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PostPosted: Thu Nov 27, 2008 11:26 am 
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As a heads up, the weapon pack will be coming along within the next couple of days. :)

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PostPosted: Fri Nov 28, 2008 11:55 am 
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BSF/SM CE 28-11-08 R1 Release!

Changes/additions:
- Effect fields (in Eff tab) for weapon bullet x scale and y scale
- All tesla fields appear on the Effects tab, because there's so many of the damn things it's easier to put them all over on one side than split them across.
- Half a dozen new guns. MOAR DAKKA!
  • Tesla Cannon is now available, after much fiddling and tweaking
  • Sabot Cannon
  • HV Rocket
  • Autocannon
  • Twin Autocannon
  • Particle Cannon
  • Machinegun

- Twin Blaster and Twin Railgun should now spawn two shots per firing. Known issue in that the offsets for all twinbarrel weapons are a little wonky right now, but I can't be arsed to finetune them and it's a fairly minor thing.
- Fiddled with the main menu spawnlists again. Enemy ships should now start employing some of the new weaponry, and the Terran forces have gained a pair of new ships - rearmed Hestias and Hestia Alphas. The Cronus and Enyo have had their loadouts retooled.
- Even Nagaya wants a piece of the action, and has refitted his ship! (NB: His campaign ship is not changed; thankfully!) I felt the AI needed a boost to help it fight those monstrously powerful Super Cronii (along with the loadout alterations to the Pirate Menu Hestia and a new variant of the Pirate Cruiser) and that it was about time I evened the odds in their favour;
Image

Fixes:

- Fixed: Weapons with custom turret sprites losing special fields.
- Fixed: Section depth problems and saving problems with mirroring. Remirror your ships!
- Fixed: Ships made with older versions of SMCE do not take on proper team colors when resaved and loaded into BSF.
- Fixed: Custom colors not saving.
- Fixed: Errors with dying sections
- Fixed: Weapons without a DC group will no longer follow mouse in DC mode and will fire automatically.
- Fixed: Bug with one of the alien ships ('EAlienDestroyer02')
- Fixed: Rotsections on enemy ships should no longer be invisible

This may or may not be the download you are looking for.

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PostPosted: Fri Nov 28, 2008 1:55 pm 
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SM Hotfix;

Get!

Fixes;
- Weapons with a custom turret sprite will no longer turn into blasters.

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PostPosted: Sat Nov 29, 2008 4:13 am 
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BSF/SM CE 28-11-08 R2 Release!

Current version of BSFCE: 1.705
Current version of SMCE: 1.604

BSF 1.705, Filefront - THE SM IN THIS PACKAGE IS BROKEN, DO NOT USE IT!
SM 1.604, Filefront - Use the SM from this package.

BSF 1.705, Filesmelt
SM 1.604, Filesmelt

Changes/additions:

- Mirroring algorithm changed so that depth changes to mirrored pieces propagate when mirroring (depth changes from upper half of the ship will propagate to the lower half)
- W - set depth of selected section to below parent, ctrl+W - set depth dialog.
- Toggle in Tools menu for default insertion depth (bottom or below parent)
- You can group flip the whole ship now using the core (shift+J/L while the core is selected)
- Semi-random Super Hestia Gamma armament.
- Several explosion effects no longer "spin" erratically. This was mostly used to hide ugly effects I believe. You can now properly ogle the new high-detail explosions without them turning into swirly blobs. :)

Fixes:
- Fixed enemy Particle Cannon shots bugging out when spawning submunitions.
- Fixed invisible enemy AC/MG/VC/PDR shots.
- Fixed Particle Cannon mask, much less black.
- Fixed trail effects on VC/AC/MG/PDR that weren't supposed to be happening.



NOTE ABOUT LINKED WEAPONS:: For both link children and link parent, start with 1 for firing rate and 1 for clip size, and go from there, otherwise the weapons might seem to be broken (because the default values are too high etc). Also, as a starting reload for link parent pick some low value, like 10, for ease of testing.

