Topic: The Forge - Info and Feedback  (Read 115004 times)

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Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #360 on: December 13, 2005, 08:15:46 am »
Anybody, what do I need to d/l to get on The Forge?

I have the itchy need to kill something. ;D


OP+4: http://klingon.stasis.ca/OP_plusrefit/

and

The Forge Scripts pack: http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe

...as indicated in the campaign description on the webmap: http://www.dynaverse.net/webmap_op_sql/  ;)

Happy killing!  ;D

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #361 on: December 13, 2005, 09:31:40 am »
Re: Keeping AI defenders in place, yes, I believe this is possible. I am at this very moment working on compiling a stock script under Visual C++ 2005 Express Edition so that the tools to script missions will be free. The scripting API requires quite a few changes to compile under VC++8, I'm working on it, with luck you'll soon be able to create mission scripts with free compiler tools.

OMG, I just realized why you said FREE.

I'm doing some research for work and I just found out that on Nov 7 they released the Express Edition of Studio for FREE!  When I first saw information on the Express Edition of the tools they were priced at a very reduced rate, I didn't realize they started this promotion also!

Well, Bonk, just let me know how that is comming along to get scripting going under Visual C++ Express.

When I made the Mod Chooser I wrote the code using a debugger that could not compile to an exe.  This tool was free.  I would email the source to aonther person and have THEM compile it after I was sure I did everything right.  Heh, now I can cut out the middle man!

I'm only a hobbiest programmer, so I never spent all the money buying the full thing.  I'm happy now...  ;D ;D  :singing:

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #362 on: December 13, 2005, 09:49:05 am »
Yes the new MSVC++ compiler is much improved and free.  :)

However it looks like the scrpting API lib files would need to be updated as well, which would require the client source.  :(  I got all the API source files updated to compile under VC8 and updated a test stock script but the linker gave a bunch of errors when it came time to link ScriptInterfaceR.lib. Oh well, it was worth a try.

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #363 on: December 13, 2005, 09:55:24 am »
Hmm, where can I get some script code to play with?

EDIT

This might be a total newbie question but:

Can not VC run code in a legacy mode? 

I mean, its a presumption to think that everone one should just update all thier files for VC 8.

Offline Riskyllama

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Re: The Forge - Info and Feedback
« Reply #364 on: December 13, 2005, 11:30:59 am »
You mean like this page's http://www3.telus.net/NuclearWessels/sfc/   ?
Everything is sweetened by risk. ~Alexander Smith

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #365 on: December 13, 2005, 11:46:05 am »
Exactly, thanks Ruskah.

EDIT:

Okay.  Those links are bad. Appearently the domain hosting those downloads is OFFLINE.

So :P Risky.

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #366 on: December 13, 2005, 12:00:54 pm »
Hmm, where can I get some script code to play with?

EDIT

This might be a total newbie question but:

Can not VC run code in a legacy mode? 

I mean, its a presumption to think that everone one should just update all thier files for VC 8.



VC8 is an improvement because it generally complies with C++ standards now. Code compiled with it should be updated to be compliant as well.  (old library files for which you do not have the source, you really cannot do anything about)

Scripting resources:

http://www.khoromag.org/taldren/scripting_api/SFCOP_API_R2.zip
http://www.khoromag.org/taldren/scripting_api/MagnumScript.zip
http://klingon.stasis.ca/sources_and_utils/

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #367 on: December 13, 2005, 12:21:35 pm »
Thanks,

I'll look at this.  To bad I won't be able to compile any of it...

Offline Riskyllama

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Re: The Forge - Info and Feedback
« Reply #368 on: December 13, 2005, 01:41:52 pm »
the tutorial has a bit of the actual code though, so thats why i posted it
Everything is sweetened by risk. ~Alexander Smith

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #369 on: December 13, 2005, 02:10:54 pm »
OHHHH, didn't even notice that!

Thanks!

Offline KBFLordKrueg

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Re: The Forge - Info and Feedback
« Reply #370 on: December 13, 2005, 05:51:31 pm »
Meant to post this from last night...
Had 3 "Courier Duty" patrols in a row CTD on mission start. Each time it left a Mirak CL icon in the hex.
I've run dozens of those same missions with no problem in other areas of the map.
Methinks there may be a bad Mirak CL model...?
Lord Krueg
KBF CO
We are the Dead

Offline Braxton_RIP

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Re: The Forge - Info and Feedback
« Reply #371 on: December 13, 2005, 06:32:43 pm »
Meant to post this from last night...
Had 3 "Courier Duty" patrols in a row CTD on mission start. Each time it left a Mirak CL icon in the hex.
I've run dozens of those same missions with no problem in other areas of the map.
Methinks there may be a bad Mirak CL model...?

