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Messages - Blazar

Pages: [1] 2
1
Mod Development / Released Mods / Re: Freespace
« on: July 18, 2013, 16:01:26 »
I will finally begin with this mod. It is the combination of the two greatest Space games ever.
(Homeworld is also one of my favorites).
Arparso ,Thank you in Advance for making this Mod.  ;)

2
General Discussion / Re: Nexus 2 NOW ON KICKSTARTER
« on: October 25, 2012, 21:07:43 »
Well, i must say that there is very little effort from the dev's part to make this project known.
I stumbled across it by accident through a different forum.
Now only 63 hours to go and not enough money.
They should restart the KS project and do a better job of promoting it.

3
General Discussion / Re: Nexus 2
« on: February 15, 2012, 19:14:44 »
Also, do the lottery.
I do the Euro millions here. If I win 40 Mill I would fund the thing myself!!
As good a chance as any :)

Well in that case.

Lets hope you win.
And after N 2 you could also fund the N 3
LOL.

4
Help / Technical Support / Re: Nexus Skirmisher SP Settings
« on: February 15, 2012, 19:10:25 »
Hi MindlessSpark,

Do you mean that you've made your own mod?
In that case:

1. name your mod: eg. MindlessSparkMod.
2. place mod in the folder mod of the main nexus folder: c\programfiles\Nexus - The Jupiter Incident\mods.
3. start the awesome Arparso' app Nexus Skirmisher.
4. in general options select your mod.
5. if needed you can change the other options.
6. create mission
7. start Nexus
8. choose modifications
9. select the name of your mod.

I hope this helps.




5
General Discussion / Re: Nexus 2
« on: February 14, 2012, 20:04:36 »
Especially for this project i have updated my paypal account.
I followed the progress every week over the last months.
Now it's kinda over.
Indeed as The Old Dragon says, we are still listed as supporters.
Maybe there's a glimmer of hope.

Arparso, i saw the link of Kickstarter as well.
Man amazing, that they've reached their target well before the date and surpassed it
by a Lot.

Well for real space gamers like us, it is clear that we are a tiny minority, which is reflected in the coldest and hardest possible way.......Money..dudes.

Anyway, i can still enjoy myself with the modding.....with the help of our community.

6
General Discussion / Re: Nexus 2: Funding timeline
« on: January 12, 2012, 14:12:45 »
I contributed at GamesPlant and am trying to do a bit of promotion on youtube, with the link.
It is still very little attention.
Anyway here'a a sample:

EVE gameplay Nexus Mod 6




 

7
General Discussion / Re: Nexus 2: Funding timeline
« on: December 01, 2011, 20:49:18 »
After i had read the news about Nexus: 2, i had to check it three times to confirm that i
was reading it wright.  I could not believe that after so many years there will finaly be a sequel.
I smiled and was extemely happy for 3 day's. That's today.  :D

I have read almost all of the news links and comments of all the fans on all the different sites, that's how excited i am.

But after seeing the amount of the start sum,€ 400K, and the total collected to date,
where at only 22%, i was a bit disappointed for the realisation of this amazing project.
(only 67 day's and counting)

But as an eternal optimist i am still counting on the fullfilment of this game.

There is simply no better game in this genre, space-tactical, with this immersive
experience, graphics, the total feel of this game and much much more.
Also buy watching the tech promotional vid (the original one) it is quite hard to resist
the urge to get into the N 2 Universe.

What have the thousands of fans got to do in order to get this going?

Is there some sort of funding from the european commison, cultural or IT-department for
indy-games? Or from a cultural-charity organisation or filantropic or something of that
nature to contribute. (or a rich guy like Paul Allen, who invested in SETI). ( nice post by Sargoth ;))
Maybe with a deal of giving back to them after making a profit?

Just thinking out loud or plain dreaming and being to optimistic.

I still have a few questions and suggestions for N 2 though.
One has already been mentioned,by EmeraldReporter: is the Havok’s Vision enigine up to
the task? Will it be as good as the original one.

Why won't they release the source code of the original?

