  But all the other weapons appear to share the same generic standing animation so we couldn't have a custom lightsaber mediation or something....

In terms of the other comments, Swyter has been working on making animations for us, but I didn't think it made sense for him to duplicate animations other mods had already created, if they were willing to share and the animations looked good in SWC.  So I contacted CMW and 1866 about their rifle and crouch animations to see how they looked. The game is limited, so we really only have 3 animations I could potentially use on pistols or rifles.  We don't have to worry about force powers, because those are considered 'bows', and have their own animation (something similar to the 5th picture).  But for firearms we have:

shoot_pistol - this is used for all pistols, we'd have to pick from either the native pistol animation or the double-handed animation above.   I think I like the 2-handed and we'll just get rid of the wrist blaster & Superbattle droid, or maybe give them the 1-handed bow.

shoot_musket - I'm currently using this flag on some of the rifles, so we can have those use the crouch animation.

shoot_crossbow - this is used for all other rifles and heavy weapons. The problem with the native crossbow animation is the hand is held too low, and on shorter rifles its in front of the barrel.  I'm not sure the CMW one I posted above will look good for all rifles, but we could probably use that for some and the musket flag (ie. crouch animation) for the others.  1866 has two animations, their final one is the 3rd picture with the hands close together, they also have an old animation shown in the 4th picture with the hands further apart.  So maybe that one is the best option, otherwise we could ask Swyter to try and create something, we'd just need some reference pics.*

(http://img339.imageshack.us/img339/6317/mb105.th.jpg) (http://img339.imageshack.us/i/mb105.jpg/)  (http://img34.imageshack.us/img34/9852/mb63.th.jpg) (http://img34.imageshack.us/i/mb63.jpg/)  (http://img63.imageshack.us/img63/646/mb100.th.jpg) (http://img63.imageshack.us/i/mb100.jpg/)  (http://img264.imageshack.us/img264/5871/mb74.th.jpg) (http://img264.imageshack.us/i/mb74.jpg/)  (http://img39.imageshack.us/img39/7994/mb56m.th.jpg) (http://img39.imageshack.us/i/mb56m.jpg/)

* If posting reference pictures remember the animation or gun firing position would need to be generic and work for most weapons

My mistake about the rifles. The pic of the mandalorian crusader is alright. I thought the charge was the place he was suposed to hold the rifle from. Now the only problem I see with it is how the anim will look with the DC-15 rifle, which is a different type of weapon.




argh, this is why I had the module system sometimes...  I was looking in the code, and there is something called "AI simple behavior" which is used for the agents.  So there is behavior like melee, ranged, ranged_horseback, manuever_horseback, patrol, horse_hold, etc.  So I thought, perfect, I'll just change the AI for the ranged troops....  Unfortunately, I can only get the current AI being used, I can't change it in-game....

But you can still change it, can't you? If not maybe a tweak of the traditional moral mod could do...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 07, 2010, 10:09:22 AM
argh, this is why I had the module system sometimes...  I was looking in the code, and there is something called "AI simple behavior" which is used for the agents.  So there is behavior like melee, ranged, ranged_horseback, manuever_horseback, patrol, horse_hold, etc.  So I thought, perfect, I'll just change the AI for the ranged troops....  Unfortunately, I can only get the current AI being used, I can't change it in-game....

But you can still change it, can't you? If not maybe a tweak of the traditional moral mod could do...

The game engine apparently has default AI behavior, I'm not sure how the game engine decides what behavior to use, and I can't change it in the code.  The only thing you can do is tell a position on the map of where an agent should move.  So what something like the battle morale script did was tell troops with poor morale to run to the edge of the map.   So theoretically we could code something that would have ranged troops back up 10 yards from their current position if an enemy troop got too close.  However, they might back up right into another enemy troop... So we'd have to do some math and find the distance of all the enemy troops around them, and calculate the best position on the map for that troop to move to.  Then we'd have to run this script every 5-10 seconds so they were constantly moving towards the 'ideal' position.   This may also hurt performance, might affect AI logic in terms of what target to shoot at, etc...  So code like this isn't something I really want to attempt, and I was just hoping I could run an agent_set_ai_behavior type of command to switch ranged troops to use the horse archer AI, but I can't.    So we should probably do some more tests like I mentioned in the post below to try and find out how the game engine determines what AI to use.  Maybe some of the stats/skills I gave to ranged troops are messing up the AI logic?  Like I mentioned below, I'd be curious if the stormtroops behaved differently if we gave them the same stats/skills as the khergit horse archers from native (we'd also have to increase their crossbow proficiency since that is used for rifles).  Hopefully stat/skill tweaks might improve the AI and is a heck of a lot easier then trying to code a new AI...
http://mbx.streetofeyes.com/index.php/topic,2024.msg46340.html#msg46340
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 08, 2010, 02:22:44 PM
I've just done a few more Map Models including a Cor-Gunship:
(http://s1d2.turboimagehost.com/t/2668920_ScreenShot004.png) (http://www.turboimagehost.com/p/2668920/ScreenShot004.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 08, 2010, 02:50:28 PM
Wow, the corellia gun ship. It looks very good.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 08, 2010, 02:54:02 PM

very cool!   Hmm, I may have to try and figure out MartinF's code for all the ship purchases and upgrades now that we are getting even more spaceships...  I've looked at it before and it seemed very complicated to add more ships on, but hopefully I can find time to check again.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 08, 2010, 03:02:37 PM
I'm basically just trying to replace the map models i made over a year ago, since they don't look too great and could do with abit of an update.
So i will create a range of merc/player/neutral ships also along with a few new Space Station models. After all variety is the spice of life ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 08, 2010, 03:13:26 PM

very cool!   Hmm, I may have to try and figure out MartinF's code for all the ship purchases and upgrades now that we are getting even more spaceships...  I've looked at it before and it seemed very complicated to add more ships on, but hopefully I can find time to check again.

No no no. Hokie. Now you can Implement the suggestion I did time before. Let me repeat it:

We can buy ships at the trade federation ship, but there are other ships avaliable and lots of other places were to buy it. My idea was to add other shipyards over the map, each one building what it usually builds. You could use the outpost model to represent them, and add them just nex to the planet they belong to.
These are:
Kuat Shipyards: Stardestroyer, tie fighter, lambda shuttle, imperial cargo ship (the one of the trade federation in SWC) (basicly: imperial ships)
Raxus Prime Shipyards: Stardestroyer, tie fighter, lambda shuttle, imperial cargo ship (the one of the trade federation in SWC) (basicly: imperial ships)
Corellia Shipyards: Corellian Corvette, Corellian Gunner, YT-1300 transport, Gallofree Transport, Z-95 fighter (basicly corellian ships and minor rebel ships)
Mon Calamari: Mon Calamari Cruiser (there are severa tipes), Stardestroyer, Tie fighter, gallofree transport, lambda shuttle (mon cal shios and both imperial and rebel ships)
Mandalore Shipyards: Keldabe Cruiser, Agressor CLass Destroyer, StarViper fighter, Crusader-class Corvette, Vengeance-class Frigate (mandalorian and zann consortium ships)
FOndor shipyards: Stardestroyer, tie fighter, lambda shuttle, imperial cargo ship (the one of the trade federation in SWC) (basicly: imperial ships)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 08, 2010, 03:24:12 PM
I like the idea of having multiple locations to buy ships from, though I'm not planning to create such a large extent of ships so maybe just 2-3 shipyards around the galaxy each containing maybe 3-5 ships for purchase.

One idea i was thinking off to expand on the hole ship purchasing system is once a player becomes captured and escapes rather than the player just loosing their gear and army they also could loose their ship and instead have a 'escape pod' which wouldn't be too hard for me to make a map model of. The escape pod would be fairly slow and therefore would encourage the player to upgrade to a better ship.

Not exactly sure how possible that is to code though.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 08, 2010, 03:30:25 PM
I like the idea of having multiple locations to buy ships from, though I'm not planning to create such a large extent of ships so maybe just 2-3 shipyards around the galaxy each containing maybe 3-5 ships for purchase.

No, no. The thing is not only to have the locations you need to include all ships. The idea is also including this multiple shipyards, so that the player can buy the ship in other places. I don't know if you noticed but the shipyards repeat the use of certain ships.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 08, 2010, 03:39:34 PM
multiple shipyards with different & same ships is a good suggestion.  If I can figure out MartinF's code I'll try and do something like that.  The problem is at the time MartinF designed the code we only had around 6 ships and he basically hard-coded the names, prices, description, upgrades, etc, over the 2000+ lines of code, so I can't easily copy it to a different shipyard.  He agreed later we needed to re-write the entire thing to be more generic, but its not something he had time to do before he left and its been a low priority for me.   I'll think about if I want to try and re-write it, because it would be nice to be able to choose from all the spaceships, etc...

The idea of losing your ship when captured is pretty neat too, I would think that would be pretty easy to code.   Although I can see where some players would be royally pissed off if they lost an upgraded star destroyer and had to start over... So maybe they just take your ship upgrades or something?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 08, 2010, 03:54:48 PM
The idea of losing your ship when captured is pretty neat too, I would think that would be pretty easy to code.   Although I can see where some players would be royally pissed off if they lost an upgraded star destroyer and had to start over... So maybe they just take your ship upgrades or something?

I don't play in reallistic but even though sounds good. If the sabotaje/scape ideas I suggested were implemented it would depend.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 13, 2010, 09:39:07 AM

A while back, Revan had suggested a "walk around the ship" option.  It is something I had wanted to try, but just hadn't had time to try and code yet, but manged to find some time recently.  I used Geroj's ship scene from the Quick Battles and just removed the damaged scene props and faction specific armor and posters.  If they are in your party your companions will randomly appear around the ship and the guards are based on your faction culture, similar to how the town scenes work.   Technically, I should pull the guards from members of your actual party, but that seemed to be a little tougher to code so I figured this is good enough for now.

(http://img710.imageshack.us/img710/6058/mb137.th.jpg) (http://img710.imageshack.us/i/mb137.jpg/)  (http://img19.imageshack.us/img19/8000/mb144.th.jpg) (http://img19.imageshack.us/i/mb144.jpg/)  (http://img21.imageshack.us/img21/2326/mb153.th.jpg) (http://img21.imageshack.us/i/mb153.jpg/)  (http://img25.imageshack.us/img25/8959/mb138.th.jpg) (http://img25.imageshack.us/i/mb138.jpg/)  (http://img35.imageshack.us/img35/6783/mb145.th.jpg) (http://img35.imageshack.us/i/mb145.jpg/)  (http://img37.imageshack.us/img37/4276/mb152.th.jpg) (http://img37.imageshack.us/i/mb152.jpg/)  (http://img39.imageshack.us/img39/7006/mb143.th.jpg) (http://img39.imageshack.us/i/mb143.jpg/)  (http://img40.imageshack.us/img40/8558/mb139.th.jpg) (http://img40.imageshack.us/i/mb139.jpg/)  (http://img690.imageshack.us/img690/1666/mb148.th.jpg) (http://img690.imageshack.us/i/mb148.jpg/)  (http://img191.imageshack.us/img191/2479/mb151.th.jpg) (http://img191.imageshack.us/i/mb151.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 13, 2010, 10:27:08 AM
My dreams are starting to come true!

Hey Hokie. Don't you think it would be better to take out the other ships you can see in space? It suposed that the player's party is alone...
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on January 13, 2010, 06:18:00 PM
The TIE in the hangar is going to be in all the ships??


(http://img35.imageshack.us/img35/6783/mb145.th.jpg) (http://img35.imageshack.us/i/mb145.jpg/)  


Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 14, 2010, 08:04:42 AM

good point, I'll try to remember and remove the ships, AT-ST, and Tie Fighter in this scene.

FYI - Got the power droid working so it refills your ammo in battle.

(http://img9.imageshack.us/img9/8569/mb156.th.jpg) (http://img9.imageshack.us/i/mb156.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 14, 2010, 08:13:33 AM

good point, I'll try to remember and remove the ships, AT-ST, and Tie Fighter in this scene.

FYI - Got the power droid working so it refills your ammo in battle.

(http://img9.imageshack.us/img9/8569/mb156.th.jpg) (http://img9.imageshack.us/i/mb156.jpg/)

Great.

Hokie, did you include thep lanets I talked you about?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 15, 2010, 07:38:20 AM

yeah, I got your PM but haven't had time to try tweaking the map, any planets, etc.  Hopefully find some time next week or so...

I did add a new section to the ship.   :)

(http://img685.imageshack.us/img685/8940/mb160.th.jpg) (http://img685.imageshack.us/i/mb160.jpg/)  (http://img43.imageshack.us/img43/2683/mb165.th.jpg) (http://img43.imageshack.us/i/mb165.jpg/)  (http://img27.imageshack.us/img27/404/mb164.th.jpg) (http://img27.imageshack.us/i/mb164.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 15, 2010, 09:15:13 AM
Very nice.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 20, 2010, 09:40:04 AM
Fixed it so the ammo is a yellow laser bolt when you don't have any ammo equipped.  Also started playing with MartinF's ship purchasing code, and I think I may be able to figure it out, so I'm going to try editing that instead of re-coding it from scratch.  I did make a minor tweak to the ship icons to make them a little bigger and try and improve the color as well.  I also tried playing with spawning some companions to follow the player around, and this works well, but there is a compatibility issue due to the "start a town fight" code I added.  Since everybody is on your team now, when I run the 'follow me' command, then everybody tries to follow you around.  ;)   Trying to think of a way to fix it....

(http://img690.imageshack.us/img690/6554/mb11.th.jpg) (http://img690.imageshack.us/i/mb11.jpg/)  (http://img24.imageshack.us/img24/6081/mb12.th.jpg) (http://img24.imageshack.us/i/mb12.jpg/)  (http://img59.imageshack.us/img59/3660/mb13.th.jpg) (http://img59.imageshack.us/i/mb13.jpg/)  (http://img121.imageshack.us/img121/9076/mb15n.th.jpg) (http://img121.imageshack.us/i/mb15n.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 20, 2010, 12:02:36 PM
Cool.

Hey Hokie, I have a bunch of new banners for the game. The ones for new factions and different versions and other symbols for the player. If I don't give them to you before you get the next version ready ask me for them.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 20, 2010, 02:50:55 PM
Another one of the ships I'm currently working on:

(http://s1d2.turboimagehost.com/t/2740685_frig_image.png) (http://www.turboimagehost.com/p/2740685/frig_image.png.html) (http://s1d2.turboimagehost.com/t/2740718_frig_image2.png) (http://www.turboimagehost.com/p/2740718/frig_image2.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 20, 2010, 03:20:55 PM
Wow. I don't know what ship is that but it's awesome.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on January 20, 2010, 04:04:21 PM
awesome work Hokie! also Vector, that's a pretty damn fine ship! :D what kinda size and role are we looking at for it though? :)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 29, 2010, 01:54:03 PM

I finally got landing on the planet and bringing a companion working decent.  Right now its only 1 person and I just have it pick the top non-injured person in your party list.  They also only work on towns right now, but but eventually we can probably expand this to include more troops and more scenes, etc.   To get this working I had to re-write all the "start a town fight" code, but the good news is the fights now start the first time you shoot somebody, you no-longer have to fully kill them.   The next thing I want to try and tackle is the ship purchasing system to make it more flexible and expand the number of ships, etc...

 (http://s1d2.turboimagehost.com/t/2810782_mb26.JPG) (http://www.turboimagehost.com/p/2810782/mb26.JPG.html) (http://s1d2.turboimagehost.com/t/2810783_mb47.JPG) (http://www.turboimagehost.com/p/2810783/mb47.JPG.html) (http://s1d2.turboimagehost.com/t/2810784_mb44.JPG) (http://www.turboimagehost.com/p/2810784/mb44.JPG.html) (http://s1d2.turboimagehost.com/t/2810785_mb42.JPG) (http://www.turboimagehost.com/p/2810785/mb42.JPG.html) (http://s1d2.turboimagehost.com/t/2810786_mb36.JPG) (http://www.turboimagehost.com/p/2810786/mb36.JPG.html) (http://s1d2.turboimagehost.com/t/2810787_mb35.JPG) (http://www.turboimagehost.com/p/2810787/mb35.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 29, 2010, 01:59:07 PM

I finally got landing on the planet and bringing a companion working decent.  Right now its only 1 person and I just have it pick the top non-injured person in your party list.  They also only work on towns right now, but but eventually we can probably expand this to include more troops and more scenes, etc.   To get this working I had to re-write all the "start a town fight" code, but the good news is the fights now start the first time you shoot somebody, you no-longer have to fully kill them.   The next thing I want to try and tackle is the ship purchasing system to make it more flexible and expand the number of ships, etc...

 (http://s1d2.turboimagehost.com/t/2810782_mb26.JPG) (http://www.turboimagehost.com/p/2810782/mb26.JPG.html) (http://s1d2.turboimagehost.com/t/2810783_mb47.JPG) (http://www.turboimagehost.com/p/2810783/mb47.JPG.html) (http://s1d2.turboimagehost.com/t/2810784_mb44.JPG) (http://www.turboimagehost.com/p/2810784/mb44.JPG.html) (http://s1d2.turboimagehost.com/t/2810785_mb42.JPG) (http://www.turboimagehost.com/p/2810785/mb42.JPG.html) (http://s1d2.turboimagehost.com/t/2810786_mb36.JPG) (http://www.turboimagehost.com/p/2810786/mb36.JPG.html) (http://s1d2.turboimagehost.com/t/2810787_mb35.JPG) (http://www.turboimagehost.com/p/2810787/mb35.JPG.html)

Great! Speacially that thing about the fight with one shot.
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on January 29, 2010, 02:00:23 PM
Looking good!

About those ships; couldn't there be a new location to purchase ships? (Kuat Drive Yards, hint!)  :green:

Also, what are the requirements for map icons (ships)?
I'd love to model some if it wouldn't be too different from regular modelling?
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on January 29, 2010, 02:13:51 PM
this is fairly awesome Hokie! well done :D

Does it work in the cantina though if you go from the map scene into a cantina? Just as a matter of interest. No wonder you've not been active recently though, you've been a busy bunny rewriting all that code!
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 29, 2010, 02:26:21 PM
Looking good!

About those ships; couldn't there be a new location to purchase ships? (Kuat Drive Yards, hint!)  :green:

True. Hokie, don't work on addin'g more purchase options, work on adding new shipyards. It's somth I suggested before. Here is the info (if some ships aren't done for now or you don't have them use those we have for now):

We can buy ships at the trade federation ship, but there are other ships avaliable and lots of other places were to buy it. My idea was to add other shipyards over the map, each one building what it usually builds. You could use the outpost model to represent them, and add them just nex to the planet they belong to.
These are:
Kuat Shipyards: Stardestroyer, tie fighter, lambda shuttle, imperial cargo ship (the one of the trade federation in SWC) (basicly: imperial ships)
Raxus Prime Shipyards: Stardestroyer, tie fighter, lambda shuttle, imperial cargo ship (the one of the trade federation in SWC) (basicly: imperial ships)
Corellia Shipyards: Corellian Corvette, Corellian Gunner, YT-1300 transport, Gallofree Transport, Z-95 fighter (basicly corellian ships and minor rebel ships)
Mon Calamari Shipyards: Mon Calamari Cruiser (there are severa tipes), Stardestroyer, Tie fighter, gallofree transport, lambda shuttle (mon cal shios and both imperial and rebel ships)
Mandalore Shipyards: Keldabe Cruiser, Agressor CLass Destroyer, StarViper fighter, Crusader-class Corvette, Vengeance-class Frigate (mandalorian and zann consortium ships)
Fondor shipyards: Stardestroyer, tie fighter, lambda shuttle, imperial cargo ship (the one of the trade federation in SWC) (basicly: imperial ships)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 29, 2010, 02:33:13 PM

You can shoot people in the cantina now, but I haven't had time to code the companions yet.

Map icon models are really easy to add, so if you want to work on a spaceship then that is fine.

I could potentially add more shipyards, but they would use the exact same ships because currently everything is hard coded.  So before I can add more shipyards, I really need to re-code everything to make it more flexible.  That way we can add all the spaceships to the game, define price, upgrades, speed bonuses, etc, for every single one of them, and then decide what new shipyards sell each ship, etc.   I think I can re-write the code, but it will probably take a little while and I haven't had time to start it yet.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 29, 2010, 02:55:04 PM

You can shoot people in the cantina now, but I haven't had time to code the companions yet.

Map icon models are really easy to add, so if you want to work on a spaceship then that is fine.

I could potentially add more shipyards, but they would use the exact same ships because currently everything is hard coded.  So before I can add more shipyards, I really need to re-code everything to make it more flexible.  That way we can add all the spaceships to the game, define price, upgrades, speed bonuses, etc, for every single one of them, and then decide what new shipyards sell each ship, etc.   I think I can re-write the code, but it will probably take a little while and I haven't had time to start it yet.

Ok.

Oh. I almost forgot another one. Peralta's work reminded me of the Naboo Shipyards, very important cause of the N-Series
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on January 29, 2010, 03:28:34 PM

You can shoot people in the cantina now, but I haven't had time to code the companions yet.

Map icon models are really easy to add, so if you want to work on a spaceship then that is fine.

I could potentially add more shipyards, but they would use the exact same ships because currently everything is hard coded.  So before I can add more shipyards, I really need to re-code everything to make it more flexible.  That way we can add all the spaceships to the game, define price, upgrades, speed bonuses, etc, for every single one of them, and then decide what new shipyards sell each ship, etc.   I think I can re-write the code, but it will probably take a little while and I haven't had time to start it yet.

just a small question on the shipyards being hard to add.
I thought merchants are quite easy to add, and that you just had to define their range of products?
Can't map icons be grouped in these ranges as well?
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 29, 2010, 03:38:56 PM
I am currently working on redesigning the map models to a higher standard and adding alot of new ones, for the time being i would prefer to work on them alone since it gets a little messy if we have numerous people working on same thing.

 What I'm aiming to do initially is to create;
Four different types of shipyards - Each shipyard containing around 5 - 7 ships of it's manufacturer, for example;
 The 'Correlian Engineering Corporation' shipyard will contain - Corellian Corvettes, Corellian Gunships, YT-1300s, YZ-775 Transport and VCX-350 Freighters


I do plan to write up a detailed post once i have a few more models done explaining the concept, but for now heres a little peak at a small few of the new models I've done so far:


(http://s1d2.turboimagehost.com/t/2811425_spacestation.png) (http://www.turboimagehost.com/p/2811425/spacestation.png.html) (http://s1d2.turboimagehost.com/t/2811751_dread.png) (http://www.turboimagehost.com/p/2811751/dread.png.html) (http://s1d2.turboimagehost.com/t/2811752_isd.png) (http://www.turboimagehost.com/p/2811752/isd.png.html) (http://s1d2.turboimagehost.com/t/2811753_vic.png) (http://www.turboimagehost.com/p/2811753/vic.png.html) (http://s1d2.turboimagehost.com/t/2811754_indic.png) (http://www.turboimagehost.com/p/2811754/indic.png.html) (http://s1d2.turboimagehost.com/t/2811755_frig_image.png) (http://www.turboimagehost.com/p/2811755/frig_image.png.html)(http://s1d2.turboimagehost.com/t/2811784_gunship.png) (http://www.turboimagehost.com/p/2811784/gunship.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on January 29, 2010, 03:47:15 PM
Vetcor, you can have my N-1 starfighter model if you want, I'll focus on other stuff from now on then ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 29, 2010, 04:18:51 PM
Great to hear. Hey Vector, do these models have the enough quality (resolution?) to look ok in space battles?


By the way. Right now, after releasing my mod's first grand preview, I'm working on improving SWC's sound features. Right now I'm trying to replace those barbaric death sounds (and it's looking really good).
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 30, 2010, 04:40:08 AM
Great to hear. Hey Vector, do these models have the enough quality (resolution?) to look ok in space battles?


Yeah, I'm doing all the models to a much higher quality so that they will be able to be used in Scenes/Space Battles.
Most of the remakes have around 300 pollys less than the original model, so it should run better on lower spec rigs also.
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on January 30, 2010, 04:46:25 AM
Great to hear. Hey Vector, do these models have the enough quality (resolution?) to look ok in space battles?


Yeah, I'm doing all the models to a much higher quality so that they will be able to be used in Scenes/Space Battles.
Most of the remakes have around 300 pollys less than the original model, so it should run better on lower spec rigs also.

Can I send you the N-1 starfighter model I made, since you don't want anyone else to be working on starships?
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 30, 2010, 04:56:52 AM
Great to hear. Hey Vector, do these models have the enough quality (resolution?) to look ok in space battles?


Yeah, I'm doing all the models to a much higher quality so that they will be able to be used in Scenes/Space Battles.
Most of the remakes have around 300 pollys less than the original model, so it should run better on lower spec rigs also.

Can I send you the N-1 starfighter model I made, since you don't want anyone else to be working on starships?

Sure,   ;)
If you upload it to a file sharing site in a .obj format i should be able to import it.
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on January 30, 2010, 05:10:41 AM
http://rapidshare.com/files/343335405/Nubian_N-1.obj.html


take good care of my baby  :lol:
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on January 30, 2010, 08:07:50 AM

wow, nice work vector, those look great!    That is good to hear about the polycount too, because I sometimes wonder if the random crashes are because we're reaching some max limit of polys in a scene or map, etc.

Also, if somebody knows Turkish and English could they please send me a PM?   I've got a Turkish guy trying to contact me, but the translation websites we're trying to use don't seem to work all that well...   ;)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on January 30, 2010, 10:11:45 AM

wow, nice work vector, those look great!    That is good to hear about the polycount too, because I sometimes wonder if the random crashes are because we're reaching some max limit of polys in a scene or map, etc.

Yeah, i did wonder that myself.
Just as a comparison:

Current 'Imperial Star Destroyer' model being used in game has '1918 faces'
New 'Imperial Star Destroyer' Model has '928 faces'.