I have been playing as mirak for the past two days and haven't had any crash issues.  I have run some C.D.P.s too... Can't really say though without knowing which Mirak ship... I have only flown two or three.
Braxton,
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Typical Fleet:
F-DNL, F-CB, F-CLC
Braxton's Fleet:
F-CVTCR, F-BTR, F-BTL+

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #372 on: December 13, 2005, 07:14:20 pm »
Meant to post this from last night...
Had 3 "Courier Duty" patrols in a row CTD on mission start. Each time it left a Mirak CL icon in the hex.
I've run dozens of those same missions with no problem in other areas of the map.
Methinks there may be a bad Mirak CL model...?


Is your OP+4 install clean?
Do you have the models tester scripts?


Standard version, 1 race at a time:
http://klingon.stasis.ca/sources_and_utils/models_testers/Ski_test_models.scr

Complete test version, all models tested in a single run:
http://klingon.stasis.ca/sources_and_utils/models_testers/Ski_test_all_models.scr

Test all bases' models, all in a single run:
http://klingon.stasis.ca/sources_and_utils/models_testers/Ski_test_bases_models.scr

Offline KBFLordKrueg

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Re: The Forge - Info and Feedback
« Reply #373 on: December 13, 2005, 10:03:55 pm »
Yes... ;D
and, no...don't have the model tester thing...
I'll get it and check.  ;)
TY, sir.
Lord Krueg
KBF CO
We are the Dead

Offline Riskyllama

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Re: The Forge - Info and Feedback
« Reply #374 on: December 14, 2005, 04:47:55 am »
joint ops crashed a couple of times on us, and Planet Assult doesnt take 3 allied pilots, Planetary Assult does.
thx for whatever you do
Everything is sweetened by risk. ~Alexander Smith

Offline KAT Chuut-Ritt

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Re: The Forge - Info and Feedback
« Reply #375 on: December 14, 2005, 05:17:24 am »
Had a bug occur several times last night, seems that everytime I got drafted by Risky my ship would mysteriously explode......

Hand of Bethke I can live with but can you fix that ISC power curb bug, the PPD and Plasma armed ship bug, and most imporantly the opponent not dumb enough to get tractored so medium drones can blow him upo bug?  Thanks in advance Bonk  ;)

Well done Risky, you bastage!!!!!   ;D

Offline KBF MalaK

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Re: The Forge - Info and Feedback
« Reply #376 on: December 14, 2005, 10:05:41 am »
Had a bug occur several times last night, seems that everytime I got drafted by Risky my ship would mysteriously explode......

Hand of Bethke I can live with but can you fix that ISC power curb bug, the PPD and Plasma armed ship bug, and most imporantly the opponent not dumb enough to get tractored so medium drones can blow him upo bug?  Thanks in advance Bonk  ;)

Well done Risky, you bastage!!!!!   ;D

Not quite every time, but even in the loss we still got the victory according to the server.

Battle location: 24,8
Battle Participants:
Host: KATCR Victory level: Defeat
Regular prestige: 0 Bonus prestige: 0
KBF-MalaK Victory level: Victory
Regular prestige: 250 Bonus prestige: 0
a20risky Victory level: Victory
Regular prestige: 250 Bonus prestige: 0
Empire Defence value shift: 1-->2
Cartel Defence value shift: 10-->10
Battle finished at: 2005-12-14 00:22:19

Just outta curiousity, how come your missles travel faster than mine ?? I thought all mid era missles travel at the same speed.
« Last Edit: December 14, 2005, 10:23:32 am by KBF-K' MalaK »
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Offline Riskyllama

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Re: The Forge - Info and Feedback
« Reply #377 on: December 14, 2005, 06:00:48 pm »
Had a bug occur several times last night, seems that everytime I got drafted by Risky my ship would mysteriously explode......

i don't see why you're complaining..you were getting the shifts even when you abandoned ship...

That game with Malak though was just weird...I saw him limp off, He saw himself get droned, I think you saw him blow up...
Your drones flew straight through an armed tbomb from my perspective...(yes, F1 view)
Ah well I wont be able to stop you tonight...Needed a doughnut break before exams.
Everything is sweetened by risk. ~Alexander Smith

Offline KAT Chuut-Ritt

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Re: The Forge - Info and Feedback
« Reply #378 on: December 15, 2005, 12:40:43 am »
Wasn't complaing you dolt! was attempting to be funny while complimenting you :P

As for my drones going faster, trust me they weren't, but when you headed towards mine and I headed away from yours my drones closed faster despite traveling at the same speed  ;)

And I didn't see Malak blow up, after I had crippled him and gotten seperation from you saw him sitting almost dead in space and put a wave of drones into his ship but they didn't detonate.

As for the DV shifts I think that depended on the mission, the newer ones likely record properly, but some of the older ones might not.


Offline KAT Chuut-Ritt

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Re: The Forge - Info and Feedback
« Reply #379 on: December 15, 2005, 12:45:09 am »
Oh BTW Risky, wouldn't worry too much about not being on to stop me, you guys pretty much wiped out 5 days of my work in 5 hours last night.