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Re: Aldura Campaign - Part I

Posted: Fri Jan 08, 2010 6:21 pm
by Eggman
Lagomorphia wrote:I played this through yesterday and it was brilliant! Are you planning to fix the floating weapons bug on the carbine on the third map though? I found myself playing that map with the pistol and kept getting killed.

Also, you said to play campaign you needed a shell upgrade to enable it, and recommended the v1.3 patch. Are there any other shell upgrades that do that (and hopefully just that, not turning map names universally orange..)
The carbine icon definitely wasn't floating when I tested this right before the release. Anybody else have that happen?

Re: Aldura Campaign - Part I

Posted: Fri Jan 08, 2010 6:26 pm
by AQT
It seems that he doesn't have the 1.3 patch installed based off his post. That's why the carbine icon is floating for him.

Re: Aldura Campaign - Part I

Posted: Fri Jan 08, 2010 8:42 pm
by Eggman
AQT wrote:It seems that he doesn't have the 1.3 patch installed based off his post. That's why the carbine icon is floating for him.
Ah, that would make sense.

I don't recall seeing any updated shells on their own that you could install, only mods that include updated shells. The reason I recommend the 1.3 patch is that if you download the "lite" version, it's a small file and does relatively little to the game that makes it look or feel any different from the stock game.

Re: Aldura Campaign - Part I

Posted: Sat Jan 09, 2010 6:53 pm
by Captain Fordo
The download link must be broken since I can't download the map :faint:

Re: Aldura Campaign - Part I

Posted: Sat Jan 09, 2010 7:02 pm
by Maveritchell
Eggman wrote:
mswf wrote:Why didn't you use sectors then?
Eggman wrote:that area didn't have any real purpose in the map besides looking cool.
I think that's precisely why you should have left that part in, assuming it was a feasible component to maintain. Little things like that go a long way to making something immersive, and I think it would have been worth the extra MB to the map's size to have that extra little shine.

The campaign was still very well-done.

Re: Aldura Campaign - Part I

Posted: Sun Jan 10, 2010 4:26 am
by Dom380
Everytime I try to play the first map the game crashes. I have 1.3 installed and have played campagins before, also there is no error message it just CTD. Can anyone help?

Re: Aldura Campaign - Part I

Posted: Sun Jan 10, 2010 10:52 am
by terrier39
Dom380, have you checked your BFront2 Log?

Anyway, this is a very good campaign: I especially like the third map: the campaign mode is simply brilliant: Keep up the good work. :thumbs:

Re: Aldura Campaign - Part I

Posted: Sun Jan 10, 2010 4:12 pm
by Darth_Spiderpig
Dom380 wrote:Everytime I try to play the first map the game crashes. I have 1.3 installed and have played campagins before, also there is no error message it just CTD. Can anyone help?
Try turn down your light.

(ingame, duh. :lol: )

Re: Aldura Campaign - Part I

Posted: Sun Jan 10, 2010 8:43 pm
by DarthHamster
The FileFront link was broken for me, but the other one worked. Anyway this is a very good mod, very nice maps and campaign. Keep up the good modding!

Re: Aldura Campaign - Part I

Posted: Mon Jan 11, 2010 12:15 pm
by Dom380
Darth_Spiderpig wrote:
Dom380 wrote:Everytime I try to play the first map the game crashes. I have 1.3 installed and have played campagins before, also there is no error message it just CTD. Can anyone help?
Try turn down your light.

(ingame, duh. :lol: )
I tried that but it still crashed with every setting on low and the lightness was so dark I couldnt really see.

Re: Aldura Campaign - Part I

Posted: Mon Jan 11, 2010 12:48 pm
by Lagomorphia
How can you tell how dark it is in the map if it always CTDS?

Re: Aldura Campaign - Part I

Posted: Mon Jan 11, 2010 3:06 pm
by Dom380
Lagomorphia wrote:How can you tell how dark it is in the map if it always CTDS?
It was dark in the menu -.-

Re: Aldura Campaign - Part I

Posted: Thu Jan 14, 2010 3:41 am
by mswf
Dom380 wrote:
Lagomorphia wrote:How can you tell how dark it is in the map if it always CTDS?
It was dark in the menu -.-
What about this; Not dark, but just black because your pc somehow doesn't load the campaign correctly?

Re: Aldura Campaign - Part I

Posted: Thu Jan 14, 2010 1:05 pm
by DarthD.U.C.K.
What about this: he means the instant action menu? :roll:

Re: Aldura Campaign - Part I

Posted: Thu Jan 14, 2010 3:23 pm
by Lagomorphia
Have you tried reinstalling the patch/game? I once made the mistake with the lite version of using the full version's menu.bat and killed the whole game.

If it's the first map, it's probably dark because it's space. Unless you can see the planet, an Acclamator or you mean the Instant Action menu.

Re: Aldura Campaign - Part I

Posted: Wed Feb 03, 2010 7:51 pm
by Ace_Azzameen_5
Nice job, I like. Good play through, well executed and polished (as far as I saw) series.
However, I think #3 needs to end with an ascent. (Make the LAAT prop a turret, animate it and zoom off when the player hops in. Role victory 5-15 seconds after.)

Re: Aldura Campaign - Part I

Posted: Wed Feb 03, 2010 8:26 pm
by Eggman
Ace_Azzameen_5 wrote:Nice job, I like. Good play through, well executed and polished (as far as I saw) series.
However, I think #3 needs to end with an ascent. (Make the LAAT prop a turret, animate it and zoom off when the player hops in. Role victory 5-15 seconds after.)
I considered it, but didn't follow through. I wanted to make the animation much more complex, but ZE tends to crash for me quite often in animation mode. I've resolved to work through that problem for part two, though, even if I have to reopen ZE thirty times to make a thirty-second animation. :)

Smooth, ain't it?

Posted: Wed Feb 03, 2010 10:39 pm
by Ace_Azzameen_5
Yikes. Well, you could try animate with LUA...
I maxed out the arbitrarily limited number of Key frames and conceived a way to use CreateMatrix and SetEntityMatrix and a 1/60th second timer (for 60 FPS animation) to edit with script. . .
CreateMatrix: http://www.gametoast.com/forums/viewtop ... ix#p377325

*Edit*
I successfully tested it. Video Here.

Code, Spoiler due to Thread Jacking...
Hidden/Spoiler:
[code]
XTranslate = 0.01 -- smoothness factor

CreateTimer("FrameRate")
SetTimerValue("FrameRate", 0.016666666666666667)
StartTimer("FrameRate")

Matrix = GetEntityMatrix("cis_prop_mtt")

OnTimerElapse(
function()
Matrix = CreateMatrix(0, 0, 0, 0, XTranslate, 0, 0, Matrix)
SetEntityMatrix("cis_prop_mtt", Matrix)

SetTimerValue("FrameRate", 0.016666666666666667)
StartTimer("FrameRate")

end,
"FrameRate"
)
[/code]

Adding

XTranslate = XTranslate + XTranslate/60

to the TimerElapse will produce a smooth acceleration, I just sent an MTT into Hyperspace, sideways. This increases speed every second (the timer is 1 second long, and every 1/60th of a second the motion factor is increased by 1/60th of itself), not a mathematically grounded person but that's more than double, but happens smoothly in real time...


Not sure about processor load and stuff like that, but I think its pretty low.
It might be easier to animate smooth corners and the like this way, although you don't have a GUI. But you can perform math on all the coordinates and exponential speed change should be easy!