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Star Gate Atlantis "mod" - Printable Version

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Star Gate Atlantis "mod" - Valery - 30.10.2009 18:16

I will start this thread for getting help without interfering with "question and answers" thread. Only for my use and for getting helpSm

project:

StarGate Atlantis map.
Image: 57789228.jpg

Minimaps
Image: 28311964.jpgImage: 51135650.jpg

For those who did not see the show (200 episodes), here is the story:

The story of Stargate Atlantis follows the cliffhanger episode on Stargate SG-1's seventh season finale "Lost City", where SG-1 found an outpost made by the race known as the Ancients in Antarctica. After the events of Stargate SG-1 season eight premiere "New Order", the Stargate Command sends an international team to investigate the outpost. Soon, Dr. Daniel Jackson discovers the location of the greatest city created by the Ancients, Atlantis. The story unfolds when the members of the expedition encounters the Wraith, the race that defeated the Ancients ten thousand years ago.

Characters:

SG team: Sheepard, Ronon, Teyla and McKey
Enemies: Wraith, replicators

SG team
(Sometimes the gifs from image shack does not show Fie

Sheepard

Aptitudes: shoot, launch bomb, place explosives on battlefield.
Image: 39360539.jpg
Image: sheepard.gif

Ronon

Aptitudes: shoot, double damage on melee, fear
Image: 38428459.jpg
Image: ronon.gif

Teyla

Aptitudes: shoot, heals one character/battle.Image: image2f.jpg
Image: 92988624.jpg
Image: teyla.gif

McKey

Aptitudes: shoot/melee =1 damage. Launch chain lighting and inferno and random funny dialogs during battles (wav from film)
96-copy
Image: 21993601.jpg
Image: mckey.gif



Stargate SG sprite and Atlantis city (animated but not in the example to save space, got rid of the hero flags):

Image: 60227639.jpg
Image: 43952410.jpg
Image: 39300728.jpg
Image: 87764273.jpg

Enemies:

Wraith

Aptitudes: drain HP on hit, regenerates every turn.
Image: 97488625.jpg
Image: wraith.gif

Replicator

Aptitudes: machine, Phoenix abilityx6 (respawn)
Image: 41579892.jpg
Image: replicator.gif

Travel will be made through Stargates, by selecting 7 ancient symbols for each of nine destinations (script is ready). Gate inactive and active + console (DHD)+ 25 symbols.
Image: 91847134.jpg
So far a few ideas went bad, because not possible. Map is not yet drawn (only terrain/layout) and from now I finished the graphics, and starting on scripts. Have to redo the artefacts, not happy with the glow.
There will be a specific patch with <>100 new objects from all styles, one for each planet to visit. There will be no standard creatures, but only custom.

I am open to all ideas and suggestions 132


RE: Star Gate Atlantis "mod" - Flashback - 30.10.2009 19:45

very nice Ab



RE: Star Gate Atlantis "mod" - Valery - 30.10.2009 20:19

I use all the technology from мутномода, notepad, calculator and the new 2 GB memory card. More than that, I have what мутномода will never have, a full support from muslim community in France. And it is huge!


RE: Star Gate Atlantis "mod" - Berserker - 30.10.2009 20:59

Valery, cool post )))


RE: Star Gate Atlantis "mod" - Corwin - 30.10.2009 21:01

Valery, DO you ever sleep?


RE: Star Gate Atlantis "mod" - Flashback - 30.10.2009 22:01

кстати у меня была такая же идея. сделать мод но с боем как в final fantasy, чтобы в каждой клетке был только 1 уникальный персонаж с уникальной системой прокачки и своими артефактами.
imho, Corwin, u r obliged 2 take Valery in CoreWoG team Ab


RE: Star Gate Atlantis "mod" - Valery - 31.10.2009 04:02

Ehm...guys, you can also criticize if something looks awful. I am not sure I see the flaws, as it took me time to get on graphics. I know the artefacts look bad, and I will redo them. The scripting part will be easier than creating new graphics.

I have a hard time to see whats wrong with the Atlantis city. There are no good models on internet, so all I could find was to extract it from movie stills or bad 3D models. It looks a bit scarce, not sure what to do to improve.

@Astaroth

Here are the remaining artefacts not yet done for effects, as I am not sure what to do. Any idea?
Image: 68763490.jpg

1) Grenade (if I keep the green, no need for effects, need to choose one)
2) Grenade (see above, smaller size if need effects)
3) Naquadah (resource replacing Mithril, maybe needs something like Armageddon blade)
4) Helm (opened inside)
5) Boots (I have already whites ones, but having a second is nice.)
6) Ammo (bullets)
7) AK-47 automated gun (you told me it is possible to create shoot effect?)

All the others look ok with glow alone but those bullets drive me crazy (catapult).
Image: 32306712.jpg


RE: Star Gate Atlantis "mod" - Darkloke - 31.10.2009 12:16

Quote:7) AK-47 automated gun (you told me it is possible to create shoot effect?)
As i can judge by the picture it isnt AK-47, but FN P90.


RE: Star Gate Atlantis "mod" - Ganymed - 31.10.2009 12:25

At least Forge and Varn now have someone to do Ab


RE: Star Gate Atlantis "mod" - Astaroth - 31.10.2009 21:30

Quote:you told me it is possible to create shoot effect?

It's over you can! But I think a strong effect does not work, because the small size of the image. But you can osdelat effects of smoke after the fire, I think it would not be very difficult. Write if you want


RE: Star Gate Atlantis "mod" - Valery - 31.10.2009 22:08

@Darkloke

You're right. the Ak-47 was too long for a 44x44 pic so I switched to a more balanced size. and if you have some nice arties for me, would be great

I need a marine (gunner) sprite from Civilization. Could not find anything which fits in WOW. Can you help me one day?
Here is one example:
Modern marine

@Astaroth

Sure I wantSm
Here are the "AK-47" and the helm. Tell me what would be the best effects for them.
DOWNLOAD

Thanks (going to find a better pic for bullets)


RE: Star Gate Atlantis "mod" - Astaroth - 01.11.2009 00:04

Quote:going to find a better pic for bullets

The best way to find the image of bullets and a box for them


RE: Star Gate Atlantis "mod" - Astaroth - 01.11.2009 00:38

For AK-47, I think it could go something like this - a laser sight
Image: tUuX1fBwhL.jpg
And about the mask - I think you're nothing cut back ..


RE: Star Gate Atlantis "mod" - Valery - 01.11.2009 00:57

The best bullets I could find, 44x44 is so small for those things
Image: 28683871.jpg

What are you saying about the mask? I don't understand.


RE: Star Gate Atlantis "mod" - Astaroth - 01.11.2009 12:42

Under the mask I had in mind the helmet. I would say that you are cut out of nothing by the eye, instead, would be worth to hang on the helmet of some super glasses, with night vision or perhaps with the same laser sight


How do you effect for the AK-47 "? He'll do, or could something else?


RE: Star Gate Atlantis "mod" - Valery - 01.11.2009 20:20

Something like this?
Image: image2gu.jpg


RE: Star Gate Atlantis "mod" - Valery - 01.11.2009 21:22

I have a problem creating a new mine. I replaced the smelter mine (63/27) and did the appropriate script. I copied the yellow flag fro the original frame and pasted in the new object (when I visit it it says "mithril mine, red player" but flag remains yellow). I guess there are additional steps for this in deftool, but which?
Image: 38951266.jpgImage: avgmetah.png


RE: Star Gate Atlantis "mod" - gamecreator - 01.11.2009 22:00

there must be special color in palette


RE: Star Gate Atlantis "mod" - Valery - 01.11.2009 22:06

You mean I must select "special color" in deftool? or replace the yellow in palette? I took it exactly as it was from the original frame. Sorry, it is my first time when trying to get a flag working. Is the flag pixel hardcoded, so it must be at a precise location?


RE: Star Gate Atlantis "mod" - gamecreator - 01.11.2009 22:32

well, you can took palette from original frame or select special color in defrool or replace the yellow with that special color
Добавлено:
Image: L7cL7u7XLr.jpg
here you must check that checkbox


RE: Star Gate Atlantis "mod" - Darkloke - 01.11.2009 23:36

(31.10.2009 22:08)Valery Wrote:  You're right. the Ak-47 was too long for a 44x44 pic so I switched to a more balanced size. and if you have some nice arties for me, would be great
Oki. I will look something.

Quote:I need a marine (gunner) sprite from Civilization. Could not find anything which fits in WOW. Can you help me one day?
Here is one example:
Modern marine
Ok, i will try. Just remind me about this periodically.


