Era project -1 reply

  • 1
  • 2

Please wait...

Guest

I didn't make it!

0 XP

 
#1 9 years ago

Something I have decided to do is play around with the era's once more. The last time I played with Era's was way back when I was on UUM and that was over 2years ago. Since then, havent touched it. But after going over the whole file structure, I dont think its impossible to change/add era's. Back then I had small success with being able to control and manipulate the era's.

As that progress was over at Bethesda, its long since gone but I was able to control the era's, understood how they worked and managed a working prototype of a TMP era. Would people like progress on this or do I not waste my time with you people and keep it to myself?




gdata

Who needs a user title?

50 XP

10th January 2007

0 Uploads

1,588 Posts

0 Threads

#2 9 years ago

I am interested...




Guest

I didn't make it!

0 XP

 
#3 9 years ago

I will not be posting up slabs of code. That will result in one thing... THEFT!! :D I splitting it up into projects, easier to manage and little chance of taking on more than I can handle. The more control I gain over the era's the more I be able to do with it.

I personally think era's can be added, its just been looked at the most obvious way.

If I do get new era's, do I win money?? I have PayPal...




gdata

Who needs a user title?

50 XP

10th January 2007

0 Uploads

1,588 Posts

0 Threads

#4 9 years ago

If you want to get a cease and desist order from Bethesda, CBS or Paramount, because you commercialized your modding business, ok...

Also, I don't know why you make a secret out of it, I mean you won't get money, so you won't loose any if you make your knowledge available public ally.

Oh and to be honest, have you actually been able to achieve something with the eras? You say, you think eras can be added, and you split it up into projects, but do you have any concrete achievements? I mean adding a new era to the gui has been easy (even I managed to do that ;)), but the problem is that Legacy ignored the start and end dates of that era, so that would be the thing to look into.




Guest

I didn't make it!

0 XP

 
#5 9 years ago

There is a difference between winning money and earning money...

Making my knowledge public ally. Na I not stupid... Ive done the whole 'sharing is caring' thing with sharing code and got screwed over for it so no thanks.

Have I actually been able to achieve something with the era's? Yes. Many things actually. I can create new era's in the campaign environment. I was also able to control how Legacy uses its MP era's (the ones in Skirmish). Also had a working TMP era and had video footage of it (2years ago). Not only that but Accurus and myself also discovered Legacy's hidden era's.

I wouldnt write myself off at such an early stage.




gdata

Who needs a user title?

50 XP

10th January 2007

0 Uploads

1,588 Posts

0 Threads

#6 9 years ago

Hm...then I'm interested in seeing what you can achieve.




Guest

I didn't make it!

0 XP

 
#7 9 years ago

I'm certainly interested in seeing what you can achieve as well. I've written such a thing off as certainly something I don't have any time to attempt again. And from what your saying it's going to be a somewhat extensive project.

As far as the singleplayer mission (campaign) side additional eras aren't much a problem as it doesn't appear to use Era except for the Hero Captain voices. It didn't appear that the Campaign type eras were related to the Skirmish/Multiplayer Fleet Selection eras. There has been the Ent, Tos, Tmp, Tng breakdown in UU since you were on the team for One on One and other modes and we still use that type of setup for Singleplayer Modes. That is only a matter of getting the ship dates set properly for the Tos/Tmp split to show when it is supposed to. I had thought of doing "Post Tng" as an era for some missions with future ship designs (post Nemesis). The Hero captain thing is annoying though, I'd love it if there was a way to fix that little issue.

But beyond that, I'd love to see operation Skirmish/Multiplayer Eras being added.




Guest

I didn't make it!

0 XP

 
#8 9 years ago

The VO thing there are a couple ways, one is to change the year date in the map but that not guaranteed to work. Another way and a pain in the ass way, is to copy all the associated VO files you want, set up a new VO race, change all the copied sound files to that group and it will play the sounds you want when you select that race for player 1 in the map editor. Takes ages but gives the result you want.

As for era's, we have all tried to get Legacy to do something it dont know what to do with. I thought of a different way of doing it. Manipulate Legacy to full extent. I only do it in small bits to gain more control over the era's. Once I get more control I can then do whatever I want with the era's.

One of the little projects I have with it is to break Legacy's reliance on the era's. That is what I want for Aftermath (I dont have a need for era's anymore). But for everyone else I will have a second attempt at making new era's.




Guest

I didn't make it!

0 XP

 
#9 9 years ago

Progress on my little experiments...

-Default era is ALL -Era selection is located twice within the one file -Era control zones span minimum three different files (exluding odf's and the dynamics xml files) -Era's are defined by two methods

More projects as I work on them. Unlike jumping straight into the deep end, I working backwards to make new era's. The first part is to understand how everything interects with each other then start changing it.

Next up is to breakdown the reliance on era's within Legacy and to localize the network for era control. Once I have this then the rest will fall into place as I can then manipulate it to however I want.




Guest

I didn't make it!

0 XP

 
#10 9 years ago

Havent been doing much on this but I did say I would take my time with it. Havent done much more on it but I have learnt how to remove era's. But there are other things I may have found that can be able to be done.

Selectable enemy fleets, yes other mods have workarounds but I may have found an internal solution instead of the current external solutions (managers and batch files). Over helping Cammy out with xml work I came across a few sections of code that have shed light on how Legacy selects things. It looks as if Legacy bypasses a set part of the code sequence when it comes to non-human controlled players.

Its still something thats not an easy job but its not impossible




  • 1
  • 2