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Topics - Lord_Valarian

Pages: [1] 2
1
Mod Development / Released Mods / Nexus pulsar and EMP Weapon
« on: October 05, 2016, 23:08:21 »
Hello all.  I've been busy with personal matters for a while now.

 I'm looking to update my mod and possibly sell it on GOG to give me the motivation to work on it. It was designed to ad emp weapon that damages all systems at once, but be just as dangerous as the enemy and you. The EMP can't go through shields and it does very light damage to them.

Also, the pulsar (compressed plasma charge) makes armor useless. Also, it can be used for shields and hull at the same time. It corrects an annoying design flaw in the game.

Sometimes, I've fried myself because the shields went down just before it hit the target.   ;)


LV

2
Game Assets / Package of graphics updates?
« on: January 25, 2014, 23:15:51 »
Is there a package of graphical updates for nexus?

models and textures

Thanks.


3
Mod Development / Released Mods / EMP Mod, anyone using the code?
« on: January 25, 2014, 23:14:25 »
Hi all.  It's been a while, life happens.

Has any used my emp code. I'm currently thinking about how to update it.


4
General Discussion / Nexus in linux
« on: December 11, 2011, 00:39:50 »
I'v been busy with other projects. So, I haven't worked on my mod(phaser mod/easy mode0. Also, no testers leaves me dead in the water. So, i'v been working out for to get nexus running on playonlinux. I'v not been able to so far. I'm working on a playonlinux installer for 'empire earth gold edition' from GOG. So, I can apply that to nexus.  I'll be on playonlinux forums if anyone wants to contact me.

5
Help / Technical Support / new sounds to the missions
« on: July 08, 2011, 06:40:29 »
The new weapon sound effect from the original battlestar galectia tv series sounds strange when played in game. It's distorted. Can anyone explain this? I'v tried increasing the sound volume to no effect.



 

6
General Discussion / fraps videos
« on: July 01, 2011, 08:23:53 »
I can make a fraps videos from my mod, but their uncompressed and huge. What's the best linux or mswin conversion utility?




7
General Discussion / nexus in linux
« on: June 28, 2011, 02:33:21 »
Has anyone tried nexus in linux wine?  MSwin is not something I'd do multi-player on.  Also, I like to be able to use the voice chat. Typing is just way to slow.  Can you do the LAN multi-player for nexus on linux?



8
Help / Technical Support / Bolt effects
« on: June 27, 2011, 08:54:11 »
If you the watch the original battlestar galectia or the star wars movies(sci-fi movies etc), you see bolt effects from various weapons.  I'v been trying to create the effects with no success. I keep getting comet effects. How do you create a bolt effect in nexus?


9
Help / Technical Support / no cd crack
« on: June 25, 2011, 21:59:55 »
I need a nexus crack that allows me to play the game without the cd. I don't trust any download on the internet. Does anyone know of valid one?  Without any viruses or spyware that could be uploaded here.




10
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?


11
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.






12
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.




13
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.


14
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?




15
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.



16
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.




17
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.

18
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.




19
General Discussion / Nexus Wiki Idea - fix me
« on: January 22, 2011, 05:21:14 »
With all the new weapons for the standard missions and single missions(or any new device), it seems were sometimes reinventing the wheel. I propose that we have a list of new devices. Who created it. From what mod. All the details for creating it. So, we could improve on device descriptions and names. Like my modified standard phaser, pulsar/plasma cannon, emp missile. Make the science make sci-fi sense and sound great. You could copy them right from the wiki and copy later improvements to the devices into your mod.

Move this to the Wiki forum or general discussion.



20
Scripting / Removing items from the items list
« on: December 16, 2010, 08:48:42 »
At the screen to remove, replace, and add devices. How do you remove an item from the list in scripts? In my case outdated tech, when you have phaser3, you no longer need phaser 1 and 2.


21
Mod Development / Released Mods / Phaser mod/easy mode
« on: December 14, 2010, 02:11:28 »
I'v posted on keywow. So, i'll just review it.  It fixes the lack of an easy mode in nexus. Adds weapons to attack shields and hull at the same time. Adds my original weapon EMP torpedo. It's playable up to E3.  I have lots of other ideas I'd like to put in.  I'm planning to be part of CEP mod.

I need beta testers asap.  Contact me via private mail or post here.


22
Mod Development / Released Mods / new weapons/torpedo
« on: December 11, 2010, 23:23:54 »
In addition to the plasma/pulsar cannon, I created. I modified the rail gun stats for color blue. attack shields and hull. It looks and works great in game. Also, I was thinking of something I saw in Startrek the TV series. You see one torpedo fired then it splits into three torpedoes into three different targets. I remember seeing something about a command to split one ship into multi-ships in the manual. I'm planning on doing this after I finish my phaser mod. If anyone is interested?


23
Game Assets / Looking for new sounds
« on: December 11, 2010, 08:36:04 »
I need some new sounds for the pulsar cannon. Anyone know some good effects I can check out?

Thanks.



24
Scripting / Machine on all missions
« on: December 11, 2010, 08:30:18 »
I want to get the EMP machine running on all missions. Now, I have to add it mission by mission. How do I do this?

Thanks.




25
Scripting / EMP Machine crash
« on: December 11, 2010, 03:19:38 »
When I use the EMP code, it crashes nexus on missions. On the beta stand alone mission, it works fine. I think it's adding a new ship class to the missions, but it could be a bug. Take a look at the code and see if there are any errors. I'v disabled the emp in the missions. This is the latest version.