RE: Star Gate Atlantis "mod" - Valery - 02.11.2009 01:45

(01.11.2009 22:32)gamecreator Wrote:  well, you can took palette from original frame or select special color in defrool or replace the yellow with that special color
Добавлено:
Image: L7cL7u7XLr.jpg
here you must check that checkbox

Something I do wrong. The new flag has exactly the same palette as the original (255,255,0) and I placed it on the same pixel, using a grid. Now it is no more yellow but gray in game . I checked the flag box and let it yellow (have to change to some other color?, and which one?). The player color is not showing still.
Image: 48793222.jpg


RE: Star Gate Atlantis "mod" - Valery - 02.11.2009 03:45

EDIT:I apologize, my fault. The original mithril smelter has a dummy flag thus it can't be flagged. I had to take a working animated flag from another dwelling to make this work.
Image: image2zw.jpg

The annoying thing is that if it is a dwelling I can't get rid of the screen offering the creatures (!!OB998:M-1/1/0; removes only the message). Even if a TM removes the creatures every first day/week, it will still show screen. Only solution is to use a regular mine and set the resource every day to 0.


RE: Star Gate Atlantis "mod" - Astaroth - 02.11.2009 10:18

Quote:Something like this?
Yes, very good! But the flame from "AK-47" u can create more dark


RE: Star Gate Atlantis "mod" - gamecreator - 02.11.2009 14:49

Valery, can you give me all variants of your mine? I'll try to understand what's wrong with it.


RE: Star Gate Atlantis "mod" - Valery - 02.11.2009 17:24

Game creator, what exactly you want me to give? The mithril mine?
I got it working. Changed a sulfur mine to this picture and set resource to zero every day (I will be using only special resource in this map, no others)
I will try to recover the first frame with the dummy flag and post here. Dunno why I can't flag it.


RE: Star Gate Atlantis "mod" - Valery - 02.11.2009 19:13

I changed completelly the DHD (console) look. Instead of using 25 defs, one for each symbol, I compiled all of them in one 224x192 def and animated it. It is placed on rock terrain and each symbol is 32x32, making easy mouse click for selecting it.
Image: image2lh.jpg
Image: 97473208.gif

Bah, hours of work for nothing. I just realize that the dialog box is too big and I have to resize my DHD from scratch. Lost my time.
Image: image2dt.jpg


RE: Star Gate Atlantis "mod" - Valery - 04.11.2009 08:56

Dungeon? Castle? Rampart?
Nope, ATLANTIS! (it may change if good advices)
Image: image1wb.jpg

Astaroth, when trying to replace the city shadow for those buildings install aborts. It says something in russian about this bmp:
Image: tocsm401.jpg

I opened the object, removed cyan, and gave it the shape with the same colors as the originals, but it does not want it inside.


RE: Star Gate Atlantis "mod" - Valery - 05.11.2009 05:23

remade it Blink. Now I hope it looks better but a new problem raised. (I will polish the buildings later with some effects.)

I made a careful check in which towns I can place buildings which connect best. Rampart won. The problem is that those 3 standard creatures pics are still there, even if I set their growth to zero and made them castle creatures. If any has the idea how to remove them other than cleaning the def I will appreciate. Or I could find a way to use those numbers as energy levels or something else.
Image: image1iqq.jpg


New DHD console remade from scratch, now the dialog box does not hide it (maybe WoG 3.59 could give us a dialog box where we can choose a custom pic of any size if possible, would be great, here I used 4 pics and we can see the weird lines between):
Image: image2hx.jpgImage: 222s.gif


RE: Star Gate Atlantis "mod" - gamecreator - 05.11.2009 18:00

megacool!!
try to make units with background of "water" surface of active stargate


RE: Star Gate Atlantis "mod" - Valery - 07.11.2009 19:24

@Berserker

Mutno-Muddy? Harvester invincible commander?
DOWNLOAD def


RE: Star Gate Atlantis "mod" - Berserker - 07.11.2009 19:50

Thank you Ab


RE: Star Gate Atlantis "mod" - Valery - 08.11.2009 00:00

A small preview of the upcoming creatures, I will add more but it takes forever:

1st and 2nd range: Heros (flag removed, there will be no factions)
3rd and 4th range: animated creatures sprites (mostly same, each hero will carry his own image as creature)
Image: image2lc.jpg

Sucubbus, flesh golem, werewolf, wolf and kodo beast are from Darkloke. Strangely, Darkloke's succubus does not want to display the shadow.


RE: Star Gate Atlantis "mod" - Berserker - 08.11.2009 00:12

I'm looking forward to test them in action.


RE: Star Gate Atlantis "mod" - Valery - 08.11.2009 00:22

You already have the most important, the Muddy harvester.Sm
Others work very well, except the replicator which I wanted to create an hero from, but game crashed every time. No idea why, so I let him be only creature and choose other creature for Hero.

The latest is a fighting tree and even in standard heroes it fits very well. I will use it for some angry forest attacking the team.
Image: 81046109.gif

@Berserker, for the wog archive you may take a look at my megapack
HERE

You will find inside the most important WoG scripted english maps. For other things I guess you already have better versions.


RE: Star Gate Atlantis "mod" - Berserker - 08.11.2009 00:40

As far as I see I have almost everything except maps. I'd be very grateful if you uploaded only maps on mediafire.
Добавлено:
Quote:HULK!

Creature and hero. Reserved for Jim Vogan Hulk map.
Valery Wrote:Valery, "reserved" - it's ok, but could you give the link, so that I could save the creature at WogArchive? We are collecting all wog works.
There is almost no chances that someone will make an attempt to use any new creatures in mods, because there is almost no active mods.


RE: Star Gate Atlantis "mod" - Valery - 08.11.2009 01:23

Here they are WOG MAPS

(08.11.2009 00:40)Berserker Wrote:  There is almost no chances that someone will make an attempt to use any new creatures in mods, because there is almost no active mods.

Everyone with WOW model database can make Hulk in a couple of hours so it is not like hiding a master work. Is just that Jim is a very sensitive person, I told him it is for his map so unless he does not start it, I 'll "hide" itSm There will be some 40 new creatures in Atlantis, so we will not be missing that one.


RE: Star Gate Atlantis "mod" - Valery - 08.11.2009 06:13

I made a ninja and took my time. So far it is the creature I am most happy with and it looks great in battle or adventure map. This WOW database is amazing, it takes time to combine parts but you can get almost anything.
NINJA
Image: ninjan.gifImage: image3kv.jpg


RE: Star Gate Atlantis "mod" - Berserker - 08.11.2009 13:14

Looks fantastically. It's time to make the Matrix map )


RE: Star Gate Atlantis "mod" - gamecreator - 08.11.2009 18:20

looks great. but on some frames his sword is floating in air. is there some possibility to fix this?


RE: Star Gate Atlantis "mod" - Valery - 08.11.2009 18:33

It can be seen only when background is transparent, and in game it is not. I have no idea why Blizzard let the weapons floating outside the body, to change this need to keep the sword in hand all the time, and I wanted to do something different where he uses the sword only for hitting.


RE: Star Gate Atlantis "mod" - Valery - 09.11.2009 08:26

I need a good robot model....those from WOW are CRAP
Image: image3lp.jpg


RE: Star Gate Atlantis "mod" - Astaroth - 09.11.2009 16:21

Cool! I was not just about a week, and already many have posted new screenshots!

Valery, I have not worked with the cities so I can not advise you anything intelligible.

By the way another thing that: In the new view of the city, too noticeable that some objects are "glued". To this byle not very noticeable, you can blur the edges a bit, try to apply the filter "intelligent" or blur filter "wave"


RE: Star Gate Atlantis "mod" - Valery - 10.11.2009 01:32

Well, I am kinda stuck because my graphics are far from being good. Maybe Darkloke will join if he has the time and the willing to, but alone I can't do graphics, map design and scripts all together. So far monsters are acceptable but map sprites look bad without a 3Ds max artist. So I will start scripting while waiting for an hypothetical help...

Here is the progress so far:
Image: image2hb.jpg

1 and 2 range= heros
3,4 and 5th range, creatures
6,7th NPC quest givers.

So far the quest givers look awful and cant do them better with the tools I know.


RE: Star Gate Atlantis "mod" - Astaroth - 10.11.2009 10:48

Quote:Well, I am kinda stuck because my graphics are far from being good. Maybe Darkloke will join if he has the time and the willing to, but alone I can't do graphics, map design and scripts all together. So far monsters are acceptable but map sprites look bad without a 3Ds max artist. So I will start scripting while waiting for an hypothetical help...
Valery, what can I help? I have a little free time. With regard to the quest characters, they look pretty good


RE: Star Gate Atlantis "mod" - Valery - 10.11.2009 11:31

Thank you Astaroth. For map sprites only Darkloke can help I think. The other thing on which I want advices and help is city screen and its 4-5 dwellings. Of course, any help will be highly appreciated. Tell me if you have little free time and I will send you the sources for city screen, maybe we get something really nice.