So things should run a hell of alot smoother with nearly -1000 faces  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on January 30, 2010, 10:18:28 AM
Looks better and needs less computer process? Good...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 02, 2010, 01:04:47 PM

I realized I could just re-scale a few of the weapons, so I created a one handed vibro-axe that is quite fun, and there are now two sizes to the other vibro axe.  I also tried using some of the female armors from the surrealarms mod (link below), and these might work as a slave dancer outfit or something like that...
http://web.t-online.hu/findadezso/

(http://img8.imageshack.us/img8/1594/mb61.th.jpg) (http://img8.imageshack.us/i/mb61.jpg/)  (http://img31.imageshack.us/img31/8566/mb58j.th.jpg) (http://img31.imageshack.us/i/mb58j.jpg/)  (http://img15.imageshack.us/img15/8051/mb59.th.jpg) (http://img15.imageshack.us/i/mb59.jpg/)  (http://img710.imageshack.us/img710/2496/mb65a.th.jpg) (http://img710.imageshack.us/i/mb65a.jpg/)  (http://img10.imageshack.us/img10/1863/mb67.th.jpg) (http://img10.imageshack.us/i/mb67.jpg/) 
(http://img686.imageshack.us/img686/4045/mb69.th.jpg) (http://img686.imageshack.us/i/mb69.jpg/)  (http://img246.imageshack.us/img246/4430/mb64.th.jpg) (http://img246.imageshack.us/i/mb64.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 03, 2010, 06:48:04 AM
Lol, those look great Hokie.
Also a little update on the new map models:

(http://s1d2.turboimagehost.com/t/2843366_Huttfrigmk1.png) (http://www.turboimagehost.com/p/2843366/Huttfrigmk1.png.html) (http://s1d2.turboimagehost.com/t/2813329_Spacestation5.png) (http://www.turboimagehost.com/p/2813329/Spacestation5.png.html) (http://s1d2.turboimagehost.com/t/2811751_dread.png) (http://www.turboimagehost.com/p/2811751/dread.png.html) (http://s1d2.turboimagehost.com/t/2811752_isd.png) (http://www.turboimagehost.com/p/2811752/isd.png.html) (http://s1d2.turboimagehost.com/t/2811753_vic.png) (http://www.turboimagehost.com/p/2811753/vic.png.html) (http://s1d2.turboimagehost.com/t/2843398_Huttfrig.png) (http://www.turboimagehost.com/p/2843398/Huttfrig.png.html) (http://s1d2.turboimagehost.com/t/2811754_indic.png) (http://www.turboimagehost.com/p/2811754/indic.png.html) (http://s1d2.turboimagehost.com/t/2811755_frig_image.png) (http://www.turboimagehost.com/p/2811755/frig_image.png.html) (http://s1d2.turboimagehost.com/t/2811784_gunship.png) (http://www.turboimagehost.com/p/2811784/gunship.png.html) (http://s1d2.turboimagehost.com/t/2843338_Huttcui.png) (http://www.turboimagehost.com/p/2843338/Huttcui.png.html) (http://s1d2.turboimagehost.com/t/2843340_Tie.png) (http://www.turboimagehost.com/p/2843340/Tie.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 03, 2010, 08:36:07 AM
Cool. Next version will rock. A shame we have no new scenes...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 04, 2010, 12:53:55 PM

I was checking out WWII: China Battlefield version 3, and he had an animation that might work for the stormtroopers.  I sent a PM to WilliamBerne and he said it was fine to use his animation, so I removed javelins and added a new animation for the E-11 blaster.  We may replace it at some point, but it looks pretty good, and I'd definetely recommend people check out v3 of his mod.  Also, let me know if any other guns should use this animation.
http://forums.taleworlds.com/index.php/board,137.0.html

(http://img237.imageshack.us/img237/4672/mb91.th.jpg) (http://img237.imageshack.us/i/mb91.jpg/)  (http://img18.imageshack.us/img18/5719/mb92.th.jpg) (http://img18.imageshack.us/i/mb92.jpg/)  (http://img213.imageshack.us/img213/5622/mb95.th.jpg) (http://img213.imageshack.us/i/mb95.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on February 04, 2010, 01:03:54 PM
wow Hokie that looks awesome!

just one question... is it just the light in the cantina or have the stormtroopers got creamier armour? :S
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 04, 2010, 01:07:23 PM

its the cantina light.  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on February 04, 2010, 01:08:13 PM
oh thank god for that... it looked really weird :P
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on February 04, 2010, 02:12:23 PM
I don't know about the anim, is it just like that when holding it or do the troopers shoot from the hip now? (can't tell from what I can see on the screens)
If they're shooting from the hip: give the B-1s (and later OOMs) those anims as well ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 04, 2010, 02:20:12 PM

I was checking out WWII: China Battlefield version 3, and he had an animation that might work for the stormtroopers.  I sent a PM to WilliamBerne and he said it was fine to use his animation, so I removed javelins and added a new animation for the E-11 blaster.  We may replace it at some point, but it looks pretty good, and I'd definetely recommend people check out v3 of his mod.  Also, let me know if any other guns should use this animation.
http://forums.taleworlds.com/index.php/board,137.0.html

(http://img237.imageshack.us/img237/4672/mb91.th.jpg) (http://img237.imageshack.us/i/mb91.jpg/)  (http://img18.imageshack.us/img18/5719/mb92.th.jpg) (http://img18.imageshack.us/i/mb92.jpg/)  (http://img213.imageshack.us/img213/5622/mb95.th.jpg) (http://img213.imageshack.us/i/mb95.jpg/)


Wow. Great. Give it to the DC-15A too.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 04, 2010, 02:43:47 PM
they shoot from the hip now, the picture on the far right is them shooting in battle.  I should be able to give it to other guns, I just need to rotate the mesh because the javelin flag I'm using automatically flips the weapon 180 degrees when you aim.  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 04, 2010, 03:03:22 PM
Really? I don't see more than stormies...
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on February 04, 2010, 03:07:14 PM
Really? I don't see more than stormies...
He was answering the question if they shot from the hip or not ;)
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on February 04, 2010, 05:01:07 PM
Is it just me or is development going faster than usual :)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 05, 2010, 09:11:37 AM
development depends on free time, some weeks/months we might have zero time for this, and some times we can find a few hours.  ;)

I found this animation I could re-use as a lightsaber block, but unfortunately it didn't look as good with regular shields.  But I think I'll still keep it because that first screenshot does look pretty good.  :)   I also added Vector's new B5 blaster and made it shoot from the hip.

(http://img43.imageshack.us/img43/3331/mb97.th.jpg) (http://img43.imageshack.us/i/mb97.jpg/)  (http://img237.imageshack.us/img237/2523/mb103.th.jpg) (http://img237.imageshack.us/i/mb103.jpg/)  (http://img24.imageshack.us/img24/4861/mb100x.th.jpg) (http://img24.imageshack.us/i/mb100x.jpg/)  (http://img229.imageshack.us/img229/1535/mb102.th.jpg) (http://img229.imageshack.us/i/mb102.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 05, 2010, 10:38:04 AM
He hokie, recently (well, maybe about a month ago or more) someone made some changes to the Battlestar Galactica mod, adding new controls. These new controls (if it's true what that guy said) are great, as you can basuicly move your ship like you do in star wars games, using the mouse.

If you include the new controls, and add new sounds for the sapce battle perhaps  (:P) we could have some space battles included for next version!
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 05, 2010, 02:40:20 PM

Yeah, I saw that and it looked very cool, but it crashed on my computer every time I tried to play it.  :(     I'm usually on a laptop with an integrated video card so my system is pretty weak, so its possible that is part of the reason.   Its something I wanted to look at again, but has been a lower priority, but I'll add it to the to-do list so I don't forget about it.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 07, 2010, 04:18:48 AM
I was playing abit of SWC last night and noticed that on one of the hanger scenes for what ever reason all the AI run up a ramp and get them selfs stuck, so i did a very quick replacement scene to hopefully fix that problem:

(http://s1d2.turboimagehost.com/t/2868565_ScreenShot001.png) (http://www.turboimagehost.com/p/2868565/ScreenShot001.png.html)
(Will improve the texturing at some point)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 07, 2010, 04:38:09 AM
Why don't you work on existing hagars in the star wars universe?

Look, here is the main hangar of a star destroyer:
(http://www.dorlingkindersley-uk.co.uk/static/html/features/starwars/locations_gallery/images/01%20Star%20Destroyer%20Hanger.jpg)

P.D: Hokie, I sent you a PM with my latest pack
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on February 07, 2010, 05:02:40 AM
Great Vector! :D Idea: put two lines of obstacles across the whole scene, so it'll be like the troops stay behind barricades of crates and the such, with "no man's land" in between, and a small gap where the player can jump over it and charge. Just a thought.
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on February 07, 2010, 11:04:46 PM
Great Vector! :D Idea: put two lines of obstacles across the whole scene, so it'll be like the troops stay behind barricades of crates and the such, with "no man's land" in between, and a small gap where the player can jump over it and charge. Just a thought.
That would be annoying.
The npc's would run towards the obstacles and they wouldn't shoot or do they??
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 08, 2010, 06:07:57 AM
Guys that hanger is just a very quick temporary replacement, in order to fix the problem with AI running them selfs into corners in one of the current hanger models.
Once I've done these map models and speederbikes i will go back to working on scenes.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 08, 2010, 09:59:31 AM
I was testing with coding a lightsaber that could kill multiple people at once.  Its possible, see screenshots below, but there are some issues with it.   I don't think this could ever be given to all troops and replace the current lightsabers in the game, but it might be fun to have these as optional lightsabers the player can use, etc.

1) in order for the code to work, and so that the swing animation doesn't stop when you hit somebody, I had to combine some flags to make it a 'thrown' weapon with some attributes of a regular sword.  So originally I could attack/defend, but it wouldn't hurt anybody if I swung at them, it doesn't throw anything at them either, and you see the number 1 and icon in the bottom right, etc.

2) So in order to make enemies take damage, I have to code you hurting them.   What I'm currently doing is killing anybody who is in front of the player and less then X cm away (we can adjust the distance as needed).  This works ok, but has limitations such as:
     a) currently the attack is un-blockable by enemies.  I could potentially code in a random chance of you missing, or them blocking if they had a certain weapon (ie lightsaber, etc).
     b) currently I kill them, but I could also have it do a random amount of damage (ie. 25-75 hit points, etc).  Also, their armor doesn't reduce the damage, so maybe this range should really be 10-40 hp or something like that....
     c) Your skills, stats, weapon proficiencies, etc, don't affect damage unless I added that to the code for damage.
     d) it currently hurts anybody in a 180 degree radius in front of you, so even if you do a thrust animation between two enemies and miss them, you would end up killing both of them since they were close and in front of you.  So I might remove thrust/overhand chop animations from these lightsabers and only allow you to slash left/right since it might look a little more realistic.
     e) like the heavy weapons, can drastically imbalance gameplay, so we may not want it to be instant-kill, etc.

(http://img705.imageshack.us/img705/7696/mb104.th.jpg) (http://img705.imageshack.us/i/mb104.jpg/)  (http://img515.imageshack.us/img515/6317/mb105.th.jpg) (http://img515.imageshack.us/i/mb105.jpg/)  (http://img297.imageshack.us/img297/249/mb106m.th.jpg) (http://img297.imageshack.us/i/mb106m.jpg/)  (http://img51.imageshack.us/img51/4015/mb107.th.jpg) (http://img51.imageshack.us/i/mb107.jpg/)  (http://img709.imageshack.us/img709/938/mb112.th.jpg) (http://img709.imageshack.us/i/mb112.jpg/)  (http://img19.imageshack.us/img19/8623/mb113.th.jpg) (http://img19.imageshack.us/i/mb113.jpg/)

edit:

I've started a separate thread for this concept, see this post for more info

http://mbx.streetofeyes.com/index.php/topic,2053.0.html
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 08, 2010, 10:49:53 AM
DUnno what to think. It has to be tested...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 08, 2010, 12:57:15 PM
DUnno what to think. It has to be tested...

hmm, I think it would be really easy for me to just post the code for this and have you guys test it, etc.  See this thread, we can hopefully start testing different revisions and figure out what works the best, etc.
http://mbx.streetofeyes.com/index.php/topic,2053.0.html
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 08, 2010, 01:04:18 PM
DUnno what to think. It has to be tested...

hmm, I think it would be really easy for me to just post the code for this and have you guys test it, etc.  See this thread, we can hopefully start testing different revisions and figure out what works the best, etc.
http://mbx.streetofeyes.com/index.php/topic,2053.0.html

Hey Hokie, have you received the PM I sent you?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 08, 2010, 01:06:10 PM
Hey Hokie, have you received the PM I sent you?
yeah, can't download it now but will hopefully check it out later tonight, thx.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 11, 2010, 09:57:45 AM
Well, I have good news in that I THINK I've successfully modified the shipyard code to be much more generic.  This should allow us to add in all the ships, have multiple shipyards, and different ships at each yard, etc.  The way I have it coded right now is there are 7 global variables that store what ships are available at a shipyard, and currently I just randomly choose these when you enter the base, so that is why some ships are repeated in the attached screenshot.  But I'll try and add more locations and have them sell different ships, etc.  There still seems to be a bug with the ship upgrades that I can't quite figure out.  Sometimes it works fine for me, but once I think I was trying to upgrade the medical bay and it keep letting me click and then when I checked it had increased the troop capacity...  But I couldn't replicate it if I tried again...  If anybody has a better understand of how the bug works then let me know, thx.

(http://img14.imageshack.us/img14/8959/mb138.th.jpg) (http://img14.imageshack.us/i/mb138.jpg/)  (http://img18.imageshack.us/img18/3826/mb142.th.jpg) (http://img18.imageshack.us/i/mb142.jpg/)

edit:  I searched the bug report thread and found a couple comments about the ship upgrades.  The best summary seemed to be these, so I'll have to test this out later and hopefully I can fix it...

Quote
When upgrading ship if you upgrade more than one equipment type when in the menu sometimes it just keeps upgrading the first equipment type, even over its maximum level (exitting and re-entering the upgrade menu between equipment types prevented this)

Quote
There's a bug in the ship upgrade menu for the Rebel Cruiser. If you max out any of the first 3 upgrades, then try to buy the upgrade 2 selections down from the maxed one, the upgrade is added to the maxed selection. So with enough credits you can get unlimited drive, scanner, and troop upgrades.
Clearer example: I upgrade Drives to 5. Then I try to upgrade troop capacity, but instead, Drives goes to 6. Continued attempts at trying to upgrade troop capacity results in further upgrades to Drive. Same thing for the Scanners/Combat Computer pair, and for the Troop Capacity/Medical Bay pair.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 12, 2010, 01:33:17 PM
I was testing with adding a crouch button so that when you hold it down you crouch down, when you release it you stand back up.  It works pretty decent, but you can't move while crouched or if you try and shoot a gun or swing a sword you just stand back up, etc.  Also, the current animation doesn't look great with something like a lightsaber, but we can probably figure that out.

(http://s1d2.turboimagehost.com/t/2898258_mb154.JPG) (http://www.turboimagehost.com/p/2898258/mb154.JPG.html) (http://s1d2.turboimagehost.com/t/2898259_mb155.JPG) (http://www.turboimagehost.com/p/2898259/mb155.JPG.html)  (http://s1d2.turboimagehost.com/t/2898260_mb151.JPG) (http://www.turboimagehost.com/p/2898260/mb151.JPG.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 12, 2010, 01:46:26 PM
I was testing with adding a crouch button so that when you hold it down you crouch down, when you release it you stand back up.  It works pretty decent, but you can't move while crouched or if you try and shoot a gun or swing a sword you just stand back up, etc.  Also, the current animation doesn't look great with something like a lightsaber, but we can probably figure that out.

(http://s1d2.turboimagehost.com/t/2898258_mb154.JPG) (http://www.turboimagehost.com/p/2898258/mb154.JPG.html) (http://s1d2.turboimagehost.com/t/2898259_mb155.JPG) (http://www.turboimagehost.com/p/2898259/mb155.JPG.html)  (http://s1d2.turboimagehost.com/t/2898260_mb151.JPG) (http://www.turboimagehost.com/p/2898260/mb151.JPG.html)

WOw, really good news. The only bad part of it is making other characters use it from time to time. No problem though if we keep the actual rifles for the rest of characters (with this button any crouch version would get out of the shops...).
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 13, 2010, 10:37:17 AM

well, it works pretty decent but its not perfect.  Currently I have it so when you hold the left_alt key down you will crouch, and when you release it you will stand up.   However, you can't move while crouched, and if you start an attack then you'll just go into the regular animation which usually has the player standing.   I'll try and make the key configurable too...
Title: Re: SWC: Developers Log and status updates
Post by: tFighterPilot on February 13, 2010, 02:38:28 PM
What about my solution? You have seen it, haven't you? I still didn't figure out how to attack though.

In case you missed it, here it is

Code: [Select]
common_crawl_change= (0, 0, 0,
[
  (neg|conversation_screen_is_active),
  (key_clicked, key_z),
],
[
  (get_player_agent_no, ":ag"),
  (try_begin),
    (eq, "$crawling", 1),
    (assign, "$crawling", 0),
  (else_try),
    (assign, "$crawling", 1),
  (try_end),
])

common_crawling_set=(0, 0, 0,
[
  (assign, "$crawlfor", 0),
  (neg|conversation_screen_is_active),
  (game_key_is_down, gk_move_forward),
  (eq, "$crawling", 1),
],
[(assign, "$crawlfor", 1),])

common_crawling=(0, 0, 0,
[(eq, "$crawl_ani_on", 1, 1),],
[
  (get_player_agent_no, ":ag"),
  (agent_get_position, pos12, ":ag"),
  (agent_get_look_position, pos13, ":ag"),
  (position_get_rotation_around_z, ":rotag", pos13),
  (assign, ":spdx", 0.0),
  (assign, ":spdy", 0.0),
  (store_sin, ":spdx", ":rotag"),
  (store_cos, ":spdy", ":rotag"),
  (val_div, ":spdx", 100),
  (val_div, ":spdy", 100),
  (position_move_y, pos12, ":spdy"),
  (position_move_x, pos12, ":spdx"),
  (agent_set_position, ":ag", pos12),
])

common_anicrawl=(1, 0, 0, [],
[
  (get_player_agent_no, ":ag"),
  (assign, "$crawl_ani_on", 0),
  (try_begin),
    (eq, "$crawlfor", 1),
    (agent_set_animation, ":ag", "anim_crawling_forward"),
    (assign, "$crawl_ani_on", 1),
  (else_try),
    (eq, "$crawling", 1),
    (agent_set_animation, ":ag", "anim_crawling_still"),
  (try_end),
])
And this is what it looks like
http://www.youtube.com/watch?v=Yd5-oMQLgc4
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 14, 2010, 01:01:28 PM
I got annoyed with that generic siege scene, it's impossible to do a seige on it so i redid the Both-Siege scene:



(http://s1d2.turboimagehost.com/t/2914018_both_battle.png) (http://www.turboimagehost.com/p/2914018/both_battle.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 14, 2010, 02:28:41 PM
I got annoyed with that generic siege scene, it's impossible to do a seige on it so i redid the Both-Siege scene:



(http://s1d2.turboimagehost.com/t/2914018_both_battle.png) (http://www.turboimagehost.com/p/2914018/both_battle.png.html)

A different scene for the siege? Cool. Variety is great.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 15, 2010, 08:05:22 AM
I've actually just finished a 'land battle scene' as well for Both, some nice HD screenshots from just after my clones laid waste to rebels:

 (http://s1d2.turboimagehost.com/t/2916818_SWC1.png) (http://www.turboimagehost.com/p/2916818/SWC1.png.html) (http://s1d2.turboimagehost.com/t/2916819_SWC2.png) (http://www.turboimagehost.com/p/2916819/SWC2.png.html) (http://s1d2.turboimagehost.com/t/2916820_SWC3.png) (http://www.turboimagehost.com/p/2916820/SWC3.png.html) (http://s1d2.turboimagehost.com/t/2916821_SWC4.png) (http://www.turboimagehost.com/p/2916821/SWC4.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: komanko on February 15, 2010, 02:39:42 PM
Im new in here was just following your work it looks great ^^
BTW the screenshots kinda reminds me order 66 from the third movie ^^ with all the jedi\sith dying\dead
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 15, 2010, 04:27:48 PM
The new Lucrehulk-class station:
(http://s1d2.turboimagehost.com/t/2920288_cis_station.png) (http://www.turboimagehost.com/p/2920288/cis_station.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 15, 2010, 04:42:07 PM
The new Lucrehulk-class station:
(http://s1d2.turboimagehost.com/t/2920288_cis_station.png) (http://www.turboimagehost.com/p/2920288/cis_station.png.html)

Coooool.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on February 16, 2010, 02:16:19 AM
Well... all my announced models are finished, include lods, difuse texture variations, shaders, specular and bump mapping... I suppose that next thing is to finish the interface.

Once the UI is finished, I'm thinking about remade Darth Vader's armor/helmet (right now it looks bad), making new interiors or new animations. I agree with good suggestions  :idea:


ah... Hokie, have you read my PM(s)?  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 16, 2010, 02:31:55 AM
Well... all my announced models are finished, include lods, difuse texture variations, shaders, specular and bump mapping... I suppose that next thing is to finish the interface.

Once the UI is finished, I'm thinking about remade Darth Vader's armor/helmet (right now it looks bad), making new interiors or new animations. I agree with good suggestions  :idea:


ah... Hokie, have you read my PM(s)?  ;)

Darth Vader's suit... yeah, looks awful, but not the helmet, it's all right.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 16, 2010, 05:09:23 AM

I'm alive, just currently very busy in real life.    ???    Hopefully have some time to read and reply to PM's later today or tomorrow...
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on February 16, 2010, 06:13:39 AM
The new Lucrehulk-class station:
(http://s1d2.turboimagehost.com/t/2920288_cis_station.png) (http://www.turboimagehost.com/p/2920288/cis_station.png.html)

Drool...
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on February 16, 2010, 07:03:45 AM
Hey guys, I was testing with the new Darth Vader's head... upgraded/polished model + new shaders + LOD and bingo, take an eye  :shock:

(http://f.imagehost.org/t/0523/vaders_helmet.jpg) (http://f.imagehost.org/view/0523/vaders_helmet) (http://b.imagehost.org/t/0134/vaders_helmet2.jpg) (http://b.imagehost.org/view/0134/vaders_helmet2) (http://f.imagehost.org/t/0434/vaders_helmet3.jpg) (http://f.imagehost.org/view/0434/vaders_helmet3) (http://f.imagehost.org/t/0146/vaders_helmet4.jpg) (http://f.imagehost.org/view/0146/vaders_helmet4)


I love it, looks terrifying  ;)  He has the autentic vader's aura, cool!

PD: (Please don't look the suit/armor, I haven't touch it... yet)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 16, 2010, 07:34:12 AM
True, it's better. Hey, just a suggestion. Could you raise the position of the helmet and the shoulders of the future suit? Just like the new wookie model (used in the female wookie and wookie armour), so that it looks higher.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 16, 2010, 07:50:14 AM
True, it's better. Hey, just a suggestion. Could you raise the position of the helmet and the shoulders of the future suit? Just like the new wookie model (used in the female wookie and wookie armour), so that it looks higher.

The only problem with that is if a player uses the helmet with a different body it messes up.
That Darth Vader helmet looks totally great, real nice work.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 16, 2010, 08:07:29 AM
True, it's better. Hey, just a suggestion. Could you raise the position of the helmet and the shoulders of the future suit? Just like the new wookie model (used in the female wookie and wookie armour), so that it looks higher.

The only problem with that is if a player uses the helmet with a different body it messes up.
That Darth Vader helmet looks totally great, real nice work.

I know, but 1st (it has already been done with the wookie armour) and 2nd, nobody but vader is suposed to use it...
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 16, 2010, 08:16:02 AM
True, it's better. Hey, just a suggestion. Could you raise the position of the helmet and the shoulders of the future suit? Just like the new wookie model (used in the female wookie and wookie armour), so that it looks higher.

The only problem with that is if a player uses the helmet with a different body it messes up.
That Darth Vader helmet looks totally great, real nice work.

I know, but 1st (it has already been done with the wookie armour) and 2nd, nobody but vader is suposed to use it...

Just because it's been done before isn't a valid means to do it again.
I think we need to stick to one common template for armour design, otherwise we will just run into problems. Eg: Barf's clones use a different template for armour, if you equip the clone helmet with a different armor it just floats above.


Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 16, 2010, 08:21:54 AM
True, it's better. Hey, just a suggestion. Could you raise the position of the helmet and the shoulders of the future suit? Just like the new wookie model (used in the female wookie and wookie armour), so that it looks higher.

The only problem with that is if a player uses the helmet with a different body it messes up.
That Darth Vader helmet looks totally great, real nice work.

I know, but 1st (it has already been done with the wookie armour) and 2nd, nobody but vader is suposed to use it...

Just because it's been done before isn't a valid means to do it again.
I think we need to stick to one common template for armour design, otherwise we will just run into problems. Eg: Barf's clones use a different template for armour, if you equip the clone helmet with a different armor it just floats above.


Lol, mini Darth Vader. Well, about those clones, somth must be done with their footwear, if you equip it with some other clothing your legs disappear...
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 16, 2010, 08:24:03 AM
True, it's better. Hey, just a suggestion. Could you raise the position of the helmet and the shoulders of the future suit? Just like the new wookie model (used in the female wookie and wookie armour), so that it looks higher.

The only problem with that is if a player uses the helmet with a different body it messes up.
That Darth Vader helmet looks totally great, real nice work.

I know, but 1st (it has already been done with the wookie armour) and 2nd, nobody but vader is suposed to use it...

Just because it's been done before isn't a valid means to do it again.
I think we need to stick to one common template for armour design, otherwise we will just run into problems. Eg: Barf's clones use a different template for armour, if you equip the clone helmet with a different armor it just floats above.


Lol, mini Darth Vader. Well, about those clones, somth must be done with their footwear, if you equip it with some other clothing your legs disappear...

Exactly, which is why I'm against changing the template for the Darth Vader armour, since it will just cause more similar problems to what's going on with the Clone armour.
Swyter, once again real nice work on that model just keep the template the same, it looks great and will allow players to mix and match armours.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 16, 2010, 08:55:04 AM
woohoo, I FINALLY fixed that bug with the ship upgrading, had been staring at it for a few days... 1 line of code had to be added, blah.  But now I can go ahead and add everything to be purchasable ships, add more shipyards, etc.

I also added in a female texture that IVIORT had sent me a while back but had forgotten about, and made all the keys configurable thanks to the code Chel had written for Expanded Gameplay III.  Many thanks to him for including the source code and I may try and modify some of his other 'combat abilities' as force powers, etc.

(http://img63.imageshack.us/img63/6165/mb115.th.jpg) (http://img63.imageshack.us/i/mb115.jpg/)  (http://img246.imageshack.us/img246/1221/mb183.th.jpg) (http://img246.imageshack.us/i/mb183.jpg/)

Expanded Gameplay III - http://forums.taleworlds.com/index.php/board,91.0.html

In terms of the recent pictures people have posted of models, crouching, or other concepts, looks great, nice work!    I don't always have time to read all the posts in the forum, so if there is something important or you need to send me new stuff to add its usually better to do it via PM.  Although it may take me a little while to read and/or respond to it, I do try and go through those and add stuff in as needed, etc.

I would also agree with Vector that all new models should be built on the standard human template so they can be interchangeable with other armor.  The clone armor and boots are a good example of when not doing this can cause problems.  Barf's not working on this mod anymore, and Geroj and Happy Stormtrooper are busy, so I'm not sure anyone is available to re-do those and at this points its probably not worth it.  But going forward lets try to make them standard if possible.  However, we could have two items, so if we want to to re-scale the armor to make Vader a little taller then its technically possible but its probably up to Swyter if he wants to bother with a detail like that.  I will also mention that sometimes rescaling armor may cause rigging/animation issues, and there is a max limit of items in the game so if we ever hit that then its possible we would have to eliminate items like these, etc.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on February 17, 2010, 02:15:45 PM
Well, today I have finished the SWC 2.0 GUI beta (My second attempt  ???) Well... I expect that this cause more positive post that the first one

Hokie, when you can  :), the pack is ready for tasting, include ALL the psd's, finally I remade it totally from zero (since the old source files were in the limbo  :-\)

I'll not publish screenshots with the final result 'cos surely Hokie wants to change some/all the art or the menu ordering.   ;)


Hokie... try it and tell to me...  ;) All is changeable now...

Greetings


PD: I suppose that I work now on a new vader's suit, but later; What is more needed currently in the mod? animations, models, interiors, art, code support... I can help
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on February 17, 2010, 05:47:31 PM
Nice! :)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 18, 2010, 10:10:16 AM
Well, today I have finished the SWC 2.0 GUI beta (My second attempt  ???) Well... I expect that this cause more positive post that the first one

Hokie, when you can  :), the pack is ready for tasting, include ALL the psd's, finally I remade it totally from zero (since the old source files were in the limbo  :-\)

I'll not publish screenshots with the final result 'cos surely Hokie wants to change some/all the art or the menu ordering.   ;)


Hokie... try it and tell to me...  ;) All is changeable now...

Greetings


PD: I suppose that I work now on a new vader's suit, but later; What is more needed currently in the mod? animations, models, interiors, art, code support... I can help

Sounds great.
If you are looking for some thing to do, you could try doing a remake for 'Bobba Fett' then we can always retexture it to create Mandalorian variations. Since the current Mandalorian armour could use some attention, but totally up to you on that one.

Once again nice work.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 18, 2010, 11:28:51 PM
We can always use more models or other things, but here are a few general comments...

