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Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 01 Nov 2011, 23:13
by Boris
Jorzi wrote:About new models: Unfortunately I'm up for a seriously packed schedule of studies including (but not limited to) electronics, hamiltonian mechanics, fourier series, number theory and game programming in XNA. This means I will not have much time to come up with new graphics, but I can still help with exporting etc if anyone else makes something. (Naiba said he was doing model requests)
what you need bro..??texture?? or models??
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 02 Nov 2011, 17:24
by Jorzi
You misunderstand, Goth is the one who may need some models for eventual new weapons included in his campaign. Unfortunately I have too little time to do new stuff from scratch.
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 02 Nov 2011, 17:35
by Goth Zagog-Thou
The new stuff will need weapon, system AND body models. I'm no modeler, otherwise I'd do it myself. I've dabbled, but that's about it.
This release cycle I've been getting the new stuff enabled and getting Research working (or trying to). I also have the maps up to 4-12 done (finally), and they'll need scripts.
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 03 Nov 2011, 16:20
by milo christiansen
Everybody is laughing at me I think

Everything I said I would do or had just done was already done by Goth in release 5

Not getting on the forum very often really sucks
On a different note: I think I found a bug. In the first mission where the map extends south (I forgot the number) if you move a unit to the bottom left corner the map will drastically expand and your objectives will change even though you haven't finished the previous set of objectives. A 2.3.9 save file and my log are in the 7z
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 03 Nov 2011, 20:51
by Goth Zagog-Thou
I'll take a look. If it's doing that, then it should be reproduceable. And the mission in question would be the Stage 2 ~ Stage 3 transition, it's the only one that extends a LOT south. It shouldn't be checking for that expand condition before the Recon Unit has been killed by your Gauss Pythons.
And nobody is laughing at ya bud. You have other things you're doing. Sorry I've been rushing ahead of you.
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 03 Nov 2011, 21:13
by Goth Zagog-Thou
Yep, it's in the Stage 3 ~ Stage 4 trigger area. I wasn't aware that it was checking for the player being in that area that early. Thanks for pointing it out Milo, I'll have that fixed up for the next release.
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 04 Nov 2011, 01:03
by milo christiansen
Don't be sorry for getting things done

Cam4 is really shaping up to be a cool mod, I am glad I was/am a part of getting it off the ground. Too bad I didn't have regular access to the internet so I could keep up with things better...
About the laughing part, I was joking
The combination of 4-1 - 4-6 into one monster mission kind of surprised me, but I think it was a good idea, the mission seems to flow now

Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 04 Nov 2011, 02:46
by Goth Zagog-Thou
I'm glad you approve of "The Gauntlet" being just that.

And it's Missions 1~7 -- I'm tightening the screws on Stage 7 (Nexus Base in the south) as we speak, and it really caps off the whole idea of making it one LONG mission. Why build up nearly the
entire zone and not need to defend the base? I always wanted a mission where the AI brought the fight
to you.
I've got the maps up to M12 ALL the way done now. You guys are gonna like M9. It's an actual mission instead of the flyover idea from before. I got to thinking (as I played thru the old Campaign) that maybe it would be a good idea to see the base that destroyed Alpha AND Beta bases... so that's M9.
M11 is the OLD half of M1 that I threw away. I figured we could do something with it. It's the "Beer Run" mission -- but we're picking up technology that is VITAL for M12's success.
M12 is gonna be a good one -- another Gauntlet, but not as long. I've designed the map for five stages -- and no, it won't take six hours to finish.

Then again, it might -- after all, you're dealing with Nexus in HIS backyard (southeast Texas) and the resistance you'll be facing is nothing short of brutal. Several surprises await the player there, and maybe even an answer to "why".
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 06 Nov 2011, 18:23
by NEXUS Destruction
do we have another eta cos' winter is almost here?
Re: [ALPHA][Curr.Ver: Release-5]Campaign 4 Preview & Bug Rep
Posted: 06 Nov 2011, 19:58
by Goth Zagog-Thou
It'll be ready when it's ready?
The next release is almost ready. This one features PRE-Research, since (in my way of thinking) the player should come into the campaign having mid-T3 stuff researched. The result is the Campaign being at the intended difficulty level (aka MUCH easier than previous releases). The player then researches up TO endgame T3 once we start building Delta Base.
Also featured in this release is the new technology appropriate for The Gauntlet. You'll need to find the artifacts, of course, and then research as normal.
There are also tons of performance fixes. Players using Master should notice the improvement immediately. I changed the way area detection triggering works, and it's much better now.
Likewise the ONLY time the player should see a Scavenger Swarm is on Stage 4. The out-of-control reproduction should be well taken care of now.
I'll make the release sometime in the next day or two, after I've thoroughly tested it.
Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep
Posted: 09 Nov 2011, 05:03
by Goth Zagog-Thou
Made the new release available last night. It's for the 2.3.x series for now. A lot of stuff has changed and I'll need to re-port it to Master to get it working again -- and that's a few hours worth of work under the best of circumstances.
This go-around I'm particularly interested in how the overall balance is, start-to-finish. What with the T3 baseline level that the player starts off at, I want to make sure the difficulty is at the intended level.
And remember folks -- if something is behaving in an unexpected way, I want to know about it. And yes, I'm already aware of the loading lag. That's not something I'm able to fix right now.
Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep
Posted: 14 Nov 2011, 18:03
by milo christiansen
Downloading now...

Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep
Posted: 14 Nov 2011, 21:35
by NEXUS Destruction
never mind that, lol, just found the SHOULD NOT SEE ME! unit, I can clearly see it.

Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep
Posted: 15 Nov 2011, 00:33
by Goth Zagog-Thou
The 'should not see me' structure is there so that the player has a radar. I haven't gotten around to making it something that works with the features and terrain since it's not a priority. It'll be changed up later.
Are there any issues (AI, mission flow, etc) that anyone is having? I'm more interested in *those* reports, please. That's why it's an open Alpha.
Re: [ALPHA][Curr.Ver: Release-6]Campaign 4 Preview & Bug Rep
Posted: 15 Nov 2011, 19:29
by NEXUS Destruction
While I was using cheats I got one error message which is lower than usual. You have scripted it very well and I hope you can get it done soon so that it can be integrated into the game. The AI can be rather weak in some instances but overall it is quite good. I would have liked NEXUS to have attacked me more but it is still a brilliant game. Hope this feedback is helpful and I will check if there was any error logs from it. It did not crash though.