PS: the quest givers look better in editor, but worse in game. I will maybe retry them a little bigger.

@I have a question, and please delete it if it can give troubles to this forum: I dloaded long time ago Milkshape, as trial. Now I got the keygen and trying to validate it, but it keeps saying that my trial expired and need running it for 2 minutes to register. I deleted all things about Milkshape in regedit and somehow it still keeps those messages, I deleted Milk, reinstalled and still telling me I ran of time. When typing the keygen code it says "thanks for registering, please restart Milk" but on restart bla blla same message.
Image: image4da.jpg


RE: Star Gate Atlantis "mod" - Berserker - 10.11.2009 14:22

Quote:if it can give troubles to this forum
Nothing can give troubles to this forum Image: sunglasses_cool.gif

Наши действия:
1). Запускаем MilkShape, видим это сообщение. Нажимаем ОК.
2). Заходим в закладку Help/About, нажимаем Register.
3). В поле имени вводим Lee Soil, в поле пароля bP3Ed-KU3Cdg-u14d26d
естественно по "кусочку" в каждое поле.
4). Жмем ОК, закрываем программу.
5). Снова запускаем её, видим опять это предупреждение. Жмем ОК. Ждем 2-3 мин!(ничего не делая! просто нажали ОК и все, сидите ждёте. А лучше вообще от компьютера отойти =)
6). После этих 3 мин. утомительного ожидания, закрываем программу.
7). Снова запускаем и все! Программа зарегестрирована, никаких предупреждений не выскакивает. Вы снова можете сохранять свои модели.

1) Run MilkShape, see message, press OK
2) Go to Help/About - Register
3) Enter name and serial
4) Press ok, close the program
5) Run the program again, see warning. Press OK AND WAIT 2-3 minutes away from PC )))
6) After that 3 minutes close the program
7) Run the program. No warnings appear, it's registered Sm


RE: Star Gate Atlantis "mod" - Valery - 10.11.2009 15:27

Spasiba132


RE: Star Gate Atlantis "mod" - Berserker - 10.11.2009 15:35

You are welcome )


RE: Star Gate Atlantis "mod" - Astaroth - 10.11.2009 17:10

Quote:Thank you Astaroth. For map sprites only Darkloke can help I think. The other thing on which I want advices and help is city screen and its 4-5 dwellings. Of course, any help will be highly appreciated. Tell me if you have little free time and I will send you the sources for city screen, maybe we get something really nice.
Yes, I still have time. (at the University of classes a week will not be! Spiteful ) so I think I can do anything to help


RE: Star Gate Atlantis "mod" - Berserker - 10.11.2009 17:12

There won't be classes at the university for a week )


RE: Star Gate Atlantis "mod" - Astaroth - 10.11.2009 17:15

Rolleyes


RE: Star Gate Atlantis "mod" - Valery - 10.11.2009 17:38

Don't worry I understand you. Recently I also used Google to write in russian for the Muddy mod and nobody understood me, ha.

Here are the sources for the city screen: Atlantis

I don't have ideas about how to improve them, maybe some fire animations for the ship engine? I don't know...


RE: Star Gate Atlantis "mod" - Berserker - 10.11.2009 17:56

Quote:Recently I also used Google to write in russian for the Muddy mod and nobody understood me, ha.
Most of us understood you well.


RE: Star Gate Atlantis "mod" - FCst1 - 10.11.2009 23:37

Valery, it's great project! Keep it up!
One question - is the model of a snowman? On DF2 simply like to make a New Year's mod...


RE: Star Gate Atlantis "mod" - Astaroth - 11.11.2009 00:01

FCst1, are you kidding! Only now, I thought: how much to do on New Year's mode, so came here and reminding me about it!


RE: Star Gate Atlantis "mod" - Valery - 11.11.2009 01:14

(10.11.2009 23:37)FCst1 Wrote:  Valery, it's great project! Keep it up!
One question - is the model of a snowman? On DF2 simply like to make a New Year's mod...

Yes, I am compiling possible encounters and RPG quests ideas. I was thinking to create an evil snowman with an evil creature as disciple which controls the bad weather on a planet. The team has to destroy him.

Boss (adv object--done)
Image: 54772557.gif

His army (not yet done)
Image: 75931341.gif


RE: Star Gate Atlantis "mod" - Valery - 11.11.2009 11:26

My modding skill is reaching abysses:

Image: image2wz.jpg
+
Image: thall1.png
=
Image: image2m.jpg

Background cyan 0.255.255. Dash1


RE: Star Gate Atlantis "mod" - Astaroth - 11.11.2009 21:34

Valery keep the file in PDS format, look, I did it in haste

File


RE: Star Gate Atlantis "mod" - Berserker - 11.11.2009 22:14

Astaroth, naming files in Russian is not the best idea I think )


RE: Star Gate Atlantis "mod" - Astaroth - 12.11.2009 01:12

Damn! I wrote a wrong link! Fie
P.S. Link set correctly


RE: Star Gate Atlantis "mod" - Valery - 12.11.2009 05:19

I like them! I am very curious how you created transparent the gate water edge, now we can see through, it is a great effect. I am not very happy with the ship as it lost the shape but others objects are just great! How did you create also the tower background, as we can see the shadow ONLY if we add color into the layer, otherwise it can't be seen, however it appears when combined with city screen. Thank you. 132

It is nearly Christmas and Atlantis people look for gifts. Unfortunatelly Santa Got attacked on the road by nasty carnivore flowers:
Image: image3l.jpg
Image: orchidee.gifImage: christmast.gif

I just realized that until now I used wrong settings in Photoshop to index colors. Now the difference is huge. Glad I discovered this when 30 creatures already done and I am sick of itSm


RE: Star Gate Atlantis "mod" - Berserker - 12.11.2009 13:50

Dangerous flowers indeed 148


RE: Star Gate Atlantis "mod" - Astaroth - 12.11.2009 14:48

Quote:Thank you
You're welcome! For the ship, of course, I'm sorry. Valery, you should write in more detail how you want to see your objects on the screen of the city. And, I think it's not all objects, right?

Can I ask? You can lay out a link to this New Year's character, because I undertook to complete a New Year's Mode and he will look good in the Mode


RE: Star Gate Atlantis "mod" - Flashback - 12.11.2009 16:15

very nice -)



RE: Star Gate Atlantis "mod" - Valery - 12.11.2009 16:55

Astaroth, please Download again Santa. Corrected the size of adventure map sprite (64x64). The first was too big (96x64)

Thank you Flashback, but I have not big merit in that. They are WOW models, and easy to extract.


RE: Star Gate Atlantis "mod" - Valery - 12.11.2009 21:23

And here comes this amazone...nothing special at first sight. However she owns a special ability which turns the head of all attackers. The name is "Is there any bikini in the plane?". I guess the player will spend some time on mouse over frames (see spoiler).

Image: amazon.gif

Amazone


RE: Star Gate Atlantis "mod" - Berserker - 12.11.2009 21:51

Valery, shie is definitely not an ideal woman Fie


RE: Star Gate Atlantis "mod" - Valery - 20.11.2009 04:09

A short update to keep me motivated, as designing the map will take over 2 months (5% done)

3 planets already done:

Frozen planet:
Image: image4qh.jpg

NOX planet (the strange and peaceful race), FCST, your green wall is awesome
Image: image2y.jpg

Chinese style planet (thanx god I finished that chinese patch), every object is animated, my eyes go crazy
Image: image2dq.jpg
Image: image4rl.jpg

12 more to come...soon, and this will be only the undergroundSm


RE: Star Gate Atlantis "mod" - UksusoFF - 20.11.2009 11:10

Yurt is cool Sm


RE: Star Gate Atlantis "mod" - FCst1 - 20.11.2009 12:31

(20.11.2009 04:09)Valery Wrote:  NOX planet (the strange and peaceful race), FCST, your green wall is awesome
Image: image2y.jpg
Thanks, I am glad that it is pleasant to you Sm
PS. Frozzy Planet real cold...
(20.11.2009 11:10)UksusoFF Wrote:  Yurt is cool Sm
It's from H4, I'm make it Sm


RE: Star Gate Atlantis "mod" - gamecreator - 20.11.2009 18:14

gate on frozen planet is clumsy


RE: Star Gate Atlantis "mod" - Valery - 21.11.2009 19:27

No problem, fixed.

