I've been interested in programming since I was young, and in playing since even before then. When I was 13 I started by writing scripts for the chat program mIRC; channel watchdogs, file sharing tools, server stat reporting, etc. I became a Dungeon Master for an IRC network's Multi-User-Dungeon game, which got me other DM gigs for MUD's while I learned Basic and VB in high-school. I also mapped for Total Annihilation and more-so for it's spin-off TA:Kingdoms. I also became a world champion player for team "hi-" in a Half-Life mod called Frontline Force. I took a year of software engineering in college where I honed my language skills (and learned some C), and started Beta Testing and doing media for Frontline Force. I took up mapping for Half-Life, and joined the Source version of Frontline Force's team as a mapper. That mod was never released, so I made that FLF map into a basic CS:S map. Later, I became a top 10 Supreme Commander 2 player, and now spend my time modding that game.

Comment History  (30 - 60 of 133)
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Apr 25 2013, 7:54pm replied:

It will probably be a few weeks to a couple months at least. Things are busy in my real life, and truthfully I am running out of things within my scope of capability to do. In the meantime I am ramping up some 'advertising' stuff, with a new YouTube channel about to launch, and with it a new 'Features Trailer' and the starting of replay casts.

After that I need to find a decent modeler, and get someone more experienced with the code to fix any remaining bugs, and add a few new features. Currently, with the exception of the video media, playtesting and about 1% of the coding I am the only team member. I take care of the coding, websites and PR, the 2D Art both in-game and out, and arranging all the playtesting and tournaments. I will be looking to change this before too long in order to fill a couple of those jobs and start managing more, but in the meantime things will be a little slow.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Apr 24 2013, 10:11pm replied:

Playtesting is the final descision maker!

+1 vote     mod: Revamp Expansion Mod (RVE)
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Apr 10 2013, 12:28am replied:

I also forgot the Cybran's Naval Frigate, and the Aeon Taykyar Loyalty tank for a total of 9!

+2 votes     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Apr 5 2013, 6:09pm replied:

There is a newer version available! Check the download section, or click the link the in 'read more+' description.

+1 vote     download: Supreme Commander 2 0 1 3 Mod - Version 1.1
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 27 2013, 8:55pm replied:

There are actually 7 'new' units, however they do not yet have their own models, only different sizes and their own 'place' in the mod. Models will hopefully eventually be replaced (as long as I can find a modeller/animator).

Make sure you have DLC purchased from the Steam Store and also properly enabled, and the mod properly installed, you will see: 3 new aircraft (UEF Lynx Anti-Air Light-Bomber that for now uses the existing bomber, Cybran Provocateur Stealth Bomber that uses the existing Cybran fighter/bomber, and an Aeon Fighter, that also used the fighter/bomber), each side now has a Support Command Unit (that uses a shrunken ACU model until I get replacements), and the Cybran can build their Naval Factory on land once they get the naval legs upgrade.

There are also many, many additions to the Research Tree, many new abilities for existing units, new color palette for units, and a more realistic scale as far as small units and their projectile speeds/firing distances go.

+2 votes     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 25 2013, 6:00pm replied:

I can probably help but you must be more specific...

Any files pre-1.1 will not work with SupCom2 (the new SupCom2 version, 1.26, came out not long ago and keeps the mod from starting if using pre-1.1).

What is is that is preventing you from playing v1.11? Are you using mod manager, or swapping files?

I just need more info in order to help you.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 23 2013, 1:34pm replied:

Also if you run with the command log showing (add the following parameters to a Desktop Shortcut: /log log.txt /xactdebug /showlog /windowed 1024 768 /EnableDiskWatch )

At the point where it stops responding, is there any error text present? It will usually reference a .LUA file and a Line #.

Other people report the same bug in other mods, so I am wondering if it is something to do with the mod_support_mod (which is 100% necessary to run my mod), or in the way that A.I. interprets some of the modded files. Either way rest assured if the bug ever gets tracked down I will fix it immediately.

