.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: Starfury (http://forum.shrapnelgames.com/forumdisplay.php?f=53)
-   -   The People's Mod (http://forum.shrapnelgames.com/showthread.php?t=22961)

Gandalf_greypilgrim February 28th, 2005 07:53 PM

The People\'s Mod
 
We're alive! The People's Mod has moved homes, over to http://www.nemesys.ca . Work is finally getting under way, and we are hoping to get a new version out the door very, very soon. We are in need of people to help out. We need people to give us their suggestions, to test out the mod to help us find and eliminate bugs. People to help with coding and with graphics would be greatly appreciated. So, come on over to the site, register on the forums, and give us your suggestions! You can also download the latest version from our download section.

Suicide Junkie March 1st, 2005 08:37 PM

Re: The People\'s Mod
 
Here's an idea I just had for no apparent reason:

For animating a beam weapon, instead of using four separate images, try making one image, and then using a sequence of overlapping slices from it. Any particles or variations in your beam will then naturally look like they are flowing down the beam.
It will also save space, since you're reusing pixels in your BMPs.

Gandalf_greypilgrim March 5th, 2005 01:36 AM

Re: The People\'s Mod
 
We have released version 0.2.0 of The People's Mod. More info:
http://www.nemesys.ca/phpBB2/viewtopic.php?t=85

Combat Wombat March 5th, 2005 05:20 AM

Re: The People\'s Mod
 
Whooooo everyone needs to play this version. So many sweet new things.

Gandalf_greypilgrim March 5th, 2005 11:10 AM

Re: The People\'s Mod
 
Thinks that's good? Just wait until you see what we have lined up for the next version.

Captain Kwok March 5th, 2005 10:38 PM

Re: The People\'s Mod
 
I'm trying it out tonight, but from the screenshots it looks really cool.

I've also a news item at my site to help promote the mod and the website in an effort to get some more Star Fury buzz.

Gandalf_greypilgrim March 6th, 2005 02:15 AM

Re: The People\'s Mod
 
Thanks!

mottlee March 6th, 2005 11:42 AM

Re: The People\'s Mod
 
I D/Led the mod, running the first mission, I tool a detour to another planet in the target system (was late last night) as I come up to the planet I received an access violation error and a dump tp DT maybe not all the pics in mod or I placed them wrong...I will run again to see if I still get it.

Gandalf_greypilgrim March 6th, 2005 11:53 AM

Re: The People\'s Mod
 
It is possible, Combat Wombat has also reported range check errors in the Geneva system, and I have received them too, but never Access Violation. We are working on the range check error, those buggers are hard to track down.

mottlee March 6th, 2005 01:09 PM

Re: The People\'s Mod
 
I will see if it was an access error, as I said...was late http://forum.shrapnelgames.com/images/smilies/happy.gif soo I could be WRONG http://forum.shrapnelgames.com/images/smilies/happy.gif

Gandalf_greypilgrim March 6th, 2005 01:12 PM

Re: The People\'s Mod
 
lol, well, it was late when I coded it, so it could be wrong too :lol:

mottlee March 6th, 2005 01:25 PM

Re: The People\'s Mod
 
OK My bad...Range check error, happened at different location this time soooo ???? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif will keep you updated

Captain Kwok March 6th, 2005 02:08 PM

Re: The People\'s Mod
 
I just picked up a range check error in the Atull System.

Gandalf_greypilgrim March 6th, 2005 02:30 PM

Re: The People\'s Mod
 
Okay, this is our top priority now. Combat Wombat has reported this as well, and it came up in a convo with SJ that it may be caused by a ship trying to use the wrong bitmap type (.e.g, torpedo trying to use a beam bitmap), I will look in to this, and release a new version with it hopefully fixed.

Gandalf_greypilgrim March 6th, 2005 02:52 PM

Re: The People\'s Mod
 
http://www.nemesys.ca/phpBB2/viewtopic.php?p=799#799

Phoenix-D March 6th, 2005 04:05 PM

Re: The People\'s Mod
 
"I have spent some time looking through the code, and I believe I have found the problem. In Main_BitmapEffects.txt, Torpedo 13, had a speed of 1.2. While it is not documented, I believe that this value must be between 0 and 1, therefore, a value of 1.2 would result in a range check error."

I've used greater than speed 1 torpedos with no problem. The only issue is when you get to high speeds (>2), the torpedo has a tendancy to randomly explode.

Gandalf_greypilgrim March 6th, 2005 04:06 PM

Re: The People\'s Mod
 
Okay, well, there goes that idea.

Captain Kwok March 6th, 2005 04:56 PM

Re: The People\'s Mod
 
Yeah, I picked up a couple of range check errors in different systems after making the change.