Image: image2z.jpg


RE: Star Gate Atlantis "mod" - FCst1 - 02.12.2009 20:14

Valery, I found these pictures on heroescommunity. Why you have not shown them to us? Sm It were pleasant to me! Sm
Image: 222t.gif
Image: image2lxn.jpg
Image: image2yt.jpg


RE: Star Gate Atlantis "mod" - Valery - 02.12.2009 20:29

Oh, its more mapmaking than scripting, I did not know it interest anyone here. It will take me about 2 months to design the map, thats why I did not update.


RE: Star Gate Atlantis "mod" - gamecreator - 05.12.2009 01:36

I remembered some useful information for ship's landing. TE has some receivers and triggers of real-time timer management


RE: Star Gate Atlantis "mod" - Valery - 05.12.2009 04:47

Would be great, but I have no intention to switch to TE (it changes a lot of things I don't need atm in single player). Sagamosa proposed me the 3.59 beta for custom dialogs and real time timer management but I am not sure I can ask players to change version for playing a single map. But if CoreWoG team publish the alpha 3.59 version I go for it for sure. I already tested ERA and it already offers many new things. Now, if it is a public release, we may change all to it.


RE: Star Gate Atlantis "mod" - Berserker - 05.12.2009 13:09

Valery, I'm planning to release Era 1.7 with Wog 3.58f included and another pack with SoD and Wog included. I think it could be a standart at least for a few years.
Добавлено:
Quote:I can't share what was not publicly released. If anyone wants it, he has to ask to Berserker directly. However, if you use it for making a map, it will not be playable without ERA as there are new ERM commands. And till now only a very small percentage of people have it.
All releases are public ones.
Unfortunately, the last one was targeted to the Russian auditory.

As for deleting my old works, it's in the past. I just needed to get rid of some dependencies for a month to have a rest and ability to think.


RE: Star Gate Atlantis "mod" - Valery - 05.12.2009 20:45

No problem, it happened to me also. Waiting eagerly for Era coming up in final release.Rolleyes


RE: Star Gate Atlantis "mod" - GrayFace - 06.12.2009 10:09

(05.12.2009 04:47)Valery Wrote:  Would be great, but I have no intention to switch to TE (it changes a lot of things I don't need atm in single player). Sagamosa proposed me the 3.59 beta for custom dialogs and real time timer management but I am not sure I can ask players to change version for playing a single map. But if CoreWoG team publish the alpha 3.59 version I go for it for sure. I already tested ERA and it already offers many new things. Now, if it is a public release, we may change all to it.
TE already supports custom dialogs and real-time timer. Era is based on TE exe, so it contains all the features, but real-time timer can be disabled.


RE: Star Gate Atlantis "mod" - Berserker - 06.12.2009 13:39

Quote:TE already supports custom dialogs
Unfortunately they are quite unstable Bad


RE: Star Gate Atlantis "mod" - Valery - 06.12.2009 23:43

Don't get eat by him!
Image: 111n.gif


RE: Star Gate Atlantis "mod" - gamecreator - 07.12.2009 00:14

he jumps too high (ofcourse, if he hasn't flying ability Ab )


RE: Star Gate Atlantis "mod" - Berserker - 07.12.2009 00:58

Kis-kis, little cat )


RE: Star Gate Atlantis "mod" - Valery - 07.12.2009 08:28

Some infantry I needed badly, it took me the whole day as it was not animated (had to compile animations one by one then resize+reposition+remove weird colors from bad game). Initially asked Darkloke for, but now its ok, I have it.128
Image: infantry.gif



Astaroth, can you please give me a hint how to simulate fire getting out from weapon in the shoot frame? I need only in ONE frame to show it.


RE: Star Gate Atlantis "mod" - FCst1 - 07.12.2009 09:15

Mmm... To This guy does not prevent to sew up an armpit Sm



RE: Star Gate Atlantis "mod" - Valery - 07.12.2009 20:50

:D The armpit, going to fix that. Added pistol fire too.
Image: 222t.gif


RE: Star Gate Atlantis "mod" - Valery - 08.12.2009 04:49

Some battle in the woods
Image: image2js.jpg

And Underground is fully designed with all objects and layout, starting soon the surface115
Image: image2yz.jpg


RE: Star Gate Atlantis "mod" - UksusoFF - 08.12.2009 13:10

36 coooool


RE: Star Gate Atlantis "mod" - Valery - 09.12.2009 02:14

I am approaching 40 new creatures. I know...WOW source, but at least you can play with them waiting for experts to release handmade and original ones:

Image: gorilla.gifImage: mamouth.gif


RE: Star Gate Atlantis "mod" - Astaroth - 09.12.2009 17:50

Okay, Valery, I will try to explain you. But first, could you send me a DEF of this creature, so I tried different options in order to understand how it can look better. And: What effect would you like? Perhaps the effect of fire red or blue laser, or from simple shooting bullets?


RE: Star Gate Atlantis "mod" - Valery - 18.12.2009 13:36

Don't ask me how I did it, but I messed a lot before getting the idea (custom pics + dialog txt). But now instead or 70 pics, I use only 10 for 70 dialings.
Image: image2rq.jpg

Could be better if that damnt dialog box was placed a few pixels lower so I can get the DHD on center and if !!IF:N command did not required at least 2 pics but...could not find better

Complete list of parchments for dialing 10 different planets
Image: image1fj.jpg

Previous try was:
Image: image2hx.jpg
And needed about 70 pics to compile and use. Better now?


RE: Star Gate Atlantis "mod" - GrayFace - 21.12.2009 22:08

Why do you use IF:N and not IF:Q?


RE: Star Gate Atlantis "mod" - Valery - 21.12.2009 22:58

Why? Because I am stupid, thats why. Started with IF:N then worked around to get internal pictures and forgot to check IF:Q. Moral

Now it is centered also.
Image: image2dc.jpg


RE: Star Gate Atlantis "mod" - Valery - 22.12.2009 19:09

How they look?
Image: image4o.jpg


RE: Star Gate Atlantis "mod" - Berserker - 22.12.2009 20:07

Some of them look at least not perfectly, IMHO


RE: Star Gate Atlantis "mod" - Valery - 22.12.2009 20:33

The background or the angle? The tiger has a bad angle I know. For backgrounds I tried to make various one, but sometimes they don't fit on creature. One background/creature is a lot...


RE: Star Gate Atlantis "mod" - Valery - 23.12.2009 23:04

Redone:
Image: image4o.jpg


RE: Star Gate Atlantis "mod" - Berserker - 23.12.2009 23:56

Much better now )


RE: Star Gate Atlantis "mod" - Valery - 24.12.2009 00:11

Yeah pesky little pics, took me the whole day. Holidays rock. 47


RE: Star Gate Atlantis "mod" - Valery - 25.12.2009 02:13

had a bit of fun:
Image: michael-jackson-10.jpg
Image: jacksonm.gif

3=5


RE: Star Gate Atlantis "mod" - UksusoFF - 25.12.2009 02:27

MOAR! Gigi


RE: Star Gate Atlantis "mod" - Valery - 25.12.2009 02:42

GrayFace here are a few stills which create the wrong colors. I added a .txt file inside with the steps I used. The problems start once we add more than 20-30 frames and reposition them. Under 20 nothing happens.
Jackson stills



Michael Jackson complete def and material, if anyone wants to play with.


RE: Star Gate Atlantis "mod" - Valery - 25.12.2009 23:04

I have a question (sorry for so many)

The external view of the Atlantis city is hard to do. Right now I have it but as you see in left pics there is a shield protecting it. I used the big model to split it in 4 equal parts and then use the 4 defs to build the city. Now, do you think I should go for drawing the shield around or leave it as it is? Drawing the shield would be tricky as I need to draw on 4 frames and calculate the right angle to fit when compiling the 4.
Image: 81503077.jpg

Actual view (cheated with editor for sorta shield)
Image: image2tz.jpg

Should I try the shield or it is too difficult?


RE: Star Gate Atlantis "mod" - Berserker - 27.12.2009 02:13

Maybe it would be better to concentrate on something more important than shield? I know, the atmosphere etc. but this thing can be added in the end. Unforunately, I has not enough skills to give a real advice in this case, but when you have a feature that takes 99% of time and is used only 1% and another one (1% and 99% accordingly) then it's more reasonable to chose the second one. imho.


RE: Star Gate Atlantis "mod" - Valery - 27.12.2009 02:40

Thanks, I am afraid the city looks rather incomplete without additional design. I am trying to concentrate on all details at once. I am done with 50 new creatures, the map is ready, now starting the battle scripting (and of course I need to replace land mines, blind, with explosive and grenades)

Last creature, a thief, I extracted it because I found the animation quite unique, and some happy dangerous chick:
Image: thief.gifImage: fem.gif

And some pirates, of course, as I have some water:
Image: image2sm.jpg


RE: Star Gate Atlantis "mod" - Berserker - 27.12.2009 02:57

Nice creatures. The assasin is awesome and the weapon of the girl looks deathful )


RE: Star Gate Atlantis "mod" - Valery - 27.12.2009 06:45

Ok, I am done with creatures, 54 in total, now starting on serious things, as selecting sounds and abilities (have to choose between 1000+ collected).

