May 12, 2024, 14:56:39

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lord_Valarian

Pages: 1 [2] 3
26
Help / Technical Support / adding sounds to missions
« on: June 25, 2011, 02:57:01 »
I put my sounds in "weapons/pulsar.wav". Put the index into "mod_sounds" as:

Code: [Select]
//phaser mod by Lord Valarian
SOUNDS
200 3 - "weapons\phaser low-e 01.WAV"
201 4 - "weapons\photon torp 01.wav"
202 4 - "weapons\photon torp 02.wav"
203 4 - "weapons\pulsar.wav"

210 6 - "shields\shield_cloaking_on_01.wav"
211 6 - "shields\shield_cloaking_off_01.wav"
END
//end

It just drops to desktop. That usually means an error. I'm stuck. Any here help?


27
The sp version's macro doesn't work. I can't find tachics type file.

Also, how do you change the color of row?


28
Mod Development / Released Mods / Phaser mod/easy mode
« on: June 10, 2011, 09:19:20 »
My window xp is nearing failure. Everything is being affected, including nexus.  I can't get it to start with no mods. I need to reinstall the OS again. Dozens of programs need to be reinstalled, including the complex monster oblivion. I'm hoping xp will remain stable so I reinstall nexus. I should be able to get the mod working again. By that time, I hope the webmaster will have the modder's only forum. Most likely, I will spending the next week reinstalling xp and all programs.




29
Scripting / Nexus' scripting language - how'd you rate it?
« on: June 07, 2011, 22:12:03 »
I wrote(with help) the EMP torpedo code. It wasn't that hard to work with. I personally like it.

The manual lists all the commands, but no examples of their use. You have to look at the campaigns to figure that out. There complex for beginners like me. Thanks for the user made examples like the one for basic mod building. We need many more like these. We need a manual index of examples for all the script commands for the wiki.

You could take the basic weaponfired event code in the other topic and put it into the wiki.





 

30
General Discussion / A little word
« on: June 07, 2011, 22:05:35 »
Me, I'm overhauling the campaigns. :)

Phaser/easy mode mod is attempting this. Need to get my skills back after a long break from life issues.

 

31
Modding Tools / Tacticstype tool Database
« on: May 31, 2011, 02:13:42 »
I want to be able edit the text of the entries of the same device. Editing both the device data and texts at the same time. Group the weapons together for display. A simple saved file that sorts weapons by type in the display, but not changing the order in the tacticstype file. Custom sorting like phaser1,2,3 grouped together in tabs. Make it easy to compare weapon damage and energy usage among devices.

I edited the tacticstype file directly. So, I would have to enter all the data over again.  :P

 

32
Modding Tools / Tacticstype tool Database
« on: May 29, 2011, 07:44:46 »
I was thinking. Is it possible to make a Tacticstypes Database Tool for windows like nexus skirmisher? Make it a database program: add, edit, delete, and save/load.






33
General Gaming / farcry2 reboot crash
« on: May 26, 2011, 21:31:49 »
gigabyte motherboard 64bit, AMD 6000 64bit, 4GB   Window XP-32bit

I'v been trying to get farcry2 working for months. It will freeze mid game, causing me to reboot the system. I'v done a lot of reading on the subject. None of the solutions work. Should I give it back?   Any ideas how to fix it?  Everybody says it's a driver problem. Overheating is not an issue.




34
General Gaming / The Witcher tech help
« on: May 26, 2011, 21:25:33 »
I found the problem I had turned down the hardware acceleration to try and fix farcry2. Once I put it back up, the cursor worked fine.


35
Game Assets / Looking for new sounds
« on: May 24, 2011, 21:29:08 »
Don't have the equipment and can't afford it.  I'm looking for the original Battlestar Galactica sounds and other websites with sound downloads.




36
Mod Development / Released Mods / looking for beta testers
« on: May 22, 2011, 22:03:11 »
I have some of the missions done. I'll like to release the beta. I'm having to learn again how the mod works. So, it will take a while to get to modding it again. First, I need to get the weapon damage calibrated. Based on more of sci-fi tech base. Ratios of shield/hull damage. Damage level between weapons and energy usage.




37
General Gaming / The Witcher tech help
« on: May 22, 2011, 08:40:36 »
Not sure if I could get help at all here.  I'v problems with farcry2 freezing making me reboot.

gigabyte motherboard 64bit, AMD 6000 64bit, 4GB   Window XP-32bit


38
General Gaming / The Witcher tech help
« on: May 21, 2011, 22:31:36 »
I have the enhanced edition + v1.5 patch.  It's been working for fine for a number of installs. However, this time the hand is flickering on the load game screen and in game.  It makes the game unplayable. I'v tried turning off all the mouse tweaks in control panel->mouse in windows XP.  It had no effect. I'm going to get the "The Witcher 2". So, I want to import my saved game. It will effect how NPC's interact with you. I can't find anything useful on the internet. Can anyone give some tech help?  Thanks.