Exan March 7th, 2005 04:11 AM

Re: The People\'s Mod
 
In some versions I also noticed that sometimes when I turned the ship to face an asteroid field the game would give Range Check Error. Especially in the infamous Geneva system.

I try looking into this.

mottlee March 7th, 2005 03:36 PM

Re: The People\'s Mod
 
On the sensors (int/ext) what is the diff as you go up in Lvls? I did not notice a diff in the discription between 1 and 2

Exan March 7th, 2005 04:36 PM

Re: The People\'s Mod
 
I really can't say about that. The sensors weren't my doing. I guess the internal sensors shouldn't get levels at all since they only enable the ship status view. Or whatever that's called where you can view the components of your ship.

I can't recall what the ext sensors did.

Combat Wombat March 7th, 2005 06:04 PM

Re: The People\'s Mod
 
I have gotten a bunch in Freeport

Phoenix-D March 7th, 2005 09:39 PM

Re: The People\'s Mod
 
So maybe I'm blind, but..where the heck is the download link?

Combat Wombat March 7th, 2005 10:36 PM

Re: The People\'s Mod
 
You have to goto the forum and in the menu on top is the link to the downloads section.

Phoenix-D March 7th, 2005 10:54 PM

Re: The People\'s Mod
 
Quote:

Combat Wombat said:
You have to goto the forum and in the menu on top is the link to the downloads section.

Thanks.

Gandalf_greypilgrim March 7th, 2005 11:14 PM

Re: The People\'s Mod
 
Euh, I'll add a link to the download section to the main page. I am going to solve the range check error, but school work is keeping me swamped until Wednesday at the earliest.

Captain Kwok March 8th, 2005 01:08 AM

Re: The People\'s Mod
 
Quote:

Phoenix-D said:
So maybe I'm blind, but..where the heck is the download link?

Yeah, it took me a long time to find it too. http://forum.shrapnelgames.com/image...ies/tongue.gif

I guess trying to see what elements are common between all the systems mentioned might be a good place to start looking for the bug. I suppose it wouldn't help much if there was more than one source though.

Suicide Junkie March 8th, 2005 01:33 AM

Re: The People\'s Mod
 
I'd look for components aboard AI ships being the cause.
Either find the empires common to those systems and inspect their designs, or just try installing and using all the components on your ship to see which one breaks it.

Exan March 8th, 2005 03:35 AM

Re: The People\'s Mod
 
Quote:

Suicide Junkie said:
I'd look for components aboard AI ships being the cause.
Either find the empires common to those systems and inspect their designs, or just try installing and using all the components on your ship to see which one breaks it.

hmm. The only empires there are neutrals and the Human Alliance (Terrans). Thanks for the tip. You know I've noticed that the game doesn't crash (atleast so easily) if you're playing in the lower part of the galaxy where there are no HA. Try putting the starting system 30 or something like that and test it. I'm not so sure about this. Entrance number 2 is a test entrance in every system. It's usually set 30 ls from some object.

mottlee March 12th, 2005 05:24 PM

Re: The People\'s Mod
 
I have a question as to the mod, are you going to add "Heavy: beam weapons? most of the ships are faster that the Torps and CSM's so unless you are going opp directions or right on top of them they are usless...just my $0.02

Gandalf_greypilgrim March 12th, 2005 06:10 PM

Re: The People\'s Mod
 
Good idea, thanks. I was playing today and noticed the same thing, so yeah, that will be changed.

Combat Wombat March 29th, 2005 02:06 AM

Re: The People\'s Mod
 
Alright the new home of TPM is http://www.spaceempires.net/home

David E. Gervais March 29th, 2005 06:13 PM

Re: The People\'s Mod
 
1 Attachment(s)
I made this 'Falcon-ish' Model way back during the SF beta and Rollo managed to get it to work in SF. Here are all the files I have that are needed to make it work. You'll have to do a little text editing to get it into the Peoples mod but you are welcome to it if you like it.

This Model and support files are offered 'As-Is' Enjoy or destroy as you wish.

Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif

Exan March 30th, 2005 05:08 PM

Re: The People\'s Mod
 
When I have time I'll check it out. Thanks in advance.

Captain Kwok April 2nd, 2005 04:04 PM

Re: The People\'s Mod
 
Any reasons for the sudden move of the Mod?

Exan April 2nd, 2005 06:31 PM

Re: The People\'s Mod
 
Gandalf the White had to withdraw from the mod team for personal reasons. He said that he might be back in the future.

In the next month or so you can expect little updates on the mod as well since I have to finish my school projects. Luckily I've arranged some of them to be linked with the mod. Like my website, Alexandria Archives, is my course project for the Internet Programming course and I'm doing a ship database of the ships in the mod for the Databases course.

Sneaky.


All times are GMT -4. The time now is 01:14 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.