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PostPosted: Sun Nov 30, 2008 11:13 am 
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New release: BSFCE-30-11-08-R2
http://filesmelt.com/Filehosting2/downl ... 1-08R1.rar

Current version of BSFCE: 1.706
Current version of SMCE: 1.607


Changes/additions:
- Copy parameterss option in right click menu for weapons. Parameters will be copied from selected weapon to the one under mouse.
- Copy effect parameters option in right click menu for sections. Parameters will be copied from selected selected to the one under mouse.
- Set parent right click option for aegis and booster
- 30 FPS limit option in Tools menu to help with doodads/fading (standard SM fps is 60, while BSF is 30, which means that normally doodads and fading work twice as fast in SM)
- Preview mode: lets you preview how will rotation, fading and doodads look like when ingame. While in preview mode, FPS will be temporarily set to 30. Press F11 to toggle preview mode. Do not modify anything while in preview mode - it might break things and will be discarded when you exit preview mode anyway.



Fixes:
- Fixed: Mirrored weapons save incorrectly and cause errors when opening up sb4
- Fixed: Wrong single autocannon sprite on enemy ships
- Fixed: Beams firing constantly linked
- Fixed: Errors when the core is destroyed while ship still has sections


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PostPosted: Tue Dec 02, 2008 5:07 pm 
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Two known bugs;

1) Particle Cannons sound like Weasel Guns.
2) The 'origin' for Particle Shards is wrong, making the death pulse appear in the wrong location.

Upcoming changes;

1) Customizable shrapnel spread for P-Cannon.
2) Customizable shrapnel spread for Autocannons.
3) New "Rebel" Warships on main menu display.
4) HVR Overhaul;
4a) Adjusted projectile lifespan code to account for acceleration delay. This should make modifying the HVR more forgiving, and less prone to missiles overshooting or falling short.
4b) Optional/moddable-in tracking system to make the High Velocity Missile. Will not track by default.
4c) Interceptability variable. Logic on this is that the HVR is a chunk of metal with an engine. Harder to neutralize.
4d} Speed-based Damage Increase. As the HVR gets faster, it's damage increases. Highly ineffective during pre-launch cycle but deadly at full speed. This will probably be the same value as the accel number, although it might be possible to work out something fancy with multipliers and divisions. We'll see.
4e) All of this comes at a terrible, terrible price. The HVR loses burst launch functionality. It'll be worth it!
5) Fixed twilrailgun shot positioning.
6) New Particle Cannon trail effect.
7) New Particle Cannon impact effect.
8) PD Flare.
9) EMP Torpedo.
10) New generic blaster-based cannon that's uninterceptable. Not a 'standalone' weapon - meant to be a base for custom weapons.
11) And more! Only time will tell...

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Last edited by Arcalane on Fri Dec 26, 2008 6:23 pm, edited 7 times in total.

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 Post subject:
PostPosted: Fri Dec 05, 2008 8:20 am 
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New release: BSFCE-05-12-08-R1

Current version of BSFCE: 1.710
Current version of SMCE: 1.610

BSFCE exe
http://filesmelt.com/Filehosting2/downl ... E1.710.rar

SMCE exe
http://filesmelt.com/Filehosting2/downl ... E1.610.rar

GMScreenCapture.dll - new dll needed for SMCE, put it into main BSF directory.
http://filesmelt.com/Filehosting2/downl ... apture.rar

Note that you will still need the inis, custom sprites folder and Max WinAPI 2.dll, you will find them in the first post.
(No need to download if you already have them; they didnt change from last release)

Ships saved with older versions of SMCE may need to be resaved.

Changes/additions:
- Linear movement
- Changed screenshot format to png, added ability to make area screenshot and capture frames
- Rotation params will mirror now
- You can't change your ship while in preview mode now
- Added angle field for modules
- Added key toggle (F10) and hint for fps limit
- Added/changed rotation and effect fade params and their fields
- When a custom sprite can't be found, an error message with expected sprite name and directory will be shown and BSF/SM will abort
- Moved extended Tesla params to Ed2 tab.