(last screen)
Image: image1ly.jpg

Is there any possibility to script "getting hit" sound with BG:A? I see "walk", "attack", "defend" and "shoot" but not hit.


RE: Star Gate Atlantis "mod" - Berserker - 27.12.2009 15:02

I's somewhat of !?MF0 (monster taking physical damage). General hitting cannot be intercepted.


RE: Star Gate Atlantis "mod" - Valery - 27.12.2009 20:35

Ok thanks I will add new 82M files for hit.
I have another problem 105:

I use animated gifs for choosing spells, but there is a box I don't need or do not have idea for what to use it. How to set a fixed text in it and do not allow player entering anything?
Image: image2xc.jpg


RE: Star Gate Atlantis "mod" - Berserker - 27.12.2009 21:36

D#/$1/$2/
Try to user 0 in $2.


RE: Star Gate Atlantis "mod" - Valery - 27.12.2009 22:32

Thanks132


RE: Star Gate Atlantis "mod" - Berserker - 27.12.2009 22:51

Thanx to you for the work )


RE: Star Gate Atlantis "mod" - Valery - 28.12.2009 01:00

McKay will be able to choose between 10-15 actions on battlefield (the heros have never spell book, spells are launched by creatures)
Image: image2ur.jpgImage: image4hj.jpg


RE: Star Gate Atlantis "mod" - Valery - 30.12.2009 10:51

Hmm...those quick sand and land mines give me headache.

!?BR&v997>=1;
[......]
!!VRy1:S1 R183;
!!VRy2:Sy1;
!!VRy2|y1=16/y1=17/y1=33/y1=34/y1=50/y1=51/y1=67/y1=68/y1=84/y1=85/y1=101/y1=102/y1=118/y1=119/y1=135/y1=136/y1=152/y1=153/y1=169/y1=170:+2;
!!BM0:Q1/y2/1; **Q0 for quick sand

Problems:
1) it shows only on grass (?)
2) Friendly units get hurt in them, enemy units ignore them. (they pass through)
3) Where I am wrong?:36:

There is a solution to make it cast by hero but then I get 4 mines and I want only one.
!!BH0:C11/y2/1/0; **works but place 4 of them.

@Edit: got it working with !!BH:Q0/y2/1; lol, so many options, I get lost

More interesting options, does not even need check, land mines and quick sands cancel them selves if obstacle or monster:

!?CM4;
!!CM:S?y6;
!!FU&y6<>13:E; **disable casting when moving
!!BG:N?y5;
!!CM:D?y2;
!!BH0&y5=0:Q1/y2/1;
!!BG&y5=0:A3; **cast once/turn

I love ERM:) So far, it seems that QS and LM casted by monster have no effect. Only by hero


RE: Star Gate Atlantis "mod" - Valery - 06.01.2010 02:52

Update (just to keep me motivated)147

Finished the stargate traveling (78 symbols used, 11 possible destinations) and now working on the Command center within Atlantis city:

Credits (funds) will come from external trades routes between Atlantis ans other cities(planets) withing Pegasus Galaxy. Some possible use for funds:
Image: image2nt.jpg
Image: image4sq.jpgImage: image6l.jpg


RE: Star Gate Atlantis "mod" - Valery - 10.01.2010 00:30

Click right mouse on defend box to jump, then click right on surrender to heal, then CM:R0 to disable, then click left on hero then CM:R0 again to reload guns, click...click...click again and again?

No!

Now you click on aid box to heal, and on AMMO box to recharge guns, count AMMO left, grenades, explosives. One click, thats all. Gigi
Image: image2ja.jpgImage: 9jjho3.jpg


RE: Star Gate Atlantis "mod" - Valery - 12.01.2010 19:33

My first attempt to animate objects:
Added one to replace tavern, animated Ship engines, animated and changed stargate model, updated city Bmp with steps.
Image: image2hqk.jpg
Image: 57977632.gif
Dont laughSm
Image: fireq.gif

I will add a static visual effect on the two objects on the left then I am done, as I can't do better than that.


RE: Star Gate Atlantis "mod" - Astaroth - 12.01.2010 22:07

Not bad! Valery, by the way, i will begin to work with your graphic material very soon. May be it will be on next week. Can your send me your icq, if you have


RE: Star Gate Atlantis "mod" - Berserker - 12.01.2010 22:13

59[три]-927-67[восемь]


RE: Star Gate Atlantis "mod" - Valery - 12.01.2010 22:56

Astaroth thanks. I would need only two static effects for the two left buildings and 4-5 artefacts to remake (glow), if you have small time. I don't want them perfect, but acceptable, as I want to avoid the wolfs from DF2 jumping on me too harsh.

PS: The tower on left side could have some rotating light on top, like a lighthouse. A few frames only, If you agree. Something like this (it needs one frame without light, for main frame):
Image: lighthouse10.gif


RE: Star Gate Atlantis "mod" - etoprostoya - 13.01.2010 01:48

Image: lighthouse10.gif
?


RE: Star Gate Atlantis "mod" - Valery - 13.01.2010 21:14

Its only a bad gif I found to show what effect the rotating light could have.

NEw city graphics are done. 3D model split in 10 frames, repositioned and finished. Looks much better than the first one IMO.



RE: Star Gate Atlantis "mod" - Berserker - 13.01.2010 21:51

Wow! Cannot be compared to the first version, because this one rocks ))


RE: Star Gate Atlantis "mod" - Valery - 13.01.2010 22:01

Thanks! I just learned the first bases of engineering: 148
Image: image2pv.jpg


RE: Star Gate Atlantis "mod" - Darkloke - 14.01.2010 02:15

Some parts dont match a bit.


RE: Star Gate Atlantis "mod" - Valery - 14.01.2010 02:36

I saw which ones. Trying to correct, the only problem are the shadows connecting. Or just tell to the player that the city got bombed and thats why it is looking bad :D

So far, checking with original, it looks to me only one which is not good. Am I blind for more?
Image: atlantisfin02.jpg


RE: Star Gate Atlantis "mod" - Astaroth - 17.01.2010 14:00

I think Valery would not mind if I lay out here the Intermediate version of the town screen. It may be animation but i don't know how to do GIF animation...
Image: cc038c6cf22at.jpg


RE: Star Gate Atlantis "mod" - Valery - 17.01.2010 21:13

Don't make it too awesome, or I will never play regular Heroes again 85

(be sure to check that centaur stables are not out of def range, it seems to me they are too up)


RE: Star Gate Atlantis "mod" - Astaroth - 19.01.2010 20:08

Quote:(be sure to check that centaur stables are not out of def range, it seems to me they are too up)
Ok! I'll do it!


RE: Star Gate Atlantis "mod" - Valery - 20.01.2010 23:18

Small Update: The Atlantis economy is done and running.
The four main Pegasus Galaxy metals are sold randomly through the 12 planets merchants, prices change every week, sometimes you get profit, other times you lose at trade. The metals are needed in high quantity to fabricate new items.



RE: Star Gate Atlantis "mod" - Valery - 21.01.2010 21:37

The interface and resources are done too. (well, the best I could).
The three changed buttons are the only ones the player needs in the game to get important infos. Wood and ore are not used, thats why colors are different.



RE: Star Gate Atlantis "mod" - UksusoFF - 21.01.2010 23:24

Желтая непонятная штука над компьютером стремно смотрится...


RE: Star Gate Atlantis "mod" - Valery - 22.01.2010 00:03

It is a talkie walkie. Used to call support and orbital bombing by the Daedalus ship.



RE: Star Gate Atlantis "mod" - gamecreator - 22.01.2010 00:14

maybe it will be better to cut off a piece of antenna and zoom it


RE: Star Gate Atlantis "mod" - Valery - 22.01.2010 00:50

Or find a white talkie-walkie..

Is it indeed bad? I can see it in game:
Image: image2wd.jpg


RE: Star Gate Atlantis "mod" - UksusoFF - 22.01.2010 02:03

Quote:It is a talkie walkie. Used to call support and orbital bombing by the Daedalus ship.
вообще не понятно что это без пояснения,
maybe it will be better:
or rotate your picture on 45 deg?


