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Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Wed Jun 10, 2015 9:36 pm
by SpeedyBrain
Turtle wrote:
Raizing32 wrote:Also after building the rapid fire turret and placing I noticed every single bot that had a repair pack decided it was hurt and wanted to fix it, maybe a bug?
I fixed this by changing line 92 in control.lua from:

Code: Select all

newArty.health = 0
to:

Code: Select all

newArty.health = newArtyI.health
This will not fix it for every artillery ^^
Yes it is a bug, because in the current system the thing called "newArty" should have a max health of 0 and it does not.

Maybe I'm going to release a little patch to fix some minor bugs and change the balance by the end of the week :)

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Thu Jun 18, 2015 11:52 am
by SpeedyBrain
Hey everyone!

Just wanted to say that I'm still working on new things for SupremeWarfare.

I've been very busy with other stuff, but I'm planning to release an update soon!
Before the release of factorio 0.12!


Thanks to all the supporters of my mod. I'm really happy that some of you wrote me a pm <3
Glad that so many people enjoy playing with Supreme Warfare!

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Thu Jun 18, 2015 7:06 pm
by Pajamas
The new graphics are great! Thanks for all your hard work, this mod adds some much-needed variety to hardmode maps. Really enjoying it with Dynamic Expansion.

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Sat Jun 27, 2015 10:10 pm
by Devildog
Really cool.

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Sat Jul 18, 2015 6:57 pm
by Airat9000
:D 0.12 please

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Mon Jul 20, 2015 11:23 am
by jorgenRe
Airat9000 wrote::D 0.12 please
PSST look in the 0.12 general mods section soon....A leakage may soon be happening :O!
Edit: "WOW" supremewarfare is quite broken, so yea it may be a little while. Since i guess the turrets may be in need of a rewriting (the prototype file) to work again :cry:

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Thu Jul 23, 2015 9:17 am
by DOSorDIE
0.12 Update come soon!
Speedy Brain is very busy in the moment, but this weekend we will update it.

Sorry that you must wait :oops:

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Thu Jul 23, 2015 12:56 pm
by jorgenRe
DOSorDIE wrote:0.12 Update come soon!
Speedy Brain is very busy in the moment, but this weekend we will update it.

Sorry that you must wait :oops:
Good look on updating the mod :D!
Edit:
Remember there is no need to rush when you are doing something for free ;)

Re: [MOD 0.11.22] Supreme Warfare - 1.0.3

Posted: Fri Jul 24, 2015 7:38 pm
by SpeedyBrain
Sorry, I have been traveling from game conference to game conference the last couple of weeks :P
Just started a multiplayer game factorio 0.12 with DOSorDIE. So many new things :D

I'll keep you posted how the update progress is going ;)

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Sun Jul 26, 2015 6:47 pm
by SpeedyBrain
Supreme Warfare Version 1.0.4 (Factorio 0.12.1 Version) is live!

This version is only a port to factorio 0.12.x
No new stuff was added. There are still a few bugs (explosion animation is delayed).
I'll fix it with the next version of SupremeWarfare. Also up next: New stuff and balancing changes :D

You can download it here.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Mon Jul 27, 2015 6:52 pm
by ssilk
Ok moved to General Mods.

(I would move it to Gameplay instead. (?) )

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Wed Jul 29, 2015 9:13 am
by SpeedyBrain
ssilk wrote:Ok moved to General Mods.

