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Messages - GeoModder

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26
Mod Development / Released Mods / Re: CEP Revival?
« on: February 10, 2016, 21:26:14 »
'Kay. I'll look into creating an account tomorrow then. Have to call it the night now.

27
Scripting / Re: Nexus and problems with widescreen
« on: February 10, 2016, 21:24:39 »
I noticed a (Mithis-made) text error in mission brief 23. Scheinmann talks about the ship and probes Adm. Anderson deployed to Sol. First time, the text says correctly "she" just like Scheinmann does. Second time Scheinman says "she", the text shows "he".

28
Mod Development / Released Mods / Re: CEP Revival?
« on: February 10, 2016, 15:59:34 »
You'll be hard pressed to sent me an invite atm, I don't have a dropbox account yet. ;)

Is this the home page? For me, it automatically shows me the Dutch language.

29
Scripting / Re: Nexus and problems with widescreen
« on: February 10, 2016, 15:58:45 »
You mean he just overwrote one of the supported languages with his own Russian translation?

Anyway, when testing for the movie text, I noticed that in my (English) version the game has no problem with having two lines in the same translation bloc linked to "0" (the English language recognition modifier).
So I guess someone could for all text files just add his own translation, place "0" as the language in front, and have at it. That is, long as this someone uses the extra "0" modifier after the English translations.

30
Mod Development / Released Mods / Re: CEP Revival?
« on: February 09, 2016, 21:04:10 »
Ah, I see.
Starting to look like I'll have an account on yet another internet service. ???
How does dropbox generate an income to pay for its bills? Didn't notice adds when I downloaded your briefs.

31
Mod Development / Released Mods / Re: CEP Revival?
« on: February 09, 2016, 11:57:16 »
Automatically downloaded to a dropbox account of others who are members of another mutual dropbox account, or to other members their computer? That last one sounds fishy.

32
Mod Development / Released Mods / Re: CEP Revival?
« on: February 08, 2016, 18:16:10 »
Can always do a shared dropbox...

That would be useful.  8)
It was so easy to just click&save/download your brief resizing to my desktop and drop it in the correct folder.

33
A couple more files.

01.ini is Sargoth's, but I include it anyway for completeness sake.
07.ini and 02.ini play out one after the other, so I finished them both together.
08.ini is the same one as in my previous post.

Checked them all for the 5 supported languages

I do sometime have an issue of the subtitles hanging near the end, especially with 08.ini. But that could be my computer getting slow since the intro movie plays slower as well in the end.

As before, drop it in universe\text\MOVIES. :)

34
Just thought I start a thread for this since I have a contribution for it. :)

The intro movie subtitles text adjusted so they're all readable in the four supported languages in a 16:9 screen ratio, and with Sargoth's little trick added so the lines are pushed up a bit.

Its likely this one was the hardest one to adjust, because it looks like it has the longest sentences of all the movies.
Placed in universe\texts\MOVIES.

35
Mod Development / Released Mods / Re: CEP Revival?
« on: February 06, 2016, 12:38:58 »
A central repository. I always have to cringe a little when I read that, especially since that moves things somewhat away from the forum where the idea to improve things originates.
But I suppose its inevitable. ;)

I don't know if you guys have a sort of campaign folder structure ready at your desktop(s), but you better have one, with at least one folder with every single file the base game has in it. And I don't mean only the contents of the universe folder. Its too easy to generate an unknown crash because this or that file doesn't conform with changes made anymore.

Since models and totally new texture creation are way out of my league, that's something I will have to leave to (an)other(s) person(s).
Tinkering/fiddling with text-based files and some basic scripting is my main thing. There I can be of help.

There's quite a bit of unused/abandonned scripting in the mission files. Figuring out what was intended, what was testing, and what not will be time-consuming. In that aspect adding a new mission would be way simpler. To add new, interesting missions is of course another story. ;D

36
Mod Development / Released Mods / Re: CEP Revival?
« on: February 04, 2016, 22:07:28 »
Already did the first mission movie ;) and halfway through the second. If you wanna have a go at it, sure.

https://dl.dropboxusercontent.com/u/20010147/01.ini
https://dl.dropboxusercontent.com/u/20010147/02.ini

Have a look through the first one. The way I've set it up, the text will appear a bit higher on the movie and not have the bottom cut off.

Ah? I'll be interested to see how you found a solution to that.



EDIT: How did you find that one out?! :D
A false second line!

Mission 1_1 redone sits in my post above.

37
Mod Development / Released Mods / Re: CEP Revival?
« on: February 04, 2016, 22:06:42 »
Here goes.

Changes in these files are:

Dangerous replaced by the Madeline in the scene near Michelangelo station.
Aerospace-4 sits completely dead. No animations, solar panels retracted.
Hauler-12 has shuttle traffic with Michelangelo station.
Madeline has shuttle traffic with Michelangelo station.
Whale arrives at Michelangelo with solar panels retracted.
Made the mined area around Sunflower a few kilometer smaller.

