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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Most of my updates are already done - if youve downloaded the latest update then play the game and have a look at the Federations' new buildings... Most of my updates are for the other empires though, and as they arent playable yet you wont notice this difference! There are a few more things buildings-wise that ive just realised I need to do though - half the minor races CANT build shipyards for instance. Ill sort those out whilst I add in the 125 minor race ships. Ill also start dreaming up some nice new building descriptions...
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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23 Nov 2007, 21:22 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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One thing more, all minor worlds are inhabited by "humans".
_________________ Carpe Diem
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23 Nov 2007, 21:50 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Are they? I'll check that out. It may be a programming thing or it may be due to the new editor. Mike did say the construction costs had reset to 0. I'll have a look and update as necessary.
*Edit - yes they are all set to Humans in the editor. I'll post an update once i've changed that. It'll take me longer than with the old editor as you now have to wait for individual objects (Races, buildings, ships, etc) to load.
*Edit the second - the problem doesn't affect ALL of the minor races. A few of them are already set correctly. Strange. Anyways, I've found the entries I need to change in the file itself, so I'll do it that way for speed.
*Edit the third - hmm...this is wierd. I've finished editing the file but it's made no difference to the editor. All the races are human. I've told Mike about the problem on MSN and he's having a look at it. It seems to be an actual bug.
*Edit the fourth - Mike has traced the issue and fixed it. It will be part of the next update.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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23 Nov 2007, 21:55 |
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Langley
Crewman
Joined: 14 Apr 2006, 01:00 Posts: 7 Location: UK
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Is this right!
Colony ship needs 20971520 raw Materials to build? Construction Ship needs 31457280 raw Materials to build? I hope this is an error!
MJT
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24 Nov 2007, 13:15 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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that's the long game version
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24 Nov 2007, 14:11 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Earth seams to have a dark dull blue ocean in the solar system view. Some 2D guy may be able to give the texture a more Caribbean blue color. Is the fog of war covering up the other stars on the galaxy map? Did someone already say this?
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24 Nov 2007, 14:26 |
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Langley
Crewman
Joined: 14 Apr 2006, 01:00 Posts: 7 Location: UK
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Ship maintenance remains the same for a ship during its lifetime but surely this should increase as the ship gets older. May I suggest for every 10 turns by 5% and after 100 turns the cost goes up by 10%. What do you all think of this idea!
You could aslo introduce ship refits which would aloud weapon, shield and sensor upgrades to a ship Class but at a high cost in credit terms. The Maintenance cost would then restart anew!
These are only ideas I would like to see what other People think!
MJT
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24 Nov 2007, 15:41 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Langley, here are the Hopefully fized resources for the ships, (Only Feds and Cards were wrong i believe) http://rapidshare.com/files/71961518/BO ... s.rar.htmlShould be able to just copy over the folders in 'resources' of game folder, make backups just incase though. MOE, are the ship images OK? for you now. Regards Wolfe
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24 Nov 2007, 16:20 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I'm still checking the images, Wolfe, but I've managed to manually clean up a few minor issues with the buildings images. Thanks to your files, i've also noticed a new issue with the ships - there are a few too many colony ships in the fleets - such as the Galaxy class Colony ship. Once my own updates/fixes are complete, i'm going to send the files directly to Mike rather than posting them for people to download. I've noticed that everyone's files are starting to differ and that's going to be a real problem in the future if we start working on different file versions. Life will be a lot easier if we're all working with the same thing, ie the files that Mike has.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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24 Nov 2007, 18:07 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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I noticed the colonyship problem aswell, managed to correct as many of the cardassian and fed ones as i could, there was a previous error of some kind before where lcicking on the ship or moving on to another set the shiptype to colony or maybe when a new one was created, i don't quite remember.
Still i don't think it effected to many ships and prb only Card and Feds.
Regards Wolfe
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24 Nov 2007, 19:33 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Yeah, the issue was Cardassian and Federation-specific. Like I said, i've sorted it out now and it actually saved, so it wasn't related to the Human-inhabited minor race homeworlds bug. Mike has fixed that issue now, and it will be part of the next update. The bug was caused because the editor wasn't saving specific sets of information for some reason.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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24 Nov 2007, 19:50 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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Kenneth_of_Borg wrote: Earth seams to have a dark dull blue ocean in the solar system view. Some 2D guy may be able to give the texture a more Caribbean blue color. Is the fog of war covering up the other stars on the galaxy map? Did someone already say this? easy thing. the irfanview shift-i automatic contrast and brightness adjust thing usually give a dull blue a lighter blue look. just try and save the file. should work instantly without any further ado.
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24 Nov 2007, 20:14 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I fixed a few issues with the editor, and I made a bunch of minor API changes to hopefully fix globalization issues. Oh, and I implemented your damned minor race fleet icons . Other than that, I've been continuing with the preliminary AI planning. I'll post an update tomorrow, I haven't slept since Thursday.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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25 Nov 2007, 09:06 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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now would be a good time wouldn't it
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25 Nov 2007, 09:15 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Then, good night
_________________ Carpe Diem
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25 Nov 2007, 09:36 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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bloody hell what kept you up ? good ol' caffeine? I stayed up the whole night too, modelling It's tougher than I thought, I would say there's either a technique to learn, or it's tougher than programming...
