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Topics - The Old Dragon

Pages: [1]
1
Game Assets / Model Lights
« on: July 07, 2016, 15:21:21 »
Hi Folks,

Have a question about the lights on the human ships, not the blinking lights though, it's the deck lighting that I'm interested in.

When a human ship reaches critical damage and is abandoned, all the 'window' lights get turned off (to simulate power outage, I suppose). Does anyone know how that effect is achieved?


2
Mod Development / Released Mods / CEP Revival?
« on: February 03, 2016, 22:47:43 »
Hi Folks,

Would anyone be interested in reviving the CEP mod that was discussed some time ago?

Sargoth and Geo have resized the briefings to fit widescreen resolution and some background textures; CmdrKoenig has fixed the current model converter and Arparso is looking into a new converting tool with improved capabilities. Add to that the new asteroids that I'm working on and I think we've already created a 'base' to work off.

I daresay Nexus could be reworked in many ways but it'll be a lot of work, what are your views on the idea?

3
General Discussion / New Patch?
« on: January 23, 2016, 10:54:59 »
Hi Guys,

Recently read about a new patch for Nexus on steam...

https://steamcommunity.com/app/6420

Any idea what it updates or where to get a copy for the original disc version?

4
Mod Development / Released Mods / New Asteroid Pack
« on: January 22, 2016, 00:57:07 »
Hi Folks,

After some big problems on my LT, I've taken up Geo's suggestion and begun rebuilding the asteroids into higher poly models. The old ones look to angular, here's a preview...



Still trying refine the textures as there are still some seams and stretch marks, but an overall improvement.

Quick question, do you think the higher poly count would have much of an impact?
I seem to remember having lots (and I do mean lots) of asteroids could cause a bit of lag.
In the above pic, there's about a 360 difference in the poly counts.

Edit: 16/02/2016  Asteroid Pack 1 added. Contains astreroids 1 to 5.
As they are reworked models, they are free to use in whichever project you wish.  All I ask is that you give proper credit to the Mithis team for the original models and myself for the rework in your project.

Installation:
Simply unpack the file and put the .msh your /meshes/asteroids folder and the textures in the /textures/meshes folder.

I would recommend backing up the original files in a new folder incase you wish revert to the original models.
Enjoy :)

5
Off-Topic / Hello... Anyone here?
« on: October 16, 2015, 23:18:01 »
Hi Anyone,

Just wondering if anyone actually visits these forums any more, especially Nexus modders.
Most entries lately just seem to be spam  :(


6
Scripting / Problem with new Command
« on: June 16, 2014, 00:36:56 »
Hi Folks,

Currently trying to write a new command and have run into a problem, was wondering if anyone could help while I'm banging my head against a brick wall.

The problem I've got is that when I adjust the power bar on the right to speed up or slow down the ship, the tick in my command gets stopped, I need to find a way of capturing the cause and either stopping it or reactivating the command afterwards.

Any ideas...

7
Scripting / Default Right Click Action
« on: May 18, 2014, 14:15:07 »
Hey Folks,

Just wondering if anyone knew of a way to affect the default right click action if you select an icon in the right hand side list ('move to' if it's friendly or neutral, 'attack' if it's hostile)?

For a campaign, you'd just amend the orders directly I imagine; but if it's a mod then the game will default to the game's original orders from outside the mod if no custom order is selected. I could really do with a way of stopping that from happening.

Any ideas?

The Old Dragon.

8
General Discussion / Where's the NexusWiki??!!!
« on: January 04, 2014, 12:53:41 »
Hi Folks,

Tried to go to the Nexus Wiki earlier and got refused by the bouncers! What's happened to it? :o
I've tried both my link and the one here on the forums and get told "You don't have permission to access /w/index.php on this server."

It'd be a real shame if it's gone for good. :(

9
Scripting / Target Bearings
« on: August 04, 2013, 00:02:18 »
Hi All,

I'm trying to to get the bearings to a target location from my starting point (i.e. the heading and pitch required to point the ship at the target) and not having much luck so far. Getting the X,Y,Z coordinates isn't a problem, can anyone help?


