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Messages - Ahadhran

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Darkmod / Re: Darkmod Development Information
« on: October 21, 2008, 10:48:23 am »
Even though 1.003 is out, there is yet to be a module system which means I can't really do much. In addition I have an extremely busy college year right now and I don't know how much I would be able to work on it anyway. This may mean that I wouldn't be able to continue development until summer break. I still very much want to finish this project though.

Darkmod / Re: Death
« on: May 28, 2008, 03:16:19 pm »
No I think he means that after he does a version 1 release of Darkmod, he will release the source code to someone to continue it.

That is exactly what I mean.

Darkmod / Re: Death
« on: May 24, 2008, 01:06:09 am »
 I plan to work on it this summer after I get out of college. Don't expect a release before the version 1.00 of M&B though since I simply won't have the time to mess with the ugliness of porting. In the event that M&B 1.0 is late in coming I will work on basic scripts and graphical work until I can get the final module system. After I get the final 1.0 version out I will probably stop support for it and hand the source over to anyone who wants it and wants to develop it further.

Darkmod / Re: Death
« on: March 02, 2008, 10:02:37 pm »
Due to my incredible amount of work load at college this mod is more of a hiatus status. I am taking a lighter load next quarter but I can't promise anything. However this summer I will actually not be taking any classes or having anything I really have to do, at which point hopefully M&B will be out of beta and I can work on releasing a good mod that I won't have to worry about updating too much since next year college will be worse than this year.

I apologize for my lack of being able to do anything on this, but real life has been chewing me up and spitting me out. (Its not just the mod thats left by the wayside, I don't have a social life either  :lol:).

Discussion / Re: New Mod Base
« on: January 28, 2008, 03:41:40 pm »
I am encountering a similar level of headache porting Darkmod, such that it has got to the point that I can't find any patience for it on top of the headaches I already have from Biology, Organic chemistry and Calculus  :lol:.

I think putting together some sort of Unified base would be a great idea. Especially since we could have modding relevant comments on script mechanisms written into it to further clarity and ease of use. One thing to keep in mind however is how much the the module system changes from .903 to the final release or even just the next version which sounds like may be released in a couple weeks. I don't know how successful communication between the devs and the mod community is, but maybe we should get an idea of the magnitude of changes from them to know if its worth doing this before the final release (scheduled for 2nd quarter 2008).

That said, I would be willing to work in what ways I could to further a project like this. My skill is probably roughly an intermediate level, but I usually pick up on things quickly.

Tutorials / Re: Adding new skins into M&B .89x
« on: January 04, 2008, 02:45:48 pm »
Useful info, which I always seem to have to look up, no matter how many times I port  :lol:.

Anyway, do you have any idea if any of this changed with Version .903?

Darkmod / Re: PORTINGness
« on: December 07, 2007, 08:14:11 pm »
Thanks, I appreciate the support. I really would like to work on it and get it up and running but life just has this way of getting in the way  ::)

Darkmod / Re: PORTINGness
« on: December 07, 2007, 10:28:50 am »
I've been doing about 12 hours of course work every day for the last 2 and a half weeks or so. I've barely had time to sleep  :lol:. After finals this next week I will have about three weeks of time to actually work on the mod.

The main problem is that even If I port everything over, the mod isn't finished by any means. There is still a plethora of scripting that needs to be done to have something thats worth playing, not to mention graphics work to get everything up and running with the newest versions. Hence the reason for not just doing a quick port and release. The mod in many respects is being completely rewritten from previous versions that were released.

Discussion / Re: Breaking lances-finished(I think)
« on: November 25, 2007, 11:27:27 am »
this sounds completely awesome. :)
- can you explain how it works for us who don't read code?
- can you make the AI break lances too?

I briefly read over this and it appears to keep track of each time you hit someone with a lance (by tracking wounds and kills by the player). Then it adds up damage done to the lance for that hit randomly.

This damage is compared to the lance's hit points which are generated at the start of the mission (30-100). Less damage is done to a lance if you are using it on foot. The lance can last anywhere from 1-34 attacks depending on the random chance of damage and how much hp your lance randomly "rolled". On foot the lance will last 30-100 attacks depending entirely the amount of hit points it has (takes 1 point of damage per attack).

Discussion / Re: Shader and Graphical effects Discussion
« on: November 09, 2007, 11:22:33 am »
wow, nice work. This seems to open up a lot of possibilities!

Darkmod / Re: Darkmod Development Information
« on: November 04, 2007, 02:16:31 pm »
I hope so, though I don't see it happening exceptionally soon. I have have one more week of "double midterm madness" so hopefully I will be able to work a bit more on it after that. Right now I'm working on story concepts and graphical changes because this is the most relaxing as a break from my Biology, Calculus and Geology course work.

Discussion / Re: Best DDS compression setting?
« on: November 03, 2007, 10:14:47 am »
I use the photoshop plugins for creating dds textures because it allows me to do the creation of the texture from start to finish all in one program. Photoshop isn't an option for everyone however, but I imagine it probably gives pretty good results (I haven't really done much comparison).

Darkmod / Re: Death
« on: October 10, 2007, 09:45:39 pm »
Yeah, and I have looked at it and started some work on preparing porting, as well as continued scripting, but school has been very invasive. I spend 31 hours per week just going to class and being on campus. I still have to study and do assignments in addition to that so work is slow.

On the bright side, I have been getting some offers for help, so hopefully that will be a mitigating factor. I don't know how good the next version of darkmod will be, but I would really like to get something released.

Discussion / Re: Cannot fit 'long'...
« on: October 05, 2007, 07:23:38 pm »
From the look of the error text, it seems to be saying that you are trying to put the word "long" into an integer variable. Try searching the file for long and check the syntax around all the places it appears.

Discussion / Re: A couple of questions about troops...
« on: October 05, 2007, 07:20:36 pm »
There is a drop down menu that lets you choose between scene_props, items, flora, entry points, passages, and possibly something else since I haven't tried edit mode in the new version. Anyway you just choose entry point, and then I think there is a button to add them or something. Should be pretty obvious once you get the drop down menu selected on entry points.

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