I will give my support, for sure and spread the word.
The fanbase - moddding community has to pull their collective strenght to help this
cause!   :)
 

8
General Discussion / Re: cinema mode
« on: July 21, 2011, 14:00:13 »
I think that i've found the answer.
Just adjust the parameter in the .mach

Code: [Select]
timer(StopAutoCamera, 600, 0);


9
Scripting / Fire Missile
« on: July 21, 2011, 13:28:27 »
In new_cinema_mode, i want to enable the ships to fire their missisles i.e . RAD EB and Pulsar Missiles.

This is the original 1_new_cinema_mode_ai. It is the standard code.

Code: [Select]
MACHINE "AI"

STATE battle

RULE event In
:action

m.mainTarget0:=0;
m.mainTarget0:=1;
localEvent(StartAutoCamera, 0);

timer(StopAutoCamera, 600, 0);

SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.team1_leader:=Pick(20), ChangeState(noTeam1,0));

ExecList(20,
MakeFullyKnown(s.this);
FreezeReconState(s.this, #race_player, 1);
FreezeReconState(s.this, #race_Player, 1);
);

SelectShips(10, s.race=#race_player);

if(AllNumOf(20)>0, m.team0_leader:=Pick(10), ChangeState(noTeam0,0));
ExecList(10,
MakeFullyKnown(s.this);
FreezeReconState(s.this, #race_spacetech, 1);
FreezeReconState(s.this, #race_Player, 1);
);
m.mainTarget:=Pick(10);

//GuiSelect(3);

LocalEvent(GetTarget0);
LocalEvent(GetTarget1);
Delay(0,5,LocalEvent(Tick),0);
:end
END

RULE event GetTarget1
condition isValid(m.team1_leader)
:action
SelectShips(10, s.race=#race_player);
if(AllNumOf(10)>0, m.mainTarget1:=PickMax(10, 1 / distance(s.this, m.team1_leader)), ChangeState(noTeam0,0));

LocalEvent(FireTo1);
:end
END

RULE event GetTarget0
condition isValid(m.team0_leader)
:action
SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.mainTarget0:=PickMax(20, 1 / distance(s.this, m.team0_leader)), ChangeState(noTeam1,0));

LocalEvent(FireTo0);
:end
END


RULE event FireTo1
:action
if(isValid(m.team1_leader)&isValid(m.mainTarget1),
SelectShips(20, s.race=#race_spacetech);
ExecList(20,
s.this:tClearFire;
s.this:tMoveTo(m.mainTarget,1,0);
s.this:tFireTo(m.maintarget,1);
),
LocalEvent(FatalDamaged, E.ship=m.team1_leader)
);
:end
END

RULE event FireTo0
:action
if(isValid(m.team0_leader)&isValid(m.mainTarget0),
SelectShips(10, s.race=#race_player);
ExecList(10,
s.this:tClearFire;
s.this:tMoveTo(m.mainTarget0,1,0);
s.this:tFireTo(m.maintarget0,1);
),
LocalEvent(FatalDamaged, E.ship=m.team0_leader)
);
:end
END

RULE event ShieldDown
condition E.Ship:race=#race_player
:action
if(isValid(m.team1_leader)&isValid(E.ship),
SelectShips(20, s.race=#race_spacetech);
ExecList(20,
//s.this:tClearFire;
//s.this:tMoveTo(E.Ship,2,0);
s.this:tFireTo(E.Ship,2);
);
);
:end
END

RULE event ShieldDown
condition E.Ship:race=#race_spacetech
:action
if(isValid(m.team0_leader)&isValid(E.ship),
SelectShips(20, s.race=#race_player);
ExecList(20,
//s.this:tClearFire;
//s.this:tMoveTo(E.Ship,2,0);
s.this:tFireTo(E.Ship,2);
);
);
:end
END

RULE event FatalDamaged
condition E.ship=m.team1_leader;
:action
SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.team1_leader:=Pick(20), ChangeState(noTeam1,0));

LocalEvent(GetTarget1);
:end
END

RULE event FatalDamaged
condition E.ship=m.team0_leader;
:action
SelectShips(10, s.race=#race_player);
if(AllNumOf(10)>0, m.team0_leader:=Pick(10), ChangeState(noTeam0,0));

