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Messages - Lt.Brandon

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26
A podcast might be good, I did like the one that was done for war begins, been hoping more might come actually. Though I wouldn't be able to do much unless it's English. About the only place you ever find me online is skype, it's brandon6463 if anyone wants me, though I recommend leaving me a message before adding me.

27
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: March 11, 2011, 00:05:46 »
That worked Brandon - thanks a lot!
I think the issue is just the terminology differences. At work, we use Team Foundation and Source Depot for asset management. The term "checkout" is for actually checking files out for editing, while "get latest" has it's obvious function.

Thanks for clearing that up as well as clearing out my mess!

No problem, I had the same thing happen to me the first time I used it. Once you figure it out it works quite nicely though.

28
Game Assets / Re: Mod/tactitics
« on: March 10, 2011, 23:56:05 »
Basically what your asking is how you make a mod from what I can see? Messing with the normal game isn't recommended, so you'd want to make your own mod. If your just looking for one that's already done, and want to learn from it then pick up any of the mods on MODDB.

http://www.moddb.com/games/nexus-the-jupiter-incident/mods

If you go the route of making your own mod, heres some useful stuff.

These will give you a start with the tacticstypes.ini,

http://nexusthegame.net/wiki/Shields
http://nexusthegame.net/wiki/Weapons
http://nexusthegame.net/wiki/Engines
http://nexusthegame.net/wiki/Supports
http://nexusthegame.net/wiki/Shipclasses
http://nexusthegame.net/wiki/Shiptypes

I also recommend this tutorial for getting a basic mod going,

http://www.moddb.com/mods/nexusthe-aurora-affair/downloads/nexustji-basics-tutorial2

29
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: March 10, 2011, 12:07:53 »
Nothing seemed to be damaged when I went through it. Just added a few folders of random crap to the project. What SVN client are you using? If it's tortoise then make a folder, use the project link for checkout with your username/password for assembla, it should then download the files and allow you to upload content.

Just to be sure your using the right link, this is the one I'm using https://subversion.assembla.com/svn/nexustjicepmod


Edit: I just went through and cleaned up what your SVN Client added, anyone see anything I missed?

30
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: March 09, 2011, 05:22:13 »
I made an account as LtBrandon, I did it yesterday and managed to forget about posting here  :-\

31
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: March 02, 2011, 04:55:59 »
I just took a few screenies of my asteroid background textures, Nexus is hating on me though and making them a lot blurrier then I made them. It's not to bad though, just gonna make them smaller so it's less noticeable. Anything you guys would like to see floating around in those asteroids?




32
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: February 25, 2011, 10:22:09 »
I've been working on making higher quality textures for a bit myself, if I ever get them to look right I'll let you know. For the most part what I've been making has been higher quality asteroid backgrounds, and a few ship retextures.

33
Help / Technical Support / Re: the mechanoid crash
« on: February 23, 2011, 00:00:05 »
Ehm, shouldn't this be in the help section..?

Anyways, do you get any errors when it crashes? And is it before the mission finishes loading, or when a specific event goes down?

34
Mod Development / Released Mods / Re: Unknown EFX number
« on: February 20, 2011, 01:05:49 »
Actually, he means the Rift Drive effect, but I do believe it's likely hard coded. I'll look into it, I'm using it on one of my ships and it'd be nice to know if I can change it.

Edit: Well I just went through all the efx/particle code, and it's not there so only thing you could do is try making a script version of it. Well if I ever have a need to make a script version of that I'll send it your way  ;D

35
General Discussion / Re: Nexus Launcher beta - need feedback
« on: February 11, 2011, 17:08:26 »
I like this quite a lot. I do have a request though, could you make it detect if the mod supports multiplayer? I use something similar to war begins(Two .bat files one for SP one for MP) for changing to multiplayer(Mine just has some added stuff), and I think many people would like an option to change it to mp/sp from the launcher rather then going to the folder and running the .bat files. Maybe have an entry in the modinfo.xml for the file names of the .bat files and have it run them when a button is pressed on the menu?

36
General Discussion / Re: What OS you're playing Nexus on?
« on: February 09, 2011, 08:54:31 »
I have both XP and 7, but I never tried nexus out on 7... Gotta get around to that some time...

For now though, XP GO GO GO  ;D.

37
Scripting /
« on: December 02, 2010, 16:07:11 »
Thanks :) I seem to have found the problem.
I forgot that I had added a pirate race while messing around a while back, and that seems to have been causing a problem for what ever strange reason. Oh well I wasn't using it anyways so now that's cleared up  :thumbsup:

38
Scripting /
« on: December 02, 2010, 11:21:22 »
That's nice to know, and now that I think about it I did need a bit more then the nexus ship limit for some later missions. The last few missions I have planned have a rather large(Aka HUGE[And I mean HUGE]) battle with multiple pirate fleets etc.

Off Topic
I have yet to get the skirmisher to work with my mod. I've tried a lot of things, but nothing seems to have any affect on it, I don't even get an error when it crashes it just closes. I know the problem is related to the tacticstypes.ini, however, nothing I did worked  :(

List of things I tried(That I remember doing at least)
Removing and re-adding ships/devices(Didn't get me anywhere with the skirmisher, but I fixed the nexus mod tools with that)
Rewriting the majority of my ships and devices.
Removing smaller automatic weaponry.
Using normal nexus effects/sounds instead of my custom ones.
Decreasing the amount of weapons on ships.
And likely a few other things I forgot.

39
Scripting /
« on: December 02, 2010, 11:01:36 »
I find this interesting, but do the ships show on the UI selection area if they are on the players team?

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