EASY MODELS TO USE

MORE DIFFICULT

so... My vote would probably be to focus on easier stuff first, unless somebody can rig armor and/or is willing to build scenes with new scene props.  Now, the auto-rigging on armor works well, so if you want to do armor then go for it, but I'm just warning you that it might look poor in game.  ;)   Same idea with props, feel free to do them, but they might not get used for a while until we find time for scene building, etc...  Anyway, we're pretty good on weapons, but some more variety never hurts.  We could really use some more variety for the town walkers and space pirate clothing, so if somebody wanted to re-texture some of the current ones that would be a help.  A few more speeder bikes would add more variety and more aliens heads are always great because we can add more mercs.   Some random idea's:

Swoop Bikes - http://images2.wikia.nocookie.net/starwars/images/e/e5/SwoopClass_negvv.jpg
Vibro-lance - http://starwars.wikia.com/wiki/Vibro-lance and http://swgemuservers.com/precuscrapbookv5/data/20070126110818/223295.jpg
Texture Kamino Props (I have these) - http://forums.taleworlds.com/index.php/topic,20178.msg1867251.html#msg1867251
4-LOM - http://starwars.wikia.com/wiki/4-LOM - we have the head, could probably just re-texture the C-3PO body
Aliens - http://starwars.wikia.com/wiki/Gran or http://starwars.wikia.com/wiki/Gand or http://starwars.wikia.com/wiki/Bith
Ubese Helmet - http://starwars.wikia.com/wiki/Ubese  (Happy Stormtrooper already did the armor)

thats all I got for now, feel free to make any comments or suggestions.  :)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 19, 2010, 05:13:53 AM
Ah, talking of Scenes i will send you a pack of new/tweaked ones.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on February 19, 2010, 05:57:44 AM
By Hokie suggestion, I'll publish some screenies of the "new" ui, but surely it will not be the final version because do not match very well with the spirit of the game (unmodable dark text colors, etc) So the final version will be sooo diferent (I think). Well, thats some of my work of the last 2'5 weeks:

(http://b.imagehost.org/t/0536/newgui1.jpg) (http://b.imagehost.org/view/0536/newgui1) (http://b.imagehost.org/t/0501/newgui2.jpg) (http://b.imagehost.org/view/0501/newgui2) (http://b.imagehost.org/t/0794/newgui3.jpg) (http://b.imagehost.org/view/0794/newgui3) (http://b.imagehost.org/t/0112/newgui4.jpg) (http://b.imagehost.org/view/0112/newgui4) (http://b.imagehost.org/t/0002/newgui5.jpg) (http://b.imagehost.org/view/0002/newgui5)


Did you like it?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 19, 2010, 06:05:54 AM
Just as it should be. Great work.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on February 19, 2010, 06:29:14 AM
Just as it should be. Great work.

I don't think that this could be so great as you said ???, There are text areas with lighter colors, bad located boxes and a lot of misplaced elements  :'(

So Hokie and me were thinking in making a total overhaul, a remix between this and the old grey one.

I know that you HATE (with uppercase, bold and italic) the old one. But the final result do not acomplish with my desired final results. I can do it much better
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 19, 2010, 09:59:17 AM
Don't chage it! What I can see in those pics is perfect...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 19, 2010, 10:49:10 AM
In terms of the interface, I already gave Swyter my vote that I liked the old grey one better, but I'll post a summary here as well.   I felt the grey blended in nicely with the rest of the game and looked more professional.  I personally feel the blue is way too bright and distracting, makes some of the menu's tough to see, and takes away from enjoying the models or reading the text, etc.  Now, I not an artist by any means, but I understand what you are trying to do with the blue texture.  It does work good for the main background, although the green highlight is a little tough to see, but at the minimum I'd suggest trying to lower the saturation and brightness.  Here's a very quick attempt at doing that, and I think it blends in a little nicer and isn't as distracting.  But for the inventory, character, dialog & party windows, I still like the old one and would just keep the blue for the main background.  But everybody post their feedback and what they think, etc, and we'll try and figure out the best option.  Also, we technically could have multiple options, and just make an interface loader or something that switches between them, but maybe that is a little overkill.  ;)

(http://img28.imageshack.us/img28/6684/mb236.th.jpg) (http://img28.imageshack.us/i/mb236.jpg/)  (http://img26.imageshack.us/img26/4076/mb237.th.jpg) (http://img26.imageshack.us/i/mb237.jpg/)  (http://img171.imageshack.us/img171/5442/mb238.th.jpg) (http://img171.imageshack.us/i/mb238.jpg/)  (http://img175.imageshack.us/img175/5328/mb239.th.jpg) (http://img175.imageshack.us/i/mb239.jpg/)

on a different note, I did want to tell people I put in Swyter's medical droid model into the game and it looks great.  This troop now heals troops around you in battle which is a neat feature.  I made it expensive, and currently it heals 5% health every 30 seconds, but we may have to lower that because the player can cheat somewhat by just having 10-20 medical droids on the battlefield and making all their troops stand close.   Also, should I give this or the power droid to any of the faction armies?

(http://img10.imageshack.us/img10/4525/mb218q.th.jpg) (http://img10.imageshack.us/i/mb218q.jpg/)  (http://img237.imageshack.us/img237/9708/mb219.th.jpg) (http://img237.imageshack.us/i/mb219.jpg/)  (http://img168.imageshack.us/img168/9449/mb217.th.jpg) (http://img168.imageshack.us/i/mb217.jpg/)  (http://img130.imageshack.us/img130/931/mb216.th.jpg) (http://img130.imageshack.us/i/mb216.jpg/)  (http://img341.imageshack.us/img341/7696/mb204.th.jpg) (http://img341.imageshack.us/i/mb204.jpg/)

edit:  one other thing, is a while back I had tried to disable blood stains on armor.  That can't be done, so I went ahead and re-enabled the blood splatter, since it makes sense that when you kill somebody with a lightsaber you see some blood in the air, etc...
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on February 19, 2010, 12:33:14 PM
Yeah... of course I agree with you... its your module, feel free of tweaking the interface as you want, you have the same source files so the contrast/color change will look better than a plain image without layers  :idea:.

About the font (Rexlia Free) I think that looks good, readable and without visual distractions, and the square-shaped letters  are 'sw-aurabesh' (its well written?) related. Better than the M&B default one.  ;)

Good work with the droids, a question. are movable as an usual troop or fixed to the starting position?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 19, 2010, 01:30:42 PM

The medical droid is currently classified as a ranged troop, but doesn't have a gun, and has an invisible melee weapon that can't attack.  ;)    But I did these and the power droids as ranged troop because I figured most people tell the archers to hold position when a battle starts, so those droids will stay back and heal the troops.  But if you tell them to charge, then they will move forward into battle.    I could script them to stay near the starting location or set them to be an ally of your team so you can't control them, but having them be 'ranged' seems to work pretty well.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 19, 2010, 07:32:30 PM
I just thought of a neat idea, 'random' posters and signs in scenes...  There is a command to replace one scene prop with a different one that is primarily used in sieges.   However, I could just have a scene prop called "random_sign" or "random_poster" and then every time you enter the scene we randomly switch it out.  I just tested this with a single poster at the trade federation and you can see every time I entered the scene it switched, which is nice for some variety.  Now, it replaces ALL of that scene prop with the same one, so I'd probably have to do a few random_sign_# if people wanted different random pictures in a scene.  I'll also have to do some so its random_empire_poster, random_rebel_poster, etc.  But in general I think this concept looks pretty cool.

(http://img525.imageshack.us/img525/130/mb248.th.jpg) (http://img525.imageshack.us/i/mb248.jpg/)  (http://img514.imageshack.us/img514/1732/mb249.th.jpg) (http://img514.imageshack.us/i/mb249.jpg/)  (http://img715.imageshack.us/img715/2763/mb250.th.jpg) (http://img715.imageshack.us/i/mb250.jpg/)  (http://img85.imageshack.us/img85/9618/mb251.th.jpg) (http://img85.imageshack.us/i/mb251.jpg/)  (http://img705.imageshack.us/img705/5518/mb253.th.jpg) (http://img705.imageshack.us/i/mb253.jpg/)  (http://img29.imageshack.us/img29/2324/mb254.th.jpg) (http://img29.imageshack.us/i/mb254.jpg/)  (http://img211.imageshack.us/img211/9320/mb255.th.jpg) (http://img211.imageshack.us/i/mb255.jpg/)  (http://img24.imageshack.us/img24/1415/mb256.th.jpg) (http://img24.imageshack.us/i/mb256.jpg/)  (http://img203.imageshack.us/img203/210/mb257.th.jpg) (http://img203.imageshack.us/i/mb257.jpg/)

Also, we could do something similar for other scenes.   For example, some of the castle scenes have a ship or speeder bikes parked in the scene.  Well, I could just do a "random_speeder_bike" or "random_spaceship" scene prop and every time you entered the scene it would rotate.  Might be able to do something similar with weapons on a table or other items....   This could even be used for random battle scenes, where we switch out objects on the ground which were similar sizes so it wouldn't mess up the AI mesh...  The main problem is ALL props of the props with that name are replaces with the same one, so I'd need to do several variations of "random_speeder_bike_#" as I mentioned above.
Title: Re: SWC: Developers Log and status updates
Post by: Tyrinius on February 20, 2010, 12:03:15 PM
That sounds great!

btw: Is it possible to add a scene prop based on the map icon of your troops? I mean like when you own different ships, you will land with different shuttles.
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on February 20, 2010, 03:40:16 PM
Indeed sounds good 8)
Title: Re: SWC: Developers Log and status updates
Post by: Milata on February 21, 2010, 01:02:39 AM
I Don't wanna sound like an impatient betch, but when is the next version comming out? i have the latest beta version which is the best but the bugs are kinda annoying whenever i go see a weapon merchant i crash
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on February 21, 2010, 02:03:55 AM
Star Wars Conquest 0.8.7 Beta

There is a bug with some item meshes, which will cause a crash in the weapon merchants.  For now do the following to fix this:

1) open your item_kinds1.txt in notepad
2) delete the "_inventory" for the itm_kashyyyk_long_gun and itm_rocket_launcher

Quote
itm_kashyyyk_long_gun Kashyyyk_Long_Gun Kashyyyk_Long_Gun 2  kashyyyk_long_gun 0  kashyyyk_long_gun_inventory ............

Quote
itm_rocket_launcher RDP-12_Rocket_Launcher_(in_development) RDP-12_Rocket_Launcher_(in_development) 2  rpg 0  rpg_inventory .........
there is a bug with anakin's lightsaber.  If you want to fix it you'd have to text edit item_kinds1.txt to remove the 'n' which I show below

Quote
itm_anakin_skywalker_lightsaber Anakin_Skywalker's_Lightsaber Anakin_Skywalker's_Lightsaber 2  lightsaber_blue 0  lightsaber_bluenoff
[/quote]
Title: Re: SWC: Developers Log and status updates
Post by: Milata on February 21, 2010, 03:16:58 AM
Thanks man, also in the next version could there be prisoners in prisoners
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 21, 2010, 04:11:22 AM
That sounds great!

btw: Is it possible to add a scene prop based on the map icon of your troops? I mean like when you own different ships, you will land with different shuttles.

Yes, that's what I was going to ask. If you own a Z-95 you land with it, and if you have a cruiser you land with a normal shuttle. Then, the rest of ships in the scene (if there is any other) can be random.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on February 25, 2010, 09:37:45 AM
I think I could make it so your ship was visible in the scene, and switched depending on what you had purchased.  The main problem is that all ships would most likely the ship would be the same size since there is noway I can re-scale a scene prop in the code.   But maybe if I put the ship far enough away it would look ok...  I'll try and test.   Otherwise, I've been playing around with a few concepts:

random signs, as I mentioned earlier.  The left poster on the back wall is always an empire one, the right poster on the back wall is always a rebel one, and the rest of them are randomly chosen when you enter the scene.  I'm going to try and add some random posters to the cantina scenes to give some variety as well.

(http://img690.imageshack.us/img690/7796/mb283.th.jpg) (http://img690.imageshack.us/i/mb283.jpg/)  (http://img72.imageshack.us/img72/6521/mb282.th.jpg) (http://img72.imageshack.us/i/mb282.jpg/)  (http://img687.imageshack.us/img687/4524/mb281.th.jpg) (http://img687.imageshack.us/i/mb281.jpg/)  (http://img13.imageshack.us/img13/1970/mb284.th.jpg) (http://img13.imageshack.us/i/mb284.jpg/)

DtheHun and the daydream mod is letting me use their dance animation, so I added some slave dancers to the slave trader cages and besides the hutt lords at their castle.   They are randomly chosen, so sometimes will be human and sometimes will be twilek.
video of dance animation - http://www.youtube.com/watch?v=h1f5jqq-d00

(http://img341.imageshack.us/img341/2840/mb273.th.jpg) (http://img341.imageshack.us/i/mb273.jpg/)  (http://img535.imageshack.us/img535/7250/mb274.th.jpg) (http://img535.imageshack.us/i/mb274.jpg/)  (http://img51.imageshack.us/img51/958/mb271.th.jpg) (http://img51.imageshack.us/i/mb271.jpg/)  (http://img27.imageshack.us/img27/9350/mb297.th.jpg) (http://img27.imageshack.us/i/mb297.jpg/)

I also added the ability to switch the firing position of the DC-15A & E-11 (raised or hip) and the A-280 & A-295 (raised or crouch).  By giving these to the troops it adds a little more variety on the battlefield as well.  We are limited on the number of items, so I don't want to add this ability to all guns, but let me know if any others really need it.

(http://img709.imageshack.us/img709/2848/mb315.th.jpg) (http://img709.imageshack.us/i/mb315.jpg/)  (http://img59.imageshack.us/img59/7366/mb314.th.jpg) (http://img59.imageshack.us/i/mb314.jpg/)  (http://img638.imageshack.us/img638/585/mb306.th.jpg) (http://img638.imageshack.us/i/mb306.jpg/)  (http://img535.imageshack.us/img535/5053/mb301.th.jpg) (http://img535.imageshack.us/i/mb301.jpg/)  (http://img10.imageshack.us/img10/9324/mb316.th.jpg) (http://img10.imageshack.us/i/mb316.jpg/)

Otherwise, I'm still working on coding for the ship purchasing, adding in the new battledroids, and some other tweaks...
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 25, 2010, 10:07:15 AM
Cool.

About the ship in scene stuff: You don't need to add a cruiser to the scene. In fact (if it's a big ship) you might better add a small shuttle (the one at the beginning of the game) as if you got there by using a pod or whatever belonging to the mainship.
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on February 25, 2010, 11:14:39 AM
I also added the ability to switch the firing position of the DC-15A & E-11 (raised or hip) and the A-280 & A-295 (raised or crouch).  By giving these to the troops it adds a little more variety on the battlefield as well.  We are limited on the number of items, so I don't want to add this ability to all guns, but let me know if any others really need it.

(http://img709.imageshack.us/img709/2848/mb315.th.jpg) (http://img709.imageshack.us/i/mb315.jpg/)  (http://img59.imageshack.us/img59/7366/mb314.th.jpg) (http://img59.imageshack.us/i/mb314.jpg/)  (http://img638.imageshack.us/img638/585/mb306.th.jpg) (http://img638.imageshack.us/i/mb306.jpg/)  (http://img535.imageshack.us/img535/5053/mb301.th.jpg) (http://img535.imageshack.us/i/mb301.jpg/)  (http://img10.imageshack.us/img10/9324/mb316.th.jpg) (http://img10.imageshack.us/i/mb316.jpg/)

Otherwise, I'm still working on coding for the ship purchasing, adding in the new battledroids, and some other tweaks...


That's so freaking sexy, the next beta will be so freaking awesome  :o
Title: Re: SWC: Developers Log and status updates
Post by: Vector on February 25, 2010, 12:45:18 PM
Looks great, give me a shout once you have added the current new map models I've sent you and i will send you another pack of new ones.

Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on February 25, 2010, 02:15:41 PM
Looks great, give me a shout once you have added the current new map models I've sent you and i will send you another pack of new ones.



Smith: Moooooore.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 03, 2010, 01:45:20 PM

ARGHH...  wanted to post an update because unfortunately I just wasted the last few days without making much progress.  :(   My M&B game basically died, where it was completely un-playable when I entered a scene and kept crashing when I clicked on various menu's and other options.   At first I thought it was something I had done to SWC but then I realized it was happening with the native game as well....  So I tried to re-install the game, update directx and video drivers, lowered video settings, etc, but NOTHING worked.   I finally figured out it was some corrupt ..\documents and settings\<username>\application data\mount & blade\ configuration files, and once I deleted those and they were re-created then everything was fine.    ???    Anyway, I was about to throw my laptop out the window so I'm glad its fixed and not something with the mod itself, but still very frustrating...  Oh well, back to work.
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on March 04, 2010, 12:23:27 AM
Glad, it's fixed HokieBT.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 06, 2010, 06:16:28 AM
A little update on the new ship models:

(http://s1d2.turboimagehost.com/t/2843366_Huttfrigmk1.png) (http://www.turboimagehost.com/p/2843366/Huttfrigmk1.png.html) (http://s1d2.turboimagehost.com/t/2813329_Spacestation5.png) (http://www.turboimagehost.com/p/2813329/Spacestation5.png.html) (http://s1d2.turboimagehost.com/t/2811751_dread.png) (http://www.turboimagehost.com/p/2811751/dread.png.html) (http://s1d2.turboimagehost.com/t/2811752_isd.png) (http://www.turboimagehost.com/p/2811752/isd.png.html) (http://s1d2.turboimagehost.com/t/2811753_vic.png) (http://www.turboimagehost.com/p/2811753/vic.png.html) (http://s1d2.turboimagehost.com/t/2843398_Huttfrig.png) (http://www.turboimagehost.com/p/2843398/Huttfrig.png.html) (http://s1d2.turboimagehost.com/t/2811754_indic.png) (http://www.turboimagehost.com/p/2811754/indic.png.html) (http://s1d2.turboimagehost.com/t/2811755_frig_image.png) (http://www.turboimagehost.com/p/2811755/frig_image.png.html) (http://s1d2.turboimagehost.com/t/2811784_gunship.png) (http://www.turboimagehost.com/p/2811784/gunship.png.html) (http://s1d2.turboimagehost.com/t/2843338_Huttcui.png) (http://www.turboimagehost.com/p/2843338/Huttcui.png.html) (http://s1d2.turboimagehost.com/t/2843340_Tie.png) (http://www.turboimagehost.com/p/2843340/Tie.png.html)  (http://s1d2.turboimagehost.com/t/3041809_systempat.png) (http://www.turboimagehost.com/p/3041809/systempat.png.html) (http://s1d2.turboimagehost.com/t/3041810_huttfre.png) (http://www.turboimagehost.com/p/3041810/huttfre.png.html) (http://s1d2.turboimagehost.com/t/2920288_cis_station.png) (http://www.turboimagehost.com/p/2920288/cis_station.png.html)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 08, 2010, 01:21:27 AM
STAR WARS: CONQUEST 0.9.0 RELEASED

Download - http://www.mbrepository.com/file.php?id=809

I will try and provide a more detailed list of the changes later today or tomorrow, but this version contains many smaller changes and overall gameplay improvements.  Vector Dalon spent a lot of time working on the ships, planets, battlestations and other models on the world map.  Swyter worked on the user interface, animations, and new models like a power droid that refills ammo, and medical droid that refills health of your troops while in battle.  Pagan added more music and the rest of the team contributed more models, textures, or animations.  I spent time on improving the shipyards so more ships are available, working on arena fights, adding some random signs in scenes, new merchants at the shipyards, and some other changes. 

Thanks very much to the following people, please let me know if I missed anybody:

Geroj - models, textures
Vector Dalon - models, textures
Swyter - models, textures, animations
Revan Shan - textures
Happy Stormtrooper - models, textures
Pagan - music
SupaNinjaMan - models
Lucke189 & Calradia Modern Warfare mod - animations
DtheHun & Surrealarms/Daydream mod - models, animations
WilliamBerne & WWII: China Battlefield mod - animations
Penis Colada & 1866 mod - animations
Dain Ironfoot & The Peninsular War - animations
Title: Re: SWC: Developers Log and status updates
Post by: Merlkir on March 08, 2010, 10:25:55 AM
Hokie, this mod looks friggen' tasty! I haven't been paying attention, but you guys have been working on this like crazy! I'll be sure to try this later this week.
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on March 08, 2010, 12:04:24 PM
Holy!
”That's, great!.
Edit: There seems to be a problem, whit the first view person.
Title: Re: SWC: Developers Log and status updates
Post by: Peralta on March 09, 2010, 03:37:23 AM
You forgot me, I made the BX Commando droid (from the B-1 Battle Droid model)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 12, 2010, 11:52:19 AM

Wanted to post a quick update.   First, there don't seem to be any MAJOR game-breaking bugs in 0.9, so that is helpful.   The main ones I remember are:

1) issue when you try to leave the main hall using the door in any castle it teleports you underwater.  I've fixed this in the code but for now people will have to use the Tab key.
2) issue with the Yavin IV quick battle where troops are up really high, currently troubleshooting.
3) issue with a script error and/or gameplay crashes.  currently troubleshooting
4) issue with being able to press T to switch your weapon even when you are dead, and then you respawn with zero health.  I've fixed this in the code

I also made some minor tweaks like increasing the armor stats on the rebel heavy trooper armor, increasing the price on the T-21 and beskar armor, making the prices the same for throwing and regular lightsabers, updated the music file to remove the un-used tracks, switched the genosian sonic rifle to be held on the side, etc.

I also increased the size and tweaked the button/icon positions for the shipyard

(http://img44.imageshack.us/img44/9327/mb19g.th.jpg) (http://img44.imageshack.us/i/mb19g.jpg/)  (http://img85.imageshack.us/img85/74/mb18k.th.jpg) (http://img85.imageshack.us/i/mb18k.jpg/)  (http://img412.imageshack.us/img412/1006/mb17.th.jpg) (http://img412.imageshack.us/i/mb17.jpg/)  (http://img514.imageshack.us/img514/4901/mb16.th.jpg) (http://img514.imageshack.us/i/mb16.jpg/)

and Swyter pointed out that all the lights in the game were still coded as torches and would flicker and have a yellow tint.   ::)    So i fixed that and we now get the nice white light in scenes.

OLD

(http://img690.imageshack.us/img690/7796/mb283.th.jpg) (http://img690.imageshack.us/i/mb283.jpg/)  (http://img705.imageshack.us/img705/7696/mb104.th.jpg) (http://img705.imageshack.us/i/mb104.jpg/)  (http://img297.imageshack.us/img297/249/mb106m.th.jpg) (http://img297.imageshack.us/i/mb106m.jpg/)

NEW

(http://img42.imageshack.us/img42/676/mb36h.th.jpg) (http://img42.imageshack.us/i/mb36h.jpg/)  (http://img11.imageshack.us/img11/3363/mb35r.th.jpg) (http://img11.imageshack.us/i/mb35r.jpg/)  (http://img101.imageshack.us/img101/7590/mb34.th.jpg) (http://img101.imageshack.us/i/mb34.jpg/)  (http://img21.imageshack.us/img21/3968/mb33.th.jpg) (http://img21.imageshack.us/i/mb33.jpg/)
Title: Re: SWC: Developers Log and status updates
Post by: Fallen Warrior on March 13, 2010, 01:37:26 AM
I'm lovin the new cantina ;)  Also the clones have a line running through the middle of them, starting from the neck going down to the groin area.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 13, 2010, 04:09:47 PM

Wanted to post a quick update.   First, there don't seem to be any MAJOR game-breaking bugs in 0.9, so that is helpful.   The main ones I remember are:

1) issue when you try to leave the main hall using the door in any castle it teleports you underwater.  I've fixed this in the code but for now people will have to use the Tab key.
2) issue with the Yavin IV quick battle where troops are up really high, currently troubleshooting.
3) issue with a script error and/or gameplay crashes.  currently troubleshooting
4) issue with being able to press T to switch your weapon even when you are dead, and then you respawn with zero health.  I've fixed this in the code

I also made some minor tweaks like increasing the armor stats on the rebel heavy trooper armor, increasing the price on the T-21 and beskar armor, making the prices the same for throwing and regular lightsabers, updated the music file to remove the un-used tracks, switched the genosian sonic rifle to be held on the side, etc.

I also increased the size and tweaked the button/icon positions for the shipyard

(http://img44.imageshack.us/img44/9327/mb19g.th.jpg) (http://img44.imageshack.us/i/mb19g.jpg/)  (http://img85.imageshack.us/img85/74/mb18k.th.jpg) (http://img85.imageshack.us/i/mb18k.jpg/)  (http://img412.imageshack.us/img412/1006/mb17.th.jpg) (http://img412.imageshack.us/i/mb17.jpg/)  (http://img514.imageshack.us/img514/4901/mb16.th.jpg) (http://img514.imageshack.us/i/mb16.jpg/)

and Swyter pointed out that all the lights in the game were still coded as torches and would flicker and have a yellow tint.   ::)    So i fixed that and we now get the nice white light in scenes.

OLD

(http://img690.imageshack.us/img690/7796/mb283.th.jpg) (http://img690.imageshack.us/i/mb283.jpg/)  (http://img705.imageshack.us/img705/7696/mb104.th.jpg) (http://img705.imageshack.us/i/mb104.jpg/)  (http://img297.imageshack.us/img297/249/mb106m.th.jpg) (http://img297.imageshack.us/i/mb106m.jpg/)

NEW

(http://img42.imageshack.us/img42/676/mb36h.th.jpg) (http://img42.imageshack.us/i/mb36h.jpg/)  (http://img11.imageshack.us/img11/3363/mb35r.th.jpg) (http://img11.imageshack.us/i/mb35r.jpg/)  (http://img101.imageshack.us/img101/7590/mb34.th.jpg) (http://img101.imageshack.us/i/mb34.jpg/)  (http://img21.imageshack.us/img21/3968/mb33.th.jpg) (http://img21.imageshack.us/i/mb33.jpg/)

The new lighting is great, imagine we could apply this to the hangers and other interior scenes also?
Title: SWC is now on Mod DB
Post by: Swyter on March 14, 2010, 12:55:52 PM
Hey people, the SWC Mod DB profile is ready and "currently awaiting authorisation"  :shock: [~2-3 days], I have filled it with tons of content... A cute header, all the 0.8.8->0.9 screenshots, catchy marketing description, <custom DIV starfield-under-z-orderer-hacked-HTML-background> [Is not officially supported and only the most important projects has one  8)]

Courtesy of Swyter, At your service   ;)

The final URL - As the page is not yet activated I bring to you some admin screenshots:
http://www.moddb.com/mods/swconquest (http://www.moddb.com/mods/swconquest)

(http://i.imagehost.org/t/0317/moddb1.jpg) (http://i.imagehost.org/view/0317/moddb1)
(http://b.imagehost.org/t/0150/moddb2.jpg) (http://b.imagehost.org/view/0150/moddb2)


Well, the forum is opened for comments and critical sour (no, is a joke)  :)
PD: Hey Revan, I've added your video... Its Ok?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 15, 2010, 01:27:11 AM
Perfect.
Title: Re: SWC is now on Mod DB
Post by: Vector on March 15, 2010, 05:01:27 AM
Hey people, the SWC Mod DB profile is ready and "currently awaiting authorisation"  :shock: [~2-3 days], I have filled it with tons of content... A cute header, all the 0.8.8->0.9 screenshots, catchy marketing description, <custom DIV starfield-under-z-orderer-hacked-HTML-background> [Is not officially supported and only the most important projects has one  8)]

Courtesy of Swyter, At your service   ;)

The final URL - As the page is not yet activated I bring to you some admin screenshots:
http://www.moddb.com/mods/swconquest (http://www.moddb.com/mods/swconquest)

(http://i.imagehost.org/t/0317/moddb1.jpg) (http://i.imagehost.org/view/0317/moddb1)
(http://b.imagehost.org/t/0150/moddb2.jpg) (http://b.imagehost.org/view/0150/moddb2)

Well, the forum is opened for comments and critical sour (no, is a joke)  :)
PD: Hey Revan, I've added your video... Its Ok?


I've been meaning to bring up the moddb for a few months now, did you ask Hokie before setting it up?
Appearance looks great, still waiting for it to be validated but from i can see if your admin screenshots it looks great.

Only thing is "Developed by: Swyter", fairly sure Me, Hokie and the rest of the team deserve some credit in there also. ;)

Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 15, 2010, 07:22:35 AM

yeah, Swyter contacted me and I said it was a good idea, so told him he could create it.    We'll probably just have to put something generic like SWC Team and then list team members below, etc.

Also, I fixed the Yavin IV quick battle, added croucing ability to all scenes, and Swyter fixed the steps in the 'main halls', etc.  So I may release a 0.9.0.1 version as a quick bug fix because all the changes we've made so far should still  be saved game compatible.   Before I do that I'll probably try one more time to fix that script error tho...
Title: Re: SWC is now on Mod DB
Post by: Swyter on March 15, 2010, 08:47:10 AM
Only thing is "Developed by: Swyter", fairly sure Me, Hokie and the rest of the team deserve some credit in there also. ;)

Hehe...  ;)  Honor and glory of me! mhh the temptation... its hard... No, don't worry  :)

Simply I keep that because is "in construction", and for making Dev Teams (I tried to do one) is necessary to have an Mod DB account per user (vinculative accounts, etc...)
So if you wanna appear as member of the "Star Wars Conquest Dev Team" you need first a MOD DB ACCOUNT

See you in Mod DB,  my name is the same... ;)

Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 15, 2010, 10:18:40 AM

yeah, Swyter contacted me and I said it was a good idea, so told him he could create it.    We'll probably just have to put something generic like SWC Team and then list team members below, etc.

