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Posted: Sat Oct 13, 2012 7:50 pm
by BaronOfStuff
Hmmm, I can't find anything on that Soviet statue stuff. I'll just edit the actual 'Hand' out of the SHP though, that shouldn't take too long to do.
A doorway from an infantry training facility under a mound of mud and shit!
There are various civ/tech SHP's, but they lack the palette remap colours which would just make them look sloppy ingame as a trained unit. The APA will have to make do with using Buggies as fast scout units. The cameo's text does make their purpose pretty clear anyway; just give them speed and low costs to compensate for terrible armour.
As for having any special infantry, I don't have any SHP's for that. Could recycle the Spy SHP, but it would need a new cameo. Probably better off giving them a cloned/edited Commando SHP (with a new cameo of course, I'll decide on that later though -- probably 'Mercenary'), seeing as the Soviets now have Volkov in new releases to make up for not having Tanya.
Because if anyone's getting the Commando now, it has to be OGE.
Posted: Tue Oct 16, 2012 12:00 am
by tacozmeister
BaronOfStuff wrote: Hmmm, I can't find anything on that Soviet statue stuff. I'll just edit the actual 'Hand' out of the SHP though, that shouldn't take too long to do.
A doorway from an infantry training facility under a mound of mud and shit!
There are various civ/tech SHP's, but they lack the palette remap colours which would just make them look sloppy ingame as a trained unit. The APA will have to make do with using Buggies as fast scout units. The cameo's text does make their purpose pretty clear anyway; just give them speed and low costs to compensate for terrible armour.
As for having any special infantry, I don't have any SHP's for that. Could recycle the Spy SHP, but it would need a new cameo. Probably better off giving them a cloned/edited Commando SHP (with a new cameo of course, I'll decide on that later though -- probably 'Mercenary'), seeing as the Soviets now have Volkov in new releases to make up for not having Tanya.
Because if anyone's getting the Commando now, it has to be OGE.
A shitmound sounds good =D
I think they can do with a buggy. Screwing around with it now.
Do you have any civilian humans or those ones that pop out of destroyed/sold structures that I could use for a "Hostage" SHP for the unarmed scout cannon fodders?
A modified commando SHP for the "Mercenaries" would be cool, and maybe a modified spy for the unique unit would be awesome, too.
Feel free to send in any SHPs you have finished when they're ready so I can experiment, and if you find a solution for the audio files that'd be awesome too =D
Posted: Tue Oct 16, 2012 2:11 pm
by BaronOfStuff
Well here's a cameo for the Mercenary unit.
No unit itself yet though. 400+ frames... aakuhkjabghajkhbsjkn.
Posted: Sat Oct 20, 2012 8:47 pm
by tacozmeister
Right.. Since things are frozen now anyways, I'm going to upload the most recent source code for the mod right now, and whoever can help me by updating the mod to be compatible for Oct. 19 2012 version is awesome.
Please do not use this unless you are updating it because it's basely stable. My work will continue as usual as I'm not actually updating the source as of yet.
Posted: Sat Oct 20, 2012 8:54 pm
by BaronOfStuff
I'm doing fuck all tomorrow (unless it becomes a spontaneous Borderlands 2 day, which it might), so I can piss around updating the YAML defs for most things, along with adding the new UI bits and chrome stuff (flags and all that bollocks). Got them recoloured and everything.
Posted: Sat Oct 20, 2012 9:39 pm
by tacozmeister
BaronOfStuff wrote: I'm doing
fuck all tomorrow (unless it becomes a spontaneous Borderlands 2 day, which it might), so I can piss around updating the YAML defs for most things, along with adding the new UI bits and chrome stuff (flags and all that bollocks). Got them recoloured and everything.
I'm not doing anything either =P I think I'm just gonna get some work done on the unit info yamls... And pray whoever it was said they'd help update the mod, does xD
Posted: Sun Oct 21, 2012 12:38 pm
by BaronOfStuff
Alright, I'm re-working the Chrome stuff, adding OGE, and throwing in a few new units/weapons in new and separate YAML files (units-apa.yaml, units-oge.yaml, etc.). That way we avoid any possible conflicts, and future updates will be a lot easier to manage by just using the newer versions of the RA mod as a base.
Speaking of updates, with all these new units coming in and serving explicit purposes, I think we can remove the added secondary weapons from a lot -- if not all -- of the original units. Currently it all seems a bit mangled, not to mention hearing 9001 HMG's going off during a tank battle is enough to cause the ears to bleed.
Besides which, specialised Flame Tanks are cool. And I don't mean recycling the original TD Flame Tank... although that may eventually worm its way in too, who knows?
Posted: Sun Oct 21, 2012 4:19 pm
by tacozmeister
BaronOfStuff wrote: Alright, I'm re-working the Chrome stuff, adding OGE, and throwing in a few new units/weapons
in new and separate YAML files (units-apa.yaml, units-oge.yaml, etc.). That way we avoid any possible conflicts, and future updates will be a lot easier to manage by just using the newer versions of the RA mod as a base.
Speaking of updates, with all these new units coming in and serving explicit purposes, I think we can remove the added secondary weapons from a lot -- if not all -- of the original units. Currently it all seems a bit mangled, not to mention hearing 9001 HMG's going off during a tank battle is enough to cause the ears to bleed.
Besides which, specialised Flame Tanks are cool. And I don't mean recycling the original TD Flame Tank... although that may eventually worm its way in too, who knows?
The Flame Tank from TD would be cool for OGE. And a ghettoer flame tank would be cool for Russia or even the APA. But no, I don't want to remove the machine guns and stuff from tanks. That's one of my favorite parts of the mod xD So it'll stay. That was the original basis of this mod. If we can find a quieter sound, that'd be cool, too.
Whenever someone has an update for the mod, please post it on this forum with individual changelogs for each file, such as:
Code: Select all
chrome.yaml
- Added APA flag (lines x-y, lines a-b, lines c-d)
/bits/
- Added SSM launcher (ssml.shp) (ssmlicon.shp)
- Added APA Buggy (bggy.shp) (bggyicon.shp)
Thank you (: That will help get things sorted out for when I compile them.
Posted: Sat Oct 27, 2012 3:35 am
by tacozmeister
Anyone making any progress on updating the mod for me? If not, I'll start doing it myself tomorrow. If so, I'd much appreciate it if you'd post an ETA! Thank you.
Posted: Sun Oct 28, 2012 12:29 pm
by BaronOfStuff
I'm on-and-off doing the chrome stuff, and adding the new unit defs. Might be a while, but that's the downside of outsourcing work!

