Iluvalar's mods

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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

The Autobalance V10 is here it's called : aaProtoV10-2.3.8-iluMV01.wz

It is now taking into account the weapon modifiers for real. And it now also balance the propulsions (htrack, tracks and hover got a drop of ~20%).

I need testers for vtols now... the vtol propulsion look changed but i couldn't tell with all the changes around without test if something is wrong.
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Goth Zagog-Thou
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Re: Iluvalar's mods

Post by Goth Zagog-Thou »

Nice Ilu. I'll give this another spin later today.
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

I'm sorry about that but Autobalance V11 is now downloadable.

If you are curious:
The stats for the propulsion are ackward. Instead of saying that the price of the body is 150% it say 50% and you need to make yourself the +100%. I screwed that while adapting the propusion stats to desired values. I tought the function I used was already coded to take care of that, but it was not.

I dont think it will brake anything in V10. It's probably favoring some propulsion from under 5% (where i fixed 20% off). But still, I'm to the point where i'm tracking any 5% offbalance so here is V11 :D
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Goth Zagog-Thou
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Re: Iluvalar's mods

Post by Goth Zagog-Thou »

I can't remember if this is for Multiplayer or Skirmish. Tried to play on Skirmish and it crashed the game out. I don't play Multiplayer / Online since I'm terrible at it. :lol2:
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NoQ
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Re: Iluvalar's mods

Post by NoQ »

Goth Zagog-Thou wrote:I don't play Multiplayer / Online since I'm terrible at it. :lol2:
If only this was a good reason, nobody would ever play online :lol2:

Anyway, i don't think it was supposed crash in skirmish. Report? :roll:
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

Goth Zagog-Thou wrote:I can't remember if this is for Multiplayer or Skirmish.
They are the same :lol2: . They are both loaded as mp.
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Goth Zagog-Thou
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Re: Iluvalar's mods

Post by Goth Zagog-Thou »

Code: Select all

--- Starting log ---
info    |10:56:46: [SDL_main] (global) mod (music.wz) is enabled
info    |10:56:46: [SDL_main] mod_mp (ilu.wz) is enabled
error   |10:57:13: [_imd_load_polys] _imd_load_polys: texture height = 0
error   |10:57:13: [_imd_load_polys] Assert in Warzone: ../../../../lib/ivis_common/imdload.c:168 (tHeight > 0), last script event: '<none>'
That's the logfile. The error is repeated about 200 times. The stdout file has nothing useful, neither does the .rpt file.
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

Code: Select all

error   |10:57:13: [_imd_load_polys] _imd_load_polys: texture height = 0
error   |10:57:13: [_imd_load_polys] Assert in Warzone: ../../../../lib/ivis_common/imdload.c:168 (tHeight > 0), last script event: '<none>'
Those message happen every time you load a mod in 2.3.8 apparently. So it's unrelated. do you have any other messages ?

Can you turn off the music.wz mod just for a test ?
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

Autobalance V12 is out...
dont ask me i dont remember, but it is pretty small.

That exact one have just been proposed as the official balance to the devs.
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Boris
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Re: Iluvalar's mods

Post by Boris »

i dont remember anything.. :lol2: :lol2:
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lav_coyote25
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Re: Iluvalar's mods

Post by lav_coyote25 »

Boris wrote:i dont remember anything.. :lol2: :lol2:
:good:
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Re: Iluvalar's mods

Post by Boris »

realy funny..
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

autobalance V13 is out.
See the difference between V10 and V11.

I tought i'd do a good move by making that function take care of the propulsion changes, but i forgot a little protection device that was preventing some values to go negative. As a result the v12 contain invisible borgs and vtols...

Of course that's what i just fixed. sorry to people who downloaded the V12 and the one that played with me the test run...
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