Also, I fixed the Yavin IV quick battle, added croucing ability to all scenes, and Swyter fixed the steps in the 'main halls', etc.  So I may release a 0.9.0.1 version as a quick bug fix because all the changes we've made so far should still  be saved game compatible.   Before I do that I'll probably try one more time to fix that script error tho...

Ah awesome, before you release i may as well send you two new map models and some spec textures.


Only thing is "Developed by: Swyter", fairly sure Me, Hokie and the rest of the team deserve some credit in there also. ;)

Hehe...  ;)  Honor and glory of me! mhh the temptation... its hard... No, don't worry  :)

Simply I keep that because is "in construction", and for making Dev Teams (I tried to do one) is necessary to have an Mod DB account per user (vinculative accounts, etc...)
So if you wanna appear as member of the "Star Wars Conquest Dev Team" you need first a MOD DB ACCOUNT

See you in Mod DB,  my name is the same... ;)



My Account: http://www.moddb.com/members/vector-dalon
Not sure exactly how you add people to the modding list but my profile page is above. ;)
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 15, 2010, 10:48:58 AM
My Account: http://www.moddb.com/members/vector-dalon
Not sure exactly how you add people to the modding list but my profile page is above. ;)

Don't worry about that, simply is send invitations to nicknames, You and Revan are now in... Hokie! c'mon! for vip users only leadership included ;)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 15, 2010, 01:25:10 PM

sent you a PM on moddb, thx
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 15, 2010, 02:22:25 PM
Cool profiles, team! We're all in? *checking ModDB* fantastic...   :)

Tell me if you wanna modify something about art, logos, bgs or something else. The description has grammatical spelling errors? Sure

Ok, Here is the complete Member list:

http://www.moddb.com/members/HokieBT
http://www.moddb.com/members/Vector_Dalon
http://www.moddb.com/members/Swyter
http://www.moddb.com/members/RevanShan [Not Activated]

SWC currently created pages:

http://www.moddb.com/mods/swconquest <- Project Profile [Waiting authorisation]
http://www.moddb.com/company/star-wars-conquest-dev-team <- Team Profile [Public] [Waiting authorisation]
http://twitter.com/swconquest  <- Twitter Page [I can Bind it to the Forum/Another Feeds]
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on March 15, 2010, 03:43:21 PM
Hokie, have you looked at the improved retexture I had sent you?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 15, 2010, 05:53:03 PM
Hokie, have you looked at the improved retexture I had sent you?

yeah, meant to send you a PM, but I've added that in, thanks.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 16, 2010, 05:29:00 AM
We have now been validated on the ModDB.  :)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 16, 2010, 07:50:18 AM
SWC 0.9.0.1 was posted to MBR, please see this thread for more information.

http://mbx.streetofeyes.com/index.php/topic,1766.msg49016.html#msg49016

edit:  I also created a news article and posted it in Moddb but its still waiting to be approved.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 16, 2010, 02:51:49 PM
Well the last time that I checked ModDB we were at Rank: 20 of 11,400  :shock: 21 Hours team! 21 Hours up!

I've updated the designs of both profiles, what did you think about?


UPDATED 17 March: Well, we're the 1st now... a new record!   ;)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 17, 2010, 11:06:16 AM
Well the last time that I checked ModDB we were at Rank: 20 of 11,400  :shock: 21 Hours team! 21 Hours up!

I've updated the designs of both profiles, what did you think about?


UPDATED 17 March: Well, we're the 1st now... a new record!   ;)

Yeah i noticed that this morning, i can't work out what it actually bases rank on though.
Either way, being ranked 1 is pretty awesome.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on March 17, 2010, 11:29:42 AM
I bet it's only not 10/10 rated beacause of that arsehole who trolled the comments too.
Title: Re: SWC: Developers Log and status updates
Post by: daerdevil on March 17, 2010, 12:07:08 PM
I bet it's only not 10/10 rated beacause of that arsehole who trolled the comments too.

Yeah, we need some more visits, as I'm only the 15th to vote on it, and my 10/10 only raised it up to 8.8!  Anyone rating this below an 8, 9, or 10 has never played the mod.  I personally think anything less than a 10 is someone who's just being petty.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 17, 2010, 12:09:17 PM

My guess is rank is based on average visits per day, so because we're new we're getting a lot of hits.  Eventually that will calm down so we'll have a better idea in a few weeks, etc.    But I did like seeing this screenshot below from the front page.

(http://img246.imageshack.us/img246/5231/moddbswc.th.png) (http://img246.imageshack.us/i/moddbswc.png/)
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 17, 2010, 04:08:28 PM
Finally got around to redoing that Bulk Freighter model:

(http://s1d2.turboimagehost.com/t/3117082_bulk.png) (http://www.turboimagehost.com/p/3117082/bulk.png.html)


I'm planning to get around another 10 map models done, then take a break from that and get back into working on scenes again.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 18, 2010, 04:36:48 AM
Cool

sigh... I'm so looking forward to space battles... (with the new ship control system, of course, the actual one sucks)
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 19, 2010, 04:54:51 AM
Hey team, a guy named Henley has uploaded the latest Beta into our ModDB downloads section!  :!:

http://www.moddb.com/mods/swconquest/downloads (http://www.moddb.com/mods/swconquest/downloads)

What can I do?  ???

Hokie said that it should be downloaded on Mbrepository... but surely people will choose the easy way...   :-\

PD: Henley (http://www.moddb.com/members/henley) is one of the ModDB admins
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 19, 2010, 05:06:31 AM
Hey team, a guy named Henley has uploaded the latest Beta into our ModDB downloads section!  :!:

http://www.moddb.com/mods/swconquest/downloads (http://www.moddb.com/mods/swconquest/downloads)

What can I do?  ???

Hokie said that it should be downloaded on Mbrepository... but surely people will choose the easy way...   :-\

PD: Henley (http://www.moddb.com/members/henley) is one of the ModDB admins

We should probably stick to the M&bRepository due to statics, would be nice to be the number on most downloaded M&B mod.
I take it you can remove that download from the list?

I don't mind contacting him and asking if we can had a direct link placed in the download page linking to our M&BRepository page.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 19, 2010, 06:05:21 AM
yeah, keeping statistics high on MBR and getting that site some traffic was my major reason for not uploading it to moddb.  However, this happened before with other sites like Mount Fan Blade and I didn't bother asking them to take the zip down since I didn't think the few thousand people that used that site would make a huge difference...  Also, some people have complained about the download speeds of MBR before so I figured it couldn't hurt all that much having an alternate download site.
http://www.mountfanblade.com/index.php?cat=addons&id=23

Now, moddb will probably take more traffic then Mount Fan Blade, but I'm now starting to think that isn't necessarily a bad thing.... What would you rather us be, a top 10 downloaded mod on MBR or a top 10 on moddb?  I'd rather be a top 10 of ALL mods, then a top 10 in M&B mods personally.  Right now we are the #4 most downloaded mod on MBR, and I don't think it will be easily possible to pass #1-3.   So if we loose a little traffic to other sites then its possible we might fall to 5 or 6, but I don't think our rank is going to significantly change either way on MBR.   However, moddb still has potential for more growth.  If you click on the Downloads button on Moddb and then look at popular downloads on the right we're already at #9  :shock:   Now, I think "popular" is downloads per day, so that might change, but right now I'm starting to think it makes sense to leave it on moddb since its hopefully only going to increase the recognition of this mod and allow more people to access it.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 19, 2010, 07:22:43 AM
yeah, keeping statistics high on MBR and getting that site some traffic was my major reason for not uploading it to moddb.  However, this happened before with other sites like Mount Fan Blade and I didn't bother asking them to take the zip down since I didn't think the few thousand people that used that site would make a huge difference...  Also, some people have complained about the download speeds of MBR before so I figured it couldn't hurt all that much having an alternate download site.
http://www.mountfanblade.com/index.php?cat=addons&id=23

Now, moddb will probably take more traffic then Mount Fan Blade, but I'm now starting to think that isn't necessarily a bad thing.... What would you rather us be, a top 10 downloaded mod on MBR or a top 10 on moddb?  I'd rather be a top 10 of ALL mods, then a top 10 in M&B mods personally.  Right now we are the #4 most downloaded mod on MBR, and I don't think it will be easily possible to pass #1-3.   So if we loose a little traffic to other sites then its possible we might fall to 5 or 6, but I don't think our rank is going to significantly change either way on MBR.   However, moddb still has potential for more growth.  If you click on the Downloads button on Moddb and then look at popular downloads on the right we're already at #9  :shock:   Now, I think "popular" is downloads per day, so that might change, but right now I'm starting to think it makes sense to leave it on moddb since its hopefully only going to increase the recognition of this mod and allow more people to access it.

Yeah good point,
Also i've just uploaded some new screenshots to the ModDB, majority of which are Rebel vs Imperial.

Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 19, 2010, 07:53:59 AM
Yeah, hopefully i asked first in the forums before deleting it! Bfff  ;)
PD: I've updated the profile with new graphics for the download, changed the url and added a link to the 0.9.0.1 news...

Hey...We're in the slideshow of the ModDB home?  :)

Hokie, Have you advanced with the CTD in the map? is related with the polycount or is due scripts/trigger errors...  :?:



EDIT:  The "main.PSD" is included in the 0.9.0.1 zip, is this intentional?   ???
Title: Space Battles Preview
Post by: Swyter on March 21, 2010, 10:41:22 AM
Space Battles Preview
······································································ · · · · · · · · ·  ·   ·    ·       ·         ·    ·


Well, as our friend Revan Shan was a "little" cońazo cumbersome... here are some screen captures of Space Battles in early development stage... there are not too eye-catchy because is a tech-test the graphics can be inproved later... the main advantage of the new flight system is a totally new dynamic camera, speed sensitive... new controls... the ship is directly controlled by our mouse XY movement... better than Battlefront, worse than Rogue Squadron... here is...  ;)

EARLY STAGE, the captures do not represent the final product...
(http://b.imagehost.org/t/0965/swc_space_battles1.jpg) (http://b.imagehost.org/view/0965/swc_space_battles1) (http://b.imagehost.org/t/0425/swc_space_battles2.jpg) (http://b.imagehost.org/view/0425/swc_space_battles2) (http://b.imagehost.org/t/0333/swc_space_battles3.jpg) (http://b.imagehost.org/view/0333/swc_space_battles3) (http://b.imagehost.org/t/0441/swc_space_battles4.jpg) (http://b.imagehost.org/view/0441/swc_space_battles4) (http://b.imagehost.org/t/0259/swc_space_battles5.jpg) (http://b.imagehost.org/view/0259/swc_space_battles5)

Some extra features:
- more than 100 new lines of code
- Added an explosion system
- Soft and ergonomic gameplay
- Blaster Bolts
- New AI for your squadron and the enemy...
- More speed, more fast
- To Do: New ships, better particle systems, new skybox and collide limiters... out of battle counterdown... more... more things... cute things in general...

Trust me, is better than looks...  :)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 21, 2010, 10:49:41 AM
Coooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooolllllllllllllll

Wanna play!  :D
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on March 21, 2010, 03:16:53 PM
hahahahahaha
Cońazo xD
Maybe, change the sky or add a ground, because one can't difference, from the ground or the sky.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 21, 2010, 03:27:44 PM
hahahahahaha
Cońazo xD
Maybe, change the sky or add a ground, because one can't difference, from the ground or the sky.

Well, it's a test. It's suposed to be a space scenario in the future...
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 22, 2010, 08:00:42 AM
I'm trying to do some troubleshooting on the random crashes, please read this post for more information and reply in that thread if you have any feedback
http://mbx.streetofeyes.com/index.php/topic,1996.msg49281.html#msg49281

Also, we got a PM on moddb about hosting our download on the following website.
http://www.strategyinformer.com

As I mentioned above, I'm not sure there is a huge negative to having multiple sites host/advertise our mod.  It dilutes it somewhat, and I like how we have control over our page at moddb and MBR, and this site looks more like a filehost or download repository.  However, its basically 'free' advertising and we might find playerse who don't check out moddb, so I think it makes sense to let them to get the name out there and hopefully be ranked on multiple sites.   So let me know what people think.   If we decide to let them host it, I would say lets wait until we get the random crashes figured out....
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on March 22, 2010, 08:34:21 AM
hahahahahaha
Cońazo xD
Maybe, change the sky or add a ground, because one can't difference, from the ground or the sky.

Well, it's a test. It's suposed to be a space scenario in the future...
Oh, i see thanks.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 22, 2010, 08:58:30 AM
Oh, i see thanks.

All is written in the post, you should read more  ;)
And yeas, that captures are frightening (sky+sky)  :)

I'm thinking that Bespin can look cool as scenario...
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 22, 2010, 09:03:59 AM
Oh, i see thanks.

All is written in the post, you should read more  ;)
And yeas, that captures are frightening (sky+sky)  :)

I'm thinking that Bespin can look cool as scenario...

I think someone should work on skies and discover the way of adding as many skies as we want. So that we can add the skies for each planet, and make as many backgrounds we want for space battles, like for example: space battle over a planet.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 23, 2010, 10:56:30 AM
I'm now working on giving a new texture to city-planets on the campaign map. But... I'm failing epicly.

Dunno what you think about the results, but I'm not happy:

(http://img716.imageshack.us/img716/1761/coruscant.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Domenique on March 23, 2010, 11:36:51 AM
I'm now working on giving a new texture to city-planets on the campaign map. But... I'm failing epicly.

Dunno what you think about the results, but I'm not happy:

(http://img716.imageshack.us/img716/1761/coruscant.jpg)

I like it. It's good for a Mount and Blade mod. Would it be possible to add some effects to planets, that would simulate atmosphere or something (simple glow would be just great).
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 23, 2010, 11:56:17 AM

The uv-mapping on the planets really needs to be done again since right now its pretty awful and that is why your re-texture looks bad.  When I did the base planet I just did a normal un-wrapping so the model basically gets peeled like an orange and the texture gets all stretched out.   I tried to re-do the uv-mapping a month or two ago but I don't really know what I'm doing when it comes to modeling.  ;)   My plan was to split the uv-mapping in half, then do either a projection camera from the top or bottom, and then mirror one of the uv-mappings on top of the other one so the textured intersected and matched.   I was able to figure out how to do everything but mirroring the uv-mapping in Wings3D, so when I did my test you could obviously see the texture changed in the middle...  Maybe one of you guys that can model can try doing a better planet uv-mapping and we can switch all the ones in the game to use that model.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 24, 2010, 12:12:29 PM
Well team, I'm currently busy working in the Galactic Map, as you can see in the pics below bellow, I'm trying to add a "galaxy" pic, it looks good but some zones are too bright, of course I've also redo all the skybox structure, now is a fixed (non-cam-centered) real skybox, the galaxy is a transparent plane of the proper skybox...

Problems:

-That skybox is used also in every scene, and in editor mode you can see the galaxy under the terrain... (in all the scenes must be added a fake skybox into the map  ::))
- Drawing distance, first I tried to do bigger skyboxes, but the game has too short 3d frustrum  >:( (in 3d when you're too far or too near of a polygon) and causes the undrawing of the 3d world...

- ...finally I tried to make a multimaterial skybox, but the game does not support multimaterial skyboxes...  ::) So I remix all the textures, materials and polygons into a same thing; bingo you can see our galaxy:

(http://b.imagehost.org/t/0523/galaxy.jpg) (http://b.imagehost.org/view/0523/galaxy) (http://b.imagehost.org/t/0808/galaxy2.jpg) (http://b.imagehost.org/view/0808/galaxy2)


Is it worth all this trouble?

EDIT: This is the real skyBOX + galaxy
(http://e.imagehost.org/t/0659/galaxy3.jpg) (http://e.imagehost.org/view/0659/galaxy3)
Title: Re: SWC: Developers Log and status updates
Post by: damnimbored25 on March 24, 2010, 12:59:25 PM
Holy, good Lord!
That is perfect.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 24, 2010, 01:04:17 PM
It looks very good.

You should test the addition of fake skyboxes to scenes, it's somth the team must deal with some day. We cannot make a star wars mod with 2 skies...
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 24, 2010, 01:26:39 PM
It looks very good.

You should test the addition of fake skyboxes to scenes, it's somth the team must deal with some day. We cannot make a star wars mod with 2 skies...

hehe... yeah, it's an easy task (but long) the cheat is add as scene prop the skybox mesh (a little more small than the real one) and put it in every scene, so it can run fine...

PD: I was thinking in another problem, the space battle scene now has a huge galaxy in the middle...  :) cool Isn't? Major problem... hehe
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 24, 2010, 01:45:56 PM
It looks very good.

You should test the addition of fake skyboxes to scenes, it's somth the team must deal with some day. We cannot make a star wars mod with 2 skies...
PD: I was thinking in another problem, the space battle scene now has a huge galaxy in the middle...  :) cool Isn't? Major problem... hehe

Once again then... fake skybox.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 24, 2010, 02:01:18 PM
Also created a medium-hi poly planets (376 verts), with a planar unwrapping (this means that you can use all kinds of textures and it will look good without retouching the model)

Example planets:

(http://e.imagehost.org/t/0186/forest_planet.jpg) (http://e.imagehost.org/view/0186/forest_planet)(http://e.imagehost.org/t/0403/coruscant.jpg) (http://e.imagehost.org/view/0403/coruscant)(http://e.imagehost.org/t/0713/tatooine.jpg) (http://e.imagehost.org/view/0713/tatooine)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 24, 2010, 02:09:18 PM
Beautiful, Coruscant looks just how I wanted it to look.

I was working on this one too, can you make it for me? (Taris):

(http://images2.wikia.nocookie.net/starwars/images/1/10/Tarisfull.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 24, 2010, 02:12:34 PM
Tomorrow, also will post Endor and the Death Star (Already done)
Now I haven't time... but thanks for the suggestion Revan   ;)
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 24, 2010, 04:20:14 PM

I only have a few minutes, but some general comments...

1) I personally don't have a huge problem with the current galaxy skybox, but the one you posted does look cool.  We would have to make the center less bright since otherwise it looks somewhat blinding and tough to see.  maybe just tone down the white level or switch it to a grey/red like one of these maps below.
http://www.freewebs.com/stiiwfort/Galaxy-map.jpg
http://www.kolumbus.fi/antti.lusila/starwars/pics/galaxyl.jpg

2) Barf did some trick by replacing the compass mesh with the skybox so we could have a custom skybox on the world map.  Did that not work for what you wanted to do?

3) Adding a skybox to every scene would be possible but fairly tedious....   We would have to test to see how it worked, if the sun would still shine through in the day, etc.   There is a spawn_scene_prop in Warband, so we could test to see if we could add code to automatically spawn it in every scene at position 0 without having to manually place it.

4) multi-mesh weapons now work again in warband, so I don't know if that means that it would work for skyboxes

5) I LOVE those planets, very nice work, major improvement on the uv-mapping.   Please send that to me when you get a chance since I'll try and include them in the next release,
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 25, 2010, 11:08:11 AM
1) I personally don't have a huge problem with the current galaxy skybox, but the one you posted does look cool.  We would have to make the center less bright since otherwise it looks somewhat blinding and tough to see.  maybe just tone down the white level or switch it to a grey/red like one of these maps below.
http://www.freewebs.com/stiiwfort/Galaxy-map.jpg
http://www.kolumbus.fi/antti.lusila/starwars/pics/galaxyl.jpg

There is not problem with the galaxy texture, it's easily changeable (simple planar map), I'm worried about the use of that skybox in the space battles (not fakeable because the galaxy in the middle) the SpaceBats use all the map surface in the z axis... a possible solution can be to limit to the upper map zone the collide box + skyb mesh... What did you think about?


2) Barf did some trick by replacing the compass mesh with the skybox so we could have a custom skybox on the world map.  Did that not work for what you wanted to do?

Yeah I know, but this time we need a non-movable with camera mesh, otherwise the galaxy center would be always in the current camera position...  :idea: and the compass-skybox   ;), is hardcoded to be movable...


3) Adding a skybox to every scene would be possible but fairly tedious....   We would have to test to see how it worked, if the sun would still shine through in the day, etc.   There is a spawn_scene_prop in Warband, so we could test to see if we could add code to automatically spawn it in every scene at position 0 without having to manually place it.

Yeah, I've also thinked in that, and its a clever idea, we can make an script to change it depending on the weather, time or special places as kamino (always raining + sea skybox or coruscant buildings)

4) multi-mesh weapons now work again in warband, so I don't know if that means that it would work for skyboxes

Cool, hope it works...  :!:

5) I LOVE those planets, very nice work, major improvement on the uv-mapping.   Please send that to me when you get a chance since I'll try and include them in the next release,

Thanks  :-[, I'll give you the complete pack when it is finished... otherwise it can be a messing of files and versions  ;)

Here are two more (Taris included Revan...):
(http://j.imagehost.org/t/0865/endor.jpg) (http://j.imagehost.org/view/0865/endor) (http://j.imagehost.org/t/0829/taris.jpg) (http://j.imagehost.org/view/0829/taris)

the Death Star is yet in-progress
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 25, 2010, 11:42:03 AM
Taris... at last! I love that planet.

Today I made a reskin for the C3PO series. It is the BL-Series Battle Legionnaire, which was given to the mandalorians by the CIS during the Clone Wars.

The main intetion of making this one is so that the mandalorian army (once the 'Mandalorian Clans' faction is made) has a little more variety.

(http://img62.imageshack.us/img62/20/legionario.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 25, 2010, 01:30:36 PM
hehe, a green 3po with a rifle?  :) Are you serious?

BTW cool reskin...  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 25, 2010, 01:48:04 PM
hehe, a green 3po with a rifle?  :) Are you serious?

BTW cool reskin...  ;)

Well, that's how they are suposed to look...
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 25, 2010, 02:07:53 PM
Well, that's how they are suposed to look...

Ok Revan  ;)

Hey... what did you think about the final look of the nerdie DS? (Death Star for the normal people) it's so easy to model...

With some cool shaders/specular things and bla bla bla (etc) it will look as you can see in the galaxy map:
[Spoiler]
(http://j.imagehost.org/0108/death_star_pre_render.png) (http://j.imagehost.org/view/0108/death_star_pre_render)
370 polys / Multimaterial / 2 Maps / Specular Shader
[/Spoiler]

EDIT: Sorry for the space, but there are not spoilers in this SMF (Simple Machines forum)...  ???
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 25, 2010, 03:00:43 PM
Cool.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 25, 2010, 03:11:45 PM
Cool.

Ok... and about the generic hot lava planet?...  :) [It has a Baked specular texture]

(http://j.imagehost.org/0248/lava_planet.png) (http://j.imagehost.org/view/0248/lava_planet)


I like it so much... but in this case the texture is not mine, all the credits for the texture's fantastic job goes to Matt Davis (http://s92198053.onlinehome.us/html/planets.html)

Other extra generic planets [textures belong to the same Author]:

(http://j.imagehost.org/t/0795/helado.jpg) (http://j.imagehost.org/view/0795/helado)(http://j.imagehost.org/t/0388/desierto.jpg) (http://j.imagehost.org/view/0388/desierto)
Title: Re: SWC: Developers Log and status updates
Post by: Ratzor on March 25, 2010, 03:21:40 PM
Really awsome work on all those planets + deathstar! :D Any chance you can reskin those wookiee female heads? no offence to the original creator of course :P
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 25, 2010, 03:33:28 PM
WTF!That's wht I call a volcanic planet! Not even Mustafar or Sarapin get to be that vocanic... Good work.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 25, 2010, 03:49:03 PM
Really awsome work on all those planets + deathstar! :D Any chance you can reskin those wookiee female heads? no offence to the original creator of course :P

Thanks, what is happening with the wke females? (this is the first time I heard about)  :?:
EDIT: ah... ok, I'll retouch it a little, it's too hard to model fur characters, due lack of polys is needed to fake the hair with transparent planes... eh Ratzor?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 25, 2010, 03:55:08 PM
Really awsome work on all those planets + deathstar! :D Any chance you can reskin those wookiee female heads? no offence to the original creator of course :P

Thanks, what is happening with the wke females? (this is the first time I heard about)  :?:
EDIT: ah... ok, I'll retouch it a little, it's too hard to model fur characters, due lack of polys is needed to fake the hair with transparent planes... eh Ratzor?

Females are ok. Those who need to be redone are wookie males. They have a worse texture, plus they look fatter, shorter ad less athletic than females.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 25, 2010, 04:11:01 PM
Females are ok. Those who need to be redone are wookie males. They have a worse texture, plus they look fatter, shorter ad less athletic than females.

Ok, I'll check the wookies when I finished with planets (lot of work)

BTW take an eye to the new coruscant + Raytrace render:

(http://j.imagehost.org/t/0571/coruscant_raytrace.jpg) (http://j.imagehost.org/view/0571/coruscant_raytrace)
Title: Re: SWC: Developers Log and status updates
Post by: Ratzor on March 25, 2010, 04:31:26 PM
Really awsome work on all those planets + deathstar! :D Any chance you can reskin those wookiee female heads? no offence to the original creator of course :P

Thanks, what is happening with the wke females? (this is the first time I heard about)  :?:
EDIT: ah... ok, I'll retouch it a little, it's too hard to model fur characters, due lack of polys is needed to fake the hair with transparent planes... eh Ratzor?

Females are ok. Those who need to be redone are wookie males. They have a worse texture, plus they look fatter, shorter ad less athletic than females.

I think the wookiee males look brilliant, altough i little short i agree but the females look like some crazy shit lady with those eyes and that dangling mouth :P perhaps its a model flaw rather than a texture flaw. My apologies if such is the case :)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 25, 2010, 04:32:59 PM
You can discuss about female's head, but female's body is excellent, tons better than the male's.
Title: Re: SWC: Developers Log and status updates
Post by: Ratzor on March 25, 2010, 04:36:52 PM
You can discuss about female's head, but female's body is excellent, tons better than the male's.
That is why I do talk about the female head, becouse THAT looks bad :P
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 25, 2010, 04:40:47 PM
You can discuss about female's head, but female's body is excellent, tons better than the male's.
That is why I do talk about the female head, becouse THAT looks bad :P

Yeah, ok. But my point is... the male's entire body is a higher priority than the female head...
Title: Re: SWC: Developers Log and status updates
Post by: Ratzor on March 25, 2010, 04:44:16 PM

Yeah, ok. But my point is... the male's entire body is a higher priority than the female head...
[/quote]
Totally understandable, I guess I personly would like to see a re-skin of the females first :P even though I know it won't happen any time soon
Title: Re: SWC: Developers Log and status updates
Post by: Clone Commander Waka on March 26, 2010, 03:24:02 AM
Hi Guys I've Made A Clone Elite Arc Trooper Suit, it Replaces The Orange one (just a texture) but how do i get a picture of it onto the forums?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 26, 2010, 03:41:22 AM
Hi Guys I've Made A Clone Elite Arc Trooper Suit, it Replaces The Orange one (just a texture) but how do i get a picture of it onto the forums?

You upload the pic to Imageshack and then post it here between the " (http://) " command.
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 26, 2010, 06:33:00 AM
Question, are you guys gonna improve Coruscant, make it you know, bigger. It look's so small. Also, I please hope someone changes the basic lightsaber color from Yellow to blue, since yellow lightsaber's were more uncommon after the Battle of Ruusan, and Blue was Luke's first lightsaber color.

(http://www.the3dstudio.com/download_image.ashx?size=large&mode=product&file_guid=75f4527b-0e32-4937-b16d-01381d2d064a)

http://www.the3dstudio.com/product_details.aspx?id_product=7798

I think Vader can be improved, so why not use this.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 26, 2010, 06:48:09 AM
We certainly could! Except for the helmet, ours is probably better.
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 26, 2010, 06:55:39 AM
Also you should improve some map stuff, because every building is mostly the same with a different texture. Like make Jabba's throne room for Tatooine, or The Death Star Emporer's room for the Death Star, or the famous Mos Eisley Cantina.