+1 vote     download: Supreme Commander 2 0 1 3 Mod - Version 1.1
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 23 2013, 5:52am replied:

try not using Aeon AI, or disabling nukes, or playing on a different map.

And again, AI should be used to train for playing against humans, as they are boring and predictable, and if you only play AI you are only going to experience about 1/4 of the fun of the mod.

+1 vote     download: Supreme Commander 2 0 1 3 Mod - Version 1.1
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 22 2013, 8:25pm says:

Hey guys, I released version 1.11 to fix the AI that was broken by the 1.1 patch, please update...thanks alot!

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 22 2013, 6:36pm says:

Version 1.11 HotFix has been posted, awaiting ModDB authorization.

+1 vote     download: Supreme Commander 2 0 1 3 Mod - Version 1.1
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 22 2013, 7:17am replied:

Thanks man, that does help to narrow it down :D

I will look into what exactly it is I modified in the z_lua (thanks for this, I went looking to compare all the old files (1.25) to new files (1.26) to mod files (v1.1), but only got about 1/4 of the way through, now I know I can eliminate like 7/8 of the remaining files) that broke everything.

+1 vote     download: Supreme Commander 2 0 1 3 Mod - Version 1.1
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 21 2013, 10:46pm says:

Hrmmm sorry to all the AI players out there this version is bugged when playing against AI, something I did not notice before I released...I will see what I can do about it.

In the meantime I hope you can find a friend to play against, and if you do not yet, then come make some in the Steam Group: Steamcommunity.com

Feel free to add me as a friend and I will help you find someone to play against!

+1 vote     download: Supreme Commander 2 0 1 3 Mod - Version 1.1
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 21 2013, 12:46am says:

Thanks for the feedback guys, make sure you have the mod installed correctly (SupCom2 can be quite finicky). There are instructions included with the download, as well as in the 'Tutorials' section above. If re-installing correctly does not solve your problems, please let me know more specifics about what settings you are using, or anything that you happen to do when the game freezes on you.

Again, thanks for the feedback! I hope you both get your issues worked out through re-installing, but if not I will gladly look into it further if you give me more details.

It is hard for me to test against AI due to my lackluster PC specs (that's and understatement, I still run on a Pentium 4), so an specifics you can give would be appreciated. The game though tends to run great when played against a human player, with no crashes in any of our tournaments or playtests.

A re-visiting of the AI is next on the list after scaling map props and trees. I just wanted to get the mod going for multiplayer versus first since that is what I and my friends prefer playing, and it makes most sense to balance to.

+1 vote     download: Supreme Commander 2 0 1 3 Mod - Version 1.1
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 19 2013, 9:41pm replied:

Unfortunately the projectiles will not arc in the 'vanilla' SupCom2 fashion because they now fly at more realistic speeds. In order to add the arc back in the shells would have to go back to only moving only like 3 times as fast as tanks move (very stupid looking!).

They shouldn't be 'hitting the ground' if you are firing at them directly, as in NOT trying to fire up or over a cliff. As long as there is not terrain blocking your line of fire, the rounds should all be hitting (at least they should be landing close to).

If they are literally missing ALL time time, ensure you have the mod installed properly (my suggestion is just wait a day or two for version 1.1 which is compatable again with the new SupCom2 patch).

I'm glad you enjoyed the mod so far, I will certainly keep an eye out for the problem you reported and do my best to rectify it in future versions. Thanks for the feedback!

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 18 2013, 3:34pm replied:

This is only a small update to make RVE compatible with the new version of SupCom2 that was just patched by the developers and made the mod un-launchable.

Version 1.2 is still in the works, and has many new units not in this version.

+3 votes     download: OBSOLETE - Revamp Expansion Mod v1.1b
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 8:40pm replied:

Forgot to mention reflections already exist, both in water and on some of the units (look closely at an Aeon ACU on high settings).

