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 Post subject: Re: BigBeef
PostPosted: Fri 05 Oct, 2012 10:33 am 
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Shortbus

Joined: Thu 04 Oct, 2012 4:37 pm
Posts: 3
Here is the fixed one


Attachments:
largeDesigns.rar [5.88 KiB]
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 Post subject: Re: BigBeef
PostPosted: Fri 05 Oct, 2012 4:57 pm 
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Shortbus

Joined: Fri 05 Oct, 2012 3:46 am
Posts: 2
Thank you for the fix :)


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 Post subject: Re: BigBeef
PostPosted: Sun 07 Oct, 2012 6:35 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Update time!

"What? Updates?"
YES! An actual update!

Not a big one, but an update never the less!
And this one is due to Lexx for unlocking a few files.
This is just one of the two possible updates this would give me. :D
(I still have to examine the other file a bit more, but it's promising some interesting updates* :twisted: )

Anyway. This update includes some edits to the crewManager.cs file.
Yes. That is right! Big Beef now has MORE rez and MORE goons per level!

Goons:
Level 1: 50 (broken Clockworks Zero ; tutorial)
Level 2: 150 (fixed Clockworks Zero ; tutorial)
Level 3: 500 (Clockworks 1 ; Chapter 2)
Level 4: 1500 (Clockworks 1B ; Chapter 3)
Level 5: 4500 (Clockworks 2 ; Chapter 4)

Rez:
Level 1: 500 (broken Clockworks Zero ; tutorial)
Level 2: 2500 (fixed Clockworks Zero ; tutorial)
Level 3: 10000 (Clockworks 1 ; Chapter 2)
Level 4: 50000 (Clockworks 1B ; Chapter 3)
Level 5: 250000 (Clockworks 2 ; Chapter 4)

I basically upped each count by one level and compared the old vanilla last two levels multiplication and applied that to the final beefed level.

Now, please, Don't ask me for more goon and rez storage. :P

This update also includes a few invalid weapon bug fixes.

As usual. Updated files will be in the first post in a few minutes.

Have fun.


*Hint: Next update might include bigger Rez and Data drops. :twisted:

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
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Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Sun 07 Oct, 2012 7:46 pm 
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Hound
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
Glory, glory, praise the devs (and the modders of course)

If this gets put in the mod combo, I'll dig up the game again and blast a few galactic nuisances to bits, as I should.

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 Post subject: Re: BigBeef
PostPosted: Sun 07 Oct, 2012 9:38 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
DestinyAtlantis wrote:
Now the only file that we need for good mining, the file that controls the nasty mining explosion wisps that destroy the rez and leave you with only 1 and 5 sized rez if you use multiple core miners.


From what (I think) I understand from that other file (and it's readme) it should also be possible to make the rez more survivable. (longer living time or something)
e.g. making it tougher and "Bigger" rez clumps.

I'm thinking of making the green chunks worth 5, blue ones worth 25 and so on. (each 1 "size" bigger then before)
That is. If that is what that value will do what I think it could do.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
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Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Mon 08 Oct, 2012 3:12 am 
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Dart

Joined: Fri 28 Sep, 2012 5:09 pm
Posts: 19
GTX2GvO wrote:
From what (I think) I understand from that other file (and it's readme) it should also be possible to make the rez more survivable. (longer living time or something)
e.g. making it tougher and "Bigger" rez clumps.

I'm thinking of making the green chunks worth 5, blue ones worth 25 and so on. (each 1 "size" bigger then before)
That is. If that is what that value will do what I think it could do.


Aye, all you need to do is increase the (ridiculously low) maxhealth values on lines 254, 263, 271, 279 and 287 respectively.

This means it takes more damage for them to split up into smaller chunks, be it from explosions, or weapons fire.

Also, if you want them to stay longer before they degrade into smaller chunks over time (and eventually fade) you can either mod minLifeSpan on line 196, or add the property either to the datablock that starts on 224, or if you want individual degrade times dependent on size insert it directly in the appropriate blocks on lines 249-288.