Movement&sound changes:

The following happens if the player wait outs dialogs and will not approach Michelangelo within 6000m prematurely.
Fighters will approach and contact Whale (1 dialog).
Next Snail will contact Michelangelo for docking directions (I think 5 dialogs).
Whale will continue towards Sunflower and stop several km beyond Michelangelo until Stiletto catches up. Will continue towards Sunflower when pilot Jensen gives the clear.
Snail will move along two waypoints (hidden for the player) to 'dock number 2'. I simply picked the far corridor extension of the station. Snail will come VERY close to the end of this corridor and stop there.
After minefield deactivation sequence, and Stilletto comes within a certain distance of Sunflower, Walker will contact Sunflower for departure clearance (4 dialogs). Shuttle traffic between Sunflower and Walker will gradually stop, and its solar panels will retract a bit later.

By then Stiletto should have nearly arrived.


I haven't tested it extensively with Stileletto dashing around, but sofar, at my end, things play out normally.


The attachment includes the original files, but you can't have those at the same time within the game folders as my files. Reference issues within the game.
Have fun renewing acquintance with the very first Nexus mission. ;)


38
Mod Development / Released Mods / Re: CEP Revival?
« on: February 04, 2016, 21:14:09 »
I can do that if you like. Nearly done with basic testing of the added code in mission 1_1 anyway.
I can attach the necessary files here and let you have a go at a more indepth test of my tinkering. See if it crashes or something, or dialogs playing out repeatedly...

39
Mod Development / Released Mods / Re: CEP Revival?
« on: February 04, 2016, 06:56:09 »
It was really Sargoth's work. I merely commented/checked/tested on his progress. ;)

Anyway, I'd love to work on something like this. 8)
Infact, atm I'm tinkering with mission 1_1 so it plays out about all voice files made for this particular mission, and the ships act as their captains tell in said voice files. Not too easy though with part of the code checks not working, or being a leftover from a previous version of this mission.

40
General Discussion / Re: Nordic buys Imperium Galactica
« on: February 03, 2016, 17:57:31 »
Me too.

41
General Discussion / Re: Nordic buys Imperium Galactica
« on: February 03, 2016, 12:22:38 »
Do I sense a Nexus-IG hybrid coming in from the fringes of the Solar System? :o

42
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 26, 2016, 17:06:30 »
Nevertheless, I keep thinking that none of the big(ger) space battles in Nexus took place within an asteroid field. With the possible exception of the Theta Gate mission. But even there the patrolling ship and platforms were removed once the Gorg support fleet jumped in.
So I reckon they count towards this upper ship/object limit the engine can handle.

43
Game Assets / Re: NPC Reference guide
« on: January 25, 2016, 19:20:23 »
Why don't you ask the umpires? Draw that ultimate card again? :D

44
Scripting / Re: Nexus and problems with widescreen
« on: January 25, 2016, 19:15:26 »
Any idea where we can set movie subtitles? Had one user request to change that so all the subtitles are visible. And it is an optional part of the videos (you can turn them off in the option menu). Gone through the GUI folder. But nothing seems to be make a difference

The only thing I found that somewhat enables control of when text will appear sits in universe\texts\MOVIES.
There are 10 config files there, one for each movie. Within, there's commands as on what time during movieplay a text will appear. Now, with those texts that need a second line to show completely (those second lines are not visible with the 16:9 widescreen setting) we could include an extra 'timer' to show it a couple seconds after the first line.

I tried it on  the intro movie, and attached the file below. Make a copy of the original, paste the attachment in its place, and see for yourself.

45
Game Assets / Re: NPC Reference guide
« on: January 25, 2016, 18:19:17 »
You mean you never had the file in attachment?
But yours is way sharper. Thanks. :)

I often think some of those NPC's portraits should be switched around. For instance, SpaceTech commander Xiao Lee (npc 8 ) seems to wear the same kind of uniform as the rescued Asgiharu flight engineer (npc 34), a Kissaki 'employee'.

46
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 24, 2016, 22:13:57 »
And a more intuitive way of where the converted files are dropped would be highest on my list, but that's more or less what Dragon already requested.

That's already in the converter  ;)


Yes, but it's not intuitive. I mean, I need to type the whole pathway there. We're in the choosing boxes era nowadays, Sargoth. ;)

47
Scripting / Re: Nexus and problems with widescreen
« on: January 24, 2016, 22:12:10 »
No idea on the subtitles either. And I'm definitely with that user, I'd like to be able to read the full text as well. I'll give it a try tomorrow after work.

In other news, Veltman's rank is easily changed by using the same "usteprank" modifier we used for Cromwell for his promotion to vice-admiral in episode 5.
I simply put the modifier in the line under Cromwell's Commodore promotion in the rules of episode 4.
And the Aerospace logo for the ingame Stiletto's is done. Next on that topic are the light corvettes.
Since creating and importing that logo went easily enough, I'd like to give it a try for Orbital Investment as well.


48
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 24, 2016, 18:52:18 »
3) sounds marvelous. No need to save a texture in 3 different formats before I can convert it.

And a more intuitive way of where the converted files are dropped would be highest on my list, but that's more or less what Dragon already requested.

49
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 24, 2016, 08:45:22 »
Certainly Geo, should be in your inbox now  :)

Thanks! 8)

50
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 23, 2016, 23:48:05 »
Seeing is believing. Beautiful work, Sargoth.
I definitely need The Old Dragon's texture file too now.

Pretty please, Old Dragon? :)


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