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Topic Subject: Incident 39 - ready for download
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posted 08 November 2004 03:27 PM EDT (US)   

Hi online!
Well, after a long wait Incident 39 alpha teaser v1.0 is ready for download! This is just a taste of what you can expect in the final. For full details, and the file itself of course, go to:

http://lfs.outer-heaven.net/forums/index.php?showtopic=231

A huge thanks to Liquid Fire Studio's for hosting this modpack, especially to RiderofEternity.
Since this the first build of I-39 (most things you see will probably be upgraded... eventually), I would greatly appreciate any suggesstions/bug reports/reviews you might have. Post them here or at the download page.

Please note, the light file was not included in the original downloads (I knew I forgot something )-it is at the download page.

Thanks and have fun!


It takes billions of years to create beauty, peace, and perfection.
.................(((((((( ))))))))..................
.......................|||||.......................
((""""-----.........|||||.......------"""" )))))
It takes a heartbeat to destroy it...
Replies:
posted 08 November 2004 03:31 PM EDT (US)     1 / 85  
I got it, but when I try to launch the teaser, it goes back to the main menu, and the units in the editor have no sound.

Anything I did wrong?


posted 08 November 2004 04:42 PM EDT (US)     2 / 85  
Damn looks like I forgot to put a file or two in... Will fix by tomorrow.

Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 08 November 2004 04:59 PM EDT (US)     3 / 85  
Ooohhh dang I wanted this teaser to occupy me till Halo 2 comes out at midnight!

.::Proud Memer of AD and AoMH::.
.::Proud American A-Hole::.
.::I'm American So That's Right I'm better::.
.::"Excuse Me for Pointing... OOOH!"::.- .::Quaqmire::.
.::Nah, Nah, Nah, Nah, Nah!::.
posted 08 November 2004 05:34 PM EDT (US)     4 / 85  
I'm going to the midnight sales

posted 08 November 2004 10:01 PM EDT (US)     5 / 85  
so am I! It really sucks though since I'm 14 and its M i have to drag a parent along...

.::Proud Memer of AD and AoMH::.
.::Proud American A-Hole::.
.::I'm American So That's Right I'm better::.
.::"Excuse Me for Pointing... OOOH!"::.- .::Quaqmire::.
.::Nah, Nah, Nah, Nah, Nah!::.
posted 08 November 2004 10:41 PM EDT (US)     6 / 85  
OFF TOPIC!!!

Lead Scenario Designer and Member of Liquid Fire Studios
Seeking only strength; Coldness that can burn a person; Throwing away pride; Stopping time with hatred.
"Eat paper." - pftq
posted 09 November 2004 02:36 PM EDT (US)     7 / 85  
no one at age of mythology heavengames knows me
but i have been a silent watcher of this forum for about a year
i am not a newbie nor an excellent modder
but a pretty average one
i have decided to break my silence after launch of this mod
i must congratulate you eXtinxtion for this mod
its stupendous!!!!
i will not rate it as per the heavengames norms of /5 as it will do injustice to your hardwork
instead i would rate it as excellent but
to make it perfect i wish to report some minor bugs
the first bug is
--------> the barlist file in the mod is
---------------------------------------------------------

; AoM BAR-loading mod (by Ykkrosh - ykkrosh@zaynar.demon.co.uk)
;
; This file lists the .bars that the .exe will load. It's very
; delicate, so please don't break it by doing anything dangerous.

; Mod bar files:

;yourmod.bar
dinoanims.bar
dinomodels.bar
dinotextures.bar
dinosound.bar
dinodata.bar

; Standard bar files:

textures\textures2.bar
textures\textures.bar
models\models2.bar
models\models.bar
anim\anim2.bar
data\data2.bar
sound\sounds2.bar
sound\sounds.bar
startup\gamesettings2.bar
scenario\scenarios2.bar
scenario\scenarios.bar
god powers\godpowers2.bar
ppdata\ppdata.bar

; The end
------------------------------------------------------------
but it should be like this
------------------------------------------------------------
; AoM BAR-loading mod (by Ykkrosh - ykkrosh@zaynar.demon.co.uk)
;
; This file lists the .bars that the .exe will load. It's very
; delicate, so please don't break it by doing anything dangerous.

; Mod bar files:

anim\dinoanims.bar
models\dinomodels.bar
textures\dinotextures.bar
sound\dinosound.bar
data\dinodata.bar

; Standard bar files:

textures\textures2.bar
textures\textures.bar
models\models2.bar
models\models.bar
anim\anim2.bar
data\data2.bar
sound\sounds2.bar
sound\sounds.bar
startup\gamesettings2.bar
scenario\scenarios2.bar
scenario\scenarios.bar
god powers\godpowers2.bar
ppdata\ppdata.bar

; The end
------------------------------------------------------------
there is also another bug which i will report later

once again congrats eXtinction

posted 09 November 2004 03:48 PM EDT (US)     8 / 85  
No, the bar list is right. Otherwise why is it working...

Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 09 November 2004 05:31 PM EDT (US)     9 / 85  
Alrighty the Fix (1.1) is up for download along with the updated main files if you haven't yet downloaded v1.0

http://lfs.outer-heaven.net/aom/i39/teaser/


Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 10 November 2004 02:58 AM EDT (US)     10 / 85  
no RiderOfEternity the barlist doesnt work
atleast on my comp
the changes that i suggested makes it work
so i posted it
there is also another bug
about the USER.CFG file

in the mod the user.cfg has the contents

------------------------------------------------------------
attractMode-scenario-0 i39-T/~JPbackground
-attractMode-scenario-0 ~AoM_pgs_Water
-attractMode-scenario-1 ~UI_Norse
-attractMode-scenario-2
-attractMode-scenario-3
-attractMode-scenario-4
-attractMode-scenario-5
-attractMode-scenario-6
-attractMode-scenario-7
-attractMode-scenario-8
-attractMode-scenario-9
------------------------------------------------------------
but the contents should be

------------------------------------------------------------
-attractMode-scenario-0 i39-T/~JPbackground
-attractMode-scenario-1 ~AoM_pgs_Water
-attractMode-scenario-2 ~UI_Norse
-attractMode-scenario-3
-attractMode-scenario-4
-attractMode-scenario-5
-attractMode-scenario-6
-attractMode-scenario-7
-attractMode-scenario-8
-attractMode-scenario-9

------------------------------------------------------------
this gives rise to problm of user interface

more bugs(if any) will be posted

posted 10 November 2004 03:55 AM EDT (US)     11 / 85  
@bajirao.

You would only need to put those folders in the bar list if you put the bars in thoise folders. however to simplify the stuation bars are commonly placed in the aom directory.

posted 10 November 2004 07:27 AM EDT (US)     12 / 85  
It's probably not at all relevant, but...

.bar files are loaded by AOM (in its internal bits of code) with two separate strings, 'type' and 'filename'. type is e.g. "textures", and is used by AOM to work out which part of its virtual file tree it should stick all the data into. filename is e.g. "textures.bar", and the .bar reader reads the file at "...\aom\(type)\(filename)".
For normal mod BARs, the BAR-loading mod works by adding "..\" to each filename, so it loads "...\aom\(type)\..\whatever.bar" (equivalent to "...\aom\whatever.bar"); but it loads that .bar for every possible type (anim, data, god powers, models, scenario, startup, textures), so you can put e.g. textures and sounds into the same .bar file. It's not particularly efficient, since every file in the .bar is duplicated seven times, but it seems to generally work fine. If the filename already includes a backslash (like "textures\textures2.bar"), it does the normal only-load-once method, with the first backslash separating the type from the filename; so "textures\..\dinotextures.bar" should have the same effect as "dinotextures.bar" but slightly more efficiently. (And it does all that in about four hundred bytes of nicely readable machine code )

So, anyway, I'm not sure what the point of that was, except that explicitly saying e.g. "textures\..\dinotextures.bar" might be unnoticeably better. You could also put things in subdirectories, like "textures\..\i39\dinotextures.bar", though I'm not sure whether there's any reason to actually do so...

posted 10 November 2004 02:00 PM EDT (US)     13 / 85  
Hey eX, you could have put the scenarios and the *.lgt files in the BARs, too. And why is one scenario an *.scn one and not *.scx? And xpack campaign files should be named *.cpx, not *.cpn. Anyway, I'll play it now... I'm sure it'll be great.

[This message has been edited by AoMPlayer000 (edited 11-10-2004 @ 02:04 PM).]

posted 10 November 2004 03:24 PM EDT (US)     14 / 85  
Couldn't wait to play it but when I click on the aomxmod.exe like it says in the how to play it just goes back to the main menu, whats going on? *goes back to Halo 2* *drools*

.::Proud Memer of AD and AoMH::.
.::Proud American A-Hole::.
.::I'm American So That's Right I'm better::.
.::"Excuse Me for Pointing... OOOH!"::.- .::Quaqmire::.
.::Nah, Nah, Nah, Nah, Nah!::.
posted 10 November 2004 03:40 PM EDT (US)     15 / 85  
^lol....

Crazy you have to select the 'Incident 39 Teaser' camapaign.

