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You could manage them as a Stack or something like that. When doing the scripts for the Sectore mode I divided most otherwise for or while operations in function to be called inside a Rule wich increases an index by a setable amout to work on arrays.
As you have changing entities you could either collect the new array while processing an old one over time as a rule. or you could create a Stack with Entities wich are removed if killed.
I always failed at that because I was not able to get individual ships on runtime in an efficient way.
Jea... Well they use the same system with Dawn of war 1 and 2. But the really ugly part is, that the bullet will always follow it's target to hit if it was determined to Hit by engine. (At least if target random will not lead to empty space.) I noticed that the first time when I managed to jump a ship with a short range jump and a good amout of bullets chaned their direction to hit at new destination.
^^ ... HW Technerd discussion *Like*
HW1 had a lot of mechanics that where superior to HW2 ones. Comparing the Performance and Physics HW1 was much better. The Bullets where much better ... in HW2 every Bullet is basically a homing missile with a chance to miss... In HW2 hitting the target was more realistic. If a fighter was moving short before the bullet hits, it simply won't hit. In HW2 ... the shot will follow the fighter. I also think this mechanism made battes much more CPU intense. HW1 was able to handle way more ships in Battles then HW2 can.
And the whole harvesting and asteroid system ... was much better... Well I shuold stop now :-P
X System is cool, but it's load is enourmous and I'm pretty sure it would be much bigger then the load their script is creating, if you use it on many ships.
I tried to control ship speed with X-System for my EVE mod... And the results where very nasty. It's simply not efficient for many ships.
Ehm ... I like the Idea and all this. But .. have you checked this with let#s say ... 200 Fighters?
I would think this might cause heavy lag or stuttering.
At least that's what I remember when the last one tried this.
The reason i use Data and not Big, is that I see no need to do so. But this discussion has been done before. When I think, there is a Version wich will not change very much, I may create a Big-file.
In addition I think the modding beginners can start to mod it, even without having to extract it first...
For the Crash take a look at my Comment above.
This might be a common problem with the Shaders.
Please take a look at my first post.
look at my new Comment at the Top. It gives some info.
thx to all of you still following my mod.
I did not manage to work on it since the last picture update.
Currently there is nothing new, wich is playable in any form.
I can not promise anything, but maybe I'm able to release another gamemode candidate next year. But I'm pretty sure that, if that is happening there will only be a limited number of ships - like in the first release.
Titans, Dreads and Stations are also pretty unlikely.
Mr.Thi / -=[F@LC0N]=-
P.S. Regarding Crashes
Please Check this:
- Have you got an ATI / AMD card? (delete/rename shader folder)
- is the a race selected? (not random)
- is the map working? (try another)
- check HW2.log for other hints. (Maybe send it to me via pm)
You can send me your Hw2.log via PM, i'll take a look.
Maybe you should try to remove the "" around the target.
Otherwise .. simply PM me if the problem is still there.
They where planned but currently I simply lack time.
Also the size difference seems too big after all... -.-'
The game would go to be too slow.
The Plan was to have them, but no time to implend.
Currently there is nothing big going on.
Time is low at the moment.
I spend most of my time for University and a bit on X Rebirth.
But I have done some work on a new random Map system. Wich will work with Jumppoints similar to Freespace and B5 Capture mode.
(Only to Buy stuff - not for travel)
Currently this is only working on matlab ... still need to implend it into hw2 lua.
No? - I simply lack of time at the moment.
A shame you are not going to add this one :-(
...read the readme? ^^ You should find everything you need under summary section too. If you are stuck somewhere or if the game is not loading PM me your HW2.log
For me it works perfect, no Problem on WIN 8 64Bit.
Have you patched your HW2?
PM me if you still have problems.
... would be cool. I got it working on lan and hamachi, but both players have the same ingame IP -.-
Hey I searched at Google and the whole comments section but did not find a solution for the Problem of having the Same IP for both Players in Multiplayer matches.
Anyone got a solution / fix for it? . . . It's pretty annoying. :-/
Detail: If you start multiplayer and hack to your opponent you may notice that he has got your IP if you check the logs. In addition forkbomb on your system will crash him too. (Same for the trap)
THat's the plan.
please pm me your hw2.log, so I can see whats wrong.
No panic ^^, . . half a month should be enough XD.
I thought about 15-30 minutes to call them in.
And at least the requirement of an Outpost. (15-30 minutes)
If you played HW2 you will notice that this amout of time should not be too much. As moving ships and all this takes time and attention too. While Sectors increase the amout of stuff to do, bigger ships need more time to get, but you'll have a lot of methods to get them. So it will take long to repleace losses in a single sector but the general Production speed should still be enough because you have several sectors.
Industrials and Frighters give additional opportunity to speed up buildprocess. This way those shpis will get their use too.
Impressive as always. :-)
If they'll really make it ingame, I think that time will be the critical Factor to get them. Players already need a Big Fleet when Titans become available. Calling / Buillding them should take a while. But it's still a long way to go before I have to mess around with them.
This is just what I saw, when I first loaded the Map with the new Gate.
Nope, it's the inside of an Gallente Outpost Egg.
I Going to try them out as stage one for an Outpost before it is spawned. Egg will start at low HP. When fully restored, it will spawn an Outpost at low HP, wich will regenerate over time. Maybe there will be another step. At least this is what I want to try.
I must admit ... this environment looks amazing!
I don't think so, sorry. - But you can play skirmish singleplayer.
At the downloads section ? 0o
Sector Gamemode V2.0A
Sector Gamemode V2.1A Patch
Due to lack of feedback, I did not really find motivation do do anything . . . No sorry bad joke ;-), but a bit more feedback would really help a lot.
While doing rl stuff I thought about some litte additions / changes to the gamemode (nothing major)
I will try to add a bit life to the sectors by dividing the Automatic ships into builders, collectors and controllers.