Fixes:
- Fixed: Errors when deleting weapons
- Fixed: Effect offset and scale not mirroring properly
- Fixed: Extended tesla params not saving to sb4
- Fixed: Errors in SM on opening a new ship when a ship with weapons is already open
- Fixed: Noglow and shimmer params don't copy on clone/mirror
- Fixed: Paste params doesn't paste shot color and speed/beam duration
- Fixed: Wrong collision masks for sections and weapons with custom gif sprites
- Fixed: Section button not lightning up when mouse hovered over
- Fixed: Having more than 48 sections in a group breaks scrolling
- Fixed: Errors when certain sections are destroyed and leave debris
- Fixed: Errors when running BSF in unsurfaced mode

Linear Movement
Sections with linear movement enabled will move between their origin (starting point, where theyre placed in SM) and their move target. You can either change the move target by using appropriate edit fields (x and y coordinates and/or distance and direction), or you can press T to get a visual representation of the target point and manipulate it with mouse and keyboard arrows (shift+mouse move/fine move apply). Press left mouse button or again T to confirm, press right mouse button to abort.
Other parameters are similar to rotation/effect fade, and can be found in Ed2 tab.

Screenshots and capturing frames
By default, SM saves screenshots in png format to a separate directory 'SMScreenshots'. Also by default, it lets you pick a rectangular area to capture instead of capturing the whole window. You can still capture the whole window by pressing ctrl+F9.

There is a new option to capture a set number of frames. Press shift+F9 to use it. As with normal screenshot, you will be able to pick a rectangular area (right click to abort), then you will be presented with a dialog that will let you specify how many frames you want to capture, after which there will be a dialog for frameskip (0 for no skip). Once you press ok on the second dialog, capturing will begin. You can abort it by pressing F9 while its running. Mind you, capturing frames is slow, especially with large capture areas and/or with big ships. Each frame will be output as .png into 'SMFrames' directory.


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 Post subject:
PostPosted: Fri Dec 05, 2008 11:56 pm 
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Bugfix Release for SMCE

Current version of SMCE: 1.611

SMCE exe
http://filesmelt.com/Filehosting2/downl ... .611u1.rar




Fixes:
- Fixed: Rotation speeds now accept decimal values between 0.01 and 1
- Fixed: Using arrow keys to move weapons, modules or doodads generates black holes.
- Fixed: Ship colors not loading properly in SM (which caused them to save incorrectly)

Ships that were saved with previous versions of SMCE and had negative rotation speed values will have improper CW/CCW rotation speed values - be sure to check them.


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 Post subject:
PostPosted: Sat Dec 06, 2008 9:05 pm 
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Bugfix Release for SMCE

Current version of SMCE: 1.612

SMCE exe
http://filesmelt.com/Filehosting2/downl ... .612u1.rar




Fixes:
- Fixed: Errors in SM on opening a new ship when a ship with weapons is already open (hopefully for good this time...)
- Fixed: Tesla params, bullet scale, and bullet sprite/shrapnel sprtie not copying over when cloning/mirroring
- Fixed: More bugs with loading colors


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PostPosted: Tue Jan 20, 2009 7:19 am 
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New release

Current version of BSFCE: 1.80
Current version of SMCE: 1.702

BSFCE exe
http://filesmelt.com/Filehosting2/downl ... CE1.80.rar

SMCE exe
http://filesmelt.com/Filehosting2/downl ... E1.702.rar

Sounds - you will need to put this folder into your main BSFCE dir
http://filesmelt.com/Filehosting2/downl ... Sounds.rar



This is a test release for the official version of BSFCE. So no changelog, just the important stuff. There will be bugs, and some stuff is still missing (mainly min/max target size for turrets doesn't work yet, nor does Offline/Online weapon trigger mode).



To open ships made with SMCE1.612, press Shift+O or go to File/Open Old Sb4

Movsections/rotsections/fading
Theyve been changed from speed based to frame based, so that there are no desynch issues anymore.

New module: ThrusterEx
A thruster with fraxy-like exhaust flare instead of puffs of smoke. You can set a custom flare sprite for them, among other settings.

Triggers
There are two types of triggers: trigger on and trigger off. As the name suggest, trigger on triggers something online (for example, start rotation), trigger off puts it offline (stops rotation). For both triggers, you can pick which action should be used for that trigger.

