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ChesskingParticipant
Yes, I have been making a keybinder. It is not finished yet. It is also accessible online. You can play around with it if you want.
Dynamic Keybinder
I am afraid it is not ready to perform the changes you require yet. It loads the default keyboard layout, and the program is not complete enough for the user to convert the config to a joystick layout. These problems could probably be fixed fairly easily.I am a bit busy at the moment, but I might find time to fix the problems this next week.
Until then, some of the files on this page could help simplify the process.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantYes, I have been making a keybinder. It is not finished yet. It is also accessible online. You can play around with it if you want.
Dynamic Keybinder
I am afraid it is not ready to perform the changes you require yet. It loads the default keyboard layout, and the program is not complete enough for the user to convert the config to a joystick layout. These problems could probably be fixed fairly easily.I am a bit busy at the moment, but I might find time to fix the problems this next week.
Until then, some of the files on this page could help simplify the process.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantAlso, I recommend unzipping the mods when you put them in the folder, as it’ll triple the loading speed. 😉
Hmm. I never knew that. Cool!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantAlso, I recommend unzipping the mods when you put them in the folder, as it’ll triple the loading speed. 😉
Hmm. I never knew that. Cool!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantSteam games have a very different file location than the CD or GOG versions. While I do not have the Steam version, I might be able to help. On the Online page, Schmatzler gives instructions for making multiplayer work on all three versions. According to that, it appears that mods would go into the following folder:
“C:Program FilesSteamsteamappscommonIndependence War 2 – Edge of Chaosmods”I am not sure if this is the same folder you indicated in your post or not.
I think the f14.6 patch comes with the Steam version, but if not it would be a problem. You can check the game version by looking in the bottom-right corner of the main menu screen.
Another thing to check is to make sure the mod is activated in the mods menu in-game. Also, some mods require other mods to work, or have large file sizes which often result in corruption of the mod during download. I would recommend testing the crosshairs.zip mod that typically comes with the f14.6 patch. If this mod works, then the problem is probably mod specific.
I hope this helps you solve your problem.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantSteam games have a very different file location than the CD or GOG versions. While I do not have the Steam version, I might be able to help. On the Online page, Schmatzler gives instructions for making multiplayer work on all three versions. According to that, it appears that mods would go into the following folder:
“C:Program FilesSteamsteamappscommonIndependence War 2 – Edge of Chaosmods”I am not sure if this is the same folder you indicated in your post or not.
I think the f14.6 patch comes with the Steam version, but if not it would be a problem. You can check the game version by looking in the bottom-right corner of the main menu screen.
Another thing to check is to make sure the mod is activated in the mods menu in-game. Also, some mods require other mods to work, or have large file sizes which often result in corruption of the mod during download. I would recommend testing the crosshairs.zip mod that typically comes with the f14.6 patch. If this mod works, then the problem is probably mod specific.
I hope this helps you solve your problem.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantI have yet to discover how to generate textures faster then an image can be pulled from the hard drive. :dry: :dry: Perhaps I will discover how throughout this project. :woohoo: :woohoo: Untill then, no promises. 😐 My current programs work by saving the generated texture as an image, and drawing that image every frame. Because the image is not saved permanently to the hard drive, it has to be generated every time the game loads.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantI have yet to discover how to generate textures faster then an image can be pulled from the hard drive. :dry: :dry: Perhaps I will discover how throughout this project. :woohoo: :woohoo: Untill then, no promises. 😐 My current programs work by saving the generated texture as an image, and drawing that image every frame. Because the image is not saved permanently to the hard drive, it has to be generated every time the game loads.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantI [i]could[i] have it so the textures are different for every install, but there are functions to prevent randomness as well. For example, in Javascript, the line
noiseSeed(0);
will prevent the Perlin noise function from looking different every time. (Unfortunately, this function does not work on Khan Academy. 🙁 🙁 ) Also, I am not good enough at PCG (procedural content generation) for the textures to come out perfectly every time yet. That is another thing we will have to figure out later.Edit(6/6/2017): The noiseSeed(0); function works on KA now! Yay!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantI [i]could[i] have it so the textures are different for every install, but there are functions to prevent randomness as well. For example, in Javascript, the line
noiseSeed(0);
will prevent the Perlin noise function from looking different every time. (Unfortunately, this function does not work on Khan Academy. 🙁 🙁 ) Also, I am not good enough at PCG (procedural content generation) for the textures to come out perfectly every time yet. That is another thing we will have to figure out later.Edit(6/6/2017): The noiseSeed(0); function works on KA now! Yay!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantOne thing I suggested to IronDuke as an “advanced” solution is to generate the images on loadup once, and save them permanently to the hard drive. That way, the file size could be smaller, and both loading time and RAM/GPU load would be minimal after the first load. Really, it’s up to IronDuke which we should pursue.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantOne thing I suggested to IronDuke as an “advanced” solution is to generate the images on loadup once, and save them permanently to the hard drive. That way, the file size could be smaller, and both loading time and RAM/GPU load would be minimal after the first load. Really, it’s up to IronDuke which we should pursue.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantCeramics are cool too. Have you ever tried making a Dreadnought with it?
@IronDuke and IronyMan
IronDuke told me in a PM he would like the textures to be generated by the game where possible. I see a bit of a tradeoff about this. If we use procedural textures, the UV meshes may need to be more complicated to make the simpler textures work. On the other hand, I can generate textures, and IronyMan can mesh them together properly so they will work on a simpler mesh, but the textures will not be generated in-game.Either way, the textures would have two parts. First, a procedurally generated metal texture. Second, hand-drawn detailing. The textures could have a third layer as well indicating hull damage such as holes and gashes.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantCeramics are cool too. Have you ever tried making a Dreadnought with it?
@IronDuke and IronyMan
IronDuke told me in a PM he would like the textures to be generated by the game where possible. I see a bit of a tradeoff about this. If we use procedural textures, the UV meshes may need to be more complicated to make the simpler textures work. On the other hand, I can generate textures, and IronyMan can mesh them together properly so they will work on a simpler mesh, but the textures will not be generated in-game.Either way, the textures would have two parts. First, a procedurally generated metal texture. Second, hand-drawn detailing. The textures could have a third layer as well indicating hull damage such as holes and gashes.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantThanks for the info Bozobub, it will save me some time.
By clay, do you mean Playdough, or pottery? Just curious.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
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