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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Sun 09 Sep, 2012 12:45 am 
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Colt
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Joined: Tue 24 May, 2011 5:27 am
Posts: 356
Progress on the mod hasnt stopped, and i would encourage Evil and Fly to be a little more positive in their postings.

Telling newcomers to "dont bother" , especially towards positive comments, is rather counter-intuitive is it not? If you want to help promote a healthy work environment, positive and constructive endeavors is the best way of doing it.

Also, stating that "nobody is working on the mod anymore" , when there are 2 specific posts dating Aug 17 by me and Aug 24 by Death, explaining the work progress of the mod, just breeds misinformation. Unless otherwise stated by Death and/or myself , the mod continues on its merry way, but at a much slower pace because of Death having family time abroad.

As much as i can understand and sympathize with people's all too eager ability to feel abandoned if someone doesnt say anything for as short as a week, in development of a project, even a month can be a very small timescale. The devs of SPAZ themselves often go weeks or longer without an actual game update, and yet they always return with something for you to download. This is true even for just communication, where it seems like they dropped off the face of the earth.

Ive had my fair share of mod makers and colleagues just disappear randomly in past games, returning 6+ months later with a "irl happened" story and saying they would start working on the project again, to either disappear yet again or discontinue it. And while i cannot promise that this mod will continue on forever, or even the next several months, regardless of when more tools come out, new ideas emerge, more players grow interested in it, etc. we will show at least some gratitude and respect for the people of these forums and let them know if the mod is going to move forward or not.

Slow periods in development suck, i know, and it becomes very uninteresting and boring during those times. But as it was said earlier, for now, "I guess people are just fine playing and enjoying the game now.", is pretty much where we are at right now. Everything other than the tooltip description changes has had its foundation laid out and bugs squashed (99% sure) . There are no real impending changes to the mod that need addressing right now other than the descriptions. So for all intent and purpose the mod is in working order.

Phase 2 of the mod progress will start pouring out when Death comes back around from vacation, unless he decides he wants to join the Canucks, or a group of moose kidnap him.

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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Sun 09 Sep, 2012 1:06 am 
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Ranger
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Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
I'm a total pessimist, so dont tell me to be more positive. It wont change anything.
Oh, and, would you like me to point out your grammatical mistakes in your wall of text?

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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Sun 09 Sep, 2012 2:06 am 
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Shortbus

Joined: Thu 06 Sep, 2012 9:47 am
Posts: 3
Srsly. I understand the impatience (I have ADHD, I'm impatient about everything), but this mod and it's component mods were made on someone else's free time. They don't owe you or anyone here anything. I've seen mods go under when the developer just up and left, but I've also seen modders continue to work on a mod well after most people have moved on from the game.

Get to it when you get to it Death ^^


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Sun 09 Sep, 2012 3:26 am 
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Hound
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D'oh, I wasn't telling people to stop being nice, it's just that I've seen myself doing that while joining most other forums, and interpreted as a sign of my own Awkwardness of posting on the forum for the first time. Now, it's my nature to measure other people by my standard and then hate myself for it later, so I'll just apologize now and be on my way.

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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Fri 14 Sep, 2012 6:29 pm 
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Shortbus

Joined: Thu 13 Sep, 2012 9:09 pm
Posts: 3
Hi all! I'm loving this mod, it's probably my favourite available at the moment. Huge thanks both to the original modders and the mad bastard who decided to mash the two together :D

Coupla bug reports to throw at you, not sure if these are SPAZ bugs or mod bugs, but I've not run into them in the vanilla game. Here are the two fatal errors I've had over the last couple of days from the console.log file:

Fatal-ISV: (..\..\source\T2D\t2dUtility.cc @ 184) Invalid Weapon! HugeCannon_ION 657619

Fatal-ISV: (..\..\source\T2D\t2dUtility.cc @ 184) Invalid Weapon! MediumEmitter_massDriver 1166733

Both of these have prompted an error box and an immediate CTD.

Cheers guys :)


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Fri 14 Sep, 2012 7:00 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Tharrick wrote:
Coupla bug reports to throw at you, not sure if these are SPAZ bugs or mod bugs, but I've not run into them in the vanilla game. Here are the two fatal errors I've had over the last couple of days from the console.log file:
Invalid Weapon! HugeCannon_ION 657619
Invalid Weapon! MediumEmitter_massDriver 1166733

Cheers guys :)


Those are (classic) modding bugs.
Basically the modder tried to apply a beam damage type to a cannon and a cannon damage type to a beam weapon.

Could have been fixed already, but won't be difficult to be fixed by the modder if it hasn't.
Last time I checked my own mod (which is part of this multimod) there were no bugs of this kind in it, so it's most likely to be found in deathkawa's work.