LocalEvent(GetTarget0);
:end
END

RULE event FatalDamaged
:action
if(E.ship=m.mainTarget0,
SelectShips(10, s.race=#race_player);
if(AllNumOf(10)>0, m.mainTarget:=Pick(10), ChangeState(noTeam1,0));
LocalEvent(GetTarget0);
);

if(E.ship=m.mainTarget1,
SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.mainTarget:=Pick(20), ChangeState(noTeam0,0));
LocalEvent(GetTarget1);
);

:end
END

RULE event StartAutoCamera
:action
guiSelect(0);
auto_camera := 1;
camGoRound(1);
timer(auto_ChangeView, 1, 0);
:end
END

RULE event StopAutoCamera
:action
auto_camera := 0;
auto_fatalship := 0;
camGoRound(2);
guiSelect(3);
uQuitMission(1);
:end
END

RULE event auto_ChangeView
condition auto_camera
:action
clearTimer(auto_ChangeView);
clearTimer(auto_camShift);

select(0, S.ship & S.damage<90);
sh := pick(0);

if (auto_fatalship,
enem := auto_fatalship;
auto_camdur := 15
,
if (select(1, S.ship & S.damage<90 & (isShot(sh, S.this) | isShot(S.this, sh)))=0,
select(1, S.ship & S.damage<90),
0);
enem := pick(1);
Debug("enem is ", enem);
enem:selected := 1;
auto_camdur := rnd(5,12));

camMoveAndTurn(sh, rnd(1,4)*sh:radius, enem, rnd(-30,30), 3);
timer(auto_CamShift, 3, 0);

if (tripleHead()=2,
tripm := if(rnd()<0.5, 1, 0);
camTripleMode(tripm);
triprnd := if(tripm=0,0.5,0.8)
,
triprnd := 0.2);

if (auto_fatalship=0 & rnd()<triprnd,
if (camViewedBoat(),
0,
if (select(2, S.bomber),
camWeaponView(pick(2):launcherweapon),
0))
,
0);

auto_fatalship := 0;
:end
END

RULE event auto_CamShift
condition auto_camera
:action
camShift(rnd(-30,30), rnd(-30,30), 0, 1.3*auto_camdur);
timer(auto_ChangeView, auto_camdur, 0);
:end
END

RULE event Exploding
condition auto_camera
:action
auto_fatalship := E.ship;
localEvent(auto_ChangeView, 0);
:end
END

END //STATE battle

STATE noTeam1

RULE event In
:action
:end
END

END //STATE noTeam1

STATE noTeam0

RULE event In
:action
:end
END

END //STATE noTeam1

END //MACHINE "AI"

What i did was.
I made extacly the same setup of ships, but in the default mode in the Skirmisher.
And then first copy-pasted the event firemissile from the 1_default_ai:

Code: [Select]
RULE event FireMissile
:action
Debug("FireMissile");
if(isValid(m.AITeam_leader)&Not(m.AITeam_leader:wreck)&IsValid(m.mainTarget)&Not(m.mainTarget:wreck),
AIFleetL5:=GetFreeSel();
SelectShips(AIFleetL5, s.race=#race_spacetech);
ExecList(AIFleetL5,
s.this:tClearFire;
s.this:tSetForbid(#FORBID_FIRE_MISSILE);  //we don't want AI to mess with it
AIMissileL:=GetFreeSel();
SelectDevices(AIMissileL, s.this, s.weapon & s.working & InSet(s.this, 5) & s.count!=0); //missiles & e-bombs
ExecList(AIMissileL,
s.this:contFire:=1; //burst missile fire
ActivateDevice(S.this, 1);
TargetWeapon(S.this, m.mainTarget);
);
DeleteSelect(AIMissileL);
);
DeleteSelect(AIFleetL5);
,
LocalEvent(FatalDamaged);
);
:end
END

After that i then adjusted the parameters like so:

Code: [Select]
MACHINE "AI"

STATE battle

RULE event In
:action

m.mainTarget0:=0;
m.mainTarget0:=1;
localEvent(StartAutoCamera, 0);

timer(StopAutoCamera, 600, 0);

SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.team1_leader:=Pick(20), ChangeState(noTeam1,0));

ExecList(20,
MakeFullyKnown(s.this);
FreezeReconState(s.this, #race_player, 1);
FreezeReconState(s.this, #race_Player, 1);
);

SelectShips(10, s.race=#race_player);

if(AllNumOf(20)>0, m.team0_leader:=Pick(10), ChangeState(noTeam0,0));
ExecList(10,
MakeFullyKnown(s.this);
FreezeReconState(s.this, #race_spacetech, 1);
FreezeReconState(s.this, #race_Player, 1);
);
m.mainTarget:=Pick(10);

//GuiSelect(3);

LocalEvent(GetTarget0);
LocalEvent(GetTarget1);
Delay(0,5,LocalEvent(Tick),0);
:end
END

RULE event GetTarget1
condition isValid(m.team1_leader)
:action
SelectShips(10, s.race=#race_player);
if(AllNumOf(10)>0, m.mainTarget1:=PickMax(10, 1 / distance(s.this, m.team1_leader)), ChangeState(noTeam0,0));

LocalEvent(FireTo1);
:end
END

RULE event GetTarget0
condition isValid(m.team0_leader)
:action
SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.mainTarget0:=PickMax(20, 1 / distance(s.this, m.team0_leader)), ChangeState(noTeam1,0));

LocalEvent(FireTo0);
:end
END


RULE event FireTo1
:action
if(isValid(m.team1_leader)&isValid(m.mainTarget1),
SelectShips(20, s.race=#race_spacetech);
ExecList(20,
s.this:tClearFire;
s.this:tMoveTo(m.mainTarget,1,0);
s.this:tFireTo(m.maintarget,1);
),
LocalEvent(FatalDamaged, E.ship=m.team1_leader)
);
:end
END

RULE event FireTo0
:action
if(isValid(m.team0_leader)&isValid(m.mainTarget0),
SelectShips(10, s.race=#race_player);
ExecList(10,
s.this:tClearFire;
s.this:tMoveTo(m.mainTarget0,1,0);
s.this:tFireTo(m.maintarget0,1);
),
LocalEvent(FatalDamaged, E.ship=m.team0_leader)
);
:end
END

RULE event FireMissile
:action
Debug("FireMissile");
if(isValid(m.team1_leader)&isValid(m.mainTarget1),
SelectShips(20, s.race=#race_spacetech);
ExecList(20,
s.this:tClearFire;
s.this:tSetForbid(#FORBID_FIRE_MISSILE);  //we don't want AI to mess with it
AIMissileL:=GetFreeSel();
SelectDevices(AIMissileL, s.this, s.weapon & s.working & InSet(s.this, 5) & s.count!=0); //missiles & e-bombs
ExecList(AIMissileL,
s.this:contFire:=1; //burst missile fire
ActivateDevice(S.this, 1);
TargetWeapon(S.this, m.mainTarget);
);
DeleteSelect(AIMissileL);
);
DeleteSelect(ExecList(20,);
,
LocalEvent(FatalDamaged);
);
:end
END

RULE event FireMissile
:action
Debug("FireMissile");
if(isValid(m.team0_leader)&isValid(m.mainTarget0),
SelectShips(10, s.race=#race_player);
ExecList(10,
s.this:tClearFire;
s.this:tSetForbid(#FORBID_FIRE_MISSILE);  //we don't want AI to mess with it
AIMissileL:=GetFreeSel();
SelectDevices(AIMissileL, s.this, s.weapon & s.working & InSet(s.this, 5) & s.count!=0); //missiles & e-bombs
ExecList(AIMissileL,
s.this:contFire:=1; //burst missile fire
ActivateDevice(S.this, 1);
TargetWeapon(S.this, m.mainTarget);
);
DeleteSelect(AIMissileL);
);
DeleteSelect(ExecList(10);
,
LocalEvent(FatalDamaged);
);
:end
END