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 8:24pm replied:

The graphics are quite beautiful as is, though a little bloom would be nice. I have no knowledge of shaders used for graphics, maybe ask on the ReVamp mod page, they have a lot more experience than I do; I stick mostly to _editing_ unit values and behaviors, or 'adding' new abilities that are usually similar to what exists already in the game. Their mod is more advanced and they tend to add or use their own stuff more that I probably ever will.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 3:18am replied:

UPDATE: Crashes fixed, now I am just going to fix a few 'bugs' or left-out features from 1.0, so you can definetly expect 1.1 to be released sometime this week.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 12:20am replied:

The only reason I say 'next weekend' is I also plan on adding a couple of small things as well as updating to make the mod compatible with the new v1.26 of SupCom2, and it will take time, as always, to playtest and make sure everything is still kosher.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 12:11am replied:

The new SupCom2 patch 'broke' most mods, so it's not you, it is your game :D Look above ^^^ and you will see it is being taken care of.

+3 votes     mod: Revamp Expansion Mod (RVE)
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 12:06am says:

Just an update guys:

I managed to get the game to actually run with a new 1.1 version of 2013 mod, but I will need a couple of days to get the new version fully fleshed out and some thorough testing to make sure I can deliver the best mod experience for us all.

It only took about 10 minutes to get my modded files swapped over to the new SupCom2 version, however I ran out of time to fix a crash bug that popped up, so it will have to wait until tomorrow when I have the time to investigate and fix it..

I will keep you all posted, and hopefully by next weekend we will all be playing SupCom2013 v1.1 on SupCom2 v1.26, sorry for any deleys.

Cheers!

+2 votes     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 16 2013, 3:43pm says:

Hey guys apparently the Mod does not work with the newest version of SupCom2, rest assured I will spend my free time in the coming days/weeks working to rectify the situation so we can all play again.

Thanks for your patience.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 16 2013, 3:39pm replied:

Working on it...

+1 vote     article: Happy Birthday Supreme Commander 2!
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 15 2013, 10:28pm says:

Sorry guys looks like the main download didn't verify properly, I will test that Ver 1.0 works with the new SupCom2 patch (version 1.26 released March 15, 2013 after 2 years of silence, thanks GPG!!!), and then re-upload it, hopefully tomorrow.

I may also patch to 1.1 if necessary if the mod needs any tweaking, and also to fix a few quirks that further play testing has exposed (like electroshock not targeting air if built on water with the sponge upgrade, and going to give Aeon land Facs a torpedo upgrade on water also).

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 13 2013, 7:04pm replied:

Any luck? Also make sure you have your DLC enabled!

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 12 2013, 7:08pm replied:

Make sure that when you install the new versions, the old versions are uninstalled first.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 12 2013, 6:44pm replied:

Are you following the installation instructions closely enough?

They are packaged with the download, and also can be found here: Moddb.com
^^this one uses slightly different wording, and is a little more in depth.

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 12 2013, 3:48pm says:

Yes! Now the units actually perform like they are made of many tonnes of armour.

I was not entirely sure from the other thread if you also intend to implement changes to projectile speeds (muzzlevelocity)?

+1 vote     media: 1.05 VS 1.2a Movement Speeds
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 12 2013, 12:12pm replied:

I'm glad you enjoyed the mod, aircraft in any RTS are hard to get the scale proper on, because real aircraft for the most part fly really fast!

+1 vote     mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 10 2013, 6:55pm replied:

To be more specific it is mostly the speed at which projectiles fly, and their attacking distances versus their size that bugs me about the game (both vanilla and ReVamp from videos I have seen). Tanks that only shoot like 4 times the distance that they are long looks way out of proportion.

That and we have these tanks that look like they should weigh 50 tonnes but turn SOOO quickly it looks like they are plastic.

ReVamp looks like it changes the overall size of everything, but if the projectiles that should be flying at the speed of sound take 2 seconds to fly 50 meters (as they do in vanilla), again the scale looks way off.

Scaling the sizes helps, but scaling speeds (projectile, unit movement and turn speed) was just as important for 2013 mod, I found.

+1 vote     mod: Revamp Expansion Mod (RVE)
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