39
Scripting / Prototype weapons
« on: May 21, 2011, 21:47:36 »
I want to an element of realism to my phaser mod. In the ship's database, you find large numbers of new technologies and the ship itself. The first created new weapon prototypes are flawed. The weapon is damaged every time it fires. Also, I'll do a more complete story later.

Can someone show an example of a repeating weapon fired event?




40
Multiplayer / Multi-player list
« on: May 21, 2011, 21:15:07 »
We need have everyone using the same program. Otherwise it will people spread around many servers. No one will find anyone else. I'm planning to use wippien. There aren't that many users, so it's good enough.

Right now, I can't do multi-player. My mod needs lots of work.




41
Multiplayer / Multi-player list
« on: May 21, 2011, 05:58:59 »
Anyone who wants to play multi-player with the new method, list your timezone for measuring ping. List co-op against computer and/or player vs player.

Pacific Time Zone
CO-OP


Also, I plan to add phaser mod's weapons for a multi-player version.



42
Mod Development / Released Mods / weapon fired event
« on: May 19, 2011, 08:05:45 »
In my phaser mod, I have set it to disable continuous fire for any ship with an emp torpedo. On a separate module, it works fine. If I add it into the missions, it won't work. So, I want to make it it only fires once then wait until you try to fire it again.

How do setup a weapon fired event to do this?  It's must be self-repeating for every shot fired. Thanks.




43
Mod Development / Released Mods / looking for beta testers
« on: May 15, 2011, 22:47:29 »
Here's how I see it. A place where you can post your files and modders can report bugs for beta versions of other mods. We still use the forums for getting help with our mods. We need modders who know the tricks to testing for mod bugs to get the bugs that we miss. Give us the pattern that causes a crash. Also, we'll have to trust that the others on the modders only forum will keep it to ourselves. Anyone who breaks that rule gets kicked out(that's unlikely).

As to who gains access, any experienced modder who's willing to test your stuff and knows what their doing. Finding a repeatable pattern for a crash, every experienced modder knows is a pain in the ass. Having the help at finding the pattern would great.

I'v done modding in the past. It's usually "gimmie the next version" then silence. I rather keep the beta to a small group.




44
Mod Development / Released Mods / looking for beta testers
« on: May 14, 2011, 00:06:15 »
Quote
Do you have a gmail account? google let's you have 2 gb as part of an SVN project using only your google account.

No, I don't.  No more passwords and usernames please!  Ugh.   Once we get a modders only forum, we could test among ourselves.




45
Mod Development / Released Mods / looking for beta testers
« on: May 11, 2011, 22:13:51 »
Quote
You could always use an SVN like I do, but of course you'd likely want one on assembla or some other place that lets only certain people download it. Speaking of SVNs, I guess I need to make a new one because google won't give me a password reset  >:(.

I dread keeping track of yet another password. I'v heard of SVN. I'd like it, if it was part of the forums, no new passwords to create.  Rubber stamping is passwords is out, i'v lost two email accounts. I suspect they've been broken into.  I can't remember the password clues. Both were much older accounts and simpler passwords.




46
Mod Development / Released Mods / looking for beta testers
« on: May 07, 2011, 23:41:06 »
>And what do you mean instructions on to how to install a mod? a regular one, or a campaign-based one?

I need someone to help me write good instructions. I believe the mod all fits into the universe folder. A standard set for installing a universe folder will be helpful.

To make mods, you need extract the nexus files. Usually it's modifying the files in the universe folder. Separating the files you change to make it small enough to fit into the forums is a big hassle. Simpler to just zip/rar the whole universe folder.




47
Mod Development / Released Mods / looking for beta testers
« on: May 07, 2011, 01:32:59 »
How about the latest download at the top of the page?  Protected so only you in the topic can upload your mod. Then comments after that. I'v had trouble with not having enough space to upload files on here. I need to be able to upload the whole universe folder, plus more data folders. Also, I need help with clear instructions on how to install a mod.

I'v played it through myself. I have to review everything else to learn how it works again.


48
Mod Development / Released Mods / looking for beta testers
« on: May 06, 2011, 08:48:33 »
I'v been inactive for a while. I have more time to work on it now, but getting testers is critical. Can someone also cross post this anywhere else where people might help. Mine is phaser mod/easy mode. Without testers, I can't go any further. We'll figure out a way to get the download to you.

I was going to do a update to wiki page when get some more time. I have something interesting to add.

49
General Discussion / Re: looking for beta testers
« on: May 04, 2011, 08:21:40 »
It's on nexus wiki.  Phaser mod/Easy mode.  The game lacks a true easy mode. So, I added new/original weapons that give a large advantage.

plamsa/pulsar cannon
emp torpedo
Modified phasers from the included mods

I'm stuck on getting emp to work right. It's great for back to earth. I have some more ideas. But, I need someone to playtest the missions. Also, help me find the new sounds.





 

 

50
General Discussion / looking for beta testers
« on: May 04, 2011, 01:30:09 »
I'v been inactive for a while. I have more time to work on it now, but getting testers is critical. Can someone also cross post this anywhere else where people might help.

I was going to do a update to wiki page when get some more time. I have something interesting to add.




Pages: 1 [2] 3