(I would move it to Gameplay instead. (?) )
Hey ssilk if you think it would fit better into the Gameplay section then please move it.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Wed Jul 29, 2015 9:00 pm
by billw
This is broken in multiplayer, it uses game.player (instead of game.players[]).
I have fixed it for myself, I can upload the fixed version if you would like.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Wed Jul 29, 2015 9:16 pm
by SpeedyBrain
billw wrote:This is broken in multiplayer, it uses game.player (instead of game.players[]).
I have fixed it for myself, I can upload the fixed version if you would like.
I forgot to use it with the new surface system :/
Nah don't, I'll release a new version this weekend ;)

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Wed Jul 29, 2015 10:40 pm
by billw
SpeedyBrain wrote:
billw wrote:This is broken in multiplayer, it uses game.player (instead of game.players[]).
I have fixed it for myself, I can upload the fixed version if you would like.
I forgot to use it with the new surface system :/
Nah don't, I'll release a new version this weekend ;)
FYI I tried a few different ways of getting the "owning" player before I got it to work, what worked for me was:
Adding the player that created the arty as a fourth element to your global arty table entries.
Trying to access it via force of the entity didn't work for me, I don't know why (I am not a factorio modder just a programmer).

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Thu Jul 30, 2015 2:04 am
by Talguy
Just watched the 1.0 youtube video.

You know what would really ROFLSTOMP them biters? Cannon sounds :D http://www.soundsnap.com/tags/cannon

For example the big bang:
Shooting sound: http://www.soundsnap.com/search/audio/d ... nnon/score
Impact: http://www.soundsnap.com/explosion_glas ... vefx_31160

Generic grenade explosion: http://www.soundsnap.com/grenade_explos ... vefx_09630 ( for the other cannons? )

Normal artillery: http://www.soundsnap.com/artillery_shot_aos01267
Rocket Launcher: http://www.soundsnap.com/node/102647






??? Maybe?? Other sounds?

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Thu Jul 30, 2015 7:23 am
by SpeedyBrain
billw wrote: FYI I tried a few different ways of getting the "owning" player before I got it to work, what worked for me was:
Adding the player that created the arty as a fourth element to your global arty table entries.
Trying to access it via force of the entity didn't work for me, I don't know why (I am not a factorio modder just a programmer).
I have to change some bits regarding the surface thingy. The surface system is the cause of the current multiplayer problem.
Sadly most of what I'm doing is based on reverse engineering
Talguy wrote:Just watched the 1.0 youtube video.
You know what would really ROFLSTOMP them biters? Cannon sounds :D http://www.soundsnap.com/tags/cannon

??? Maybe?? Other sounds?
As of version 1.0.2 all cannons have sound effects :D
But I want to change them in the future to be more epic :P
Do you know any free sound effects I could use? :)

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Thu Jul 30, 2015 7:35 am
by Talguy
SpeedyBrain wrote:[...]
Do you know any free sound effects I could use? :)
Ah crap, had no idea the site I found those sounds on is a paid site QQ.

Will try to see if I can find more sounds :)

EDIT: Found these http://www.freesfx.co.uk/sfx/bang , you just have to add a link to their site according to their EULA.

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Thu Jul 30, 2015 7:41 am
by jorgenRe
Just use game.surfaces ["nauvis"] all the time instead of game.player.surface
Sadly it will mean your mod is incompatible with my upcoming The Underground mod :(
Maybe the strong magnetic field down there messes with the aiming ;)!
Also I can answer your questions about Lua surface if you wish to ;)!
Oh and BTW if you want to use the game.player.surface you have to find out who placed the artillery.
but as stated before just use the
game.surfaces ["nauvis"]
for simplicity!

Re: [MOD 0.12.1] Supreme Warfare - 1.0.4

Posted: Thu Jul 30, 2015 12:05 pm
by SpeedyBrain
jorgenRe wrote:Just use game.surfaces ["nauvis"] all the time instead of game.player.surface
Sadly it will mean your mod is incompatible with my upcoming The Underground mod :(
Maybe the strong magnetic field down there messes with the aiming ;)!
Also I can answer your questions about Lua surface if you wish to ;)!
Oh and BTW if you want to use the game.player.surface you have to find out who placed the artillery.
but as stated before just use the
game.surfaces ["nauvis"]
for simplicity!
Thanks for the tipps ;)

Why will my mod be incompatible with your new mod?