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madface
madface - - 143 comments @ OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.1

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.

Good karma+1 vote
madface
madface - - 143 comments @ View Models in 3D

Make sure you have the latest Chrome or Firefox browsers (I recommend using Chrome), that JavaScript is enabled in those browsers, and that your video card drivers are up to date. Other than that, if it still doesn't work, then I'm guessing your video card is too old and blacklisted by WebGL for having security vulnerabilities. Have a look here (http://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists) and here (https://wiki.mozilla.org/Blocklisting/Blocked_Graphics_Drivers).

If all of the above is ok and the models still don't display, then I have no idea.

Good karma+1 vote
madface
madface - - 143 comments @ Armored Fortress

Link to model: Studio.verold.com

WARNING: Long loading time.

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madface
madface - - 143 comments @ The Avitus

Link to model: Studio.verold.com

Good karma+1 vote
madface
madface - - 143 comments @ View Models in 3D

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.

Good karma+1 vote
madface
madface - - 143 comments @ Annihilator in 3D

Avitus says the poly count is 735,000.

Good karma+4 votes
madface
madface - - 143 comments @ Annihilator in 3D

Link to the model: Studio.verold.com

Good karma+3 votes
madface
madface - - 143 comments @ View Models in 3D

I guess Avitus could just include the engineer alongside each model he posts...

Good karma+2 votes
madface
madface - - 143 comments @ View Models in 3D

The following webpage has instructions on how to be able to view WebGL content: Learningwebgl.com

Good karma+1 vote
madface
madface - - 143 comments @ View Models in 3D

Lucky, LOL. Link is below :)

Good karma+1 vote
madface
madface - - 143 comments @ View Models in 3D

Studio.verold.com

Hold mouse button to rotate; use mouse wheel to zoom in/out.

Good karma+3 votes
madface
madface - - 143 comments @ UEF Research Tree Prototype

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.

Good karma+3 votes
madface
madface - - 143 comments @ UEF Research Tree Prototype

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.

Good karma+1 vote
madface
madface - - 143 comments @ UEF Research Tree Prototype

double post

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madface
madface - - 143 comments @ UEF Research Tree Prototype

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.

Good karma+1 vote
madface
madface - - 143 comments @ UEF Research Tree Prototype

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.

Good karma+9 votes
madface
madface - - 143 comments @ Support GPG

Here is the link: Kickstarter.com

Good karma+10 votes
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

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.

Good karma+1 vote
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

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.

Good karma+2 votes
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

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):

Img155.imageshack.us

Good karma+3 votes
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

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.

Good karma+1 vote
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

Towel or diaper?

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madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

No. He's saying he's going to update the progress screen at the top of the moddb page.

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madface
madface - - 143 comments @ Phoenix T3 Dreadnought

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

Good karma+1 vote
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

Pretty massive.

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madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

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.

Good karma+1 vote
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

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.

Good karma+1 vote
madface
madface - - 143 comments @ Whats different?

You could try sending an e-mail to the dev of the original Sins 3ds Max tool (http://janvanderweg.com/SOASE/) and ask him nicely to update it. He has kindly agreed to help update the 3ds Max tool he originally made for Supreme Commander to Supreme Commander 2 after a mod group I'm part of communicated with him. You can get his contact info from the index page of his website, Janvanderweg.com .

Good karma+2 votes
madface
madface - - 143 comments @ Revamp Expansion Mod (RVE)

2012

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