Topic: KCW Beta "Stuff"  (Read 13271 times)

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Offline Hexx

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Re: KCW Beta "Stuff"
« Reply #20 on: January 15, 2006, 07:26:21 pm »
It's...conceivable that my brilliance has stretched the game engine beyond it's limits-

Unfortunately due to work issues I won't be able to sign on until Monday afternoon sometime- (I haven't even seen th map yet)
So thanks to all who have found problems, and keep reporting anything that's screwed up.

EDIT : and for any houses/races that are messed up -completely my fault, there are a number of different setups listed, and
I failed to inform DH of anything specific beforehand.
Courageously Protesting "Lyran Pelt Day"

Offline Green

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Re: KCW Beta "Stuff"
« Reply #21 on: January 15, 2006, 07:32:27 pm »
Check my post above guys. These missions were tested on SGO5. They worked fine.  The TG missions do identify themselves as such in the breifing, if not, then it was a stock mission.

Logged in as ISC, ran enough missions to flip a hex ISC, all went well this time, missions did not end immediately. Noticed a lot of ??? though thats not a biggie.


Bonk, I have no doubt that the missions were tested and proven.  But unfortunately that doesn't mean they work well with the current hexxized version.

I loaded a new version of the game, put 2552, won adjustments, OP+4.0, etc.  I have no problems jumping on the dyna and moving around.  But all Patrols end up the same way.  I launch, show up in battle, and about 5-10 seconds later the battle closes and I am notified of my victory.  

Now, personally, I think this might turn out to be a pretty cool way to play the game.  I can garner a considerable amount of PP and who knows, the auto-win may even work against live opponents.  However I don't believe that is the intention.

As I and Lepton noted, the Patrols in the Beta test are only listed as "Patrol".  it would be better if the specific patrol was listed so we could list the mission attempted to any problems found.

BEFORE BATTLE SHOT


AFTER BATTLE
[
9 seconds, 150 PP ... Priceless ;)

Offline FPF-DieHard

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Re: KCW Beta "Stuff"
« Reply #22 on: January 15, 2006, 07:45:00 pm »
Putting the ED and EEK Scripts back in, let me know if we have better luck.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Green

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Re: KCW Beta "Stuff"
« Reply #23 on: January 15, 2006, 07:51:22 pm »
Update:  I logged in w/ a "ISC" character for KCW (as Bonk noted), worked great no problems at all.

It may be a problem w/ the Hydran interface or other interfaces.

Offline KBFLordKrueg

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Re: KCW Beta "Stuff"
« Reply #24 on: January 15, 2006, 08:01:34 pm »
Putting the ED and EEK Scripts back in, let me know if we have better luck.

Ah, maybe that's it...was on... it reset...
after 4 attempts to log back in (with 2 reboots), it simply counts down to zero at the log in to the server... :huh:
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Offline FPF-DieHard

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Re: KCW Beta "Stuff"
« Reply #25 on: January 15, 2006, 09:25:04 pm »
Should be working now.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Green

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Re: KCW Beta "Stuff"
« Reply #26 on: January 15, 2006, 10:11:06 pm »
Problem still remains.

Take a TG Patrol w/ a "hydran" and it is 3 seconds and mission closes.  Take a TG Patrol w/ an "ISC" and it runs no problem. 

Methinks Hexx may have a problem in the shiplist for the "hydrans" (and possibly others).

Offline Dizzy

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Re: KCW Beta "Stuff"
« Reply #27 on: January 15, 2006, 11:13:17 pm »
Noticed a lot of ??? though thats not a biggie.

Hexx didnt bother to edit the strings.txt. I dont blame him. Its a lot of work just so peeps can see a shipname. Who is on Hexx's dev team? Mb he can assign someone to do it... because most of the ships wont have shipnames... That will make figuring out who's who in battle even harder. I want my colored box models!

Offline Dizzy

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Re: KCW Beta "Stuff"
« Reply #28 on: January 15, 2006, 11:18:22 pm »


Where are the Mirak hexes? All races must be accounted for abd include a HW.

Cartel hexes must also be present in staggered econ totals to prevent news spam.

Will tyhe Gorn, Lyr, Fed and Roms have enough economy to have plentiful shipyards? They have such little real estate.

Hex values are all under 100?

Jeez this stuff needs to be in a FAQ for server setups.

Offline Dfly

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Re: KCW Beta "Stuff"
« Reply #29 on: January 15, 2006, 11:22:49 pm »
Hey Green I think your problem with the Hydrans and Patrols are exactly that. with the Hydrans.  The Mirak patrols have all worked fine.  Our only problem is that we cannot turn a hex to Mirak, but to other races.

Offline Lepton

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Re: KCW Beta "Stuff"
« Reply #30 on: January 15, 2006, 11:26:53 pm »
Dumb questions.

1.  Does it make any difference whether or not the case of the path to the mod file is correct?  i.e OPPLUS/MODELS/KD7/KD7.MOD as opposed to opplus/models/kd7/kd7.mod.  I am assuming it doesn't.