Code: [Select]
//phaser mod by Lord Valarian
MACHINE "EMPtorpedo"

STATE Default

//disable continous fire
RULE event In
:action
  Debug("EMP setup");

EMP_Ships:= GetFreeSel();
SelectShips(EMP_Ships, 0);

EMP_Device_List:= GetFreeSel();
SelectShips(EMP_Device_List, 0);

SelectShips(EMP_Ships, 1);
If(AllNumOf(EMP_Ships)>0, //if list not blank, damage devices
ExecList(EMP_Ships,
SelectDevices(EMP_Device_List, S.this, S.this:devType = #weap_emp_torpedo);
ExecList(EMP_Device_List,
S.this:contFire:= 0;
);
);
);

:end
END

//check for any exploding EMP Torpedos
RULE event Exploded
:condition
// E:ship -> the missile
// E:ship:launcherWeapon -> the torpedo launcher having fired that missile
// E:ship:launcherWeapon:devType -> the launcher's devicetype
E:ship:launcherWeapon:devType = #weap_emp_torpedo;
:end

// Debug(S.this, " distance from target=  ", Distance_To_Target_Ship);

:action
Debug("EMP exploded");
Debug("Target is", E:ship:target);

EMP_Ships:= GetFreeSel();
SelectShips(EMP_Ships, 0);

EMP_Ships_ShieldsUp:= GetFreeSel();
SelectShips(EMP_Ships_ShieldsUp, 0);

EMP_Ships_Shieldsdown:= GetFreeSel();
SelectShips(EMP_Ships_Shieldsdown, 0);

EMP_Device_List:= GetFreeSel();
SelectShips(EMP_Device_List, 0);

EMP_Fighters_Missiles:= GetFreeSel();
SelectShips(EMP_Fighters_Missiles, 0);

//master list of ships
SelectShips(EMP_Ships, IsValid(s.this) & (Distance(E:ship:target, S.this) < 5000));
// & not(s.race = #race_Locust));
Debug("master list of ships");  Dump(EMP_Ships);  Debug("---------------------------------"); 

// CopyIf(to-list, from-list, condition);

//Ships hit by emp with shield up
CopyIf(EMP_Ships_ShieldsUp, EMP_Ships, S.this:IsShielded);
Debug("Ships Shields Up");  Dump(EMP_Ships_ShieldsUp);  Debug("---------------------------------"); 
If(AllNumOf(EMP_Ships_ShieldsUp)>0, //if list not blank, damage shields
ExecList(EMP_Ships_ShieldsUp, 
Shield_Energy_Level:= S.this:shieldIntegrity - 100;
if (Shield_Energy_Level < 0,
Shield_Energy_Level:= 0;
);
S.this:shieldIntegrity:= Shield_Energy_Level;
);
);
//end

//Ships hit by emp with shield down
CopyIf(EMP_Ships_Shieldsdown, EMP_Ships, S.this:IsShielded = 0  );
Debug("Ships Shields Down");  Dump(EMP_Ships_Shieldsdown);  Debug("---------------------------------");
If(AllNumOf(EMP_Ships_Shieldsdown)>0, //if list not blank, damage devices
ExecList(EMP_Ships_Shieldsdown,

//if not hit by a previous emp
if (S.this:empFlag = 0,
S.this:empFlag:= 1;
// Debug(S.this, " Devices Disabled:  emp flag=  ", S.this:empFlag);

//damage level based on range from emp blastwave center
Distance_To_Target_Ship:= Distance(E:ship:target, S.this);

if (Distance_To_Target_Ship = 0,
LowRange:= 50;
HighRange:= 100;
);

if ((Distance_To_Target_Ship > 0) & (Distance_To_Target_Ship <= 1000),
LowRange:= 35;
HighRange:= 100;
);

if ((Distance_To_Target_Ship > 1000) & (Distance_To_Target_Ship <= 3000),
LowRange:= 25;
HighRange:= 75;
);
if ((Distance_To_Target_Ship > 3000) & (Distance_To_Target_Ship < 5000),
LowRange:= 10;
HighRange:= 50;
);

//damage devices
SelectDevices(EMP_Device_List, S.this, 1);
ExecList(EMP_Device_List,  //damage devices
Device_HP := S.this:hpMax;
newDamage := S.this:damage + rnd(LowRange, HighRange);
if(newDamage>100, newDamage:=100);
S.this:damage:=newDamage;

//emp disables devices for a period of time
EnableDevice(S.this, 0);
);
Timer(EMP_Enable_Devices, 60 + round(rnd(0,60)), E.ship := S.this);

S.this:shieldIntegrity:= 0;
S.this:reserve:= 0;
);
  );
);

//destory fighters, bombers, missiles
SelectBoats(EMP_Fighters_Missiles, IsValid(s.this) & not(s.class = #cls_EMP_torpedo));
Debug("EMP_Fighters_Missiles");  Dump(EMP_Fighters_Missiles);  Debug("---------------------------------");
ExecList(EMP_Fighters_Missiles,
    // calculate new damage level after decreasing ship's HP by X points
    E:newDamage := s:damage + (100 / s:hpMax) * 100;
    // apply damage to the ship
    S:damage := E:newDamage;
    // calculate new hpCur using the current damage level
    s:hpCur := (100 - E:newDamage) / 100 * s:hpMax;
    Debug(S.this, " current HP:", s:hpCur, "/", S.this:hpMax, " (", 100-E:newDamage, "%)");
);


:end
END


RULE event EMP_Enable_Devices
:action
E.ship:empFlag:= 0;
// Debug(E.ship, " Devices Enabled:  emp flag=  ", E.ship:empFlag);
EMP_Device_List:=GetFreeSel();
SelectDevices(EMP_Device_List, E.ship, 1);
ExecList(EMP_Device_List,
EnableDevice(S.this, 1);
);
  :end
END

END

END
//end

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