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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: BigFightforBeef (multimod)
PostPosted: Fri 14 Sep, 2012 7:22 pm 
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Shortbus

Joined: Thu 13 Sep, 2012 9:09 pm
Posts: 3
Fair enough! Thanks for the quick reply :)


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Wed 19 Sep, 2012 8:18 pm 
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Grasshopper
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Joined: Wed 11 May, 2011 10:43 pm
Posts: 59
I don't know which of the mods it is, but it breaks some of the mercenary challanges. I'm guessing it's the change in damage resistances.
I was trying to do a challange against a Helix bomber with a good shield and two Darts, while flying a Mule with small missiles and beams.

First, the bomber could always launch two bombs, which I'm pretty sure he didn't before. The thermal bombs just ripped through my shields. If I already had my shields down, I'd sometimes even get one-shotted by a single bomb. My rockets in return did almost no damage to his shields, I couldn't even take them down. Going in with the beams in addition did allow me to take down his shields, but using the beams on the shield meant I had no way of destroying his bombs and he would just destroy me with those in one or two volleys.

I'm guessing mercenary challanges will have to be adjusted across the board.


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Thu 20 Sep, 2012 2:33 am 
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Grasshopper
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Joined: Wed 11 May, 2011 10:43 pm
Posts: 59
I wish to change some of the item prices (mostly IDF ships), how do I do that? I'm completely and entirely unexperienced in modding.


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Thu 20 Sep, 2012 9:45 am 
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Grasshopper
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Posts: 59
I never said I wanted to lower them, did I? :D

I've already played through it with these prices, I want to play with higher and lower prices, one for extreme challenge, kinda like permadeath and the other one for complete and utter carnage.


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Thu 20 Sep, 2012 12:48 pm 
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Grasshopper
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Joined: Wed 11 May, 2011 10:43 pm
Posts: 59
Yeah, something like that would certainly be nice.

I realize that the prices of some of these ships can't be increased, but the tiny and small ones for example could. Flying the tiny in a big battle is really fun and exciting, but it doesn't really feel urgent to keep surviving and dodge like a master. If the prices were two or three times higher, I could really feel that need to survive no matter what.

On the other side, lowering all prices across the board would allow me to just go crazy and have some fun with braindead annihilation. Isn't anything special on the long run, but it can be refreshing. Especially after loosing all 6 IDF ships three times in a row with an hour of a grind in between.

Now, how and where do I adjust the prices?


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Thu 20 Sep, 2012 4:28 pm 
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Hound
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I'd actually suggested adding a "Shadow Cargo hold" where we'd store the rez that we get back from sending a ship to refit. It'd be infinitely large, allowing existing ships to be upgraded again and again as long as there is enough rez available...

and on exiting a level the shadow Cargo hold is emptied into the Mothership's hold, so if it overflows THEN then that's your own fault.

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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Thu 20 Sep, 2012 5:49 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
PaterFrog wrote:
Now, how and where do I adjust the prices?


Go to \space pirates and zombies\mods\"modname"\gameScripts\datablocks\ships\Hulls\"size"Hulls.cs
Where "modname" is the name of the mod and "size" is well the sizegroup you want to edit.

In there. Locate the ship you want to change the pricetag of.
And then Change the value of RUcost to whatever you please.

_________________
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: BigFightforBeef (multimod)
PostPosted: Thu 20 Sep, 2012 9:01 pm 
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Grasshopper
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Joined: Wed 11 May, 2011 10:43 pm
Posts: 59
Thanks. Now i just gotta figure out how to open these *.cs files.


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Thu 20 Sep, 2012 10:02 pm 
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Ranger
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Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
.cs is opened by notepad or wordpad(?).

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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Fri 21 Sep, 2012 2:12 am 
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Grasshopper
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Joined: Wed 11 May, 2011 10:43 pm
Posts: 59
Oh okay, thanks. Strange that it didn't want to let me do so. Oo


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Fri 21 Sep, 2012 7:33 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
PaterFrog wrote:
Thanks. Now i just gotta figure out how to open these *.cs files.


I would advise you to use notepad++.

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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: BigFightforBeef (multimod)
PostPosted: Tue 02 Oct, 2012 2:12 am 
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Shortbus
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Joined: Tue 02 Oct, 2012 2:08 am
Posts: 1
Great work putting together these two great mods. I registered just to say this, and I can't wait for future updates.


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Wed 24 Oct, 2012 1:35 am 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
I'm willing to bet that most people thought i disappeared, or abandoned the project. And this is not the
case. I have temporarily put it off for a long amount of time...if that's considered abandonment. However,
school had started again, so i found myself out of time to work on the mod. Especially with my programming teacher,
giving me boring passionless assignments >:( However the custom weapon I have been talking about is mostly done,
perhaps ill put up some previews soon. Also the lore will be updated with my own as to meet Warstalker's compromise.