The available actions are:
Frames elapsed (self) - will trigger when a set number of frames has elapsed after its been triggered off (if its set for trigger on) or trigged on (if its set to trigger off). There is a field ('On frames' and 'Off frames') for defining the amount of frames.
Key pressed: , (comma), . (period), / (slash) - will trigger when the picked key is pressed.
Rotation reach CW/CCW border - will trigger when the picked rotation border is reached.
Movement reach target/origin - will trigger when the move target/origin is reached
Fade reach hi/lo limit - will trigger when the selected fade limit is reached
Weapon fire - will trigger when weapon fires
Weapon acquired target - will trigger when weapon has acquired target (providing that there was no target before)
Weapon lost target - will trigger when weapon has lost target (providing that no new target has been assigned at the same time)

Actions that have (self) or (s) beside their name mean that the action will be taken from the same section that will be triggered; the section will trigger itself. For example, if you set the section to rotating and enabled borders, set on trigger to 'Rotation reach CW border (self)', and set mode to Move, it will mean that once this section has reached CW border while rotating, itll also start moving.

For actions that have no (self) tag, you will need to set a trigger on/trigger off parent. Do that by right clicking on the desired parent (section or weapon) while you have a section/weapon selected, and picking either 'Set on trigger' or 'Set off trigger'. For example, if you have set Trigger on action to 'Fade reach hi limit', you will need to right click on a section that fades and pick 'Set on trigger'. If youve picked one of the weapon-specific actions for off trigger, you will have to click on a weapon and set pick 'Set off trigger'. Cyan arrows indicate on trigger parents, magenta arrows indicate off parents, and blue arrows indicate that both on and off triggers are set to that parent.

If both triggers are set to the same actions, and they have the same trigger parent (doesn't matter for (self) triggers), the action will toggle selected behavior between on and off.

Mode defines what kind of behavior will be triggered. For sections, it is Move, Rotate, and Fade. For weapons, its Online/Offline (if weapon is offline, it won't shoot, rotate, or gain targets), Shooting, Force fire (means that the weapon will be forced to fire, in this mode the off trigger has no effect).

You can set the delay in triggering a behavior (mode) after receiving a trigger for both triggers by using the 'On delay' and 'Off delay' fields.

You can preview key trigger action in preview mode by pressing relevant keys. Triggers will be executed for all section/weapons with those actions as on/off trigger. You can trigger weapon fire/weapon gained target/weapon lost target in the same way by pressing Q, W and E respectively.


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PostPosted: Tue Jan 20, 2009 8:54 pm 
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This could be the most awesome news since the start of SMCE. I LOVE it ^^ Now I can build my horribly complex machinations ^^ *Siege Mode ACTIVATE!*


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PostPosted: Wed Jan 21, 2009 1:49 am 
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Location: Antwerp, Belgium
Fuck yeah. *proceeds on the Jade Martyr*

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PostPosted: Wed Jan 21, 2009 8:55 pm 
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Auxiliary Release:

http://filesmelt.com/Filehosting2/downl ... lation.zip

Contains all the necessary files and whatnot to get CE up and running from the word go. Has the latest execs and configs.

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PostPosted: Thu Jan 22, 2009 9:10 am 
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New release

Current version of BSFCE: 1.810
Current version of SMCE: 1.711

BSFCE exe
http://filesmelt.com/Filehosting2/downl ... E1.810.rar

SMCE exe
http://filesmelt.com/Filehosting2/downl ... E1.711.rar

- Bugfixes
- Possibility to assign two actions to both on and off triggers (you will need to assign separate trigger parents for all of these actions)
- Implemented online/offline trigger mode
- Implemented min/max target size for turrets


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PostPosted: Thu Jan 22, 2009 8:06 pm 
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Bugfix release

Current version of BSFCE: 1.811
Current version of SMCE: 1.712a

BSFCE exe
http://filesmelt.com/Filehosting2/downl ... E1.811.rar

SMCE exe
http://filesmelt.com/Filehosting2/downl ... 1.712a.rar
1.712 (without the 'a') was broken, so redownload if you downloaded it.

The min/max target size doesn't actually work as it should - at times turrets will ignore all targets if theres a target with invalid size. A proper implementation will come at later time, after the official release.


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