December 22, 2024, 13:11:25

Author Topic: NEXUS Skirmisher rewrite  (Read 73854 times)

Offline Mularac

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« Reply #25 on: October 02, 2009, 21:57:14 »
warfare mod? I'm not too familiar with it... who's developing it?

Offline Mularac

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« Reply #26 on: October 03, 2009, 00:37:36 »
uhm... I thought's just crossed my mind about solving skirmisher's main issue, mission's numbering, and I've just tested it: missions may not have a number at all and still work, all you have to do is place something else, like a mere letter (and it gets better, two missions labeled as, for example, "MISSION A" will not produce any type of conflict) So, that's an idea.

Offline Keldane

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« Reply #27 on: October 03, 2009, 07:21:55 »
The Warfare mod is posted right here on this forum, in the Modifications section. Arparso posted it, in fact. It uses dialogue boxes to allow the player to 'build' ships mid-battle by selecting a designated mothership, then selecting the option for the ship they want to build. Selecting a ship from the list starts a countdown, and when the countdown is done, the selected ship appears in the battlezone by way of its IP drive. There's no resource system, so it really comes down to build times to control the effectiveness.

Offline Mularac

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« Reply #28 on: October 03, 2009, 18:20:33 »
oh... yeah, I know I've played it :P didn't really remember the name though :P

Offline Arparso

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« Reply #29 on: October 05, 2009, 23:34:07 »
@Overlord
Thanks. I'm not done with the Skirmisher yet, but got somewhat derailed by experimenting with all the 3d stuff. Right now I'm trying to visualize Nexus' ships and textures in a completely new game/engine/environment - whatever you may call it. The results of that work can already be seen
on youtube
. So whatever is gonna happen to the Skirmisher, it likely will use parts of these experiments... but I just can't say, when that's gonna happen.

@Keldane
Ha, nice to see someone putting my "ship building" experiment to good use :)

@Mularac
... you sure? Damn! I really thought I already tried omitting that cursed number back when I first created the Skirmisher and didn't get it to work and now you're telling me, it DOES work? That's good news for sure.

Offline Keldane

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« Reply #30 on: October 06, 2009, 01:19:28 »
Those are some gorgeous ship models, Arparso. It'd be awesome to see them in action.

If I build a series of missions using Skirmisher and the Warfare mod, would there be an audience for them here? More importantly, would you mind me doing so with your script, Arparso?

Offline Mularac

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« Reply #31 on: October 06, 2009, 02:09:36 »
yep it works. No conflict at all, as long as you don't include spaces in between....

Offline Arparso

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« Reply #32 on: October 06, 2009, 02:35:03 »
@Keldane
Those aren't my ship models - they are from the game itself (noah support ship, battleship and cruiser amongst others). I simply succeeded in displaying the game's models in my own application outside of Nexus. So you can see them in action in-game already, because they're already there ;)

Offline Keldane

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« Reply #33 on: October 06, 2009, 04:18:51 »
Aye, I caught that they were the existing ones, and you know what I meant. ;) The upgraded graphics would be quite cool to see doing battle (though personally, I'd rather it be on PS3 >_>).

Offline Overlord

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« Reply #34 on: October 24, 2009, 13:06:33 »
so will you do it? pls say you will  :)

Offline Raygereio

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« Reply #35 on: December 31, 2009, 16:26:17 »
I recently picked up Nexus and found this handy tool. First of all, thanks.
Secondly; I don't know if you're still planning an update/rewrite, but if you are: a friendlier interface would be my preferred feature. As mentioned above, the actual device names instead of weap_, etc, would be nice.

Offline Mirneth

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A new version of the skirmisher would be great
« Reply #36 on: January 04, 2010, 18:10:39 »
Hello, I'm new at this forum and I'm catalan so i beg your pardon for my poor english.
I would like so much a new version of the skirmisher. personally I have two points to suggest:

-I have a problem with sp skirmisher and some ships that make the game crash. It shows a message saing "unknown device for weap_misc 3" or some stuff like that.
-Would it be possible to modify the ship configuration with the C button? Yeah, I know, this button is for configuring the ship but qhat i want to say is if it is possible, for example, to pick up the configuration of styp_st_siege_battleship and change the magma plasma guns for nova plasma guns or something similar.

On the other hand I agree with most of the suggestions done here like the posibility of configuring fighters and adding weapons descriptions (or the in-game names).

Finally, congratulations for your great work.