10
Game Assets / Problems with 'hinge' joints
« on: June 19, 2013, 23:14:02 »
Hi Folks,

Wondering if someone more versed in lightwave can help me out with a problem.

I'm trying to create an animation for a cargo bay door which uses a four part door. Unfortunately, if I just move the doors to the open position then when the animation plays, the door sections 'drift' apart while moving and then come back together again at the end - doesn't look too good.

My next thought was to use bones and rig the model up to create the animation - works perfect in lightwave. Problem is when it comes to converting the model, the converter sees the bones and throws up  a 'bad or circular parenting' error.

Can anyone think of another way to achieve the effect that I'm after?

11
Scripting / Empty Slots on a model
« on: August 29, 2012, 14:50:55 »
Just incase someone else has looked into this...

Is there a way to detect empty slots on a model through scripting? Or what device occupies a slot?

thanks.

12
Scripting / DX9 Error
« on: August 27, 2012, 17:05:48 »
Hi All,

Whenever I try to 'Save and Start' a mod mission that I'm working on, I get the following DX9 error message...

Code: [Select]
File:  cExpression.CPP
Line: 708
Expression: False

It only effects this one mod as far as I can tell, everything else runs and has only been around a couple of days. I've tried undoing the recent changes that I can remember but it still persists. Anyone else run into this critter before or have an idea as to the cause? 

My only other recourse at the mo would be to start again and introduce the work already done a bit at a time (a bit time consuming and annoying to say the least)...

Thanks.

13
Game Assets / Effects
« on: January 15, 2012, 23:57:08 »
Hi All,

Is there a guide for how the colour scales work in Nexus?

Thanks.

14
Scripting / Scripting Pt2
« on: January 12, 2012, 14:52:34 »
As the old scripting thread has gotten quite fat and wedged itself in the depths, I thouhgt i'd strt a new one with this query...

I have a number of weapons in a list' when one of them fires it triggers a 'Fired' event. What I want to do is place a specific value variable on one of these weapons for future reference, just to make things awkward, these weapons are all the same device type.

Can anyone think of a way to ensure the same weapon is picked each time one of them fires?

SetN();, GetN(); or PickN(); don't seem to help, I suspect that Nexus places the firing weapon at Index 0, which in turn makes the list order different each time it is drawn up.

If anyone has any thoughts, please give it a go. Till then, I'll be bashing my head against a brick wall  >:(

15
Off-Topic / Missing?
« on: January 10, 2012, 09:23:02 »
Anyone heard from Arparso lately? He's been oddly absent from the forums for some time...

16
Scripting / Question on Devices
« on: November 12, 2011, 13:33:23 »
Hi All,

Just a quick question or two...

In the tacticstypes, what's the difference between the 'devices' & 'defdevices'?
Or is it part of something that was planned but not implemented?


17
Game Assets / Modelling
« on: May 09, 2010, 18:48:33 »
Hi folks,

For the past few weeks I've been building a new model with multiple LOD phases. I've eventually finished the different phases themselves, now I'm having a few problems in understanding just how to get it all together.  The manual only contains a little about it and assumes you know what you're doing.Parent the subsequent layers  to the main layer and then rename the parented layers... where and how do you do the renaming part?

If anyone knows how to do this or of a guide for it, I'd really appreciate the help.

Many thanks.

18
Mod Development / Released Mods / Nexus:The Aurora Affair
« on: March 18, 2010, 00:22:57 »
Hi Folks,

After a little prodding by GeoModder and with Arparso's blessing, I've started up this thread to talk about all things N:TAA.
So if you've got anything to say about anything I release concerning N:TAA, then here's the place... the good the bad and the ugly. Also, every now and then I'll be posting some tasks for which I could really do with some help  as well.

Speaking of which, here's the first...