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25 Nov 2007, 11:07 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I was up til about 3am this morning talking to Nemitor about Allegiance. Does anyone think we're all getting a little too addicted to this project? Mike, if you've spent that long awake, you might NOT want to read the PM I just sent you. I just asked for four new building options in the editor... We've got minor race fleet icons!
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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25 Nov 2007, 12:19 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Hehe yeah, really addicted well I've just finished the model, just under 2k polys and looks way better than the one before. I like re-texturing stuff much more than making a model.
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25 Nov 2007, 12:43 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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hm, my first guess in learning how to do modelling efficiently would be to personally ask a guy who just proved to have done this in the past, i.e. some good artists on scifi mesh boards. problem is, if they gonna tell you stuff. at least you should know some basics and posted some of your own creation there. of course only if you want to do that really seriously . For the occasional mesh I doubt much of their more sophisticated techniques are actually needed..
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25 Nov 2007, 13:00 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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You've already posted a screenie here, Strings, so I think the people over on scifi-meshes.com and trekmeshes.ch would definitely welcome you and give tips. The people on trekmeshes seem to be a bit more...vigorous in criticizing any issues with your models/images, but they will also offer ideas on how to solve them at the same time. Scifi-meshes has a MUCH bigger community, however, and tons of tutorials on a wide range of image and modelling programs.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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25 Nov 2007, 13:09 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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But I didn't make that model, I only dressed it up pretty and took a picture I'll probably read a couple of basic tutorials before I try modelling anything next time.
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25 Nov 2007, 13:45 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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If work on the combat engine was to the point where we knew what file type to build in it would save time. There are is a lot of model work to go. Knowing the file type, even the axis of orientation, would save time over hundreds of models.
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25 Nov 2007, 14:22 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Strings wrote: bloody hell what kept you up ? good ol' caffeine? I stayed up the whole night too, modelling It's tougher than I thought, I would say there's either a technique to learn, or it's tougher than programming... Good old-fashioned motivation. And Adderall. Yeah, mostly the Adderall.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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25 Nov 2007, 17:48 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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New release with some bugfixes to both the game and the editor. Combat no longer make the game go haywire.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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25 Nov 2007, 19:47 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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woah. 80mb! good progress there, mike, moe and wolfe! (take even more adderall )
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25 Nov 2007, 19:55 |
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SeaBee-T
Cadet
Joined: 17 Oct 2007, 01:00 Posts: 57 Location: Atlanta, GA
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lol. Anyways, I ran a copy of the 11-25 and got this error. I guess it has something to do with my colony ship colonizing a system:
Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at System.Collections.Generic.List`1.Enumerator.MoveNext() at System.Linq.Enumerable.<WhereIterator>d__0`1.MoveNext() at Supremacy.Collections.IndexedCollectionExtention.<Where>d__32`1.MoveNext() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyCore\Collections\IndexedCollection.cs:line 799 at System.Linq.Enumerable.<OfTypeIterator>d__a9`1.MoveNext() at Supremacy.Game.GameEngine.DoPreTurnOperations() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyCore\Game\GameEngine.cs:line 233 at Supremacy.Game.GameEngine.DoTurn(GameContext game) in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyCore\Game\GameEngine.cs:line 147 at Supremacy.WCF.SupremacyService.ProcessTurn() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyService\SupremacyService.cs:line 898 at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()
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_________________ Alhu na shiar!
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25 Nov 2007, 20:38 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Malvoisin wrote: woah. 80mb! good progress there, mike, moe and wolfe! (take even more adderall ) Yep, but it's packaged correctly this time--last time I accidentally added a bunch of images as embedded resources, so SupremacyClient.exe was like 20mb instead of 1mb . @SeaBee: ooh, that's a nice bug... thanks, I'll get that fixed.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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25 Nov 2007, 21:14 |
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SeaBee-T
Cadet
Joined: 17 Oct 2007, 01:00 Posts: 57 Location: Atlanta, GA
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Haha. I didn't know there were such things as a "nice bug". Anyway, I'm glad to help. Anything to help the game's progress. I love this game. Seriously! Can't wait for it to be done.
_________________ Alhu na shiar!
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25 Nov 2007, 22:10 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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SeaBee-T wrote: Haha. I didn't know there were such things as a "nice bug". Anyway, I'm glad to help. Anything to help the game's progress. I love this game. Seriously! Can't wait for it to be done. A nice bug is a bug that I can diagnose and figure out a remedy just by looking at the error message . Here's a patch to fix the bug you found, and to also fix the bug that I just found in which using the arrows to move between colonies crashes the game. I'll update the full download as well.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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25 Nov 2007, 22:38 |
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SeaBee-T
Cadet
Joined: 17 Oct 2007, 01:00 Posts: 57 Location: Atlanta, GA
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Ah. Thanks for the patch and for enlightening me.
_________________ Alhu na shiar!
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25 Nov 2007, 23:29 |
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