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RE: ERRORS WHEN USING THE INSTALLER
This is how the search is performed to get the installation information from the registry:
SteamInstallati Registry . GetValue (@"HKEY_CURRENT_USER\Software\Valve\Steam\", "SteamPath", null);
SupCom2Installati + @"/steamapps/common/supreme commander 2/";
If the installer displays an error message saying it cannot locate an official installation of SupCom 2, then it is because it was unable to locate the appropriate path, as it is assuming that the game is installed in SteamPath + /steamapps/common/supreme commander 2/ .
If your game is not installed in this hierarchy, then please comment with details and I will look into it.
If all of the above is ok and the models still don't display, then I have no idea.
Link to model: Studio.verold.com
WARNING: Long loading time.
Link to model: Studio.verold.com
If you can see the models in wireframe, but not fully textured, then it could just be taking a long time to load. What about this model: Studio.verold.com It's just a random, but simple one from someone else on the site. Browse the main directory and see if you can load other models: Studio.verold.com It could just be taking a long time to load for you. WebGL is processing the models directly on your graphics card, so that might be why it's taking a long time for you.
Avitus says the poly count is 735,000.
Link to the model: Studio.verold.com
I guess Avitus could just include the engineer alongside each model he posts...
The following webpage has instructions on how to be able to view WebGL content: Learningwebgl.com
Lucky, LOL. Link is below :)
Hold mouse button to rotate; use mouse wheel to zoom in/out.
I agree that the window looks stupid. However, in order to try and get everything to fit, the icons are actually half the normal size, and they still don't fit. In order to mod the research window so that everything is enclosed properly, it will entail modding one of the game's data files directly that is ~1 GB in size. Therefore, we would have to distribute the mod as an additional 1 GB just to slightly improve the UI. Maybe we'll do this once the mod is finalized. But until then, the ugliness of the window is going to have to stay until then.
To answer your second question, yes, the idea is to have the Experimental unlocks work the same way as the T1-T3 regular units, i.e., you have to first research them before you can build them.
Also, this is why there are 5 class upgrades and many categories of upgrades vs 3 unit upgrades, so that one particular unit can't spiral out of control and essentially become indestructible. Also, since there are only 3 unit upgrades per unit, not all units will have individualized damage output (for example) upgrades.
I'm not sure I understand your question about withholding research points. Can you explain what you mean by this?
About countering unit upgrades, since units will only have 3 individualized upgrades, they are limited in terms of what they can enhance. It wont be possible to make individual units "super" soldiers. The way they can be countered is by using the Class upgrades. For example, let's say a particular unit at T1 chooses to upgrade its damage output. To counter this, the opponent can instead choose to do class upgrades to HP and/or rate of fire. So, their T1 units that haven't upgraded anything can still pull some weight against the upgraded T1 units.
This is a prototype of what the research tree will look like. There are still things to add and some icons are just placeholders. The basic ideas are as follows:
1) The tree progresses from the top left and expands towards the right and down;
2) The icons on the left-most side are the tier levels: 1, 2, 3 (yes, I know the T1 level has 2 circles. That will be fixed) + minor experimentals (represented by the Chinese/Japanese character for small) and major experimentals (represented by the Chinese/Japanese character for big). I haven't added the units in those sections just yet - a few things still need to be sorted out;
3) When you unlock a Tier level, ALL the units in that Tier become researchable. You don't have to research one after another after another etc. Once that particular Tier level is unlocked, you can then research any unit at that Tier in any order you want;
4) Each unit will have 3 personalized research unlocks. These are yet to be determined what they are. Therefore, the 1-2-3 star icons are just temporary placeholders;
5) The Tier unlocks go as follows: You first unlock Tier 1. That will then let you research Tier 1 units and/or research Tier 2. Once you research Tier 2, you then have access to research Tier 2 units and/or research Tier 3 and/or Minor Experimentals. It's at this point where the game becomes significantly more diversified as people have the choice to either start researching Tier 3 units or after researching Minor Experimentals to research Major Experimentals. One thing to keep in mind is that the Tier icons are not akin to labels. You first MUST research a particular Tier THEN you can begin unlocking individual units associated with that Tier;
6) At the very bottom there are a series of 1-2-3-4-5 star research icons. These are the Class upgrades, and hence affect all units. They are for things like speed, hp, damage, build speed, rate of fire, etc. Each of these categories can be upgraded to a maximum of 5 times.
Here is the link: Kickstarter.com
Hey Warsmith, can you link for me an isolated image of the daemon pic you have in the banner at the top of your moddb page? I have a BW version of it as it appears in the Codex, but I'd also like to have a full colour version of it but can't find one on the internet.
Unfortunately, I think the answer is no. I've exhausted every possible modding combination to do so, but it seems the engine has hard-coded that different branches leading to the same research item are treated as OR options. Therefore, as long as one branch is satisfied, then you can always get to the research item down the branch irrespective of the other items, to get X you need Z OR Y. So, there is no AND option, i.e., to get X you need Z AND Y. It sucks, I know.
Also, the research costs for Revamp 1.2 will be really different from the default game. I would be surprised if by the end of 1 hour you will be able to research everything. Remember, 1.2 will also have per unit research upgrades in addition to class upgrades and unit unlocks. Not to mention essentially a 5 tier system (3 main tiers + 2 experimental tiers). Then multiply that out across the Land, Air, and Naval branches. Not to mention the Structures and ACU branches, which will have a lot of research in their own rights.
That's temporarily on hold. I have to wait until Avitus finishes all the modelling for the main Revamp mod, since Portal Wars (what you call Star Gate) is dependant on it.
It will still use a mod manager. BUUUUUT, it's a completely new one I wrote from scratch. It will have a lot more error checking and will be more user-friendly. Here is a screenshot of an older version of it (the newer one has slight layout changes and more options):
All units and buildings can cost any combination of mass, energy, and research points, positive and negative cost. So, yes to your question.
With regards to your first two questions, I'll let OverRated give the definitive answer, but I don't think it's possible to spawn more than one unit from a building simultaneously, but I could be wrong. There was a mod that OverRated made where he made a unit divide in two smaller units of the same design. But that was for units, not sure if the same applies to buildings.
As for changing into another unit, that should be possible.
Towel or diaper?
Just wondering, what version of 3ds Max are you using? Last I've been able to track down were Santos' import/export scripts that worked up to version 8 of Max. Are you using any more recent version of Max with updated import/export scripts?
No. He's saying he's going to update the progress screen at the top of the moddb page.
The name "Dreadnought" has actually been officially given to a naval ship in history, En.wikipedia.org . So, I think the name is ok in that regard.
However, within the gaming industry, when I hear Dreadnought, this is what I think of: 3.bp.blogspot.com
Figuring out what's causing desyncs will be possible with the new mod manager I've created. It will do several different hash algorithms on the files installed, so any mismatching files will be easily identifiable.
What OverRated meant to say is that YES, there will be a completely new mod manager. It's been coded anew from scratch and will work differently. It will have a lot more options and will be much more user-friendly.