What I'd like is to expand my current selection of character portraits, preferably I'd like to keep them animated as per Nexus norm, but I don't stand a snowballs chance of drawing them myself (this kind of art was never my strong point).  So my question is, are there any talentd artists out there with some free time on their hands who'd be willing to help? Or failing that, does anyone know of a face creating program that would help me make them?

19
Mod Development / Released Mods / Effects
« on: February 11, 2010, 09:37:02 »
Hi Folks,

Does anyone know where to find the scripting that defines the effects for the 'pipe' (the little orange wormhole available in the mod-missions) as I'm having difficulty locating them. Been through the .efx and.prt files without any luck.

20
Scripting / Scripting Issues
« on: November 22, 2009, 09:59:33 »
Hi folks,

I've got a little bit of a sticky script that's been holding me up for a day or two.

What I'm trying to achieve is a script that will...

1) Install a device (well, a transport ship really, but the game sees it as a device) on a certain entity.
2) Send said device/transport model to a second entity.
3) When the device/transport gets close to the second entity, transfer and dock the device/transport.
4) Once docked, delete said device/transport to make room for others.

At the moment, I'm as far as docked. The debug code kicks to tell me that the transport has docked but I'm having trouble isolating the recently docked object from the rest.  At the moment, it'll either ignore the fact that they're docking or destroy everything within the area regardless of whether it's docked or not. Here's the code I've got for the 'sticky' bit...

Code: [Select]
If(E.location=M.CH_O,
TSD:=GetFreeSel();
SelectDevices(TSD,M.CH_O,Inset(S.this,25)&E.ship:docking=4);
ExecList(TSD,
Dump(TSD);
Debug("Deleting Station Transport");
DeleteDevice(S.this);
);
);

Anyone have an idea on how to resolve this little issue?

EDIT:

Blooming typical, I post for a solution to something that's been bothering me for days, then ten minutes later I find one. Life sure can be mean sometimes.

By adding a 'distance' section to the condition, I've got it to do what I wanted. But if anyone knows of a neater solution, I'm still all ears.

21
Mod Development / Released Mods / '.dat' Files
« on: November 17, 2009, 00:54:04 »
I've been looking into making a 'delivery' system for my mod (when I eventually get that far) when I realised that creating a new .dat file would be a nice and clean way as it'd pack away all the folders for you.

This turned out to be a lot easier than I thought it would and I soon had my very own little test .dat file. Problem is, Nexus doesn't like it. It complains about my shiptypes in the .sobj files for some reason, even though those very same files work fine when they're 'unpacked'. ?(

I tried repacking the original game files just to check that I wasn't doing something wrong and hey presto, worked like a charm. No problems at all.
I even tried packing the New Conflicts mod into .dat file as well. Nexus once again complained, though this time it was about the creators characters.

Anybody want to hazard a theory as to why our modded files won't work once they're packed?

22
Mod Development / Released Mods / Nexus's Hidden Files
« on: October 30, 2009, 00:18:41 »
Hi folks,

It appears that Nexus still has some files that we generally don't see. Tucked away in the Universe/texts/systexts folder there's a .ini file named 'gstac_tooltips.ini', one of the things that I'd lke to know is where in the nine levels of hell are the files that it references? They all start with 'tactt_' but I can't find where these files are defined... and it's irritating me because it looks like I need to modify/write them to do things how I'd like.

It does appear that you can access them as the author of the Solar Bandits mod has changed the IP drive command a bit (and it's icon!).

Anyone have any ideas?

Oh, and I've tried contacting the author, but the address appears to be deceased.

23
General Discussion / A Skirmisher community?
« on: April 30, 2009, 19:59:38 »
Hi Arparso,

Just a thought, but would it be possible to create a new section on your site where the folks who create missions via your Skirmisher can upload their creations?

Although it's not really anything to do with your proposed we-write, but if folks knew of a place where they could get new content for Nexus (and maybe a little fame  :)  ), I daresay it'd strengthen the Skirmisher's fan base and probably that of Nexus:TJI itself.

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