RULE event ShieldDown
condition E.Ship:race=#race_player
:action
if(isValid(m.team1_leader)&isValid(E.ship),
SelectShips(20, s.race=#race_spacetech);
ExecList(20,
//s.this:tClearFire;
//s.this:tMoveTo(E.Ship,2,0);
s.this:tFireTo(E.Ship,2);
);
);
:end
END

RULE event ShieldDown
condition E.Ship:race=#race_spacetech
:action
if(isValid(m.team0_leader)&isValid(E.ship),
SelectShips(20, s.race=#race_player);
ExecList(20,
//s.this:tClearFire;
//s.this:tMoveTo(E.Ship,2,0);
s.this:tFireTo(E.Ship,2);
);
);
:end
END

RULE event FatalDamaged
condition E.ship=m.team1_leader;
:action
SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.team1_leader:=Pick(20), ChangeState(noTeam1,0));

LocalEvent(GetTarget1);
:end
END

RULE event FatalDamaged
condition E.ship=m.team0_leader;
:action
SelectShips(10, s.race=#race_player);
if(AllNumOf(10)>0, m.team0_leader:=Pick(10), ChangeState(noTeam0,0));

LocalEvent(GetTarget0);
:end
END

RULE event FatalDamaged
:action
if(E.ship=m.mainTarget0,
SelectShips(10, s.race=#race_player);
if(AllNumOf(10)>0, m.mainTarget:=Pick(10), ChangeState(noTeam1,0));
LocalEvent(GetTarget0);
);

if(E.ship=m.mainTarget1,
SelectShips(20, s.race=#race_spacetech);
if(AllNumOf(20)>0, m.mainTarget:=Pick(20), ChangeState(noTeam0,0));
LocalEvent(GetTarget1);
);

:end
END


But there's no change. I've tried a number of other changes including, the" tClearForbid(#FORBID_FIRE) clears all of the FIRE inhibitions".
Described in page 99 of the manual;

>   obj:tClearForbid(flags);
It deletes the given inhibition(s), and leaves the rest unchanged. The delete is hierarchic, that is, e.g. tClearForbid(#FORBID_FIRE) clears all of the FIRE inhibitions, or e.g. the FORBID_MOTION_MOTIVATION clears the CLOSE and AWAY inhibitions too. If the flags is 0, it deletes all the inhibitions.

I am a complete scripting noob so it might also just be rubbish. ::)

10
Game Assets / Re: station size
« on: July 16, 2011, 21:19:48 »
I seems that i've got the answer. After trying everything out, the only option is to downszie the station.
With every 10% decrease in size the distance/range also decreases with 10%.
I've decreased the size incrementally untill the ships are in weapons range.
The model is just one that i've increased in size with 300%, which was too much.

11
Game Assets / Re: station size
« on: July 16, 2011, 19:31:39 »
Yep, here it is.

12
Game Assets / Re: station size
« on: July 16, 2011, 19:24:48 »
You're defaultAI is realy nice. But it doesn't work in this case.
The distance remains the same.

13
Game Assets / Re: station size
« on: July 16, 2011, 18:25:49 »
ad1. okay, that's clear
ad2.Is not a bug.It is that i've changed the shipclass and type from station to battleship in tactistype myself, in order to see the effect.
ad3. i'll check it out.
ad4. i thought that you could not. my mistake.

14
Game Assets / Re: station size
« on: July 16, 2011, 17:49:28 »
1. How big are you're stations?  Because the delta station i'am talking about is quite larger then the fort shield itself!
2. In the case of making the station to a battleship the ohter ships don't come close either!
3. What do you mean with;  use my DefaultAI ?
4. I was also wondering about making an enemy ship go through the fort shield. I think that's hardcoded in the engine and not possible??

In general: is there a way for example to make a frigate move to within 100 meters of a large batlleship enemy or friendly with the F2 command???

15
Game Assets / Re: station size
« on: July 16, 2011, 16:21:55 »
It is just a simple skirmisher mission. So this is from the tactistype.ini.

<script src="http://pastebin.com/embed_js.php?i=rqn06qAJ"></script>

In Pastebin:
Mesh "station\\delta_station" > not in tacticstype > Mesh "station\delta_station"
GUIIcon "icons\\e_battle" > not in tacticstype > GUIIcon "icons\e_battle" 
I don't know why there's dubbel backslash in pastebin, while in tactictstype there only one backslash.