RE: Star Gate Atlantis "mod" - Valery - 22.01.2010 02:15

Yes, but the problem is...having the talkie walkie equipped allows clicking on the "spell" icon...so both are related to same design...
Image: image2cm.jpg


RE: Star Gate Atlantis "mod" - Valery - 25.01.2010 06:11

On my way 118

Things advancing fast, economy done, battle scripts done, locations done (250!), creatures done. Working on custom quests. And waiting city from Astaroth



RE: Star Gate Atlantis "mod" - Valery - 26.01.2010 23:18

Calling the cruiser Daedalus for orbital bombing in battle:
Launches meteor shower at 66 spell power. Has own animations and custom sounds.


RE: Star Gate Atlantis "mod" - Valery - 02.02.2010 01:49

I have a question for the wizards here:

The battle icons were changed to custom menus, it means that clicking right on Ronon for example will open a menu with different actions possible. However on click-left, the "system option" is still enabled so you can use two clicks on the same icon (right and left)

My question: as it can be seen, the battle hint informs the player that he can click left to open system options. I have two possibilities: split Ronon pic in two and keep in a corner the system options icon, so the player can see it, or leave as it is and the hint will inform the player.
Image: image1yy.jpg

Or:
Image: 60737056.png
What would you prefer?


RE: Star Gate Atlantis "mod" - Berserker - 02.02.2010 02:31

Hint is better.


RE: Star Gate Atlantis "mod" - gamecreator - 02.02.2010 02:32

second


RE: Star Gate Atlantis "mod" - Valery - 02.02.2010 02:50

Can you accord your violins? :D

The idea of keeping original icons inside is nice, but my awesome Photoshop skills are somehow...

Ok, last:

Which one?

Image: image2mk.jpg
Image: image1yy.jpg

I can't do better. The hint is there in both cases.


RE: Star Gate Atlantis "mod" - Berserker - 02.02.2010 02:55

Quote:Can you accord your violins?
Hint is the second variant.

Quote:Which one?
First.


RE: Star Gate Atlantis "mod" - Valery - 02.02.2010 02:59

Thanks, done then.


RE: Star Gate Atlantis "mod" - Valery - 03.02.2010 01:28

I have to choose one jet from 2 possibilities:

First choice, jet use column 90-96 and has reversed animations, here it attacks from left to right, small model using OB ID=85
Second choice, jet use column 3-10, has reversed animations, here it attacks from right to left (depends on where the mobs are positioned). Big model, uses OB ID=8
Which one is better? They both starts on the first column square and move towards the end column then launches meteor shower on target


RE: Star Gate Atlantis "mod" - Valery - 07.02.2010 22:29

Backgrounds in:
In two weeks or so I start final testing. I had to import the 15-20 custom Heroes portraits I use because with more than 12 !!HE:L2 the game gives error about missing bitmap, without precision, strange. It seems we can't have more than 12 new portraits in data or whatever.


RE: Star Gate Atlantis "mod" - Berserker - 08.02.2010 01:03

Quote:with more than 12 !!HE:L2 the game gives error about missing bitmap
Post the script please. And Error log.


RE: Star Gate Atlantis "mod" - Valery - 08.02.2010 07:27

For example:
Code:
!?PI;

!!DO5085/0/155/1:P; [Remove all starting skills and spells]

[Set custom portraits]
!!HE106:L1^h2s.pcx^;
!!HE106:L2^h2l.pcx^;  
!!HE9:L1^TeS.pcx^;
!!HE9:L2^TeL.pcx^;
!!HEx:L2...(I am using only large different portrait for next ones)
!!HEx:L2...
!!HEx:L2...
[UP to 15]

When having 15 custom portraits, on reload game (only once) it pop a "bitmap16 missing", no name or whatever. Once you reloaded a first time and got the error, it will not show anymore and game runs ok.

If I remove 3 portraits from commands (anyone, does not matter), the error is gone. So the max is 12-13 that you can have in instructions.

When testing I removed all objects from map and all scripts, so it was only the instructions, to avoid interference.


RE: Star Gate Atlantis "mod" - Valery - 11.02.2010 22:18

How do we let system options icon working with left click and trigger function on right click without having the post original pop up?! CM:R0 is screwed here.

!?CM4; RONON****
!!BG:N?v39; v39=stack # (used in Sheppard's functions)
!!BMv39:T?y-1; creature type (35 for Ronon)
!!CM:I?y-2; **here tried F=512, F=0 (left click) but seems not working
!!FU&y-2<>2003:E; exit if not click on Combat options
!!FU&y-1<>35:E; exit if not C35's turn
!!FU7000:P; Ronon's battle menu
** battle wrap-up

Later in function
!?FU7000;
[......]
!!IF:E100/70; The choice will be stored in v100
!!CM&v100<0:R0; <----?!
!!FU&v100<0:E;

When I click right on system options, I get function 7000 and after that it shows combat options screen. I flagged it as 512/0 but did not work. I still get both screens, one after the other.


RE: Star Gate Atlantis "mod" - Berserker - 11.02.2010 23:02

!!CM:R0 works fine.

!!CM&v100<0:R0; <----?!
!!FU&v100<0:E;

What is this? Give the full code.


RE: Star Gate Atlantis "mod" - Valery - 11.02.2010 23:11

It is simply the "4 pics" dialog, with selected result stored in v100

Code:
!?CM4;  RONON****
!!BG:N?v39;  v39=stack # (used in Sheppard's functions)
!!BMv39:T?y-1; creature type (35 for Ronon)
!!CM:I?y-2;
!!FU&y-2<>2003:E; exit if not click on Combat options
**CM&y-2=2003:R0; disable std button action if Combat clicked
!!FU&y-1<>35:E; exit if not C35's turn
!!FU7000:P; Ronon's battle menu
** battle wrap-up

!?FU7000; Ronon battle menu_
** set up radio-button (G1) dialog box: radio/use v1 for results/initial state
** /z# has header/z# has 1st item description/etc.
!!VRz20:S^Ronon battle menu^;
!!VRz21:S^^;
!!VRz22:S^Pick one^;
!!VRz23:S^%Z199\Bless.gif^;
!!VRz24:S^%Z199\Precis.gif^;
!!VRz25:S^%Z199\Dispel.gif^;
!!VRz26:S^%Z199\Shield.gif^;
!!VRz27:S^Create wide-area energy discharge^;
!!VRz28:S^Create ranged damage^;
!!VRz29:S^Remove unfriendly energy fields^;
!!VRz35:S^Create Augmenting field^;
!!VRz27:S^Block energy^;
!!VRz28:S^Create ranged damage^;
!!VRz29:S^Remove unfriendly energy fields^;
!!VRz35:S^Block energy^;
!!VRz31:S^Bless^;
!!VRz32:S^Precision^;
!!VRz33:S^Dispel^;
!!VRz34:S^Shield^;
!!IF:D70/z20/0/z22/z23/z24/z25/z26/z27/z28/z29/z35/z27/z28/z29/z35;
!!IF:F70/z31/z32/z33/z34/1; Give hints and disable cancel button
!!IF:E100/70; The choice will be stored in v100
!!CM&v100<0:R0; (if player clicks on cancel)
!!FU&v100<0:E;
!!FU7001&v100=1:P;
!!FU7001&v100=2:P;
!!FU7001&v100=3:P;
!!FU7001&v100=4:P;

!?FU7001;
!!IF:M^Designate the coordinates (right-click hex).^;
!!IF:V300/1; enables another mouse click trigger

!?CM4&300; trigger for hex designation by Ronon
!!CM:R0; no other clicks allowed until battle option completed
!!CM:D?y-1;   hex number
!!FU|y-1<1/y-1>185:E; Exit if invalid hex
!!IF:V300/0;
!!UN:R6/2000;
!!FU7002&v100=1:Py-1;
!!FU7003&v100=2:Py-1;
!!FU7004&v100=3:Py-1;
!!FU7005&v100=4:Py-1;

!?FU7002; x1=hex  cast bless expert
!!BU:Ex1/?y2; get stack # at hex x1 (-1 if none)
!!VRz1:S^SGA\C302.wav^;
!!IF:V1/0;
!!IF&y2=-1:V1/1; no stack @ hex N.G.
!!IF&v53<21/y2>20:V1/1; opp. side N.G.
!!IF&v53>20/y2<21:V1/1; opp. side N.G.
!!SN&1:Pz1;
!!IF&1:V300/1; try again
!!FU&1:E;
!!BMv39:C41/x1/3/3/1; cast bless
!!BG:A3; end turn with Defend action

!?FU7003; x1=hex  cast precision advanced
!!BU:Ex1/?y2; get stack # at hex x1 (-1 if none)
!!VRz1:S^SGA\C302.wav^;
!!IF:V1/0;
!!IF&y2=-1:V1/1; no stack @ hex N.G.
!!IF&v53<21/y2>20:V1/1; opp. side N.G.
!!IF&v53>20/y2<21:V1/1; opp. side N.G.
!!SN&1:Pz1;
!!IF&1:V300/1; try again
!!FU&1:E;
!!BMv39:C44/x1/2/3/1; cast precision
!!BG:A3; end turn with Defend action