Heck you could use this:

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/large_darthmaulhead.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/943_lge_luketatooine.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/2482_lge_clonetrooperEP3.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWTatooine/large_mostexpak.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCoruscant/large_jct.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCoruscant/large_cb33.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWNaboo/large_nabturret.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWTatooine/large_mosb1.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/large_r4.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCoruscant/large_coruscantcity.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCoruscant/large_coruscanttraffic.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWDeath_Star/large_ds2tower.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/shimiskywalker.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/large_superbattledroid.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/large_jabba.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWTatooine/large_larhomestead.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/large_snowtrooper_hi.jpg)

(http://www.scifi3d.com/downloads/Star_Wars/SWCharacters/large_emperor.jpg)

All of that and more is found here: http://www.scifi3d.com/list.asp?intGenreID=10&intCatID=13
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 26, 2010, 08:21:39 AM
I had looked at models and websites like this one before, but unfortunately 99% of those models are way too high-poly and would most likely crash M&B and cause horrible performance.  None of these are really designed to be added to a game engine.  For example, most of those Darth Vader outfits are over 100,000 poly's.   But a armor in M&B probably needs to be in the 1,000 to 2,500 range and requires lower-poly LOD (level of detail) models created to help with performance.   Also, in order to put armor in game it needs to be separated into head, body, arms, and legs, and then needs to be rigged to the M&B skeleton which I don't believe any of our active team members know how to do.  So basically this is almost impossible.  If somebody see's a good site for lower-poly models, or finds some lower-poly models on sites like these, then maybe we could use them, but otherwise its not really possible.

edit:  the best option if we want more models is to create them ourselves or try to find open-source ones for other games/mods and port them to M&B like what zahar did a few weeks ago.
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 26, 2010, 02:10:24 PM
You could try to recreate the models I put, maybe that'll work, recreating them might be the answer.

Also, I got a very interesting idea for the mod. You know when you go to a planet and have a list of things to do, well maybe one thing you can do is go to locations, like the Jedi Temple on coruscant and etc. But some locations like the Mos Eilsey Cantina or Jabba's Place would only replace the Main Hall or Cantina.
Title: Re: SWC: Developers Log and status updates
Post by: Clone Commander Waka on March 26, 2010, 11:34:32 PM
Here is the image (p.s this is my first ever texture.) "(http://img41.imageshack.us/img41/8232/mb23.png) (http://img41.imageshack.us/i/mb23.png/)"
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 27, 2010, 04:07:28 AM
Looks very cool,  but I dunno if we should add that many reskins of the clone armour... Does a retexture count as one item slot? Or only different models do?
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 27, 2010, 04:17:43 AM
Looks very cool,  but I dunno if we should add that many reskins of the clone armour... Does a retexture count as one item slot? Or only different models do?

Every re-texture needs a copy of the same model, and of course a copy of the item... good work, but we have a lot of clone outfit skins (~10)
But you can replace one of these to customize your character...
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 27, 2010, 04:27:29 AM
(http://www.scifi3d.com/downloads/Star_Wars/SWCoruscant/large_coruscanttraffic.jpg)

Hey! This one shouldn't be highpoly... And I can see a use for it... Make those ships fly on coruscant and another planet's skies.
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 27, 2010, 06:50:46 AM
Plus I think we should replicate Coruscant Tall Structure models in low-poly. Heck I think we should recreate most of every model in the site I gave in low-poly. That might work. Like I think we need Snowtroopers, and a new Vader Body, Luke, and New Coruscant. We need to make new stuff. Now I do model too, only in Google 3D  Sketchup, but I think I could make some models, and Someone replicates them based on my design in low-poly, so if you need a mapper, I'll help.
Title: Re: SWC: Developers Log and status updates
Post by: Clone Commander Waka on March 27, 2010, 06:57:29 AM
thanks guys  :D all i need now is a dark blue lightsaber. any tips in re-textureing the ones we allredy have? oh and im useing gimp
 
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 27, 2010, 09:24:14 AM
Question: Are you guy changing that opening intro video when you turn on the game that shows cave drawings.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 27, 2010, 09:50:23 AM
Nerdman alot of the models you have posted are concept/promotional models and are not game models.
SWC is still in development and currently alot of the scenes are just using generic place holders until unique scenes/models have been created.

The SWC team's current focus is bug fixing and not minor additions to the module, once these bug issues have been addressed i'm sure we will return to adding more content to the module.
Also I'm sure that TaleWorlds wouldn't appreciate us removing their trademark from the module..
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 27, 2010, 12:09:23 PM
Okay, then why not change the trademark, to a Star Wars type. It can still be Talewords, just in a Star Wars Format. Though for now I try some mapping your you guys, then you deal with it when you can.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 27, 2010, 12:51:30 PM
Okay, then why not change the trademark, to a Star Wars type. It can still be Talewords, just in a Star Wars Format. Though for now I try some mapping your you guys, then you deal with it when you can.

I could make a new intro movie with that stuff (making the Talewrolds intro in SW format). But I won't work on it until Hokie tells me to, as I dunno if the actual module system lets the mod have its own intro vid.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 27, 2010, 02:50:45 PM
.. I honestly can't see the benefit of editing their trademark nore why you would even want it changed?
Considering it's their copyright trademark on the product they legally own and has no effect what so ever on this mod i can't see why this is even being suggested.
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 27, 2010, 03:24:38 PM
Models for Tatooine. The one way far in the back that's all white is a Model of a Tatooine town. You may notice the homes in one of the pictures is based on those old homes from SWG, I don't have SWG anymore, but there were done when I did, oh and yes that's Sketchup.

(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2716-21-10-32.jpg?t=1269724794)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2716-20-26-56.jpg?t=1269724851)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2716-19-56-54.jpg?t=1269724875)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-39-06-34.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-38-24-51.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-37-41-60.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-37-37-29.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-37-16-76.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-37-03-37.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-37-15-01.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-36-57-20.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-36-50-89.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-36-48-75.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-36-46-37.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-36-41-76.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-35-40-87.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-35-38-01.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-35-33-10.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-35-30-95.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-35-26-43.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-35-15-98.jpg)
(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-35-14-35.jpg)

The Following one is a WIP. As you can see, it's Jabba's Palace.

(http://i285.photobucket.com/albums/ll49/7606314/SketchUp2010-03-2717-04-29-85.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 28, 2010, 03:59:39 AM
Dunno about modeling, but I gess this might be useful...
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 28, 2010, 07:18:10 AM
Hey just a suggestion. See when you camp, and you go to that cheats section, on of the options available is to hire a mercenary. I use that one a lot, and could you guys add another option of hiring a soldier, so that I can hire a Stormtrooper or Rebel trooper. Of course there should be a list of what troop's to get and how many.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 28, 2010, 08:22:19 AM
Hey just a suggestion. See when you camp, and you go to that cheats section, on of the options available is to hire a mercenary. I use that one a lot, and could you guys add another option of hiring a soldier, so that I can hire a Stormtrooper or Rebel trooper. Of course there should be a list of what troop's to get and how many.

Hey Nerdman, there is a thread for suggestions on the forum, try to leave this one for developer's updates.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 28, 2010, 11:12:35 AM
Hey Nerdman, there is a thread for suggestions on the forum, try to leave this one for developer's updates.

True, keep the forum organized... and try to post thumbviews/links instead hotlinking, it turns the thread into a mess...
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 28, 2010, 01:54:06 PM
This is more of help then a suggestion, but I noticed that one of your main plans for the mod was to stop enemies from runs at you instead of shooting, well why not make all npc's archers types, so that they mainly shoot, and if they have to, they fight melee.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on March 28, 2010, 01:56:10 PM
This is more of help then a suggestion, but I noticed that one of your main plans for the mod was to stop enemies from runs at you instead of shooting, well why not make all npc's archers types, so that they mainly shoot, and if they have to, they fight melee.

The problem is that 'archers' charge.
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 28, 2010, 02:20:31 PM
Oh well, BTW i'm currently making Coruscant. It'll be more of a skyline type thing than the original type. With nearby buildings and stuff. Also the Mos Eisley Cantina I made has only 2 tables, and booths. Tables and Chairs should be the ones featured in the mod.

PS, I finished a new Hoth map.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 28, 2010, 05:32:50 PM
yeah, please keep suggestions to the other thread.  Also, the cheat/modding menu was primarily added for the developers to help us with beta testing, its not really used or intended as part of the real game so I'm not planning on expanding on that further.   So you can either talk to the bartender in cantina's and recruit mercs, or recruit troops from planets and upgrade them to more advanced troops.

In terms of the models above, some of those look good, the main problem is Google Sketchup can't easily export a usable model format (3DS, OBJ, etc).  There is a Google Sketchup Pro which can export multiple formats but that costs money to buy.  A year or so ago I followed the instructions below to export some sketchup models and convert them into a usable model format for M&B, so something similar would have to be done for yours.  One other point, is its helpful to design separate models, so the cantina would be empty, and then there would be seperate models for chairs and tables, and then we can manually put them in-game using the M&B scene editor, etc.

http://forums.devshed.com/game-development-141/converting-sketchup-models-to-3dst-519710.html
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 28, 2010, 06:48:58 PM
Luckly I have Pro.

As for the interior suggestion, yeah I can do that. Though I kinda have a extra door for every interior I made, it was there because I was hoping you guys would add medical facilities to the maps, so I had them just in case.

Another thing, I'm kinda making an imperial academy. Maybe it'll replace the training center, I don't know. Now if you use it (and before you ask this a model based suggestion, kinda of a suggestion, but based on my model), as I said if you use it, the model should be instead of a training planet, make the planet Carida and have one of the planet option's be training. It's done, and it's kinda based on that map featured in this funny video.

http://www.youtube.com/watch?v=KFt4ryI69Zs
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on March 29, 2010, 08:13:24 AM

I just posted 0.9.0.2 to MBRepository.com, please see this post for more info.

http://mbx.streetofeyes.com/index.php/topic,1766.msg49577.html#msg49577
Title: Re: SWC: Developers Log and status updates
Post by: Vector on March 29, 2010, 08:19:51 AM
Will check it out now.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on March 29, 2010, 11:20:26 AM
Will check it out now.

Me too, and I'm trying to upload it to ModDB... 3 hours...  ???  I don't know if my internet connection isn't too fast or ModDB upload bandwidth is not good enough...

ah... Hokie, next time please don't copy the .svn folders...

EDIT: Upload finished, 3 hours...
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on March 29, 2010, 11:26:05 AM
Coruscant's done, and I'll try to upload pictures soon, but it's not textured, cause I noticed you guys have texturers, and they need a job.
Title: Re: SWC: Developers Log and status updates
Post by: Vector on April 01, 2010, 07:36:32 PM
I see we have been featured in ModDB Video Spotlight - March 2010: http://www.moddb.com/games/i-wanna-be-the-fangame/features/moddb-video-spotlight-march-2010
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on April 02, 2010, 03:00:54 AM
Hi people

i tried warband yesterday but i cant find something new and great on it, yes developers learned how to code better but nothing more

Also i see what great new thing you all added to SW mod! :o

P.S.

193 000 downloads of our mod???? thats insane   8)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on April 02, 2010, 03:46:33 AM
I see we have been featured in ModDB Video Spotlight - March 2010: http://www.moddb.com/games/i-wanna-be-the-fangame/features/moddb-video-spotlight-march-2010

They only showed a bunch of jedi using lightsabers... People will think there are no blasters in the game...
Title: Re: SWC: Developers Log and status updates
Post by: Vector on April 02, 2010, 04:26:51 AM
I see we have been featured in ModDB Video Spotlight - March 2010: http://www.moddb.com/games/i-wanna-be-the-fangame/features/moddb-video-spotlight-march-2010

They only showed a bunch of jedi using lightsabers... People will think there are no blasters in the game...


I'm fairly sure people will be able to make the assumption that there are blasters in game.
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 09, 2010, 05:59:36 PM
This is more of help then a suggestion, but I noticed that one of your main plans for the mod was to stop enemies from runs at you instead of shooting, well why not make all npc's archers types, so that they mainly shoot, and if they have to, they fight melee.

The problem is that 'archers' charge.

AI's really been bugging me. Since almost all troops are "archers," both AI's tend to sit on the ends of the field until timeout, whereupon they charge at each other.

Anyone object to my fiddling with it?

I'm thinking default behavior will be ranged weapons immediately seek to set up on nearest elevation to 100m away from enemy and blast away. Bikes and non-ranged hang low and charge once firefight commences (unless there are a lot of bikes, in which case charges immediately). Badly numbered AI sets up at entry point (whereupon the other AI automatically advances).

Suggestions?

BTW, I experimented with making pistol carrying troops "infantry." Beefs up heroes' group and adds a useful additional firing line. Beyond that, I haven't noticed much of an effect on game play. Probably helps more experienced troops survive as the cadets serve as cannon fodder.
--M
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on April 10, 2010, 05:02:44 AM
If you know how to modify the AI, you are MOST welcome to this mod, I should think.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on April 10, 2010, 06:35:23 AM
If you know how to modify the AI, you are MOST welcome to this mod, I should think.

I'm also interested in that I'm a nutshell talking about AI, where is the file that controls that aspect of the game?


Edit: May be the morale flags?
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on April 10, 2010, 12:55:27 PM

I also agree the AI needs a lot of work, but I don't really know how to edit it.   I know the 'guarantee' flags control what group you fall into, is if you have guarantee_ranged you fall into the 'archers' group, and guarantee_horse, is 'calvery', etc.  So I was somewhat assuming the AI was different depending on what group the troop was in.  My only though to improve the AI was to basically code it.  So you would run a script every X seconds that would check all agents on the battlefield, see what weapons they had equipped, see how far away the closest enemy troop was, then move to a certain location and hold position, etc...  I think it would be possible to code something like this, but I think it would take a lot of effort to get it to work well, and might be beyond my scripting skills.  so motomataru, if you have any suggestions or want to work on this then feel free, we could definetely use some help.
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 10, 2010, 06:23:41 PM
If you know how to modify the AI, you are MOST welcome to this mod, I should think.

I'm also interested in that I'm a nutshell talking about AI, where is the file that controls that aspect of the game?


Edit: May be the morale flags?

It's in scripts, around line 6300 I'm thinking? Group of scripts with battle_tactic in name, called from AI triggers for standard battle mission type (I always forget what it's called).

The SW one is M&B standard, as far as I can tell (and not Chel's EG version as I expected). It sets up a general tactic based on troop type proportions, then applies it every so many seconds (as Hokie anticipated). After a timer runs out or troops get within a certain distance, they just charge. Script says that teams over 50% archer and less than 35% horse hold, which applies to an awful lot of SW teams. Then there's this nonsense about not holding if the player can't retreat, ignoring the fact that defense is generally the easier tactic.

It amazes me that AI does not take into account relative team size or ensure both AIs don't end up holding.

So I've started to do what Hokie suggests. I thought it would be far simpler than the M&B default, but it's not as simple as I thought. M&B standard, for example, finds high ground within 90m, but at 100m firing field, could bring the teams into melee. I'm trying to make intelligent use of random without having the teams shift back and forth constantly. It'll probably take some trial and error...

So far, I've decided that team outnumbered 2:1 will hold, regardless of composition, modified by average level of troop (better troops will tend to choose to advance). I think I've figured out a scheme to keep the positioning script from firing a second time until someone has been wounded. So, idea is, teams move into position, start firing, then, when blood is drawn, bikes and non-ranged charge and ranged test to adjust position every 60 seconds...

What do you guys think about falling back? In my experience, it doesn't help much vs. blasters... But I'm wondering if I can anticipate reinforcement (found those scripts yesterday too).
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on April 11, 2010, 02:58:50 AM
It's in scripts, around line 6300 I'm thinking? Group of scripts with battle_tactic in name, called from AI triggers for standard battle mission type (I always forget what it's called).

Isn't hardwired?  :idea: Every time I open the scripts file it's a constant surprise, one day I will find the phys system o maybe the core functions here :)

Thank you motomaru, you're an AI god! It's a challenge for me script abstract behavior lines for relative situations, etc... But surely in the next versions, npcs will be more smart than us...  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on April 11, 2010, 06:25:25 AM
I would like to make a note here. The actual AI has 2 problems:
-First: You know it, that entire aremies charge instead of staying at fire range and shooting.
-Second: I think this one is very important. When you see like about 10 stormtroopers and you have a pair of lighsabers you charge them. And they, instead of running back or staying away and shooting, they all go against you.

So, about the second. Would it be possible to make ranged troopes less mele agressive? So that when they get attacked by mele infantry they try to get away and keep shooting, and only defend theirselves in mele individually, when they cannot avoid the enemy any longer.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on April 11, 2010, 07:16:21 AM
I would like to make a note here. The actual AI has 2 problems:
-First: You know it, that entire aremies charge instead of staying at fire range and shooting.
-Second: I think this one is very important. When you see like about 10 stormtroopers and you have a pair of lighsabers you charge them. And they, instead of running back or staying away and shooting, they all go against you.

So, about the second. Would it be possible to make ranged troopes less mele agressive? So that when they get attacked by mele infantry they try to get away and keep shooting, and only defend theirselves in mele individually, when they cannot avoid the enemy any longer.

Of course,  :) and with some extra work it can be possible to create advanced AI routines, that you're saying is "relatively easy" work for our friend motomataru...
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on April 11, 2010, 07:33:03 AM
Oh, great. Cuse I have that typuical MaB moment when you attack the enemy lins and get surounded by an entire army that doesn't leave you breath. SPecially when it's of the Star Wars universe and guys like stormtroopers prefer to shoot with their E-11, even at 0 distance.
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 14, 2010, 06:37:03 PM
OK, here it is:

Triggers for mission_templates

Code: [Select]
#AI triggers by motomataru
AI_triggers = [ 
(0, .3, ti_once, [], [
(assign, "$cur_casualties", 0),
(assign, "$prev_casualties", 0),
(call_script, "script_SW_field_tactics")
]),

(1, 0, 0, [], [
(call_script, "script_cf_count_casualties"),
(assign, "$cur_casualties", reg0),
(try_begin),
(gt, "$cur_casualties", 0),
(eq, "$prev_casualties", 0),
(call_script, "script_SW_field_tactics"),
(try_end)
]),

(10, 0, 0, [(gt, "$prev_casualties", 0)], [(call_script, "script_SW_field_tactics")]),
]

I wanted to group them together rather than common each trigger separately. To apply, stick at the end of the triggers array, like this:

Code: [Select]
  common_toggle_weapon_capabilities,
    ] + AI_triggers
),

I made it to handle up to five AI teams (why? why?) detecting which is player team and ally, if any. So I've attached it to the custom_battle_standard as well as various game battles. Had a four way battle with three AI teams of 50 going at it. 'Twas a beautiful thing.

Oh, and comment out the existing AI code if there. I think it's only in mt_lead_charge.

For module_scripts, you have

Code: [Select]
  # script_find_high_ground_around_pos1_corrected by motomataru
  # Input: pos1 should hold center_position_no
  #        arg1: search_radius (in meters)
  # Output: pos10 contains highest ground within a <search_radius> meter square around pos1
  # Also uses position registers: pos11
  ("find_high_ground_around_pos1_corrected",
    [
      (store_script_param, ":search_radius", 1),
      (val_mul, ":search_radius", 100),
      (get_scene_boundaries, pos10,pos11),
      (set_fixed_point_multiplier, 100),
      (position_get_x, ":o_x", pos1),
      (position_get_y, ":o_y", pos1),
      (store_sub, ":min_x", ":o_x", ":search_radius"),
      (store_sub, ":min_y", ":o_y", ":search_radius"),
      (store_add, ":max_x", ":o_x", ":search_radius"),
      (store_add, ":max_y", ":o_y", ":search_radius"),
      (position_get_x, ":scene_min_x", pos10),
      (position_get_x, ":scene_max_x", pos11),
      (position_get_y, ":scene_min_y", pos10),
      (position_get_y, ":scene_max_y", pos11),
      (val_max, ":min_x", ":scene_min_x"),
      (val_max, ":min_y", ":scene_min_y"),
      (val_min, ":max_x", ":scene_max_x"),
      (val_min, ":max_y", ":scene_max_y"),
     
      (store_div, ":min_x_meters", ":min_x", 100),
      (store_div, ":min_y_meters", ":min_y", 100),
      (store_div, ":max_x_meters", ":max_x", 100),
      (store_div, ":max_y_meters", ":max_y", 100),
     
      (assign, ":highest_pos_z", -10000),
      (copy_position, pos10, pos1),
      (init_position, pos11),
     
      (try_for_range, ":i_x", ":min_x_meters", ":max_x_meters"),
        (store_mul, ":i_x_cm", ":i_x", 100),
        (try_for_range, ":i_y", ":min_y_meters", ":max_y_meters"),
          (store_mul, ":i_y_cm", ":i_y", 100),
          (position_set_x, pos11, ":i_x_cm"),
          (position_set_y, pos11, ":i_y_cm"),
          (position_set_z, pos11, 10000),
          (position_set_z_to_ground_level, pos11),
          (position_get_z, ":cur_pos_z", pos11),
          (try_begin),
            (gt, ":cur_pos_z", ":highest_pos_z"),
            (copy_position, pos10, pos11),
            (assign, ":highest_pos_z", ":cur_pos_z"),
          (try_end),
        (try_end),
      (try_end),
  ]),
 
 
 # script_team_average_troop_level by motomataru
 # Input: arg1 = team_no
 # Output: reg0 = average troop level for team, reg1 = team current count
 ("team_average_troop_level",
   [ (store_script_param_1, ":team_no"),
     (assign, ":total_level", 0),
(assign, ":num_troop", 0),
     (try_for_agents, ":cur_agent"),
       (agent_get_team, ":agent_team", ":cur_agent"),
       (eq, ":team_no", ":agent_team"),
       (agent_is_human, ":cur_agent"),
       (agent_is_alive, ":cur_agent"),     
       (agent_get_troop_id, ":cur_troop", ":cur_agent"),
       (store_character_level, ":cur_level", ":cur_troop"),
       (val_add, ":total_level", ":cur_level"),
       (val_add, ":num_troop", 1),
     (try_end),
(store_div, ":average_level", ":total_level", ":num_troop"),
     (assign, reg0, ":average_level"),
(assign, reg1, ":num_troop"),
   ]),

 
  # script_cf_count_casualties by motomataru
  # Input: none
  # Output: evalates T/F, reg0 num casualties
  ("cf_count_casualties",
    [ (assign, ":num_casualties", 0),
  (try_for_agents,":cur_agent"),
    (try_begin),
(neg|agent_is_alive, ":cur_agent"),
(val_add, ":num_casualties", 1),
(else_try),
(agent_is_wounded, ":cur_agent"),
(val_add, ":num_casualties", 1),
(try_end),
  (try_end),
  (assign, reg0, ":num_casualties"),
  (gt, ":num_casualties", 0)
]),

 
  # script_SW_team_field_tactics by motomataru
  # Input: AI team, size relative to largest team in %, size relative to battle in %
  # Output: none
  # Used: pos10, pos11, pos60, pos61, pos62, pos63
  ("SW_team_field_tactics",
[ (store_script_param, ":team_no", 1),
  (store_script_param, ":rel_army_size", 2),
  (store_script_param, ":battle_presence", 3),
  (call_script, "script_team_average_troop_level", ":team_no"),
  (store_div, ":level_bump", reg0, 3),
  (store_add, ":decision_index", ":rel_army_size", ":level_bump"),
  (store_random_in_range, ":rand_no", 2, 11), #10 is max level bump, 2 minimum
  (val_sub, ":decision_index", ":rand_no"),
  (assign, ":hold_point", 50), #2:1 odds
  (assign, ":shot_distance", 50), #distance teams will fire at each other (m)
  (try_begin),
(call_script, "script_cf_team_get_average_position_of_agents_with_type_to_pos1", ":team_no", grc_everyone),
  (try_end),
      (copy_position, pos61, pos1),
  (call_script, "script_team_get_average_position_of_enemies", ":team_no"),
      (copy_position, pos60, pos0),
      (position_transform_position_to_local, pos62, pos61, pos60), #pos62 = vector to enemy
      (position_normalize_origin, ":distance_to_move", pos62),
      (convert_from_fixed_point, ":distance_to_move"),
  (assign, ":flag_advance", 0),

#get ranged position
  (try_begin),
(ge, ":decision_index", ":hold_point"), #army large enough to advance?
(try_begin),
(gt, ":distance_to_move", ":shot_distance"), #need to advance to closer firing position?
(val_sub, ":distance_to_move", ":shot_distance"),
(store_add, ":scale_factor", 100, ":hold_point"),
(store_mul, ":battle_hold_point", ":hold_point", 100),
(val_div, ":battle_hold_point", ":scale_factor"),
(store_sub, ":advance_more_point", 100, ":battle_hold_point"),
(try_begin),
(lt, ":battle_presence", ":advance_more_point"), #expect to meet halfway
(val_div, ":distance_to_move", 2),
(try_end),
(position_get_x, ":dir_x", pos62),
(position_get_y, ":dir_y", pos62),
(val_mul, ":dir_x", ":distance_to_move"),
(val_mul, ":dir_y", ":distance_to_move"),
(position_set_x, pos62, ":dir_x"),
(position_set_y, pos62, ":dir_y"),     
(position_transform_position_to_parent, pos63, pos61, pos62),
(position_set_z_to_ground_level, pos63),
(copy_position, pos61, pos63),
(else_try),
(gt, "$cur_casualties", 0),
(eq, "$cur_casualties", "$prev_casualties"), #no new casualties after 10 seconds in firing position
(assign, ":flag_advance", 1),
(try_end),
  (try_end),

  (try_begin), #first position find high ground
(eq, "$cur_casualties", 0),
(copy_position, pos1, pos61),
(store_div, reg0, ":shot_distance", 3),
(call_script, "script_find_high_ground_around_pos1_corrected", reg0),
(copy_position, pos61, pos10),
  (try_end),
 
  (try_begin),
(gt, ":flag_advance", 0),
(team_give_order, ":team_no", grc_everyone, mordr_advance),
  (else_try),
(team_give_order, ":team_no", grc_everyone, mordr_hold),
(team_set_order_position, ":team_no", grc_everyone, pos61),
  (try_end),

#deal with melee troops
  (call_script, "script_team_get_class_percentages", ":team_no", 0),
      (assign, ":ai_perc_cavalry",  reg2),
  (store_mul, ":portion_cavalry", ":ai_perc_cavalry", ":battle_presence"),
  (val_div, ":portion_cavalry", 100),
  (store_sub, ":rel_enemy_size", 100, ":battle_presence"),
  (try_begin),
(eq, "$cur_casualties", 0),
(lt, ":portion_cavalry", ":rel_enemy_size"),
(gt, ":distance_to_move", 20),
(team_give_order, ":team_no", grc_infantry, mordr_fall_back),
  (else_try), #fighting started or more cavalry than enemy or enemy within 20m
(team_give_order, ":team_no", grc_cavalry, mordr_charge),
(team_give_order, ":team_no", grc_infantry, mordr_charge),
  (try_end),
 
  (assign, "$prev_casualties", "$cur_casualties"),
]),

 
  # script_SW_field_tactics by motomataru
  # Input: none
  # Output: none
  ("SW_field_tactics",
    [
#measure teams
  (assign, ":battle_size", 0),
  (assign, ":team0_size", 0),
  (assign, ":team1_size", 0),
  (assign, ":team2_size", 0),
  (assign, ":team3_size", 0),
  (assign, ":team4_size", 0),
  (assign, ":team5_size", 0), #max 6 teams handled
      (try_for_agents, ":cur_agent"),
(agent_get_team, ":agent_team", ":cur_agent"),
(try_begin),
(agent_is_alive, ":cur_agent"),     
(agent_is_human, ":cur_agent"),
(val_add, ":battle_size", 1),
(try_begin),
(eq, ":agent_team", 0),
(val_add, ":team0_size", 1),
(else_try),
(eq, ":agent_team", 1),
(val_add, ":team1_size", 1),
(else_try),
(eq, ":agent_team", 2),
(val_add, ":team2_size", 1),
(else_try),
(eq, ":agent_team", 3),
(val_add, ":team3_size", 1),
(else_try),
(eq, ":agent_team", 4),
(val_add, ":team4_size", 1),
(else_try),
(eq, ":agent_team", 5),
(val_add, ":team5_size", 1),
(else_try),
(display_message, "@too many teams for AI"),
(try_end),
(try_end),
  (try_end),

#find largest team size
  (get_player_agent_no, ":player_agent"),
      (agent_get_team, ":player_team", ":player_agent"),  
  (assign, ":num_teams", 2),
  (assign, ":largest_team_size", ":team0_size"),
  (try_begin),
(lt, ":largest_team_size", ":team1_size"),
(assign, ":largest_team_size", ":team1_size"),
  (try_end),
  (try_begin),
    (gt, ":team2_size", 0),
(assign, ":num_teams", 3),
(try_begin),
(neg|teams_are_enemies, 2, ":player_team"),
(val_add, ":team2_size", ":team0_size"), #ally 2 takes player team 0 into account
(try_end),
(lt, ":largest_team_size", ":team2_size"),
(assign, ":largest_team_size", ":team2_size"),
  (try_end),
  (try_begin),
    (gt, ":team3_size", 0),
(assign, ":num_teams", 4),
(try_begin),
(neg|teams_are_enemies, 3, ":player_team"),
(val_add, ":team3_size", ":team1_size"), #ally 3 takes player team 1 into account
(try_end),
(lt, ":largest_team_size", ":team3_size"),
(assign, ":largest_team_size", ":team3_size"),
  (try_end),
  (try_begin),
    (gt, ":team4_size", 0),
(assign, ":num_teams", 5),
(lt, ":largest_team_size", ":team4_size"),
(assign, ":largest_team_size", ":team4_size"),
  (try_end),
  (try_begin),
    (gt, ":team5_size", 0),
(assign, ":num_teams", 6),
(lt, ":largest_team_size", ":team5_size"),
(assign, ":largest_team_size", ":team5_size"),
  (try_end),

#apply tactics to every AI team
  (try_for_range, ":ai_team", 0, ":num_teams"),
    (assign, ":ai_team_size", 0),
    (try_begin),
(eq, ":ai_team", 0),
(assign, ":ai_team_size", ":team0_size"),
(else_try),
(eq, ":ai_team", 1),
(assign, ":ai_team_size", ":team1_size"),
(else_try),
(eq, ":ai_team", 2),
(assign, ":ai_team_size", ":team2_size"),
(else_try),
(eq, ":ai_team", 3),
(assign, ":ai_team_size", ":team3_size"),
(else_try),
(eq, ":ai_team", 4),
(assign, ":ai_team_size", ":team4_size"),
(else_try),
(eq, ":ai_team", 5),
(assign, ":ai_team_size", ":team5_size"),
(try_end),

    (try_begin),
(gt, ":ai_team_size", 0),
(neg|eq, ":ai_team", ":player_team"),
(val_mul, ":ai_team_size", 100),
(store_div, ":team_percentage", ":ai_team_size", ":largest_team_size"),
(store_div, ":team_battle_presence", ":ai_team_size", ":battle_size"),
(call_script, "script_SW_team_field_tactics", ":ai_team", ":team_percentage", ":team_battle_presence"),
(try_end),
  (try_end)
]),


Tested OK. My test save game picked it right up, and I saw ten Imperial gunners take a stand and blow away 40 of my attackers (in one of four runs). You definitely have to think a little more.