Offline The Old Dragon

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« Reply #37 on: January 08, 2010, 00:05:52 »
Just thought up of a new mode for the skirmisher, how about a 'random' option?  

As far as one off, multiplayer fun battles go, I dare say it'd create a level playing field as no player would know what they've got untill after the battle had started...
Better to look the fool by asking, then prove them right with ignorance.

Offline Arparso

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« Reply #38 on: January 08, 2010, 00:59:53 »
That's a good suggestion, but the problem with multiplayer missions is, that I can't test them. Multiplayer still doesn't work in Vista or Windows 7... so because I'm running 7, I can't reliably playtest any multiplayer mission the Skirmisher spits out. And no, I'm not going to revert to XP again or configure my PC to allow dual-booting. I'd try with Virtualization software like VirtualBox or VMWare, but 3D support is poor and until now I didn't manage to get Nexus running - if anyone got any tips, I'm all open for it. ;)

To summarize other suggestions so far:

- clear names and/or descriptions for devices
- more intuitive ship customization
- fighter/marines support
- setting ship/fleet positions manually
- automatic mission numbering (or no numbering at all, if possible)
- save/load/modify skirmish settings for later use
- more diverse AIs, possibly including AI-controlled Allies

Offline Mularac

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« Reply #39 on: January 08, 2010, 18:04:22 »
The automatic mission numbering would not be such a good idea, remember that many mods already have their own missions, and that could produce some conflict. But that's no big deal, since you can just give them letters instead of numbers :P (empty spaces are no good, there's got to be something there)

Offline Keldane

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« Reply #40 on: January 08, 2010, 20:56:15 »
Hmm... If you want to reduce the chances of conflict with existing mods, perhaps use a hex numbering system and start at 1000 ( 3E8 )?

Offline Arparso

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« Reply #41 on: January 09, 2010, 00:11:51 »
The only somewhat failproof way to avoid conflicts would be switching from numbers to actual text identifiers while also looking at any existing mission files to avoid any conflicts at all. I would have actually used that approach 5 years ago, if I had known about the possibility of text identifiers and if I hadn't stopped the Skirmisher development back then.

Offline XenuXemu

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« Reply #42 on: January 09, 2010, 05:02:09 »
I would like to request that Skirmisher be made idiot proof for the people that don't really no jack shit about modding. I'd like to be able to create my own massive scenarios quickly because I love Nexus and there wasn't enough massive 'worlds collide' type battles in the campaign. I want to break my graphics card, but I am no modder so the ability to creat battles easily would be great.

Offline Mularac

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« Reply #43 on: January 09, 2010, 05:33:05 »
that wouldn't be too easy, I'm afraid that nexus' limit is of arround 25 ships per mission.

Offline ReaperNX

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« Reply #44 on: January 30, 2010, 20:09:03 »
Thanks for a great mod already and hopefully your update utilizing a few suggestions you mentioned in your summary. Just started playing this game (it's been sitting in my "to play" pile for a few years) and wanted to let you know interest in an update is still growing. Exactly the mod I realized I needed upon completion of the campaign and found with your in-depth, if convoluted, skirmisher. Thanks again.

Offline Da-Fort

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« Reply #45 on: April 06, 2010, 17:18:27 »
I registered just today to tell you that I'm very excited that you decided to come back and restart the skirmisher.

Offline DesMarekle

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Re: NEXUS Skirmisher rewrite
« Reply #46 on: June 30, 2011, 21:51:22 »
Why did this thread suddenly die? Has the update gone into work?

Offline Nahdar

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Re: NEXUS Skirmisher rewrite
« Reply #47 on: August 31, 2011, 00:38:02 »
this question interessint me too :)

Offline Arparso

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Re: NEXUS Skirmisher rewrite
« Reply #48 on: August 31, 2011, 00:43:00 »
Sorry, but the Skirmisher is not under active development right now. :(

Offline The_Small_Time_Modder

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Re: NEXUS Skirmisher rewrite
« Reply #49 on: September 23, 2011, 00:28:33 »
 1- Aparso, i strongly encourage you should keep working on an update, i can see a bit more potential in it! i also found an error in it myself.

 - In the SP settings, you cannot set the battleship's reserves or weapon generator...

2- a question about the video you posted, what is the vessel to the left of the support ship? is that one of yours? or a vessel you managed to dig out from the nexus game files?
Epic win = when bullets dodge YOU.

Nothing can contend with that. Unless if you can travel through time and space.