!?FU7004; x1=hex  cast Dispel expert
!!BU:Ex1/?y2; get stack # at hex x1 (-1 if none)
!!VRz1:S^SGA\C302.wav^;
!!IF:V1/0;
!!IF&y2=-1:V1/1; no stack @ hex N.G.
!!IF&v53<21/y2>20:V1/1; opp. side N.G.
!!IF&v53>20/y2<21:V1/1; opp. side N.G.
!!SN&1:Pz1;
!!IF&1:V300/1; try again
!!FU&1:E;
!!BMv39:C35/x1/3/3/1; cast dispel
!!BG:A3; end turn with Defend action

!?FU7005; x1=hex  cast Shield advanced
!!BU:Ex1/?y2; get stack # at hex x1 (-1 if none)
!!VRz1:S^SGA\C302.wav^;
!!IF:V1/0;
!!IF&y2=-1:V1/1; no stack @ hex N.G.
!!IF&v53<21/y2>20:V1/1; opp. side N.G.
!!IF&v53>20/y2<21:V1/1; opp. side N.G.
!!SN&1:Pz1;
!!IF&1:V300/1; try again
!!FU&1:E;
!!BMv39:C27/x1/2/3/1; cast shield
!!BG:A3; end turn with Defend action

Basically my wish is:

1)On left click open system menu
2) On right click open the above menu, without getting system menu

CM4 is said to work with right click, but when I click left I get same thing.
Image: image2hm.jpg


RE: Star Gate Atlantis "mod" - Berserker - 11.02.2010 23:54

Check CM:F for 512.
Check CM:S for 14.
If not - exit;


RE: Star Gate Atlantis "mod" - Valery - 15.02.2010 00:53

Thanks it workedDance3 (I used the conditions to start the function as well)

Code:
!?CM4;  RONON****
!!BG:N?v39;  v39=stack # (used in Sheppard's functions)
!!BMv39:T?y-1; creature type (35 for Ronon)
!!CM:I?y-2 F?y-3 S?y-4;
!!FU&y-2<>2003/y-3<>512/y-4<>14:E; exit if not click on Combat options
!!FU&y-1<>35:E; exit if not C35's turn
!!FU7000&y-2=2003/y-3=512/y-4=14:P; Ronon's battle menu



RE: Star Gate Atlantis "mod" - Valery - 16.02.2010 00:28

Strange thing: if an hero is blind cursed, you can't control his steps

!#HE106:Y1/0/999/1; (can't explore around)

!?HM-1 will not work for this hero...


RE: Star Gate Atlantis "mod" - Valery - 17.02.2010 22:11

Does anyone know where is located Heroes internal clicks memory? I noticed that after a certain number of right clicks, the game can't store anymore and shows errors when clicking. What would be great would be to have a command which deletes the overloaded memory...


RE: Star Gate Atlantis "mod" - Berserker - 17.02.2010 22:37

Such memory does not exist. To be correct, it's Windows internal implementation of windows' messages lists.


RE: Star Gate Atlantis "mod" - Valery - 18.02.2010 01:03

I am sure there is something related to right clicks memory. I have already experienced this in one of my maps (The Empire) where after a few months the game could not display anymore hints on right click. Now I get a message "Out of memory" after a while. I will post here the screen, when I save it. With the new combats mechanics, there are some 25-30 right clicks /battle and multiplied by 400 battles, it just exploded the game memory.

Quiting the game and restarting solves the problem.


RE: Star Gate Atlantis "mod" - Berserker - 18.02.2010 18:49

Maybe you've used too many hints for objects...


RE: Star Gate Atlantis "mod" - Valery - 18.02.2010 23:20

And if it is true, where are they stored in memory and how to empty the thing without reloading game? Is there a way?


RE: Star Gate Atlantis "mod" - Valery - 19.02.2010 15:22

Soon, very soonSm (actually hunting last bugs, man I exploded the game memory, I have to use dialogs 1 to 99 because in end game they are completely overlapping if used with low z variables :D)
Some pics from fights:



RE: Star Gate Atlantis "mod" - etoprostoya - 19.02.2010 17:47

Economic crisis? inflation? at 9 month? Sm


RE: Star Gate Atlantis "mod" - Valery - 19.02.2010 18:46

Not really. Considering that you have to play for about 12 months with only a gog, a magog, an archimage and an orc, I had to diversify at maximum their individual customization, from improving stats to immunities and abilities. The prices start low, but more you pick, more is expensive. So when Ronon (archimage) for example got his first +1 attack, the price was 5000 gold. Now he is at 70 attack (more than a supreme archangel) and it is costly. All creatures on map have dynamic boosts with time and the team has to follow, otherwise they die 115

Income from trade routes is growing each week by %50. If the planet is attacked by wraiths (random) the income is cut.


RE: Star Gate Atlantis "mod" - UksusoFF - 19.02.2010 20:14

http://img193.imageshack.us/img193/1076/image1nn.jpg
вот это ваще ад132


RE: Star Gate Atlantis "mod" - Valery - 19.02.2010 21:18

Bah....the biggest bug is AI moving. On fast test it always works, when playing the whole map, bad surprises.

Two options:

!?HM$
!!HE$:Wd300 to make him move where I want in one turn

or

!!HE$:G20000 to give initial move points.(works only when testing that day, later does not)

Both are bugged. With !?HM unlimited he just stuck in a loop (1/4 of times) and never finish, with G20000 he moves about 10 squares. Damnt. I will have to add a "cheat" script, to kill heros who do not listen.

I have one option left which I did not yet tested

!?HM
!!HE$:Wd300;
!!HE$:W?y1;
!!HE$&y1>20000:W0; to stop him from loop.

But I can't test it because the bug is happen randomly, no way to reproduce it when I want. Any ideas?


RE: Star Gate Atlantis "mod" - Berserker - 19.02.2010 23:04

Quote:!?HM
!!HE$:Wd300;
!!HE$:W?y1;
!!HE$&y1>20000:W0; to stop him from loop.
Is this a real code?


RE: Star Gate Atlantis "mod" - Valery - 19.02.2010 23:34

Of course not, I made it short for example. 36 (I have 27 AI heros scripted)
I tried different:

The obvious:
!?HM50;
!!HE50:Wd400;
!!HE106:P?y1/?y2/?y3;
!!AI:S50/-1/1/y1/y2/y3/5000000/3; **Marius instructions

then this one to avoid loop:

!?HM140;
!!HE140:Wd400;
!!HE106:P?y1/?y2/?y3;
!!AI:S140/-1/1/y1/y2/y3/5000000/3; **Inteus instructions
!!HE140:W?y1;
!!HE140&y1<40000:W0;

Or:
!!HE122:O0; red player
!!AI:S122/-1/1/59/40/0/5000000/3; send Voy to remove assasins
!!UN:I61/12/0/79/6; place gold to lure Voy
!!HE122:G20000; Set Voy movement

When testing it works perfectly. But in map after a few months, they are surprising me, not listening to commands. Unable to turn around objects, stuck etc...I would say 1/4 times they fail. Very hard to control them at 100%. In general I noticed that when they are set to hunt main hero, it is very important to be on a specific square, and not random. One square to the left, they can't "see" me, so all the surrounding positions have to be checked. The best result is to stop main hero with W0, then script fixed location.


RE: Star Gate Atlantis "mod" - Valery - 20.02.2010 04:32

Out of memory message after some 4 hours play.
Shutting down and restarting game needed. Any right click will not work when this message pops up.


RE: Star Gate Atlantis "mod" - Berserker - 20.02.2010 18:45

Valery, bad code of zvslib leads to memory leaks. Every call to InvokeDialogX consumes memory.


RE: Star Gate Atlantis "mod" - Valery - 20.02.2010 19:03

Yes, that is what I was thinking. Well, is there any way to empty the memory by one command or avoid this? It happens every 20-25 battles, as I have to use 2 dialogs call almost every turn. Not a big deal to restart the game, but a bit annoying if happens in a long battle and needs to redone.
Is this memory Windows memory? Heroes memory? Depends of the computer memory?

Would be a better idea to change dialogs (D) with !!IF:G or those are called dialogs too?


RE: Star Gate Atlantis "mod" - Berserker - 20.02.2010 20:45

Memory leak is losing control over the block of memory. It cannot be fixed in binary code unfortunately. Wog team has the sources of zvslib, although. Theoretically they can fix bugs.

IF:G is also zvslib dialog.