Features:

Ranged troops (typically almost everybody) stand and fire. The question is where. The larger the team is relative to its enemies, the farther forward it will move.

If ranged troops in firing position don't see casualties within ten seconds, they advance.

Melee troops charge once fighting starts, the enemy is 20m away, or bikes outnumber enemy.

A couple things:

--I don't know about the morale flags, so did not implement those.

--I don't have ranged troops withdrawing from melee. For one thing, at some point the combat mechanics ignore the scripted commands. For another, I don't know how to tell when a troop class is receiving damage from another troop class -- I just measure the damage is being done.
Title: Re: SWC: Developers Log and status updates
Post by: Shatari on April 14, 2010, 08:45:44 PM
--I don't have ranged troops withdrawing from melee.
That's probably for the best. All of the main ranged units have a half decent melee weapon, and the AI is more likely to foul things up if you try to get too complex.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on April 15, 2010, 09:13:09 AM
In one word, <awesome> work (sadly, undervalued vocabulary)

An impressive work that will be implemented in the next release... Thank you, Motomataru, I've learned a lot...
About the morale flags, it can only be readed, there isn't a command to change it dynamically, I think


PD: The delayed reply is consequence of a limited time  ???: Hmm... the vacations are not far.  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Arzeal on April 15, 2010, 09:29:21 AM
another awesomeness moment of M&B Modding!  :shock:
I ranked ur script among the legend titans of M&B: the morale and new skeleton & animations!
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 15, 2010, 11:11:49 AM
Glad you guys like it.

Not sure melee will be much of an issue. From what I've seen, the infantry never makes it to the enemy firing line unless their team outnumbers.

I still haven't found out what happens when reinforcements enter. You'll probably see a forward line back off then as they attempt to form up with the reinforcements.

I wouldn't know what to do with morale. I suppose poorer morale ought to make a team do something less than optimal like charge its ranged troops, try to run, or advance when it ought not to. In a sense, the level bump reflects troop confidence, but I think it's a well-founded. During testing I consistently found top level troops able to deal with 4-5 times their number in recruits.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on April 15, 2010, 02:49:47 PM

damn, I've been busy for a few days and you guys do some amazing stuff.    :shock:     I should disapear more often.  ;)

motomataru - very, very, nice work, I did not realize we could modify behavior like that and your changes sound great.   Coding like this is a major help, since my free time is so limited, and coding skills pretty weak, that I can't really dedicate time to working and testing out new concepts like this.
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on April 17, 2010, 07:40:21 PM
Hi, well I know you guys said you weren't doing the Clone Wars, but the Phase 2 armor was a lot more different then phase 1 them most people suspect. Not only did it have a new helmet, It was strong, allowed more agility, and the armor had more belt stuff for supplies like ammo. Also for the first 3 years after the Clone Wars they were used as Stormtrooper mark 1 armor, so they'd be more common then phase 1 armor. Yes the model would be mostly similar, but it wouldn't be 100% the same, Phase 2 was more dirty like, so the texture would be dirty and scratched.

Another thing, shouldn't Characters like Galen Marek and Juno Eclipse, and others be added. Plus are you guys gonna add story to the mod, like that Wedding Dance mod, I think we need story, and I love to write so I'll volunteer. Maybe 
3 or 4 story lines based on what you say in the beginning.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on April 18, 2010, 03:31:44 AM
I don't think the team want any more clone models, regardless of whether they are slightly more scratched and dirty.

Also i don't think we need a story, there are so many directions to take in SWC and the whole aspect of M&B is the freedom to do what you like, i don't understand why a story is necessary  ???
Title: Re: SWC: Developers Log and status updates
Post by: Nerdman3000 on April 18, 2010, 03:26:01 PM
It wouldn't be storyline, more like goals. So if you want personal revenge, you can get quests to find a murder who killed one you loved and kill him. You don't know who, so you find out, like the Wedding Dance.
Title: Re: SWC: Developers Log and status updates
Post by: Adraz Rhua on April 18, 2010, 04:20:20 PM
It wouldn't be storyline, more like goals. So if you want personal revenge, you can get quests to find a murder who killed one you loved and kill him. You don't know who, so you find out, like the Wedding Dance.

I see where you're coming from but i don't think it'd be as easy to do something like that in the Star Wars universe... it's just too large. Obviously i'm not on the team though of even an important player here so i won't interfere, just can't see it being necessary
Title: Re: SWC: Developers Log and status updates
Post by: Shatari on April 18, 2010, 09:09:19 PM
It wouldn't be storyline, more like goals. So if you want personal revenge, you can get quests to find a murder who killed one you loved and kill him. You don't know who, so you find out, like the Wedding Dance.
But I like determining who my character has a grudge against myself. It's part of the fun.
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 25, 2010, 12:44:38 PM
OK, having played the new AI for a bit now, there are some tweaks I'd like to make. Chief problem is that the player can take advantage of the M&B engine lining troops up so nicely in static formation. Whereas in Native I'd use this to try to assassinate the enemy leader or disrupt the end of a line with a lance, now I can mow down an entire army with a level 2 bike traveling 65 without losing momentum. I haven't gone from level 13 to 15 in a single battle since overcoming my addiction to illegal weapons!

So I'm trying to come up with AI countermeasures. One is the AI will charge everyone if it achieves overwhelming odds (somewhere above 2:1). I thought about staggering the fire line, but the problem is, scripted movement mode introduces a whole 'nother level of management -- it could easily double the lines of code.

I am also thinking about expanding infantry behavior. While the roles of the bikes and ranged weapons are straightforward, the role of infantry is more undefined and hence available to "play" with. Infantry as cannon fodder is probably the best application (not to knock it -- enemy Force-sensitives making it to a firing line are no joke), but as player I've come up with other possible approaches.

Any other feedback while I'm looking at this stuff?
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on April 25, 2010, 02:34:22 PM
Any other feedback while I'm looking at this stuff?

No, this is a perfect creative aproachment to the ultimate AI  :)

Good feedback?  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on April 26, 2010, 04:16:17 AM
Would it be possible to make lines of troops try move out of way of an incoming vehicle?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on April 26, 2010, 05:55:30 AM
Would it be possible to make lines of troops try move out of way of an incoming vehicle?

That would be really interesting.
Title: Re: SWC: Developers Log and status updates
Post by: Shatari on April 26, 2010, 12:15:41 PM
Or you could try to have them ready attacks and try to strike the vehicle as it passes by, possibly while sidestepping. Would it be possible to have the infantry "line" dispersed a bit, possibly in a three man deep W style formation?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on April 27, 2010, 08:38:51 AM
Or you could try to have them ready attacks and try to strike the vehicle as it passes by, possibly while sidestepping. Would it be possible to have the infantry "line" dispersed a bit, possibly in a three man deep W style formation?

I don't think that would work.
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 27, 2010, 07:57:43 PM
Would it be possible to make lines of troops try move out of way of an incoming vehicle?

Or you could try to have them ready attacks and try to strike the vehicle as it passes by, possibly while sidestepping. Would it be possible to have the infantry "line" dispersed a bit, possibly in a three man deep W style formation?

Problem is that I'm not sure how to detect an incoming vehicle w/o storing position history of nearby enemy cavalry. Also, I don't think one can specify the attack or target for an individual trooper, and having the whole line react to what's happening in one small part would probably be counterproductive.

I thought about dispersing, but on top of the overhead of troop movement management and question of how well it would work with some speeders being fairly wide is the probability the player would feel unhappy about the AI having access to troop abilities the player troops would not.

What I did do was make nearby infantry more proactive when defending the firing line, but the speeders are just too fast. Think of how difficult Khergit are to deal with, and they're slower!  ???

My main suggestion is to decrease speeder damage to around 70% of current level. Uploading the videos now, but basically that level allows the better speeders to run down the majority of a line but not without impunity. Apparently the way the M&B engine works is that the more damage done, the less speed decreases. Under a certain damage the "mount" stops completely. For my test of damage at 60%, for example, my Horus basically plowed into the end of the line and stopped dead after knocking over five guys! Probably the most realistic, but not much fun...

Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on April 27, 2010, 10:06:13 PM

Decreasing the damage makes sense to me and it might even make sense to take it down less then 60%.   A speeder is a lot different then a charging horse.  If a speeder hit somebody then I don't think it would just run them over, most likely it would flip over.   So I might be tempted to significantly reduce the speeders damage so they basically stopped if you hit one or two guys.   Then maybe we could create some other speeder, that moved a lot slower, but had some battering ram or something on the front that could actually knock people over or hurt them.  But I think you are right that speeders shouldn't be crazy fast and do a decent amount of damage.
Title: Re: SWC: Developers Log and status updates
Post by: Shatari on April 27, 2010, 11:45:58 PM
Could you make it so that most speeders take damage whenever they hit a foe with a high weight value? Speeders fall apart when they hit anything solid, so it would make sense for them to crash if you run into a line of droids. To allow for this, you could then try to have the AI riders avoid ramming people unless their out of ranged ammo (ie skirmish instead of ram). Since speeders are pretty fragile anyways, not having them charge dead on regardless of their weapon would actually be really useful.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on April 28, 2010, 07:27:20 AM

Decreasing the damage makes sense to me and it might even make sense to take it down less then 60%.   A speeder is a lot different then a charging horse.  If a speeder hit somebody then I don't think it would just run them over, most likely it would flip over.   So I might be tempted to significantly reduce the speeders damage so they basically stopped if you hit one or two guys.   Then maybe we could create some other speeder, that moved a lot slower, but had some battering ram or something on the front that could actually knock people over or hurt them.  But I think you are right that speeders shouldn't be crazy fast and do a decent amount of damage.

I don't think we should reduce the damage. In the clone wars series you can see how a speederbike directly kills the one it hits (and there are a lot of battles). Moreover, it's more reallistic this way. Try to get hit by a bike at 50km/h and see what it happens!

Plus, horse/bike damage is a main feature on Mount and Blade. There should be some way around...

Note: I thought about reducing the bike's health points, but it's already so low that no biker can stay on close combat and win. That makes me think it's balanced.
Title: The Good Steps of Development...
Post by: Swyter on April 28, 2010, 10:25:22 AM
Hey there, maybe some of you may have noticed my lack of comments in the forum... Well, it's the 3rd trimester (the more dificult one) and I have to study hard  :), also I'm a little burned out of computers (I'm all the day working on it) so my complete workflow has stopped... However I've spent a little of time finding over the Internet the "Good Steps" of development...

Luckily for you, I've found a Bible of Modding, the last note from the last developer of a dead mod... giving us advice of the mistakes of others. Hope you can read it a little and understand how the things should not be done... a good reading not only for modding. Enjoy it.

http://www.moddb.com/tutorials/post-mortem (http://www.moddb.com/tutorials/post-mortem)


Swyter
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 28, 2010, 01:13:12 PM
Judge for yourselves.

Damage reduced to 80%: http://www.youtube.com/watch?v=oavTRK4upVo

Damage reduced to 70%: http://www.youtube.com/watch?v=7piaCj0osdI

This particular battle I'm outnumbered by almost 2:1. The only time I've won it is by repeatedly running over the AI firing line with bike at 100%.

Could you make it so that most speeders take damage whenever they hit a foe with a high weight value? Speeders fall apart when they hit anything solid, so it would make sense for them to crash if you run into a line of droids. To allow for this, you could then try to have the AI riders avoid ramming people unless their out of ranged ammo (ie skirmish instead of ram). Since speeders are pretty fragile anyways, not having them charge dead on regardless of their weapon would actually be really useful.

I thought about this. Newton's Third Law of Motion and all. Supposedly the speeder takes equal damage as it doles out reduced by presumably higher armor. Like a motorcycle traveling 50 km/h is damaged by hitting a pedestrian... :)

I don't know how to capture the damage of individual hits by agents. Best I think you could do is count kills and apply some sort of damage formula to the bike. Meaning you'd have to store kill counts for each bike. Seems like too much trouble for too little impact to me.

Also, the AI already avoids ramming people. It's only the player that has the capability of using the bike this way, so in my mind unbalances the game even more than illegal weapons (which conceivably the AI could use).

I don't mind the bike making a couple or even a couple dozen kills so long as it bogs down at some point.
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on April 28, 2010, 02:40:22 PM

motomataru - very interesting, thanks for the video's, I'd be curious to see lower numbers too.   I'd probably vote for something like most speeders at 50% and maybe the Horus at 60-70%, because I like the idea of you slowing down or stopping when you try and run over a bunch of people.  Since the AI doesn't really ram people, I'm not sure we should give the player a huge advantage and just let them to run through people like they can do now.   Plus, I still think a speeder hitting an armored stormtrooper is going to cause some damage to the speeder as well, so that should be reflected in the game.  Speeders aren't battering rams, they are transportation and it makes sense to stop/crash if you hit a crowd. 
Title: Re: SWC: Developers Log and status updates
Post by: HokieBT on April 28, 2010, 03:07:48 PM
Thanks for the link Swyter, that is a good article and very interesting to read and stuff I have thought about over the last 2 years.  I would agree with the majority of his comments and this mod has probably suffered from many of those as well.  This was the first mod I ever created and it has definitely been a good learning experience.  For me (and probably others), the main issue is just the lack of free time, so I have to really choose what to spend it on.  Do I reply to PM's, reply to posts, test the mod, add new models/scenes, do some coding, write a document, FAQ, etc?  If I can only do one of those things in X days then its tough to figure out what to focus on.  Even me replying to a few posts may delay getting models in game which then delays people creating scenes, etc...  I also didn't start this with the idea of it being a 'major mod', it just grew over time, so a lot of the initial design/code definitely could have been better.  I do think we did good by releasing so many incremental beta's, rather than waiting for a final release, since the feedback from players along the way was invaluable and I appreciate everybody that helped test.  But in general I realize that this mod is very disorganized and there are a lot of things I'd do differently if I had more time or this was a commercial project.  Being more organized would probably make the mod better, but it could also cause it to take longer which may reduce the chances of it actually being completed, etc...   Plus, for me, the more organized I'd get the more it became more like work and less like fun.  I'd take time to create a to-do list, complete the task, and think "crap, I forgot to update my list".  ;)    Creating and updating the lists takes time I really didn't have.  :(   So my main advice is to make sure the 'mod leader'  has a lot of free time or is really focused on specific tasks and other people handle other parts.  Motivation is also a problem because the amount of stuff we want to add is always greater then our free time, there are a lot of limitations in the game engine that cause frustration, and I have to weigh spending my free time on this or other activities.   ???    I'm out of school and already in a career that doesn't involve game development, so some of what I'm learning while fun isn't really helping me in my career like other guys that might get to use this work for their portfolio (which I think is great).   Its also not a major engine, so even if I did want to try and switch careers its not like I'm an Unreal scripter, and we also couldn't publish it as a standalone even if Taleworlds wanted to since of the Star Wars content.  I had thought about trying to start a project using something like the UDK (unreal development kit) or Unity 3d but that just leads into more potential issues like the main one still being the free time.   Anyway, I think if you had a dedicated team of 4-5 people who all were on something like a summer break at the same time you could probably knock out a major mod in a few months.  But unless its going to be a full-time job, I can completely see why so many mods never get completed or take so long to finish, etc.   Its fun but tough work and there are lots of potential delays or problems along the way.  Anyway, I had already mentioned this to the team members, but will do a general post.  I would like to release a SWC 1.0 version for M&B at some point, but I don't know if I can commit to working on Warband at this current time.  I just don't have the free time to work on a project like this and my motivation is lacking as well....   :-\
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 29, 2010, 06:29:21 PM

motomataru - very interesting, thanks for the video's, I'd be curious to see lower numbers too.   I'd probably vote for something like most speeders at 50% and maybe the Horus at 60-70%, because I like the idea of you slowing down or stopping when you try and run over a bunch of people.   

I didn't bother recording the lower numbers. Below 20 damage, the bikes stop cold when they hit the end of the line. It's a very narrow range of play.

Actually, the lower damage bikes really don't need adjustment, but I was just keeping thing proportional. Perhaps set the Horus at 20, the Dagger a little above, the FC and Shadow a little below, and everything else ranging below that.
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on April 30, 2010, 03:13:36 PM
OK, I think I'm happy with AI version 2... :)

Despite large amount of modified code, it's really just tweaks to melee.

Sorry 'bout the necessarily long post.

module_mission_templates triggers...

Code: [Select]
#AI triggers v2 by motomataru
AI_triggers = [ 
(0, .3, ti_once, [], [
(assign, "$cur_casualties", 0),
(assign, "$prev_casualties", 0),
(call_script, "script_SW_field_tactics", 1)
]),

(1, 1, 0, [], [
(try_begin),
(call_script, "script_cf_count_casualties"),
(assign, "$cur_casualties", reg0),
(try_end),
(try_begin),
(gt, "$cur_casualties", 0),
(eq, "$prev_casualties", 0),
(call_script, "script_SW_field_tactics", 1),
(else_try),
(call_script, "script_SW_field_tactics", 0),
(try_end)
]),

(10, 0, 0, [(gt, "$prev_casualties", 0)], [(call_script, "script_SW_field_tactics", 1)])
]

Bonus trigger to keep player team from charging immediately.

Code: [Select]
#keep player troops from charging at start of battle
common_troops_start_hold = (0, .3, ti_once, [], [
(get_player_agent_no, ":player_agent"),
(agent_get_team, ":player_team", ":player_agent"),  
(team_give_order, ":player_team", grc_everyone, mordr_hold),
(team_give_order, ":player_team", grc_archers, mordr_advance),
    ])

For module_scripts

Code: [Select]
  # script_find_high_ground_around_pos1_corrected by motomataru
  # Input: pos1 should hold center_position_no
  #        arg1: search_radius (in meters)
  # Output: pos10 contains highest ground within a <search_radius> meter square around pos1
  # Also uses position registers: pos11
  ("find_high_ground_around_pos1_corrected",
    [
      (store_script_param, ":search_radius", 1),
      (val_mul, ":search_radius", 100),
      (get_scene_boundaries, pos10,pos11),
      (set_fixed_point_multiplier, 100),
      (position_get_x, ":o_x", pos1),
      (position_get_y, ":o_y", pos1),
      (store_sub, ":min_x", ":o_x", ":search_radius"),
      (store_sub, ":min_y", ":o_y", ":search_radius"),
      (store_add, ":max_x", ":o_x", ":search_radius"),
      (store_add, ":max_y", ":o_y", ":search_radius"),
      (position_get_x, ":scene_min_x", pos10),
      (position_get_x, ":scene_max_x", pos11),
      (position_get_y, ":scene_min_y", pos10),
      (position_get_y, ":scene_max_y", pos11),
      (val_max, ":min_x", ":scene_min_x"),
      (val_max, ":min_y", ":scene_min_y"),
      (val_min, ":max_x", ":scene_max_x"),
      (val_min, ":max_y", ":scene_max_y"),
     
      (store_div, ":min_x_meters", ":min_x", 100),
      (store_div, ":min_y_meters", ":min_y", 100),
      (store_div, ":max_x_meters", ":max_x", 100),
      (store_div, ":max_y_meters", ":max_y", 100),
     
      (assign, ":highest_pos_z", -10000),
      (copy_position, pos10, pos1),
      (init_position, pos11),
     
      (try_for_range, ":i_x", ":min_x_meters", ":max_x_meters"),
        (store_mul, ":i_x_cm", ":i_x", 100),
        (try_for_range, ":i_y", ":min_y_meters", ":max_y_meters"),
          (store_mul, ":i_y_cm", ":i_y", 100),
          (position_set_x, pos11, ":i_x_cm"),
          (position_set_y, pos11, ":i_y_cm"),
          (position_set_z, pos11, 10000),
          (position_set_z_to_ground_level, pos11),
          (position_get_z, ":cur_pos_z", pos11),
          (try_begin),
            (gt, ":cur_pos_z", ":highest_pos_z"),
            (copy_position, pos10, pos11),
            (assign, ":highest_pos_z", ":cur_pos_z"),
          (try_end),
        (try_end),
      (try_end),
  ]),
 
 
 # script_team_average_troop_level by motomataru
 # Input: arg1 = team_no
 # Output: reg0 = average troop level for team, reg1 = team current count
 ("team_average_troop_level",
   [ (store_script_param_1, ":team_no"),
     (assign, ":total_level", 0),
(assign, ":num_troop", 0),
     (try_for_agents, ":cur_agent"),
       (agent_get_team, ":agent_team", ":cur_agent"),
       (eq, ":team_no", ":agent_team"),
       (agent_is_human, ":cur_agent"),
       (agent_is_alive, ":cur_agent"),     
       (agent_get_troop_id, ":cur_troop", ":cur_agent"),
       (store_character_level, ":cur_level", ":cur_troop"),
       (val_add, ":total_level", ":cur_level"),
       (val_add, ":num_troop", 1),
     (try_end),
(store_div, ":average_level", ":total_level", ":num_troop"),
     (assign, reg0, ":average_level"),
(assign, reg1, ":num_troop"),
   ]),

 
  # script_cf_count_casualties by motomataru
  # Input: none
  # Output: evalates T/F, reg0 num casualties
  ("cf_count_casualties",
    [ (assign, ":num_casualties", 0),
  (try_for_agents,":cur_agent"),
    (try_begin),
(neg|agent_is_alive, ":cur_agent"),
(val_add, ":num_casualties", 1),
(else_try),
(agent_is_wounded, ":cur_agent"),
(val_add, ":num_casualties", 1),
(try_end),
  (try_end),
  (assign, reg0, ":num_casualties"),
  (gt, ":num_casualties", 0)
]),

 
  # script_SW_team_field_ranged_tactics by motomataru
  # Input: AI team, size relative to largest team in %, size relative to battle in %
  # Output: none
  # Used: pos10, pos11, pos60, pos61, pos62, pos63
  ("SW_team_field_ranged_tactics",
[ (store_script_param, ":team_no", 1),
  (store_script_param, ":rel_army_size", 2),
  (store_script_param, ":battle_presence", 3),
  (call_script, "script_team_average_troop_level", ":team_no"),
  (store_div, ":level_bump", reg0, 3),
  (store_random_in_range, ":rand_no", 2, 11), #10 is max level bump, 2 minimum
  (store_add, ":decision_index", ":battle_presence", ":level_bump"),
  (val_sub, ":decision_index", ":rand_no"),

  (try_begin),
  (gt, ":decision_index", 80), #outnumber enemies more than 4:1?
(team_give_order, ":team_no", grc_archers, mordr_charge),
  (else_try),
(assign, ":hold_point", 50), #outnumbered 1:2
(assign, ":shot_distance", 50), #intended distance from enemy to set up fire line(m)
(assign, ":flag_advance", 0),
(store_add, ":decision_index", ":rel_army_size", ":level_bump"),
(val_sub, ":decision_index", ":rand_no"),

#get ranged position
(try_begin),
(ge, ":decision_index", ":hold_point"), #army large enough to advance?
(call_script, "script_cf_team_get_average_position_of_agents_with_type_to_pos1", ":team_no", grc_archers),
(copy_position, pos61, pos1),
(call_script, "script_team_get_average_position_of_enemies", ":team_no"),
(copy_position, pos60, pos0),
(position_transform_position_to_local, pos62, pos61, pos60), #pos62 = vector to enemy
(position_normalize_origin, ":distance_to_move", pos62),
(convert_from_fixed_point, ":distance_to_move"),
(try_begin),
(gt, ":distance_to_move", ":shot_distance"), #need to move to closer firing position?
(val_sub, ":distance_to_move", ":shot_distance"),
(store_add, ":scale_factor", 100, ":hold_point"),
(store_mul, ":battle_hold_point", ":hold_point", 100),
(val_div, ":battle_hold_point", ":scale_factor"),
(store_sub, ":advance_more_point", 100, ":battle_hold_point"),
(try_begin),
(lt, ":battle_presence", ":advance_more_point"), #expect to meet halfway
(val_div, ":distance_to_move", 2),
(try_end),
(position_get_x, ":dir_x", pos62),
(position_get_y, ":dir_y", pos62),
(val_mul, ":dir_x", ":distance_to_move"),
(val_mul, ":dir_y", ":distance_to_move"),
(position_set_x, pos62, ":dir_x"),
(position_set_y, pos62, ":dir_y"),     
(position_transform_position_to_parent, pos63, pos61, pos62),
(position_set_z_to_ground_level, pos63),
(copy_position, pos61, pos63),
(else_try),
(gt, "$cur_casualties", 0),
(eq, "$cur_casualties", "$prev_casualties"), #no new casualties after 10 seconds in firing position
(assign, ":flag_advance", 1),
(try_end),
(try_end),

(try_begin), #first position find high ground
(eq, "$cur_casualties", 0),
(copy_position, pos1, pos61),
(store_div, reg0, ":shot_distance", 3),
(call_script, "script_find_high_ground_around_pos1_corrected", reg0),
(copy_position, pos61, pos10),
(try_end),

(try_begin),
(gt, ":flag_advance", 0),
(team_give_order, ":team_no", grc_archers, mordr_advance),
(else_try),
(team_give_order, ":team_no", grc_archers, mordr_hold),
(team_set_order_position, ":team_no", grc_archers, pos61),
(try_end),
  (try_end)
]),

 
  # script_SW_team_field_melee_tactics by motomataru
  # Input: AI team, size relative to largest team in %, size relative to battle in %
  # Output: none
  # Used: pos10, pos11, pos60, pos61, pos62, pos63
  ("SW_team_field_melee_tactics", [
(store_script_param, ":team_no", 1),
# (store_script_param, ":rel_army_size", 2),
(store_script_param, ":battle_presence", 3),
(call_script, "script_team_get_class_percentages", ":team_no", 0),
(assign, ":ai_perc_infantry", reg0),
(assign, ":ai_perc_cavalry", reg2),
(store_mul, ":portion_cavalry", ":ai_perc_cavalry", ":battle_presence"),
(val_div, ":portion_cavalry", 100),
(store_sub, ":rel_enemy_size", 100, ":battle_presence"),