If i ever abandon the project, i will publicly announce it and most likely give the mod to someone else to continue
development.

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The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

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"Damn it, my house is..."

*Another Giant Explosion*

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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Tue 30 Oct, 2012 10:19 am 
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Scout

Joined: Tue 10 May, 2011 1:45 am
Posts: 37
How about asking your teacher if the work you make on the mods could work for him? Some teachers allow bypass like that instead of the old boring stuff. Depends what they are teaching in those class tho.

I remember my english teacher ( im french ), i had a deal with him, as long i had over 90% in my exam he would leave me do anything i want in class as long i would not disturb other student, heck i didnt work at all the whole year in class, i kept reading books, they were english book tho. My final exam gave me a 92% for a 96% at the end of the year.

Maybe you could work something out with him if he is open enough :D


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Sat 03 Nov, 2012 4:28 pm 
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Shortbus

Joined: Fri 01 Jul, 2011 6:55 am
Posts: 2
ok think im going crazy but i think this mod has bugged...life?

three times in a row when i escorted the carrier to this prison in chap 3 the power failed in my neighborhood for a couple minutes? o.O

should i direct the power company to you? XD


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Sun 18 Nov, 2012 8:41 pm 
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Shortbus

Joined: Sun 18 Nov, 2012 8:34 pm
Posts: 2
hey, i really like this multimod, but i have the same probleme as the guy who postet some time ago. at my level i fight more and more huge ships and sometimes i get a CTD cause of this 2 problems:
Invalid Weapon! HugeCannon_ION 657619
Invalid Weapon! MediumEmitter_massDriver 1166733
can this be solved by myself or do i have to wait till someone of these mods fix it?


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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Sun 18 Nov, 2012 8:48 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
KaTzE06 wrote:
Invalid Weapon! HugeCannon_ION 657619
Invalid Weapon! MediumEmitter_massDriver 1166733
can this be solved by myself or do i have to wait till someone of these mods fix it?


These can be fixed by yourself.
Just head into \gameScripts\datablocks\ships\Designs and open up the .cs files with notepad++
(I think you need to check the HugeDesigns.cs file)
Search for all instances of HugeCannon_ION and replace them with HugeEmitter_ION.
Search for all instances of MediumEmitter_massDriver and replace them with MediumCannon_massDriver.

Hope this will help you. :)

_________________
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: BigFightforBeef (multimod)
PostPosted: Tue 20 Nov, 2012 12:41 am 
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Colt
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Joined: Tue 24 May, 2011 5:27 am
Posts: 356
GTX2GvO wrote:
KaTzE06 wrote:
Invalid Weapon! HugeCannon_ION 657619
Invalid Weapon! MediumEmitter_massDriver 1166733
can this be solved by myself or do i have to wait till someone of these mods fix it?


These can be fixed by yourself.
Just head into \gameScripts\datablocks\ships\Designs and open up the .cs files with notepad++
(I think you need to check the HugeDesigns.cs file)
Search for all instances of HugeCannon_ION and replace them with HugeEmitter_ION.
Search for all instances of MediumEmitter_massDriver and replace them with MediumCannon_massDriver.

Hope this will help you. :)



The MediumEmitter_massDriver is under the "datablock ShipDesignDatablock(PounderShip_Advanced_C : PounderShip_Advanced)" section in the mediumDesigns file.

The HugeCannon_ION, I couldnt remember where the error was from because I did the huge hulls update and had already fixed it a while back.
If you use my updated Huge Hulls files a page or 2 back, you shouldnt get that error, as well as the new Huge Hulls that GTX made a while back to boot.


Besides that, it takes about 30 sec or so to fix these errors yourself when/if you find them. You just have to open up your ___Designs.cs files in notepad, notepad++, word, etc. and ctrl+F to open the search field. Type in the ship part in quotations and without the numbers at the end : IE : "HugeCannon_ION" . Change it to the correct form of weapon, either changing the Cannon to Emitter or vise verse. As also per stated by GTX.

If you cant find the ___Designs.cs file on your own in the mod folder, use the search feature of your os, its a lot quicker.

And always make sure to delete the old .cs.dso version of the file you edit, or use the script file at the beginning of the mod folder to clean up your files, otherwise the changes you make wont stick and youll still get errors.

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 Post subject: Re: BigFightforBeef (multimod)
PostPosted: Tue 20 Nov, 2012 6:47 pm 
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Shortbus

Joined: Sun 18 Nov, 2012 8:34 pm
Posts: 2
wow thx you 2 for the fast answer, if i user your huge hulls update do i have to make a new game or can i just go on with my latest savegame?


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