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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Attention Modders
Burst damage on wounds aren't working for something I tried to convert. I guess I should try converting the whole thing to presetnames and see if that helps.
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Sat Nov 08, 2008 3:06 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Attention Modders
YAY ANTI GRAVITY CHOCOLATE YAY
Warned, stop posting this please.
- Electro
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Sat Nov 08, 2008 3:12 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Attention Modders
whitty wrote: I have a problem. PostPixelGlow is set to 1 (on) yet pixels don't glow. We heard you the first time. Spamming your problem won't get it solved.
- Electro
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Sat Nov 08, 2008 3:30 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Attention Modders
whitty wrote: whitty wrote: I have a problem. PostPixelGlow is set to 1 (on) yet pixels don't glow. Hehe. Data broke what makes whitty, whitty. Glow. Lol. And other than Lua scenes, no scene is broken?
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Sat Nov 08, 2008 3:36 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Attention Modders
Glows broken here as well (Though Sharp-Aim Glow Works) And we saw your post the first time. :/ And shook's variable thing was helpful for converting LoZ to B22. Thanks shook.
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Sat Nov 08, 2008 3:40 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Attention Modders
Also, don't forget that Coalition and Dummys are in seperate .RTE's, so you might need to change anything that is coalition or dummy related. And the Dig command is fixed a little bit, but still isn't completely funtional.
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Sat Nov 08, 2008 3:58 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Attention Modders
Yeah, Dig AI still makes your soldiers dig in whatever direction is the least useful. 'Oh, gold, better not mine that, I'll just mine the empty space behind me!'
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Sat Nov 08, 2008 4:03 am |
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Electroclan
Joined: Sat Jun 30, 2007 4:39 am Posts: 521
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Re: Attention Modders
As if the point of this topic hasn't already been made clear enough, this is about broken mods in B22 and converting them. Includes crashing errors and unplanned behavior.
Please take your miscellaneous discussion about.. whatever.. to the appropriate threads.
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Sat Nov 08, 2008 4:15 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Attention Modders
Hrm... MOPixels with a lifetime = 1 cannot be done anymore...
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Sat Nov 08, 2008 4:20 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Attention Modders
What needs a description to work? What changes (other than descriptions) can NOT be fed into the batch converter? EDIT: Can someone explain to me why the vanilla RTEs load in the scene editor without being called from anywhere in base.rte? It's really got me scratching my head. EDIT^2: Though the program doesn't crash on multiple DataModule entries, it doesn't acknowledge new faction entries either. (Work around for scene editor: loading indexes, hopefully*) *EDIT3: Nope, fail. Can't add custom factions to scene editor at this time.
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Sat Nov 08, 2008 4:48 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Attention Modders
With such a strong modding community present on this game, you'd think they'd try to work the game around mods a little more. Oh well, as long as nothing is permanently screwed up.
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Sat Nov 08, 2008 7:05 am |
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casey
Joined: Wed Dec 27, 2006 10:05 pm Posts: 100
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Re: Attention Modders
@Whitty: glows aren't broken, data just decided to take them out for B22 because they caused alot of lag on higher resolutions, he said he'll put them back in "when he can implement them better"
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Sat Nov 08, 2008 7:07 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Attention Modders
Round particles inherit the angle of their HDFs' aim. While this is great for a lot of things, anything that was depending on having default angles when fired is completely fudged up now.
Last edited by Azukki on Sat Nov 08, 2008 8:47 am, edited 1 time in total.
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Sat Nov 08, 2008 7:45 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Attention Modders
LowestFormOfWit wrote: With such a strong modding community present on this game, you'd think they'd try to work the game around mods a little more. Oh well, as long as nothing is permanently screwed up. Actually, I find this build much more mod-friendly. Notice Data only did a little of his usual engine-overhaul, so 80% of mods still work, and he's added something so all our factions fit right in. The scene editor has always been a bit fiddly, We'll live. Thanks Data!
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Sat Nov 08, 2008 7:49 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Attention Modders
Except now features don't work with the fiddly.
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Sat Nov 08, 2008 7:50 am |
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