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-   Space Empires: Starfury (http://forum.shrapnelgames.com/forumdisplay.php?f=53)
-   -   Mod Help (http://forum.shrapnelgames.com/showthread.php?t=20979)

Phoenix-D September 23rd, 2004 06:12 PM

Re: Mod Help
 
You don't tell Windows. You start Starfury, click the setup button and instead of selecting your resolution you select windowed.

I still suggest turning the min level back down to 1 just in case. As for the class thing- your bridges must all be seperate components still, just with the same class name.

Your point blank damage will always be the same as the damage listed initially in the component.

Sundansyr September 23rd, 2004 09:44 PM

Re: Mod Help
 
By jove I've got it werking... http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/images/smilies/cool.gif

In going through it line by line to address my new image slots I detected two major faults: http://forum.shrapnelgames.com/images/smilies/shock.gif

Cargo bays had 2 effects stated, but only one in use (cargo tonnage). http://forum.shrapnelgames.com/image...ies/tongue.gif I fixed that back to 1.

And I had a double-line at the end of a record. http://forum.shrapnelgames.com/images/smilies/Sick.gif

I've reset everything back to level 1 and it's working fine thus far (with game reloads, I've not yet tried starting a new game).

If starting a new game works, I'll go back and start tinkering with the levels again.

Wish me luck! http://forum.shrapnelgames.com/images/smilies/cool.gif

Sundansyr September 23rd, 2004 09:47 PM

Re: Mod Help
 
Quote:

Phoenix-D said:
Your point blank damage will always be the same as the damage listed initially in the component.

Right, that's showing up just fine... in range box #11, with the appropriate damage dec after range 10.
From ranges 1 to 10 the damage is coming from somewhere else. Perhaps the 'beam' definition in one of the other files, I'll have to look into it tomorrow.

Until then, I'm satisfied with what I've gotten working so far, and I'm off to watch the season opener for CSI (Vegas). http://forum.shrapnelgames.com/images/smilies/evil.gif

Phoenix-D September 23rd, 2004 10:51 PM

Re: Mod Help
 
Double lines are a bad thing. http://forum.shrapnelgames.com/image...ies/tongue.gif I've never seen what you're talking about for the 0-10 damage, so I can't help you there.

Sundansyr September 23rd, 2004 11:35 PM

Re: Mod Help
 
BTW: Windowed mode does NOT work for me. I get an error message:

<font color="blue">TDirectX.startall - creating primary
This process has already created a primary surface</font>


Quote:

Phoenix-D said:
I've never seen what you're talking about for the 0-10 damage, so I can't help you there.

Launch the game... look at any weapon. It's damage layout is the same as SEIV. Twenty squares listing the damage your weapons do.

In my game no matter how I set my weapons, the first ten blocks count damage upward from 0. For my level 1 anti-proton beams it's 0 in damage block 1 and 180 in damage block 10. Then whatever damage is set as 'point blank', and whatever follows that as defined by the components.txt file on out to damage block 20.

Anti - Proton Beam
<font color="red">0 20 40 60 80 100 120 140 160 180 12 8 6 4 2 0 0 0 0 0</font>

Depleted Uranium Cannon
<font color="red">0 10 20 30 40 50 60 70 80 90 12 12 12 12 12 12 0 0 0 0</font>


It does this even with the unmodded game, patched. I just cannot find where it defines these damage classes.

Sundansyr September 24th, 2004 12:50 AM

Re: Mod Help
 
*sigh*

Well, the new comps look sharp in the game.

Unfortunately I get vomited out with a floating point violation whenever I try to start a new game. http://forum.shrapnelgames.com/images/smilies/frown.gif It doesn't like something in there... and aint about to tell me what.

I can *load* an existing game just fine, however.

Phoenix-D September 24th, 2004 01:53 AM

Re: Mod Help
 
Umm. Just FYI, the numbers on the top row are the RANGE, not the damage. The in-game damage bar figures out what range your weapon goes out to, then divides it into 10 squares of display.

Sundansyr September 24th, 2004 06:32 AM

Re: Mod Help
 
Quote:

Phoenix-D said:
Umm. Just FYI, the numbers on the top row are the RANGE,

AHHHHhhhhh, ah HAH! I did not know this! Thank you, that edifies me greatly.

Now it makes a whole lot more sense. http://forum.shrapnelgames.com/images/smilies/cool.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

On that display, however, mines have a range of 90 (damage out to 30!). Or is that just the game parsing some arbitrary minimum range instead of just filling the boxes with zeros?

Sundansyr September 24th, 2004 06:36 AM

Re: Mod Help
 
Now, on to other things.

Any ideas on what might be causing my Floating Point error when trying to start a new game? http://forum.shrapnelgames.com/images/smilies/frown.gif I have made no mods to the starting ships at all.

Ed Kolis September 24th, 2004 09:46 AM

Re: Mod Help
 
Quote:

Sundansyr said:
On that display, however, mines have a range of 90 (damage out to 30!). Or is that just the game parsing some arbitrary minimum range instead of just filling the boxes with zeros?

For weapons that have a max range (not for their level but a max for any level, as specified in main_components.txt) of &lt;100, the game will show ranges in 10ls increments; if it's between 100 and 200, they'll show up in 20ls increments, and so on. The damage out to range 30, I think, means that the mine will detonate when a ship comes within 30ls of it and damage that ship (and maybe other things nearby, I'm not sure).


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