Posted: Tue Oct 30, 2012 11:49 pm
by tacozmeister
Alright! I guess I'll be doing the updating. I'll start tomorrow night--kinda busy tonight, and Halloween is going to be quiet for me (foreveralone) so I'll just get some work done.
But yeah, outsourcing. .__. imagine if I paid Chinese to do this, how bad it'd be ;]
Posted: Sat Nov 17, 2012 10:12 pm
by tacozmeister
Thought I'd post a little update here. Little progress has been made, I haven't had time recently, annnnnnnnnnnd my computer's essentially shot himself. xD If anyone would like to update this for me sooner than my version comes out, I'd greatly appreciate it!
Posted: Mon Nov 19, 2012 12:38 pm
by LEGO
Thanks for your work. But I downloaded your mod, unzipped it into \OpenRA\mods folder, but it always crush while loading

Posted: Mon Nov 19, 2012 1:29 pm
by BaronOfStuff
tacozmeister wrote:
Thought I'd post a little update here. Little progress has been made, I haven't had time recently, annnnnnnnnnnd my computer's essentially shot himself. xD If anyone would like to update this for me sooner than
my version comes out, I'd greatly appreciate it!
I know how that feels. I'll stop being lazy and shit and quit my pre-occupation with Doom mapping for a while (long live the 90's!), and get more of this stuff done. I restarted Chrome layouts (reskins) and voices from scratch, and they are practically over with (although I'm considering bringing in the TD voices for Group Echo), now it's just a case of creating/sequencing a few new units/structures for the current version (1104).
LEGO wrote: Thanks for your work. But I downloaded your mod, unzipped it into \OpenRA\mods folder, but it always crush while loading

Currently the mod requires a vastly outdated version of the engine. In all honesty, you're better off waiting for a newer mod release that's up-to-date with current engine features.
Edit:
RATS' COCKS.
While fucking around editing/adding flags for the new factions, it turns out that checkboxes are now filled in with a bag fat fucking white square, instead of a reasonably tidy 'tick'. This applies also to Up/Down buttons. Hardly game-breaking, but somewhat irritating and untidy looking. I'll sort this out by splitting the flag/button PNG. Good news though:
As you can see, the in-game UI is perfectly fine. Being the sort of idiot who likes to make things complicated though, I'm experimenting with making Submarines/Ships and Aeroplanes/Helicopters on separate tabs. Why?
Because... uh... I don't know. Because some time later, factions may be able to build both types of unit. Maybe it will stop the infuriating and nonsensical deployment of MiG bombers on Helipads. And it makes no sense to have Cruisers deploy from Sub Pens. But whatever, this is all future stuff. Only 20 minutes into the future perhaps, but the future nonetheless!
Posted: Mon Nov 19, 2012 2:57 pm
by LEGO
BaronOfStuff wrote: tacozmeister wrote:
Currently the mod requires a vastly outdated version of the engine. In all honesty, you're better off waiting for a newer mod release that's up-to-date with current engine features.
I See. Thx.