2.  Should all the paths reference mod files in the opplus folder?  Aren't they all copied over or replaced when you install OP?



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Offline Lepton

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Re: KCW Beta "Stuff"
« Reply #31 on: January 15, 2006, 11:35:34 pm »
Another dumb question.

When I flip over to cartel view, I still see the Hydran space hexes when logged in as Hydran.  Is that normal?  I thought all empire hexes disappeared in cartel view?


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Offline Lepton

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Re: KCW Beta "Stuff"
« Reply #32 on: January 15, 2006, 11:48:30 pm »
Hydrans are definitely messed up.  Evil dave patrols start but no enemies spawn and either victory or gets stuck with no AI to kill.  Karnak Enemy Sweep and Courier Duty just start up with an instant victory.  None of the victories though are being reported to the server, i.e no DV changes.


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Offline Riskyllama

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Re: KCW Beta "Stuff"
« Reply #33 on: January 16, 2006, 12:14:13 am »
mirak aren't spawning their "Lyran" enemies.
 asteroid base assaults report incorrrect defeats for them as well
evil dave missions with hydran allies for them don't immediately end, but also dont spawn enemies.
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Offline Bonk

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Re: KCW Beta "Stuff"
« Reply #34 on: January 16, 2006, 02:03:07 am »
Another dumb question.

When I flip over to cartel view, I still see the Hydran space hexes when logged in as Hydran.  Is that normal?  I thought all empire hexes disappeared in cartel view?

This is "normal" the color will remain, but when right clicked they should display the correct cartel.

Offline Bonk

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Re: KCW Beta "Stuff"
« Reply #35 on: January 16, 2006, 02:05:36 am »


Where are the Mirak hexes? All races must be accounted for abd include a HW.

Cartel hexes must also be present in staggered econ totals to prevent news spam.

Will tyhe Gorn, Lyr, Fed and Roms have enough economy to have plentiful shipyards? They have such little real estate.

Hex values are all under 100?

Jeez this stuff needs to be in a FAQ for server setups.


That map is from the cancelled KCW of '04 Diz. Hexx's map is totally different. Login to see what people are talking about.

Already mentioned the need for cartel economies.
I took a guess and logged in as KHN_Bonk as a Hydran...

1) The map needs staggered cartel economies to avoid news spam. (which I suspect you referred to above)

2) I ran three missions, one stock and two TG. All three ended immediately after they started with a mission complete and victory. The stock mission did not shift the DV, the two TG missions did.

3) After looking at the map I suspect that the Hydrans are not meant to be playable? Also, I notice the Tigerheart is playable and does not need to be if it is just used for PFT/PF donation.


Note that there will still be news spam as long as all the empire economies are equal as well.

Offline Bonk

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Re: KCW Beta "Stuff"
« Reply #36 on: January 16, 2006, 02:10:09 am »
Dumb questions.

1.  Does it make any difference whether or not the case of the path to the mod file is correct?  i.e OPPLUS/MODELS/KD7/KD7.MOD as opposed to opplus/models/kd7/kd7.mod.  I am assuming it doesn't.

2.  Should all the paths reference mod files in the opplus folder?  Aren't they all copied over or replaced when you install OP?



1. Should be OK if case does not match, though I like it to in my mods.

2. OP+4 uses stock models (referenced in their original location) as well as the custom ones in the OPPLUS folder.

Offline Bonk

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Re: KCW Beta "Stuff"
« Reply #37 on: January 16, 2006, 02:29:13 am »
Problem still remains.

Take a TG Patrol w/ a "hydran" and it is 3 seconds and mission closes.  Take a TG Patrol w/ an "ISC" and it runs no problem. 

Methinks Hexx may have a problem in the shiplist for the "hydrans" (and possibly others).

Now you have it... though it may also be the fault of server gf settings. (might happen if the hydrans are allied to all races...)

Offline Lepton

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Re: KCW Beta "Stuff"
« Reply #38 on: January 16, 2006, 02:42:30 am »
Flying as Hydran, I take an Evil Dave Base Assault in Klingon Territory.  Mission starts.  Allies and defenders spawn, but no base to assault.  I destroy defenders with AI help and mission ends with mission complete, but summary screen says mission failed, failed to destroy base.


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Offline Capt Jeff

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Re: KCW Beta "Stuff"
« Reply #39 on: January 16, 2006, 06:07:14 am »
I can quickly make some files that will make this mod seem more "real".   We can replace the ??? in the shipnames so that friendlies have their shipnames, and ememies just say "ENEMY SHIP"  for their name, depending what side you are on.

Also,  I have also almost completed the sounds text file conversion that would give every race's ships the sounds and voices of a Klingon ship.  We might not be able to swap out UI's, but we can make it sound Klingon  (and mouse pointer as well).

I'm not sure of the amount of demand for this, but I'll be using these files for myself to give the campaign more of a real feel to it.  ;)
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