#find closest distance of enemy to infantry, cavalry troops
(assign, ":melee_range", 2000), #start melee regardless if enemy within 20m
(store_add, ":inf_closest_dist", ":melee_range", 1),
(store_add, ":cav_closest_dist", ":melee_range", 1),
(try_for_agents, ":cur_agent"),
(agent_is_alive, ":cur_agent"),
(agent_is_human, ":cur_agent"),
(agent_get_team, ":cur_team_no", ":cur_agent"),
(eq, ":cur_team_no", ":team_no"),
(agent_get_class, ":cur_class_no", ":cur_agent"),
(try_begin),
(eq, ":cur_class_no", grc_infantry),
(agent_get_position, pos1, ":cur_agent"),
(call_script, "script_get_closest3_distance_of_enemies_at_pos1", ":team_no"),
(try_begin),
(gt, ":inf_closest_dist", reg1),
(assign, ":inf_closest_dist", reg1),
(try_end),
(else_try),
(eq, ":cur_class_no", grc_cavalry),
(agent_get_position, pos1, ":cur_agent"),
(call_script, "script_get_closest3_distance_of_enemies_at_pos1", ":team_no"),
(try_begin),
(gt, ":cav_closest_dist", reg1),
(assign, ":cav_closest_dist", reg1),
(try_end),
(try_end),
(try_end),

(team_get_movement_order, ":ranged_order", ":team_no", grc_archers),
(team_get_order_position, pos0, ":team_no", grc_archers),

#cavalry AI
(try_begin),
(eq, "$cur_casualties", 0),
(lt, ":portion_cavalry", ":rel_enemy_size"),
(gt, ":cav_closest_dist", ":melee_range"),
(neq, ":ranged_order", mordr_charge),
(team_give_order, ":team_no", grc_cavalry, mordr_hold),
(team_set_order_position, ":team_no", grc_cavalry, pos0),
(else_try), #fighting started or more cavalry than enemy or enemy within melee or everyone's charging
(team_give_order, ":team_no", grc_cavalry, mordr_charge),
(try_end),

#infantry AI
(try_begin),
(lt, ":portion_cavalry", ":rel_enemy_size"),
(gt, ":inf_closest_dist", ":melee_range"),
(neq, ":ranged_order", mordr_charge),
(try_begin),
(gt, "$cur_casualties", 0),
(gt, ":ai_perc_infantry", 33), #more than 1/3 infantry?
(team_give_order, ":team_no", grc_infantry, mordr_charge),
(else_try),
(team_set_order_position, ":team_no", grc_infantry, pos0),
(team_give_order, ":team_no", grc_infantry, mordr_fall_back),
(try_end),
(else_try), #more cavalry than enemy or enemy within melee or everyone's charging
(team_give_order, ":team_no", grc_infantry, mordr_charge),
(try_end)
]),

 
  # script_SW_field_tactics v2 by motomataru
  # Input: flag 1 to include ranged
  # Output: none
  ("SW_field_tactics",
    [ (store_script_param, ":include_ranged", 1),
  #measure teams
  (assign, ":battle_size", 0),
  (assign, ":team0_size", 0),
  (assign, ":team1_size", 0),
  (assign, ":team2_size", 0),
  (assign, ":team3_size", 0),
  (assign, ":team4_size", 0),
  (assign, ":team5_size", 0), #max 6 teams handled
      (try_for_agents, ":cur_agent"),
(agent_get_team, ":agent_team", ":cur_agent"),
(try_begin),
(agent_is_alive, ":cur_agent"),     
(agent_is_human, ":cur_agent"),
(val_add, ":battle_size", 1),
(try_begin),
(eq, ":agent_team", 0),
(val_add, ":team0_size", 1),
(else_try),
(eq, ":agent_team", 1),
(val_add, ":team1_size", 1),
(else_try),
(eq, ":agent_team", 2),
(val_add, ":team2_size", 1),
(else_try),
(eq, ":agent_team", 3),
(val_add, ":team3_size", 1),
(else_try),
(eq, ":agent_team", 4),
(val_add, ":team4_size", 1),
(else_try),
(eq, ":agent_team", 5),
(val_add, ":team5_size", 1),
(else_try),
(display_message, "@too many teams for AI"),
(try_end),
(try_end),
  (try_end),

  #find largest team size
  (get_player_agent_no, ":player_agent"),
      (agent_get_team, ":player_team", ":player_agent"),  
  (assign, ":num_teams", 2),
  (assign, ":largest_team_size", ":team0_size"),
  (try_begin),
(lt, ":largest_team_size", ":team1_size"),
(assign, ":largest_team_size", ":team1_size"),
  (try_end),
  (try_begin),
    (gt, ":team2_size", 0),
(assign, ":num_teams", 3),
(try_begin),
(neg|teams_are_enemies, 2, ":player_team"),
(val_add, ":team2_size", ":team0_size"), #ally 2 takes player team 0 into account
(try_end),
(lt, ":largest_team_size", ":team2_size"),
(assign, ":largest_team_size", ":team2_size"),
  (try_end),
  (try_begin),
    (gt, ":team3_size", 0),
(assign, ":num_teams", 4),
(try_begin),
(neg|teams_are_enemies, 3, ":player_team"),
(val_add, ":team3_size", ":team1_size"), #ally 3 takes player team 1 into account
(try_end),
(lt, ":largest_team_size", ":team3_size"),
(assign, ":largest_team_size", ":team3_size"),
  (try_end),
  (try_begin),
    (gt, ":team4_size", 0),
(assign, ":num_teams", 5),
(lt, ":largest_team_size", ":team4_size"),
(assign, ":largest_team_size", ":team4_size"),
  (try_end),
  (try_begin),
    (gt, ":team5_size", 0),
(assign, ":num_teams", 6),
(lt, ":largest_team_size", ":team5_size"),
(assign, ":largest_team_size", ":team5_size"),
  (try_end),

  #apply tactics to every AI team
  (try_for_range, ":ai_team", 0, ":num_teams"),
    (assign, ":ai_team_size", 0),
    (try_begin),
(eq, ":ai_team", 0),
(assign, ":ai_team_size", ":team0_size"),
(else_try),
(eq, ":ai_team", 1),
(assign, ":ai_team_size", ":team1_size"),
(else_try),
(eq, ":ai_team", 2),
(assign, ":ai_team_size", ":team2_size"),
(else_try),
(eq, ":ai_team", 3),
(assign, ":ai_team_size", ":team3_size"),
(else_try),
(eq, ":ai_team", 4),
(assign, ":ai_team_size", ":team4_size"),
(else_try),
(eq, ":ai_team", 5),
(assign, ":ai_team_size", ":team5_size"),
(try_end),

    (try_begin),
(gt, ":ai_team_size", 0),
(neg|eq, ":ai_team", ":player_team"),
(val_mul, ":ai_team_size", 100),
(store_div, ":team_percentage", ":ai_team_size", ":largest_team_size"),
(store_div, ":team_battle_presence", ":ai_team_size", ":battle_size"),
(try_begin),
(eq, ":include_ranged", 1),
(call_script, "script_SW_team_field_ranged_tactics", ":ai_team", ":team_percentage", ":team_battle_presence"),
(try_end),
(call_script, "script_SW_team_field_melee_tactics", ":ai_team", ":team_percentage", ":team_battle_presence"),
(try_end),
  (try_end),
  (assign, "$prev_casualties", "$cur_casualties")
]),
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 01, 2010, 03:10:32 AM
So... With the code we have now how do armies behave?
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on May 02, 2010, 01:06:36 PM
So... With the code we have now how do armies behave?

Initial version sets up the initial AI firing lines roughly 50m apart (based on average team position) on nearby high ground. The firing zone is approximately in the center of the map unless one team is badly outnumbered. The AI maintains initial setup until there is a casualty on either side, whereupon the melee troops charge. Melee troops will charge earlier if cavalry outnumbers the ENTIRE enemy team or the enemy average position comes within 20m. Every ten seconds the AI reevaluates the position of the firing line, moving it up if beyond 50m away or advancing if there have been no casualties since the last evaluation.

In the new version, the entire team will charge if it achieves 4:1 odds over the enemy (mainly to keep a sole surviving player from sniping a static line to death or otherwise taking advantage of the situation). Both infantry and cavalry attack if ANY enemy troop come within 20m of them (i.e., not average position), and infantry will not charge unless there are proportionately a lot of them. That is, if there are only a few infantry (the usual case in SWC), they will tend stay back to protect their firing line until the gunfire settles down a bit, quickly disposing of downed pilots (including the player).
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on May 02, 2010, 02:13:36 PM
Amazing.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 03, 2010, 07:48:28 AM
So... With the code we have now how do armies behave?

Initial version sets up the initial AI firing lines roughly 50m apart (based on average team position) on nearby high ground. The firing zone is approximately in the center of the map unless one team is badly outnumbered. The AI maintains initial setup until there is a casualty on either side, whereupon the melee troops charge. Melee troops will charge earlier if cavalry outnumbers the ENTIRE enemy team or the enemy average position comes within 20m. Every ten seconds the AI reevaluates the position of the firing line, moving it up if beyond 50m away or advancing if there have been no casualties since the last evaluation.

In the new version, the entire team will charge if it achieves 4:1 odds over the enemy (mainly to keep a sole surviving player from sniping a static line to death or otherwise taking advantage of the situation). Both infantry and cavalry attack if ANY enemy troop come within 20m of them (i.e., not average position), and infantry will not charge unless there are proportionately a lot of them. That is, if there are only a few infantry (the usual case in SWC), they will tend stay back to protect their firing line until the gunfire settles down a bit, quickly disposing of downed pilots (including the player).

That's great Motomataru, but... could you add a code to solve the following thing:

In MaB (and the SWC we have now...) if you for example get a pair of lightsabers and charge the enemy, everything is fine until you reach him. Why? Cause when you attack a stormtrooper, instead of doing what it does in all star wars game (keep away from you and shoot) he enters a berserker rage among with its nearby fellows. Then, if you stay there and fight, they surround you and kill you. And if you don't do that you have to attack while walking backwards.

So, my idea is that you could make a code so that when any unit gets about 4 meters close to a ranged soldier this last one keeps firing while pulling back (wallking backwards). And only if you get to 1/2 or 1 meter close (1 is much already, I would preffer 1/2) he changes to mele.
This wouldn't have effect on mele units such as jedi or red guards, who would attack you as normal.
Title: Re: SWC: Developers Log and status updates
Post by: Geroj on May 06, 2010, 09:47:48 AM
Thats cool, what about work on ai 3? ;)
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on May 06, 2010, 03:22:55 PM
Hey team, today I've a little of free time, I bring to you two good fresh news...

1. The old Development Space was too small to host the entire mod files so I've created an Assembla space with 2GB of SVN, If you don't know about Subversion (SVN), it's a "FTP" file server but with various file versions for each document, so the entire team can work with the latest files/textures/models... I've planned to work in the mod along the Summer, so the files are already prepared...

The Assembla space it's free, has top-notch technology (Amazon servers) and the most important thing... has bugtracker, everyone can post new bugs and suggestions, with attachments, etc... other things that can be used; realtime dev chat, wiki, ...

[!] Dev Team Note: If you're interested in appear send me your email, or simply create an Assembla account and send me your username.



2. Today I've also coded a small program/user-friendly batch script to update the module, Its name: "Star Wars Conquest Automatic Updater", it reads the module files and updates/downloads/changes to convert an outdated SWC version into the last one... only the new and upgraded files are downloaded... so the download/upload will be always little (~10-15-20 Mb per version)

And also is good for players because there is only a SWC module folder (not changing between versions), so there is no need of moving savegames  ;)

In short, a custom, portable SVN client...

Try it here Wait a little, the Mod DB upload permission takes lo of time  :!:
___________________________________________________________
What did you think about?
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 07, 2010, 07:53:10 AM
Those are good news indeed.
Title: Re: SWC: Developers Log and status updates
Post by: saren on May 08, 2010, 01:48:56 AM
im not sure if someone maybe asked this but. would it be possible to integrate the automatic firing mod from the Chinese WWII game http://forums.taleworlds.com/index.php/board,137.0.html               
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on May 08, 2010, 03:16:11 PM
That's great Motomataru, but... could you add a code to solve the following thing:

In MaB (and the SWC we have now...) if you for example get a pair of lightsabers and charge the enemy, everything is fine until you reach him. Why? Cause when you attack a stormtrooper, instead of doing what it does in all star wars game (keep away from you and shoot) he enters a berserker rage among with its nearby fellows. Then, if you stay there and fight, they surround you and kill you. And if you don't do that you have to attack while walking backwards.

So, my idea is that you could make a code so that when any unit gets about 4 meters close to a ranged soldier this last one keeps firing while pulling back (wallking backwards). And only if you get to 1/2 or 1 meter close (1 is much already, I would preffer 1/2) he changes to mele.
This wouldn't have effect on mele units such as jedi or red guards, who would attack you as normal.

Yeah, I think that could be done. I assume you're aware that ranged units in hold will not keep pursuing the player -- something I take advantage of on the flank, darting in and out and chopping 'em down while they're switching weapons. It's one of the reasons why I made melee troops more proactive in v. 2 -- now they won't stand idle while the player chips away at the formation.

I'd have to add a new trigger that would fire every fraction of a second. Also figure out the range at which M&B will charge -- it looks to me about 2-3m. Also work out AI -- if the player is coming from BEHIND, I assume you DON'T want the AI to back up.

I don't know about .5m -- most weapons are longer than that, so possibility is the AI would never switch to melee although being hacked to pieces. Given that it takes about a half second to switch weapons (very quick in my mind) and another half to start a swing, perhaps 4m is where a ranged troop should pull his weapon.

You know what, I don't think I can override M&B weapon selection anyway. At best I could just force the troop to back up until it pulls a ranged weap out again.

This what you want?
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on May 09, 2010, 02:44:11 AM
Hey Motomataru, your AI is already a ~200% better than Native  :) Really a good work, Only a tip: Please don't abuse of 1/0 sec triggers, the old computers gets freezed + CTD (tested)  :idea:
___________________________________________________________ _______

About the links of almost finished stuff, take an eye to this:

-Star Wars Conquest Developer's Home:   [Open tickets system + Public SVN + Awesome graphics]
http://assembla.com/spaces/swconquest (http://assembla.com/spaces/swconquest)


-Star Wars Conquest Automatic Updater:  [A custom SVN client for updating in real time the module]
http://www.moddb.com/mods/swconquest/downloads/star-wars-conquest-automatic-updater (http://www.moddb.com/mods/swconquest/downloads/star-wars-conquest-automatic-updater)

Hope you like it...
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 09, 2010, 03:35:59 AM
Well, Motomaru. Isn't 4 meters what we already have?

What I would like to see is the following:
In Star Wars stormtroopers (and other ranged guys) don't charge against a mele guy. They step aside and keep shooting. Maybe this isn't totaly possible in MaB (as they have to use mele some time) but perhaps you could get near that. My idea is make them get away from you while shooting and only attack you when you are so close they cannot retreat any longer. That way you can engage in mele with one guy without having the rest surrounding and beating you.
You would get to that soldier, finish him, and then you would fin yourself inside a circle, with the enemy soldiers forming a perimeter around you. You know what I mean? Much more reallisitc.

(http://img10.imageshack.us/img10/8480/explanationd.jpg)


Hey Motomataru, your AI is already a ~200% better than Native  :) Really a good work, Only a tip: Please don't abuse of 1/0 sec triggers, the old computers gets freezed + CTD (tested)  :idea:
___________________________________________________________ _______

About the links of almost finished stuff, take an eye to this:

-Star Wars Conquest Developer's Home:   [Open tickets system + Public SVN + Awesome graphics]
http://assembla.com/spaces/swconquest (http://assembla.com/spaces/swconquest)


-Star Wars Conquest Automatic Updater:  [A custom SVN client for updating in real time the module]
http://www.moddb.com/mods/swconquest/downloads/star-wars-conquest-automatic-updater (http://www.moddb.com/mods/swconquest/downloads/star-wars-conquest-automatic-updater)

Hope you like it...

Yeah, nice that about the automatic updater... Never thought it could be a possibility.
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on May 10, 2010, 08:38:17 AM
Got a version of the additional code working. It's kinda rough at the detail level, but it's not very noticeable in the typical chaos of battle. The behavior approximates Revan Shan's design -- I tested vs. three recruits, and typically would get shot in the back at close range if I chased down any one of them.

Interestingly enough, a mass test of 100 rebel recruits against 60 Sith apprentices indicate the behavior makes ranged troops much more effective vs. melee troops. I had thought the ranged troops would become more vulnerable as they were fidgeting around. Again, this effect is muted under the typical mix in real battle conditions.

Hey Motomataru, your AI is already a ~200% better than Native  :) Really a good work, Only a tip: Please don't abuse of 1/0 sec triggers, the old computers gets freezed + CTD (tested)  :idea:
___________________________________________________________ _______

About the links of almost finished stuff, take an eye to this:

-Star Wars Conquest Developer's Home:   [Open tickets system + Public SVN + Awesome graphics]
http://assembla.com/spaces/swconquest (http://assembla.com/spaces/swconquest)


-Star Wars Conquest Automatic Updater:  [A custom SVN client for updating in real time the module]
http://www.moddb.com/mods/swconquest/downloads/star-wars-conquest-automatic-updater (http://www.moddb.com/mods/swconquest/downloads/star-wars-conquest-automatic-updater)

Hope you like it...

I do always keep an eye out for efficiency. Part of the roughness I mention above for the current project is that I was trying to avoid a pure Cartesian search (wherein for every agent in the battle I then do a SECOND search of every agent to determine enemy distances -- leading to n-squared comparisons) by utilizing agent simple behavior. That way I limit the number of secondary agent searches only to those ranged troops that have been forced to melee. A nice byproduct of the approach is that a ranged troop does NOT unrealistically try to move away from an enemy it is not facing/aware of -- so the player can still chop down ranged enemy whose attention is focused on other targets.

The roughness comes from the fact that agent behavior changes as soon as the ranged troop moves out of melee -- so you get this fidgety switching between weapons at the threshold. Plus the fact that the local y-axis is not always aligned with agent facing as I initially thought. Or perhaps agent facing is not necessarily related to where a ranged weapon is pointed.

Anyway, I think I can still improve on the code. I'm thinking, as long as we're doing this, I may as well limit calls to this expensive function by having the firing line back off in the first place -- something that will probably most benefit allies as, in most of my battles at least, they are so far forward of the player side average position that their initial position ends up engulfed in melee with the enemy firing line.

I also look forward to the new tickets system and perhaps will try to use it on this round of AI.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 10, 2010, 11:16:31 AM
Got a version of the additional code working. It's kinda rough at the detail level, but it's not very noticeable in the typical chaos of battle. The behavior approximates Revan Shan's design -- I tested vs. three recruits, and typically would get shot in the back at close range if I chased down any one of them.

Interestingly enough, a mass test of 100 rebel recruits against 60 Sith apprentices indicate the behavior makes ranged troops much more effective vs. melee troops.

Just how it should be. Take a look at Episode III when Palpatine calls order 66. Take a look at how the clone troopers surround the jedi and fire while maintaining a perimeter.
Title: Re: SWC: Developers Log and status updates
Post by: Ratzor on May 10, 2010, 01:10:53 PM
The advancements made hare is simply astonishing :O I look forward to the next version :P Real slick work, especially motumaru :D
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on May 11, 2010, 01:19:19 PM
And here it is!

First the Ranged-Avoid-Melee code, which can be used independently of the rest of the AI.

In module_mission_templates add

Code: [Select]
common_ranged_avoid_melee = (.3, 0, 0, [], [(call_script, "script_ranged_avoid_melee")])

In module_scripts add

Code: [Select]
 # script_ranged_avoid_melee by motomataru
  # Input: none
  # Output: none
  # Note: Uses scripted movement
  ("ranged_avoid_melee", [
    (try_for_agents, ":agent_no"),
(agent_get_class, ":agent_class", ":agent_no"),
(eq, ":agent_class", grc_archers),
(agent_is_alive, ":agent_no"),
(agent_get_team, ":team_no", ":agent_no"),
(agent_get_wielded_item, ":item_no", ":agent_no", 0),
(try_begin),
(neg|is_between, ":item_no", ranged_weapons_begin, ranged_weapons_end),
(agent_get_ammo, ":ammo_left", ":agent_no"),
(gt, ":ammo_left", 0),
(team_get_movement_order, ":ranged_order", ":team_no", grc_archers),
(neq, ":ranged_order", mordr_charge),
(neq, ":item_no", -1),
(assign, ":forced_into_melee", 1),
(else_try),
(assign, ":forced_into_melee", 0),
(try_end),
(assign, ":melee_dist", 300), #distance to back up

(try_begin), #already backing up
(agent_slot_eq, ":agent_no", slot_agent_is_in_scripted_mode, 1),
(agent_get_position, pos1, ":agent_no"),
(call_script, "script_get_closest3_distance_of_enemies_at_pos1", ":team_no"),
(try_begin),
(gt, reg1, 1000), #leave scripted mode only if no enemy within 10m
(agent_clear_scripted_mode, ":agent_no"),
(agent_set_slot, ":agent_no",  slot_agent_is_in_scripted_mode, 0),
(else_try),
(le, reg1, ":melee_dist"),
(store_mul, ":back_up", ":melee_dist", -1),
(position_move_y, pos1, ":back_up", 0),
(agent_set_scripted_destination, ":agent_no", pos1, 1),
(try_end),
(else_try),
   (eq, ":forced_into_melee", 1),
(agent_get_position, pos1, ":agent_no"),
(store_mul, ":back_up", ":melee_dist", -1),
(position_move_y, pos1, ":back_up", 0),
(agent_set_scripted_destination, ":agent_no", pos1, 1),
(agent_set_slot, ":agent_no",  slot_agent_is_in_scripted_mode, 1),
(try_end),
(try_end)
]),

And "version 3" of AI, presented entire for ease of use. Changes include:
-- consolidation of triggers (should save 10% of calls)
-- fixed a couple bugs I missed from last version
-- outnumbered team on defensive sets up better (highest position in back third of field in front of entry)
-- other tweaks

Trigger set in module_mission_templates
Code: [Select]
#AI triggers v3 by motomataru
AI_triggers = [  
(ti_before_mission_start, 0, 0, [], [
(assign, "$cur_casualties", 0),
(assign, "$prev_casualties", 0),
(assign, "$ranged_clock", 1),
]),

(0, .3, ti_once, [], [(call_script, "script_SW_field_tactics", 1)]), #delay to allow spawning to finish

(1, .9, 0, [], [
(try_begin),
(call_script, "script_cf_count_casualties"),
(assign, "$cur_casualties", reg0),
(try_end),

(try_begin), #reassess ranged position upon first casualty
(gt, "$cur_casualties", 0),
(eq, "$prev_casualties", 0),
(call_script, "script_SW_field_tactics", 1),
(assign, "$ranged_clock", 0),
(else_try),
(lt, "$ranged_clock", 10),
(call_script, "script_SW_field_tactics", 0),
(else_try), #reassess ranged position every ten seconds after first casualty
(gt, "$prev_casualties", 0),
(call_script, "script_SW_field_tactics", 1),
(assign, "$ranged_clock", 0),
(try_end),

(val_add, "$ranged_clock", 1),
]),

common_ranged_avoid_melee
]

And for module_scripts

Code: [Select]
  # script_SW_team_field_ranged_tactics v2 by motomataru
  # Input: AI team, size relative to largest team in %, size relative to battle in %
  # Output: none
  # Used: pos10, pos11, pos60, pos61, pos62, pos63
  ("SW_team_field_ranged_tactics",
[ (store_script_param, ":team_no", 1),
  (store_script_param, ":rel_army_size", 2),
  (store_script_param, ":battle_presence", 3),
  (call_script, "script_team_average_troop_level", ":team_no"),
  (store_div, ":level_bump", reg0, 3),
  (store_random_in_range, ":rand_no", 2, 11), #10 is max level bump, 2 minimum
  (store_add, ":decision_index", ":battle_presence", ":level_bump"), #decision w.r.t. all enemy teams
  (val_sub, ":decision_index", ":rand_no"),

  (try_begin),
  (gt, ":decision_index", 80), #outnumber enemies more than 4:1?
(team_give_order, ":team_no", grc_archers, mordr_charge),
  (else_try),
(gt, "$cur_casualties", 0),
(eq, "$cur_casualties", "$prev_casualties"), #no new casualties since last function call?
(team_give_order, ":team_no", grc_archers, mordr_advance),
  (else_try),
(call_script, "script_cf_team_get_average_position_of_agents_with_type_to_pos1", ":team_no", grc_archers),
(copy_position, pos61, pos1),
(store_add, ":decision_index", ":rel_army_size", ":level_bump"), #decision w.r.t. largest enemy team
(val_sub, ":decision_index", ":rand_no"),
(assign, ":hold_point", 50), #outnumbered 1:2
(try_begin),
(this_or_next|ge, ":decision_index", ":hold_point"), #army large enough to advance OR
(eq, "$cur_casualties", 0), #initial setup?
(call_script, "script_team_get_average_position_of_enemies", ":team_no"),
(copy_position, pos60, pos0),
(position_transform_position_to_local, pos62, pos61, pos60), #pos62 = vector to enemy
(position_normalize_origin, ":distance_to_enemy", pos62),
(convert_from_fixed_point, ":distance_to_enemy"),

(try_begin),
(lt, ":decision_index", ":hold_point"), #outnumbered (initial setup)?
(store_div, ":distance_to_move", ":distance_to_enemy", 6), #middle of rear third of battlefield
(assign, ":hill_search_radius", ":distance_to_move"),
(else_try),
(assign, ":shot_distance", 40), #intended distance from enemy to set up fire line(m)
(store_sub, ":distance_to_move", ":distance_to_enemy", ":shot_distance"),
(store_div, ":hill_search_radius", ":shot_distance", 3), #limit so as not to run into enemy

(store_add, ":scale_factor", 100, ":hold_point"),
(store_mul, ":battle_hold_point", ":hold_point", 100),
(val_div, ":battle_hold_point", ":scale_factor"),
(store_sub, ":advance_more_point", 100, ":battle_hold_point"),
(try_begin),
(lt, ":battle_presence", ":advance_more_point"), #expect to meet halfway?
(val_div, ":distance_to_move", 2),
(try_end),
(try_end),

(position_get_x, ":dir_x", pos62),
(position_get_y, ":dir_y", pos62),
(val_mul, ":dir_x", ":distance_to_move"),
(val_mul, ":dir_y", ":distance_to_move"),
(position_set_x, pos62, ":dir_x"),
(position_set_y, pos62, ":dir_y"),     
(position_transform_position_to_parent, pos63, pos61, pos62),
(position_set_z_to_ground_level, pos63),
(copy_position, pos61, pos63),

(try_begin), #first position find high ground
(eq, "$cur_casualties", 0),
(copy_position, pos1, pos61),
(assign, reg0, ":hill_search_radius"),
(call_script, "script_find_high_ground_around_pos1_corrected", reg0),
(copy_position, pos61, pos10),
(try_end),
(try_end),

(team_give_order, ":team_no", grc_archers, mordr_hold),
(team_set_order_position, ":team_no", grc_archers, pos61),
  (try_end)
]),

 
  # script_SW_team_field_melee_tactics by motomataru
  # Input: AI team, size relative to largest team in %, size relative to battle in %
  # Output: none
  # Used: pos10, pos11, pos60, pos61, pos62, pos63
  ("SW_team_field_melee_tactics", [
(store_script_param, ":team_no", 1),
# (store_script_param, ":rel_army_size", 2),
(store_script_param, ":battle_presence", 3),
(call_script, "script_team_get_class_percentages", ":team_no", 0),
(assign, ":ai_perc_infantry", reg0),
(assign, ":ai_perc_cavalry", reg2),
(store_mul, ":portion_cavalry", ":ai_perc_cavalry", ":battle_presence"),
(val_div, ":portion_cavalry", 100),
(store_sub, ":rel_enemy_size", 100, ":battle_presence"),

#find closest distance of enemy to infantry, cavalry troops
(assign, ":melee_range", 2000), #start melee regardless if enemy within 20m
(store_add, ":inf_closest_dist", ":melee_range", 1),
(store_add, ":cav_closest_dist", ":melee_range", 1),
(try_for_agents, ":cur_agent"),
(agent_is_alive, ":cur_agent"),
(agent_is_human, ":cur_agent"),
(agent_get_team, ":cur_team_no", ":cur_agent"),
(eq, ":cur_team_no", ":team_no"),
(agent_get_class, ":cur_class_no", ":cur_agent"),
(try_begin),
(eq, ":cur_class_no", grc_infantry),
(agent_get_position, pos1, ":cur_agent"),
(call_script, "script_get_closest3_distance_of_enemies_at_pos1", ":team_no"),
(try_begin),
(gt, ":inf_closest_dist", reg1),
(assign, ":inf_closest_dist", reg1),
(try_end),
(else_try),
(eq, ":cur_class_no", grc_cavalry),
(agent_get_position, pos1, ":cur_agent"),
(call_script, "script_get_closest3_distance_of_enemies_at_pos1", ":team_no"),
(try_begin),
(gt, ":cav_closest_dist", reg1),
(assign, ":cav_closest_dist", reg1),
(try_end),
(try_end),
(try_end),