In this case i've made the station a battleship and set velocity to 0 instead of 100.
In order to try to have close combat. Or that all the ships/stations can be within all weapons range <5K.

But the result is the same when it is a station class as described earlier.

To summarize: is there a way to have close combat between large ships/stations and other ships (large and small ones).

So that all the ships/stattions can use all or at least most of their weapons.

16
Game Assets / Re: station size
« on: July 16, 2011, 15:35:10 »
But when i change the class to
SHIPCLASS 18
   Name "cls_Battleship_spec"

and the type to

SHIPTYPE 51
   Name "styp_ep2_Rome_Battleship"

They still keep away from the station.

So if i would change everything to lets say frigate, then the other ships should get closer? Because i want to be able to have close combat as well. Lets say hull damaging weapons like the gg's.

17
Game Assets / station size
« on: July 16, 2011, 13:50:16 »
I've made a combat station which is very large in size. In tactisype
 SHIPCLASS 180
   Name "cls_stat_CombatStation"     
SHIPTYPE 108
   Name "styp_ep4_human_modul_Station"

But the enemy ships stay out of weapons range around 20K and they do not attack.

I have put RangeBehav 2 2, to try to solve it. But it didn't work

I gave it another class > ballteship with velocity 0. But the same problem.

Is there a way to let the ships battle as usuall?
Or is this a limit in Nexus.
I've looked at a thread:
http://arparso.de/nexus/forum/index.php/topic,139.0.html

But do not know if his is the real answer to this subject.

Can the ships come closer to the stations? So change the parameters of the ships?
Another way is to extend the range of the weapons of the station?

I've looked at the manual as well but can't find a solution.

18
Game Assets / Re: converting model
« on: July 16, 2011, 02:15:11 »
Thanks a lot. That's it.
It was a model with a high poly. After i've made a low poly version, it works.
Thanks :)

19
Game Assets / converting model
« on: July 15, 2011, 21:03:14 »
Hi,
Does anyone knows what it means that a model can't be viewed in the Model viewer?

I get this message:

In Model Viewer:

Could not load object.lwo

In Model/Texture Converter:

*****Access violation at adress 100076DA in module 'lwolib.dll'.Read of adress 07F51018

Any idea?

20
Game Assets / Re: Mirror an object
« on: July 13, 2011, 22:38:25 »
Nevermind, i've found the option ;)

21
Game Assets / Mirror an object
« on: July 13, 2011, 22:33:29 »
Hi,
Does someone knows how to flip an object in Lightwave from left to right?
Along the Z-axis.

22
General Discussion / cinema mode
« on: July 12, 2011, 22:47:17 »
Hi there,
I have a few questions;

1.Is there a difference between the cinema_mode and the new_cinema _mode. I've tried them both a few times, but i couldn't find a difference.

2. Is there a way to extend the duration of the cinema mode?
It ends after 10 minutes. Can it be extended?

(3. In the previous tread, there was talk about a new skirmisher and there where some great and well known suggestions. How does it comes along?)

Thanks again Arparso.The skirmisher is a fantastisc tool.

23
Help / Technical Support / Re: Help?
« on: June 21, 2011, 21:19:19 »
Indeed the Nexus game i bought was already at v1.01.
So i didn't needed to patch it.

24
Help / Technical Support / Re: Help?
« on: June 21, 2011, 17:25:01 »
I had installing problems as well.

Try disabeling the UAC (user account control).
Go to configuration  screen / control pannel> user accounts and family safety.
Drop the slider / bar down  to the buttom. Restart.

This solved my installing problems, but on windows 7 64 bit.

Check this thread:

http://arparso.de/nexus/forum/index.php/topic,187.0.html

Good luck captain Cromwell. ;)

25
Fantastic. It was indeed one of the ships to bring into the Nexus universe.
Better yet to merge Mass Effecft 2 into Nexus!!!
Enjoyed both games immensely. Waiting for Mass Effect 3 in Q1 2012.
 :P

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