Ykkrosh we will remember that for the next version of I39
AOMPLAYER too

@bajirao: Your aom is strange But anyways tell me exactly what you did to install it,

Thanks all


Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 10 November 2004 04:27 PM EDT (US)     16 / 85  

Quote:

Couldn't wait to play it but when I click on the aomxmod.exe like it says in the how to play it just goes back to the main menu, whats going on? *goes back to Halo 2* *drools*


Another bug: The first scenario is saved in *.scn format, although in the campaign script it's specified with *.scx. To solve this problem, just go in the editor, load, and then save it as *.scx, finally move it from My Documents\etc. to the programs\AoM\scenario folder. Voilą, you'll be able to play the game!

BTW, I did so, and although I only played a tiny bit, it's brilliant ! Excellent!

posted 10 November 2004 04:40 PM EDT (US)     17 / 85  
Yeah Rider get with it j/k, could that be fixed fast so I don't have to do it manually? Or maybe could someone explain how to do it a little bit more detailed than above?

.::Proud Memer of AD and AoMH::.
.::Proud American A-Hole::.
.::I'm American So That's Right I'm better::.
.::"Excuse Me for Pointing... OOOH!"::.- .::Quaqmire::.
.::Nah, Nah, Nah, Nah, Nah!::.
posted 10 November 2004 06:53 PM EDT (US)     18 / 85  
ergh my bad... sorry extinction

Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 11 November 2004 03:09 AM EDT (US)     19 / 85  
Hi guys, sorry for the late reply, but I've been studying exams.
No problem Rider, that's why we're doing this - to get all bugs into the open. Thanks Player for the compliments.

BTW, I've figured out a way to use multimaterials in Gmax, has anyone found out how to do it? Coz it has huge benefits...I can make extremely detailed units, and very cool effects.


It takes billions of years to create beauty, peace, and perfection.
.................(((((((( ))))))))..................
.......................|||||.......................
((""""-----.........|||||.......------"""" )))))
It takes a heartbeat to destroy it...
posted 11 November 2004 03:13 AM EDT (US)     20 / 85  
Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me! Tell me!

sorry eX but this is BIG

btw I-39 is by far the best (and longest) DL ever!

posted 11 November 2004 04:24 PM EDT (US)     21 / 85  
Well I know how to do it be using a host model that has mutiple textures...but thats about it...Have your found an alternitive eXtinction

£¿ïþß첩û £¤® ~ ¿ïØûîÐ £í® §üÐ줧
Ô¿ÿmþîåñ §â££ ã §ÅÇ
Gravity is a myth, the Earth sucks.
posted 13 November 2004 01:38 AM EDT (US)     22 / 85  
Yeah I use models that have a couple materials but I though eX had an alternative
posted 13 November 2004 07:29 AM EDT (US)     23 / 85  
Alrighty 1.2 is out, it fixes 2 bugs- The first you can now play the campaign. The second- the first scenario no longer goes straight to the cinematic

http://lfs.outer-heaven.net/aom/i39/teaser/

Quote:

It is recommended that you play the first scenario again as there was a glitch in the scenario provided in version 1.0 and 1.1 which made the game go straight to the cinematic.


Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 14 November 2004 00:04 AM EDT (US)     24 / 85  
Sorry for the wait...again. But I'm down to my last two exams so I have to give my school work priority.

I use multi-material models, and apply their different maps to different parts of my models. I then use the hex editor to clarify which sub material will be my new material. If you follow my guide, then you will do the following: Make the model out of your different cut-outs with your separate maps applied. Make sure the maps you have correspond with the number of maps on the base model (like the mountain giant has three - head, body, and body map). Then apply the sub materials of the giant onto your cut outs - keep note of which material you apply (let's say you make a head map and apply the giant head map onto it. You must then change the giant map in the hex to your head map name) Then when you make your pivot point object, apply it with the mountain giant multi-material. When you attach the models you must choose the option 'match material to material ID's'.

I've been thinking of writing a new guide on how to make very detailed units, textures and sounds.


The result is fantastic, I've finished a Brachiosaurus model- took a while longer but was definately worth it. Three texture maps make it up. The best part is that you can enlarge it to massive proportions and it keeps its detail.

BTW, are there any people still struggling to get I-39 teaser to work? Please tell us so we can help you.


It takes billions of years to create beauty, peace, and perfection.
.................(((((((( ))))))))..................
.......................|||||.......................
((""""-----.........|||||.......------"""" )))))
It takes a heartbeat to destroy it...
posted 14 November 2004 02:37 AM EDT (US)     25 / 85  
I want a dipladocus!!!!!!!!!!!!


anyway for the gun, keycard, apple and door units you can ncode the trigger commands into the proto text so every time the unit is placed the expression and the command will be valid.

but yeah very very very very very very good!

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