(team_get_movement_order, ":ranged_order", ":team_no", grc_archers),
(team_get_order_position, pos0, ":team_no", grc_archers),

#cavalry AI
(try_begin),
(eq, "$cur_casualties", 0),
(lt, ":portion_cavalry", ":rel_enemy_size"),
(gt, ":cav_closest_dist", ":melee_range"),
(neq, ":ranged_order", mordr_charge),
(team_give_order, ":team_no", grc_cavalry, mordr_hold),
(team_set_order_position, ":team_no", grc_cavalry, pos0),
(else_try), #fighting started or more cavalry than enemy or enemy within melee or everyone's charging
(team_give_order, ":team_no", grc_cavalry, mordr_charge),
(try_end),

#infantry AI
(try_begin),
(lt, ":portion_cavalry", ":rel_enemy_size"),
(gt, ":inf_closest_dist", ":melee_range"),
(neq, ":ranged_order", mordr_charge),
(try_begin),
(gt, "$cur_casualties", 0),
(gt, ":ai_perc_infantry", 33), #more than 1/3 infantry?
(team_give_order, ":team_no", grc_infantry, mordr_charge),
(else_try),
(team_set_order_position, ":team_no", grc_infantry, pos0),
(team_give_order, ":team_no", grc_infantry, mordr_fall_back),
(try_end),
(else_try), #more cavalry than enemy or enemy within melee or everyone's charging
(team_give_order, ":team_no", grc_infantry, mordr_charge),
(try_end)
]),

 
  # script_SW_field_tactics v3 by motomataru
  # Input: flag 1 to include ranged
  # Output: none
  ("SW_field_tactics",
    [ (store_script_param, ":include_ranged", 1),
  #measure teams
  (assign, ":battle_size", 0),
  (assign, ":team0_size", 0),
  (assign, ":team1_size", 0),
  (assign, ":team2_size", 0),
  (assign, ":team3_size", 0),
  (assign, ":team4_size", 0),
  (assign, ":team5_size", 0), #max 6 teams handled
      (try_for_agents, ":cur_agent"),
(agent_get_team, ":agent_team", ":cur_agent"),
(try_begin),
(agent_is_alive, ":cur_agent"),     
(agent_is_human, ":cur_agent"),
(val_add, ":battle_size", 1),
(try_begin),
(eq, ":agent_team", 0),
(val_add, ":team0_size", 1),
(else_try),
(eq, ":agent_team", 1),
(val_add, ":team1_size", 1),
(else_try),
(eq, ":agent_team", 2),
(val_add, ":team2_size", 1),
(else_try),
(eq, ":agent_team", 3),
(val_add, ":team3_size", 1),
(else_try),
(eq, ":agent_team", 4),
(val_add, ":team4_size", 1),
(else_try),
(eq, ":agent_team", 5),
(val_add, ":team5_size", 1),
(else_try),
(display_message, "@too many teams for AI"),
(try_end),
(try_end),
  (try_end),

  #find largest team size
  (get_player_agent_no, ":player_agent"),
      (agent_get_team, ":player_team", ":player_agent"),  
  (assign, ":num_teams", 2),
  (assign, ":largest_team_size", ":team0_size"),
  (try_begin),
(lt, ":largest_team_size", ":team1_size"),
(assign, ":largest_team_size", ":team1_size"),
  (try_end),
  (try_begin),
    (gt, ":team2_size", 0),
(assign, ":num_teams", 3),
(try_begin),
(neg|teams_are_enemies, 2, ":player_team"),
(val_add, ":team2_size", ":team0_size"), #ally 2 takes player team 0 into account
(try_end),
(lt, ":largest_team_size", ":team2_size"),
(assign, ":largest_team_size", ":team2_size"),
  (try_end),
  (try_begin),
    (gt, ":team3_size", 0),
(assign, ":num_teams", 4),
(try_begin),
(neg|teams_are_enemies, 3, ":player_team"),
(val_add, ":team3_size", ":team1_size"), #ally 3 takes player team 1 into account
(try_end),
(lt, ":largest_team_size", ":team3_size"),
(assign, ":largest_team_size", ":team3_size"),
  (try_end),
  (try_begin),
    (gt, ":team4_size", 0),
(assign, ":num_teams", 5),
(lt, ":largest_team_size", ":team4_size"),
(assign, ":largest_team_size", ":team4_size"),
  (try_end),
  (try_begin),
    (gt, ":team5_size", 0),
(assign, ":num_teams", 6),
(lt, ":largest_team_size", ":team5_size"),
(assign, ":largest_team_size", ":team5_size"),
  (try_end),

  #apply tactics to every AI team
  (try_for_range, ":ai_team", 0, ":num_teams"),
    (assign, ":ai_team_size", 0),
    (try_begin),
(eq, ":ai_team", 0),
(assign, ":ai_team_size", ":team0_size"),
(else_try),
(eq, ":ai_team", 1),
(assign, ":ai_team_size", ":team1_size"),
(else_try),
(eq, ":ai_team", 2),
(assign, ":ai_team_size", ":team2_size"),
(else_try),
(eq, ":ai_team", 3),
(assign, ":ai_team_size", ":team3_size"),
(else_try),
(eq, ":ai_team", 4),
(assign, ":ai_team_size", ":team4_size"),
(else_try),
(eq, ":ai_team", 5),
(assign, ":ai_team_size", ":team5_size"),
(try_end),

    (try_begin),
(gt, ":ai_team_size", 0),
(neg|eq, ":ai_team", ":player_team"),
(val_mul, ":ai_team_size", 100),
(store_div, ":team_percentage", ":ai_team_size", ":largest_team_size"),
(store_div, ":team_battle_presence", ":ai_team_size", ":battle_size"),
(try_begin),
(eq, ":include_ranged", 1),
(call_script, "script_SW_team_field_ranged_tactics", ":ai_team", ":team_percentage", ":team_battle_presence"),
(try_end),
(call_script, "script_SW_team_field_melee_tactics", ":ai_team", ":team_percentage", ":team_battle_presence"),
(try_end),
  (try_end),
 
  (try_begin),
(eq, ":include_ranged", 1),  
(assign, "$prev_casualties", "$cur_casualties"),
  (try_end)
]),

Enjoy!
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 12, 2010, 06:02:14 AM
And here it is!

My module system doesn't work. COuld you send me the replaced files so I can test it?
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on May 12, 2010, 11:23:08 AM
My module system doesn't work. COuld you send me the replaced files so I can test it?

Please do not post a public link for the Module System, may Hokie don't like it...
And Revan... please remove the Motomataru's quote from your post :)
Edit: Thanks

@Motomataru

Without words... Incredible work!, Let me say a small question... How many time have you spent in the code? That lines needed hours of realtime bugfixing  ;)
Title: Re: SWC: Developers Log and status updates
Post by: motomataru on May 12, 2010, 01:18:44 PM
Without words... Incredible work!, Let me say a small question... How many time have you spent in the code? That lines needed hours of realtime bugfixing  ;)

'chach' Let's just say I'm REAL tired of the Yavin IV battle...

9:47 p.m.
Minor change to the code I posted above. The bug affected only allied AI (advanced continuously).
Title: SWC Update
Post by: Swyter on May 31, 2010, 09:59:13 AM
 :idea: Time for Updates:

Well, officially today, the Motomataru's new AI system has been fully implemented into SWC, I've doing some testing and works, very good, without performance issues. Now battles are more interesting. The new strategies are more marksmen oriented.

One thing I've also noticed: the troops are now more AI mesh dependent, due the more complex subroutines.

Bravo Motomataru! An excellent contribution...


PD: Now I'm finishing the new planet icons... I'm doing unique meshes for main ones and generic for moons... Also I'm adding an atmospheric shader effect...

An appetizer:
(http://j.imagehost.org/0274/Sin_t_tulo.png)(http://a.imagehost.org/0544/Sin_t_tulo.png)(http://h.imagehost.org/0158/Sin_t_tulo.png)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 31, 2010, 11:30:17 AM
Swyter...

THIS IS FUCKING AWESOME

Specially Kessel, it's exactly how it should be... I love you.
Title: Re: SWC: Developers Log and status updates
Post by: Lux CC-4361 on May 31, 2010, 11:36:59 AM
Why don't you put the second Death Star over Endor as the battlestation? Just a thought.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 31, 2010, 11:47:27 AM
Why don't you put the second Death Star over Endor as the battlestation? Just a thought.

Not a bad idea. But then the Emperor would have to move in a different ship... A superstardestroyer to be precise.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on May 31, 2010, 12:05:09 PM
Why don't you put the second Death Star over Endor as the battlestation? Just a thought.

It can be interesting...But the party should be static?. And about its commander?
Please help me with this because Star Wars story is not my specialty  ;)

(I haven't class this week, so I work on the mod as main task)

Extra suggestions are also appreciated in the right thread....
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 31, 2010, 12:18:08 PM
Why don't you put the second Death Star over Endor as the battlestation? Just a thought.

It can be interesting...But the party should be static?. And about its commander?
Please help me with this because Star Wars story is not my specialty  ;)

(I haven't class this week, so I work on the mod as main task)

Extra suggestions are also appreciated in the right thread....

Well, we already talked about the deathstar. Hokie and I agreed that the best would be a movile location, like... a ship (party) and a battlestation (castle) at the same time. But that looks quite complicated for now...

Making the 2nd deathstar as a place and not a ship itself is a good idea. But Palpatine only visited it from time to time. Most of the war he stayed at Coruscant. Palpatine presumably used a superstardestroyer, like Vader did with the executor.

So... The answer? Give palpatine a stardestroyer (cause we don't have superstardestroyers for now...) and leave the 2nd deathstar as Endor's base.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on May 31, 2010, 12:42:49 PM
So... The answer? Give palpatine a stardestroyer (cause we don't have superstardestroyers for now...) and leave the 2nd deathstar as Endor's base.

Ok then, who should be the commander of the Death Star?

Also, please tell me the Taris location, commander, faction. I'll replace it by one of the existent locations (you can choose) Reasons:

- Game balancing (same number of bases for everyone)
- Scripting reasons
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 31, 2010, 12:56:54 PM
So... The answer? Give palpatine a stardestroyer (cause we don't have superstardestroyers for now...) and leave the 2nd deathstar as Endor's base.

Ok then, who should be the commander of the Death Star?

Also, please tell me the Taris location, commander, faction. I'll replace it by one of the existent locations (you can choose) Reasons:

- Game balancing (same number of bases for everyone)
- Scripting reasons

Deathstar
Commander: Tiaan Jerjerrod
http://starwars.wikia.com/wiki/Tiaan_Jerjerrod

Taris
It's part of the Galactic Empire.
Commander in charge of the planet by that time is unknown.

No replacement please! You can perfectly add a new planet!
-Scripting problems? Europe 1200 has more settlements than SWC... So it's possible to include it without remplacements.
-Gameplay? The Empire has to face everyone and should hold most of the galaxy.

Location in the galaxy map Hokie choosed to make this mod: (near Wayland, check around the center-northeast)
(http://www.xs4all.nl/~wrvh/galaxymap/images/modi.jpg)
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on May 31, 2010, 01:14:42 PM
No replacement please! You can perfectly add a new planet!
-Scripting problems? Europe 1200 has more settlements than SWC... So it's possible to include it without remplacements.
-Gameplay? The Empire has to face everyone and should hold most of the galaxy.

Ok I catch the idea, of course I can add extra locations... but I wanna say that the game calculates things as experience, honor, etc, by dividing the cypher by the number of locations... so may cause unexpected problems... It should not be a problem, but currently the Hokie's code it's ultra-stable, and I don't want to redo some core features in the 0.9XXX   *crash*

It looks morally bad to me, it's his 2 year work. And may don't like so large changes.

Can you tell me a commander for Taris? The alternative should be put it as neutral place. If you can't find one, try to imagine, invent, a plausible character.

PD: Internally, SWC it's one of the most complex mods done for M&B, has it's own compiling structure, and a enormous scripts file... only lacks of graphic and gameplay polish.
That was that I said when accepted to continue.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on May 31, 2010, 01:30:36 PM
It looks morally bad to me, it's his 2 year work. And may don't like so large changes.

Change it. If anything is wrong later on we can always go 1 step back, can't we?

Can you tell me a commander for Taris? The alternative should be put it as neutral place. If you can't find one, try to imagine, invent, a plausible character.

Let me do some research...

Edit:

Ok. The ruler of Taris is unknown. But there is one n charge of Wayland, which is near to it. This guy is Joruus C'baoth, a dark jedi with white beard.
http://starwars.wikia.com/wiki/Joruus_C%27baoth
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on May 31, 2010, 02:22:39 PM
Ok. The ruler of Taris is unknown. But there is one n charge of Wayland, which is near to it. This guy is Joruus C'baoth, a dark jedi with white beard.
http://starwars.wikia.com/wiki/Joruus_C%27baoth

Perfect, Le viene al pelo  ;)
I share with you my new upgrades tomorrow. I have now so much time free.
__
A dark old jedi... original, transgressor and easily doable... Let's go...
Title: Re: SWC: Developers Log and status updates
Post by: Vector on May 31, 2010, 03:53:46 PM
Looks great Swyter, I've been pretty busy lately but should hopefully get some time coming up soon to do some more SWC related work so if there is any thing that desperatly needs doing then post it up and i will take a crack at it.
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 01, 2010, 12:56:02 AM
Looks great Swyter, I've been pretty busy lately but should hopefully get some time coming up soon to do some more SWC related work so if there is any thing that desperatly needs doing then post it up and i will take a crack at it.

Desperatly:
-Hoth battle scene/s (snow battle scenes without rocks and trees)
-Coruscant battle scene/s (Coruscant walks/bridges without grass)
-Don't remember the planet, Recee? It has that old scene with the wood walls, a windmill... it needs to be replaced!

Other:
-Geonosis Arena
-Ship model for campaign map: Superstardestroyer.

-City scenes: Corellia, Coruscant, Hoth
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on June 01, 2010, 04:44:54 AM
Looks great Swyter, I've been pretty busy lately but should hopefully get some time coming up soon to do some more SWC related work so if there is any thing that desperatly needs doing then post it up and i will take a crack at it.

I think that scenes should be lightly improved, the main problem I saw is that we're using reskined native scene props (resized walls as high buildings... ) This lack of new specific scene props can limit a lot the final look of the module, when I finish with the galactic map, I'll do some generic and specific scene props as city buildings, skyline skybox/skydomes
That makes the scenes more interesting, faking with low polys a lot of work...

Revan has good ideas, but don't feel limited by our suggestions, work for enjoyment, not for obligation...  ;)
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 01, 2010, 05:12:56 AM
We have to elliminate any possible filling of Native. Windmills... etc. Reskined medieval housed should die as well.
Title: Re: SWC: Developers Log and status updates
Post by: Swyter on June 01, 2010, 05:59:02 AM
We have to elliminate any possible filling of Native. Windmills... etc. Reskined medieval housed should die as well.

Revan, Can you translate some extra parts of the mod? I'd do it myself, but I'm busy with other things... It can be awesome if we could have some dialogs translated.
PM me with your email and I'll add you as a member to the Assembla Dev's Home, so you can easily send files with new versions of the translation... What did you think?

@Vector, can you send me also yours... Have you experience with Subversion? We're using this for team working. Every member is working over the latest files in real time.


This is our Home: https://www.assembla.com/spaces/swconquest
Title: Re: SWC: Developers Log and status updates
Post by: Revan Shan on June 01, 2010, 06:04:02 AM
We have to elliminate any possible filling of Native. Windmills... etc. Reskined medieval housed should die as well.

Revan, Can you translate some extra parts of the mod? I'd do it myself, but I'm busy with other things... It can be awesome if we could have some dialogs translated.
PM me with your email and I'll add you as a member to the Assembla Dev's Home, so you can easily send files with new versions of the translation... What did you think?

@Vector, can you send me also yours... Have you experience with Subversion? We're using this for team working. Every member is working over the latest files in real time.


This is our Home: https://www.assembla.com/spaces/swconquest

teutonicmike@hotmail.com
Title: Re: SWC: Developers Log and status updates
Post by: Schexy7 on June 01, 2010, 06:32:53 PM
You guys need to make it so the game recognizes the thermal detonators as explosive, because in the version I have, the game engine treats the detonators as a insta-kill throwing knife with no splash damage whatsoever.
Title: At last... I have moderator Rank - Some News
Post by: Swyter on June 13, 2010, 05:34:14 AM
Well, officially today I'm a Star Wars: Conquest Moderator  :). Winter have just upgraded my rank.
So I'll try to do my best to keep the forum organized and well maintained.

The next release date have been fixed, Star Wars Conquest 0.9.0.3 | Beta will be released 27 June 2010.
Stay tuned. If you think you can improve the module, post your suggestions in the correct thread.

You can see the countdown here: http://www.moddb.com/mods/swconquest
And all the new Milestones system here: https://www.assembla.com/spaces/swconquest/milestones/calendar

SWC 0.9.0.3: New features:
Title: Re: At last... I have moderator Rank - Some News
Post by: Revan Shan on June 13, 2010, 06:52:22 AM
Well, officially today I'm a Star Wars: Conquest Moderator  :). Winter have just upgraded my rank.
So I'll try to do my best to keep the forum organized and well maintained.

The next release date have been fixed, Star Wars Conquest 0.9.0.3 | Beta will be released 27 June 2010.
Stay tuned. If you think you can improve the module, post your suggestions in the correct thread.

You can see the countdown here: http://www.moddb.com/mods/swconquest
And all the new Milestones system here: https://www.assembla.com/spaces/swconquest/milestones/calendar

SWC 0.9.0.3: New features:
  • Graphic enhancements
  • New Galactic map
  • New planets
  • Completely new Artificial Intelligence by courtesy of Motomataru
  • Deep core optimization and intensive bug-fixing (almost  nothing because Hokie's code it's ultra stable)

Incredible news. If only Happy finished the stormtrooper and the snowtrooper, and others did some other things... Cause the campaign map is almost perfect now. What we need is tons of scenes and objects.
Title: Re: At last... I have moderator Rank - Some News
Post by: The Happy Stormtrooper on June 13, 2010, 04:23:23 PM
Incredible news. If only Happy finished the stormtrooper and the snowtrooper, and others did some other things... Cause the campaign map is almost perfect now. What we need is tons of scenes and objects.

My next batch of models will be for the Warband release. Vanilla won't be able to handle the awesome.
Title: Re: At last... I have moderator Rank - Some News
Post by: Revan Shan on June 14, 2010, 01:34:35 AM
Incredible news. If only Happy finished the stormtrooper and the snowtrooper, and others did some other things... Cause the campaign map is almost perfect now. What we need is tons of scenes and objects.

My next batch of models will be for the Warband release. Vanilla won't be able to handle the awesome.

Really? People would love to see new models for the next version. Keep in mind that in the later versions little or nothing was added to shops an planets. New stuff (including this next version) is for the campaign map... If you could do somth for the summer version it would be appreciated.

By the way, do you have any pics of your new work?
Title: Re: At last... I have moderator Rank - Some News
Post by: Titanshoe on June 15, 2010, 12:32:49 PM
SWC 0.9.0.3: New features:
  • Graphic enhancements
  • New Galactic map
  • New planets
  • Completely new Artificial Intelligence by courtesy of Motomataru
  • Deep core optimization and intensive bug-fixing (almost  nothing because Hokie's code it's ultra stable)

Is it for WB? :O! Well...  I doubt it but I would be really happy. :O!
Title: Re: At last... I have moderator Rank - Some News
Post by: Revan Shan on June 15, 2010, 01:19:01 PM
Is it for WB? :O! Well...  I doubt it but I would be really happy. :O!

No, not yet.
Title: Re: »SWC: Developers Log and status updates
Post by: Revan Shan on June 18, 2010, 08:20:10 AM
This might be useful in order to obstain a texture for the mandalorian armour. If we ever need it...

(http://images2.wikia.nocookie.net/__cb20061130201941/swg/images/3/36/Mandalorian_Palette_Chest_Leggings_Bracer_Bicep.jpg)
Title: Re: »SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on June 29, 2010, 12:19:07 PM
Right, just as an update, I'm back on working with models again. Rigging the new stormtrooper has been a bit of a slow process even with the awesome OpenBRF program on hand, but it's almost done, and I'll release a small patch for anyone wanting to test the higher poly model. After that, I'll probably do some generic static models until I have the willpower to rig again.

As an aside, I liked the specular texture added in the last release. I'm no good at specular or bump maps (in that I don't know how to do them), so it's appreciated.
Title: Re: »SWC: Developers Log and status updates
Post by: Swyter on June 29, 2010, 12:29:38 PM
Right, just as an update, I'm back on working with models again. Rigging the new stormtrooper has been a bit of a slow process even with the awesome OpenBRF program on hand, but it's almost done, and I'll release a small patch for anyone wanting to test the higher poly model. After that, I'll probably do some generic static models until I have the willpower to rig again.

As an aside, I liked the specular texture added in the last release. I'm no good at specular or bump maps (in that I don't know how to do them), so it's appreciated.

I have not added any specular map, it's a built-in customised shader... But only looks good with the right luminescence and colour, otherwise it clearly looks fake and unnatural.
Please send me your mail so I can add you in the repository and work over the latest files.
Title: Re: »SWC: Developers Log and status updates
Post by: Revan Shan on June 29, 2010, 02:44:25 PM
Cool that you're back.

And by the way, could you make the snowtrooper armour after the stormie is done? It's a total musthave for the final version...
Title: Re: »SWC: Developers Log and status updates
Post by: Lux CC-4361 on June 29, 2010, 03:18:08 PM
I agree.
Title: Re: »SWC: Developers Log and status updates
Post by: Nerdman3000 on June 29, 2010, 08:38:19 PM
And while your at it the Dark Trooper Armour and Shadow Trooper Armour.
Title: Re: »SWC: Developers Log and status updates
Post by: Lux CC-4361 on June 30, 2010, 04:35:57 AM
You might want to keep your eyes open when playing. Those are already in.
EDIT: My bad, the dark trooper isn't, because it looks retarded.
Title: Re: »SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on July 01, 2010, 01:18:02 AM
Bad times. Just as I was testing out the 98% finished model in game, my graphics card pretty much died from heat. So I'm without a decent computer until it's either fixed or I fork out £300 for a new one.
Title: Re: »SWC: Developers Log and status updates
Post by: Swyter on July 01, 2010, 03:32:41 AM
Bad times. Just as I was testing out the 98% finished model in game, my graphics card pretty much died from heat. So I'm without a decent computer until it's either fixed or I fork out £300 for a new one.
:shock: -> ??? -> ::) -> :-\
Oks
Title: Re: »SWC: Developers Log and status updates
Post by: retnu14 on July 01, 2010, 10:02:49 AM
And while your at it the Dark Trooper Armour and Shadow Trooper Armour.
I would like to see a dark trooper armor set too I am sure that he has enough work on his hands already
Title: Re: »SWC: Developers Log and status updates
Post by: Swyter on July 01, 2010, 11:47:07 AM
And while your at it the Dark Trooper Armour and Shadow Trooper Armour.
I would like to see a dark trooper armor set too I am sure that he has enough work on his hands already

Did you actually bother in move your eyes 14,7 cms up?
He said that his graphic card has exploded in a fireball toasting all its circuits  :)

The best thing he can do until Santas came will be go to the beach all the summer, not lots of troopers for you...  ;)
Sorry but it's true...  :idea:
Title: Re: »SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on July 01, 2010, 02:23:10 PM
Okay, I'm now borrowing a neighbour's spare graphics card from work, as the old one is beyond repair. What're the best NVidia cards at the moment, anyone?

Oh right, M&B... Well, I managed to take some screenshots without frying anything. The new stormtrooper armour is much more detailed, has a better shaded texture, and should hopefully give the illusion of the armour being in solid bits so the white won't stretch, and you'll see the black undersuit when the chest moves at an angle.

(http://i3.photobucket.com/albums/y97/rabotango/NEWSTORM.png)

This is a more graphically demanding model, so if people want to test it out, I'll upload a small patch file.

Before I move on to the snowtrooper, I'll also modify this model to give the stormtrooepr officer/sandtrooper a much needed update.
Title: Re: »SWC: Developers Log and status updates
Post by: Reilnur on July 01, 2010, 04:39:13 PM
Lovely work, I wouldn't mind trying it out.
Title: Re: »SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on July 01, 2010, 10:36:15 PM
Okay, here's the patch. Just unzip it into your SWC folder. I'd recommend making a backup file of the brf file, however, especially if your PC isn't the fastest.

http://www.sendspace.com/file/e9vogz
Title: Re: »SWC: Developers Log and status updates
Post by: Revan Shan on July 02, 2010, 06:07:10 AM
Yeah... Much better. Specially chest and shoulders. Just one thing, could you make it less thick all over? (except the helmet)
Title: Re: »SWC: Developers Log and status updates
Post by: The Happy Stormtrooper on July 02, 2010, 06:24:49 AM
Yeah, I'll make the arms thinner. The rest is fine, though.
Title: Re: »SWC: Developers Log and status updates
Post by: HokieBT on July 02, 2010, 08:09:46 AM
hey, guys!   Just wanted to write a quick post and say that yes I am alive, but real life is still very busy so I haven't had any time to think about SWC.   Unfortunately, I don't think this is going to change anytime soon, so I'm not sure when or if I'll really have time to take an active role in this project again...  Anyway, I watched the latest video's and downloaded and briefly played the most recent version it really looks great.  The AI improvement makes a huge difference and a lot of changes like the graphic tweaks and the rancor were great to see.  I was very happy and excited to see the latest release when I checked moddb a few days ago and feel the mod is in good hands.  Anyway, I wish you guys good luck in the future and will try to check in on the forums a little more often, etc.

edit:  I loved seeing the new scenes and the stormtrooper above look great too!
Title: Re: »SWC: Developers Log and status updates
Post by: Revan Shan on July 02, 2010, 08:12:10 AM
Yeah, I'll make the arms thinner. The rest is fine, though.

The legs too please. He's butt and legs are way too thick. Not as much as the previous model, but making it thinner will surely improve it.
Title: Re: »SWC: Developers Log and status updates
Post by: retnu14 on July 02, 2010, 05:37:15 PM
Bad times. Just as I was testing out the 98% finished model in game, my graphics card pretty much died from heat. So I'm without a decent computer until it's either fixed or I fork out £300 for a new one.
do you not have an integrated video card or does it suck too much
Title: Re: »SWC: Developers Log and status updates
Post by: Swyter on July 11, 2010, 01:53:59 AM
hey, guys!   Just wanted to write a quick post and say that yes I am alive, but real life is still very busy so I haven't had any time to think about SWC.   Unfortunately, I don't think this is going to change anytime soon, so I'm not sure when or if I'll really have time to take an active role in this project again...  Anyway, I watched the latest video's and downloaded and briefly played the most recent version it really looks great.  The AI improvement makes a huge difference and a lot of changes like the graphic tweaks and the rancor were great to see.  I was very happy and excited to see the latest release when I checked moddb a few days ago and feel the mod is in good hands.  Anyway, I wish you guys good luck in the future and will try to check in on the forums a little more often, etc.

edit:  I loved seeing the new scenes and the stormtrooper above look great too!

Thanks Hokie, I'll do my best to continuing surprising you with every release  :)
Revan and me we're making new scenes, I'm modelling and texturing new scene props, and he's almost a semi-professional scener...  :)
We're both Spanish, so the workflow is amazingly fast...  :idea:

I'll post some screenshots when the work stay in a playable stage.

Title: Re: [SWC] Developers Log and status updates
Post by: Swyter on March 22, 2011, 07:55:09 AM

Thanks to GetAssista for reporting the spam. This is going to be locked as read-only legacy.
Rest in Peace.



If you have questions, suggestions, bug reports or simply want to talk about Star Wars: Conquest. Go to our own forum here:
http://www.moddb.com/mods/swconquest/forum (http://www.moddb.com/mods/swconquest/forum)