RE: Star Gate Atlantis "mod" - Valery - 20.02.2010 23:00

Well, thanks anyway, if I knew it before I would choose a different mechanic.
Now it is too late, so I will add a simple warning in a help section, to reload game if error...
My mammoth says "thanks" before dying (see how Mckay can cast advanced force fields, he is poor fighter but has a lot of options....dialogs147



RE: Star Gate Atlantis "mod" - Berserker - 21.02.2010 00:37

You can use exe of TE or higher and use custom dialogs instead. In fact only exe and txt file ind Data are necessary for new features. And they can be shared with map in one archive.


RE: Star Gate Atlantis "mod" - Valery - 21.02.2010 01:45

Interesting idea, but I wonder if it will affect in anything my scripts. I remember Aleee tried 300 spartans with TE and he experienced error displays and such. When he switched to 3.58 errors were gone. Maybe the whole thing has to use one platform from the start to be sure there are no bad surprises later, don't you think?


RE: Star Gate Atlantis "mod" - Berserker - 21.02.2010 13:40

I don't think so. Because it's not true.
About "!!AI". You cannot make AI to do anything for sure. All you can is to set the priority.


RE: Star Gate Atlantis "mod" - Valery - 21.02.2010 17:54

From Aleee (he got error displays on first day)

Quote:3. Map is playable (btw while loading before the messages of the introduction some messages appear. They look like scripts which haven't ZVSE in the top) so changes will be little (or not?). If you aren't be able to gave me a full list I will check it with a program which can compare strings.
From Aleee

Quote:What about messages... Currently I'm using Wog++.exe (practically it is TE exe-file, it supports some new triggers and receivers and it is nice optimized). But no messages appear if I use h3wog.exe. It seems there is some checking for script length in that exe. Anyway almost nobody uses it so there is no any problem.

In HC 300 spartans thread. Yes, I know about AI not doing exactly what we want, I added a "cheat" feature to kill the one who screws. With a bit of luck they do what I want, but sometimes not.


RE: Star Gate Atlantis "mod" - Berserker - 21.02.2010 18:00

Valery, there are two variants:
1) You have errors in your script. Exe of TE and later displays them. Such errors can be fixed in a minute.
2) Your scripts are more than 30 mb, unlikely.


RE: Star Gate Atlantis "mod" - Valery - 21.02.2010 18:14

Berserker, I don't see many complex maps around which used the new exes, so I guess they are still an experiment. Now, your humble servitor (me) has not big knowledge about programming (I am piano teacher 128) so I am a bit afraid to go testing new things without seeing them working elsewhere.
I will look closely at TPM mod which will use ERA, and if everything goes well, I will have the courage to switch as well.
   
There are no error scripts in my maps (as long as I never had any error display until the end or other reports about, not to mention hundred or tests going perfectly). Only Aleee got them, when using TE. And of course they do not exceed 30 Mb. It seems more that the length of the scripts is not allowed.

Atlantis is already finished and I spent the last 100 in-game hours to hunt every little error, variable overlapping, bugs and such. I will not release it until everything is perfect.


RE: Star Gate Atlantis "mod" - Berserker - 21.02.2010 18:58

Valery, for example wog 3.58f script have errors. Firstly, exe of TE or higher treats !!xx as commands and does not like comment like "hey!!! this my own script!!!!". Secondly, if engine finds not existing command (!!EF - misspelling) it just displays this peace of code at map start.


RE: Star Gate Atlantis "mod" - Valery - 21.02.2010 19:08

3.58 also gives display errors when !! is used inside a dialog. As far I know, master of Puppets and TPM will be playable through ERA only, right? I guess that will be the moment to switch for everyone. The problem remain the difficulty to install for some people without knowledge.

The best way would be to rebuild a new WoG version, include ERA/TE, patches, and delete all the 3.58 around. Or eventually a WoG switcher , as Hippocamus did.


RE: Star Gate Atlantis "mod" - Berserker - 21.02.2010 19:30

Quote:The problem remain the difficulty to install for some people without knowledge.
Unpack archive. Very difficult operation, indeed.


RE: Star Gate Atlantis "mod" - Valery - 21.02.2010 21:12

All I am saying is that there are a lot of new things around which were not fully tested yet. For example when Grayface released his new editor patch, everything looked great and nobody complained. But when I went deep into it and tried different possibilities, a lot of lethal bugs appeared, and many maps were lost after crash. After precise report he fixed all of them. More people is needed to test ERA and the new editor.

Or WoG 3.59 team making an official release with installer and such, but things seems dead atm.


RE: Star Gate Atlantis "mod" - Berserker - 21.02.2010 21:34

It's only a question of wish. Current arguments are some like of religion. We have sources of TE and know the changes. And we have sources of Era and know the changes. There is no magic or undescovered area. But of course, you can you older instrument if you like.


RE: Star Gate Atlantis "mod" - Valery - 24.02.2010 05:17

When entering in a battle, sometimes I crash, and the error message always shows me this:

Code:
?BA0;
!!BA:H0/?y-99;   if Kalt in battle
!!IF&y-99=135:V236/1;
!?BA1&236;
!!HE135:K;
!!IF:M^{GENII ARMY}

Mission completed sir! The wraith ground defenses are weakened^;
!!IF:V236/0;

   What could be? At the time when the code gets working, it is ok. This is for end game but error message starts from early. Not often, but still, something is wrong. Kalt is placed on the map in late game.


RE: Star Gate Atlantis "mod" - Berserker - 24.02.2010 09:49

And if Kyle fails and get dead, you kill him again?


RE: Star Gate Atlantis "mod" - Valery - 24.02.2010 10:25

He must open way for main hero and can't die (damage immunity). Then he goes back home. (kill). I wonder why the game is obsessed with his script.

I have a lot of interactivity between AI heros. Each one has a specific task, then vanish. Here is the last invasion force (7 planets alliance). They have to open the path:



RE: Star Gate Atlantis "mod" - Valery - 26.02.2010 01:17

Please any can upload for me Windows movie maker? I can't download it, my microsoft updater does not work 147


RE: Star Gate Atlantis "mod" - etoprostoya - 26.02.2010 01:33

http://www.megaupload.com/?d=E3KZLUQB


RE: Star Gate Atlantis "mod" - Valery - 26.02.2010 02:44

Thanks a lot but it says only Vista compatible. Any for XP?

@Edit: doesn't matter, I got video edit magic 4.4.


RE: Star Gate Atlantis "mod" - Flashback - 05.06.2010 18:54

Скачал я с вог-архива мод, пытаюсь поставить, а воговский апдейтер жалуется на отстуствие в SGA.wog каких-то файлов.


RE: Star Gate Atlantis "mod" - Wog master - 04.08.2010 19:01

Вот вот, у меня точно также


RE: Star Gate Atlantis "mod" - Berserker - 04.08.2010 19:33

Wog master, Flashback was able to install the mod by renaming the wog file to SGA.wog.


RE: Star Gate Atlantis "mod" - Valery - 04.08.2010 19:34

I don't know what's wrong with your install guys. All you need is install wog and then Atlantis. It comes with 1.09 patch + custom objects properly set up. I never had any error when installing. Did you run update after unpacking the package?


RE: Star Gate Atlantis "mod" - etoprostoya - 12.09.2010 01:43

Presentation of this mod.
http://www.youtube.com/watch?v=37v7aJW3oX8


RE: Star Gate Atlantis "mod" - Flashback - 12.09.2010 13:05

I rename dir with long name. It's bug of wog-installer.


RE: ERA II - Valery - 30.04.2014 00:53

115

Hi all,

I have an issue with Atlantis mod, when running era 246. Before I had the MP trigger which enabled same track for all terrains so the player could hear an unique music no matter where he traveled:



But now it does not work anymore. Should I use some UN:C to re-enable MP trigger or there is another code solution? Because Atlantis own music tracks are about 60 mo and now useless. Rolleyes

And Bersy, just for you:




RE: ERA II - Berserker - 30.04.2014 21:45

Thank you, Val! I recall you already asked about the problem. I suggested you to use RedirectFile for mp3.
Something like this:

If does not suit you, restoring MP3 trigger is the only way. Em, I don't remember a few places I posted the code at *shiny*


RE: ERA II - Valery - 03.05.2014 19:05

Thanks.

There are some 300 lines to write to replace MP in Atlantis. I will wait a few days, if it happens that you find the code to restore MP receiver. If not, I will start rewriting the whole thing 36


RE: ERA II - Berserker - 04.05.2014 05:46

http://wforum.heroes35.net/showthread.php?tid=3155&pid=80183#pid80183
Magic link.
59AC51 E8F29C1D00



RE: ERA II - Valery - 04.05.2014 10:15

Thank you, it works great 132