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 Post subject: Re: BigBeef
PostPosted: Sun 14 Oct, 2012 7:26 pm 
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Shortbus

Joined: Sun 14 Oct, 2012 7:21 pm
Posts: 4
Um, hello, not sure what happened, but when I tried the mod, and I got this:

Fatal-ISV:(..\..\source\T2D\t2dUtility.cc@184)

Invalid weapon! tractorEmittor_huge137983


after I clicked "continue" on the start menu.


Could someone help me fix this? I'm pretty modding-inept, sorry.


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 Post subject: Re: BigBeef
PostPosted: Sun 14 Oct, 2012 8:23 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Odd. I can't find that erroneous weapon in the files.

Are you sure you are using the latest posted version?
(Check the first post)

It might be an error that already got fixed.

[edit]
Wait up hold on.
Where in the game ARE you? (which chapter)
Maybe it's the mothership itself.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
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 Post subject: Re: BigBeef
PostPosted: Sun 14 Oct, 2012 8:40 pm 
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Shortbus

Joined: Sun 14 Oct, 2012 7:21 pm
Posts: 4
I believe I'm on the chapter 4.

I checked again, and apparently, the game starts out fine (meaning I see the mothership floating around first), but when my first ship warps in, the error appears.


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 Post subject: Re: BigBeef
PostPosted: Sun 14 Oct, 2012 8:42 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
TheAera wrote:
I believe I'm on the chapter 4.

I checked again, and apparently, the game starts out fine (meaning I see the mothership floating around first), but when my first ship warps in, the error appears.


Ah!
Which ship and WHAT is it's loadout?
Check this without using mods (or use your memory) and report back.

Can easily be that it's original loadout is "incompatible" with the changes in Big Beef.
(there are a few ships that have that)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Sun 14 Oct, 2012 8:43 pm 
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Shortbus

Joined: Sun 14 Oct, 2012 7:21 pm
Posts: 4
Yessir!


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 Post subject: Re: BigBeef
PostPosted: Sun 14 Oct, 2012 8:52 pm 
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Shortbus

Joined: Sun 14 Oct, 2012 7:21 pm
Posts: 4
Okay, so the ship is the sunspot, with 3 large bomber drones, 2 huge tractor beams, 1 huge triple turret mount with 3 large fusion beam emitters and then 2 small single mount turrets with 2 small fusion beam emitters.

Hope this helps!


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 Post subject: Re: BigBeef
PostPosted: Mon 15 Oct, 2012 7:22 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
TheAera wrote:
Okay, so the ship is the sunspot, with 3 large bomber drones, 2 huge tractor beams, 1 huge triple turret mount with 3 large fusion beam emitters and then 2 small single mount turrets with 2 small fusion beam emitters.

Hope this helps!

Ah. The sunspot.
Yup. It got it's stuff swapped around.

The original utility mounts got swapped for drone bays (to give 6 drone bays) and 6 NEW utility mounts were added.

There is only 1 way to "Fix" this without starting a new game:
- Go to your hangar screen without using mods.
- Replace the sunspot for a smaller/different ship (avoid the Flora!)
- I mean REALLY replace it! Don't leave an "old" layout in there.
- Launch your game with the Big Beef mod.
- Replace that small ship with the now Beefed up Sunspot basic layout and customize from there.

Hope this helps you enough. :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Wed 17 Oct, 2012 7:48 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Time for some quick and dirty updating. :D

For it I'll start off with an image. Hope this clears the "main" aspect of the update. ;)
Image
Attachment:
File comment: Rez asteroid at the Mothership HIDEOUT!
MomHideRezteroid.jpg [83.91 KiB]
Not downloaded yet

Yes that's right! A Rez asteroid at the mothership hideout! :o
And yes, it works. ;)

Other parts of this update include (although less tested):
- Data pickups now have twice the value (biggest/purple ones are now 200 )
- rez chunks have twice the value (biggest/purple ones are now 1000! )
- Per levelup you get 5 points instead of 3
- Clone rate at Chapter 4 has been increased to 25% (was 15 like in Ch3)

For now the Rez asteroid has been set to pop up for 100% of the time.
This CAN be set to a lower value. (so it's not a certain thing in the hideout instance)
I'm thinking of a 1 in 3 chance or so. (maybe less?)
What do you guys think about this?

And as usual. Updated mod files in first post in a few minutes. ;)

Have fun and please report any bugs/IDEA'S. ;)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Wed 17 Oct, 2012 8:15 pm 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
lmao... wow... thats a great update.

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 Post subject: Re: BigBeef
PostPosted: Fri 19 Oct, 2012 4:56 pm 
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Hound
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
That sounds like a really good Idea for an update. Grinders gonna grind, and if you lower the chance of finding one in each system, then that's even better and won't break the game.

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 Post subject: Re: BigBeef
PostPosted: Sun 25 Nov, 2012 2:22 am 
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Shortbus

Joined: Sun 25 Nov, 2012 2:18 am
Posts: 1
Error: "Invalid Weapon! HurgeEmitter_Heavy 219490"

Cause: Typo in BigBeef\gameScripts\datablocks\ships\Designs\hugeDesigns.cs

Line: 2426

Old:
externalLink12="HurgeEmitter_Heavy";

Correct:
externalLink12="HugeEmitter_Heavy";


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 Post subject: Re: BigBeef
PostPosted: Thu 13 Dec, 2012 9:10 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Got some bad news for those waiting for a Big Beef update.
I'm required to put ALL modding in the fridge.

This is because my Gaming laptop's Motherboard got fried and therefor is dead. :o
I DO have another laptop, but this one is extremely Underpowered.

So although I will stick around the forums etc.
I will NOT be able to update, edit and (most importantly) TEST my mod. :(

This additional modding downtime will be taking a while, because I have to save my cash to be able to pay for a new Laptop that can replace my now dead one. :cry:

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Thu 13 Dec, 2012 3:49 pm 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Doesn't a personal computer(PC) cost like 1/3 or less of a laptop's cost that has the same specifications??


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 Post subject: Re: BigBeef
PostPosted: Thu 13 Dec, 2012 3:53 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
DestinyAtlantis wrote:
Doesn't a personal computer(PC) cost like 1/3 or less of a laptop's cost that has the same specifications??

Yes, but one of my requirements is that I can MOVE it around.
Also the spot where a Desktop would be placed wouldn't be having a network connection (not even wifi), so I wouldn't be able to use it for the reason I would get it.

Hence a laptop is the only option for me.
(maybe if I would live in my own house it could be different, but that's also not the case)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Thu 27 Dec, 2012 7:23 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
*Scraps throat*

Sooooooon. :twisted:

New Laptop is up and running with most of the important stuff reinstalled and I'm fully able to start modding again.
(in technical sense, time is something else)

So. Besides the Stations update that still awaits us all (me included :P ), are there any Big Beef specific requests/bugs that I should look at too?

About the stations update. I'm currently thinking of creating new beacons for the various tiers of motherships.
This is still an idea and would likely need some time in paint.net etc.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Fri 28 Dec, 2012 9:42 pm 
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Scout
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Joined: Sat 08 Dec, 2012 9:28 am
Posts: 49
Location: Finland
Is there a way to edit the cheat menu at all?

To skip a lot of grinding, I usually like to open the cheat menu to give me tons of data for research points and levels.
But the problem is, it only gives a very little amount of data at once. Right now, I need to basically destroy my mouse by clicking the data cheat button several hundred times before I get the right amount.

Honestly, it would be great to have a way to instantly max out the level cap, otherwise I never use drones, mines, bombs because its always more efficient to go with cannons or fusion beams only.

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 Post subject: Re: BigBeef
PostPosted: Sat 29 Dec, 2012 6:07 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Reactorcore wrote:
Is there a way to edit the cheat menu at all?


Nope/Not yet.
The required cheats.cs.dso is not available in the modding package. :(

Maybe it's possible to get the uncompiled cheats.cs file from the devs. :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigBeef
PostPosted: Sun 30 Dec, 2012 11:07 pm 
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Scout
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Joined: Sat 08 Dec, 2012 9:28 am
Posts: 49
Location: Finland
Aww, I thought the modding pack would allow you to do anything. What does the modding pack actually allow you to do in a nutshell?

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 Post subject: Re: BigBeef
PostPosted: Sat 12 Jan, 2013 11:53 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Can you edit the OP post, because :
- Find a way to increase the total Rez amount per clockworks size increase
- Find a way to increase the total Goon amount per clockworks size increase
in the ToDo List, are already done?
TY.


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