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mattxr

Stargate Mod Released

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All of your work look good!

smile_o.gif

Never really seen StarCraft, but nice variation to the standard OFP.

smile_o.gif

Heh, lol, the 1000nd replie biggrin_o.gif

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Yeah, that's been annoying us.

We've not yet worked out the maths to make it line up yet.

For the whole, it's near enough smile_o.gif

iirc the 1.1 and bxbx gates locked correctly

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Yeah.

We chaged a lot of code since 1.1

I know it doesn't look that way... :P

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Yeah, that's been annoying us.

We've not yet worked out the maths to make it line up yet.

For the whole, it's near enough smile_o.gif

Its alright that it doesnt line up, you guys did a hell of a job on the rest of the stuff. I just wanted to make sure that you were aware of it

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All of your work look good!

smile_o.gif

Never really seen StarCraft, but nice variation to the standard OFP.

smile_o.gif

Heh, lol, the 1000nd replie biggrin_o.gif

EVIL!!!

starcraft? ITS STARGATE YOU FOOL!!!!!  wink_o.gif

ps. deathgliders need update!!!! crew isnt working nomore :'(

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For some reason, the numbers provided for addresses (i.e. the ones printed on the DHD chart in the download file) don't match up the ones found in the actual game. (RC3 Version)

For instance:

I put an address of 35,6,24,7,22,19 for a gate. If i dial the glyphs as the chart says i don't get a connection!

Another problem i have is the database found in the dialing computer works only once. If i come out the game then go back in and use the database again i only find one address and that being the current one.

Does anyone knows why this is? Or if its already been identified to be corrected in later versions?

Other than that the mod works fine and i'm very impressed.

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Quote[/b] ]I put an address of 35,6,24,7,22,19 for a gate. If i dial the glyphs as the chart says i don't get a connection!

yip, i even tried it backwards lmao but still no joy

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Another problem i have is the database found in the dialing computer works only once. If i come out the game then go back in and use the database again i only find one address and that being the current one.

Does anyone knows why this is? Or if its already been identified to be corrected in later versions?

I'm using Stargate mod 1.2 RC3 (DSFProductions) and Walmis' DHD 1.2. When I want to go back from Earth to the other offworld gate as you described the current and the offworld adress are still in the computer. What offworld gate adress did you use? A predefined planet name or a custom adress? Maybe only one or a few adresses produce that error (had that happened already with a missing symbol in the database). Maybe you can post the script/init line for the gates you defined.

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It was a custom address, i copy and pasted in the createidentity.sqs into the init. line from the readme and added \sqs\ into it to get it working.

I've played around with alsorts of combinations and i always get the same problem.

[this,"Home",[35,6,24,7,22,19],1] exec "\DSF_SG_DHD\sqs\CreateIdentity.sqs"

This is the gate that has the dialing computer.

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Try a predefined gate such as Abydos and look if the error still occurs.

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I think i've figured out what causing the problem. It only happens when i dial out to that gate, go though to it and then try and use the database. However, quitting the game entirely and reloading it up again does not reset the mission!

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bah... i wanted to switch the dhd in 1.1 for the 1.2 textures but the p3d is an ass again like the jaffa p3d was

also i see a new jaffa is out (so i may as well sack mine) confused_o.gif

have a video smile_o.gif

http://www.filelodge.com/files...._01.wmv

is it just me, or in that video, did 4 people go into that gate, and only 3 came out?

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ye lmao,  1 bumped into the ramp and walked off to the left haaha

thinking about it though, im lucky to get it to connect

and any walk through at all LOL

i never once played as the black camo niether

all 4 were always working under AI control smile_o.gif

i love makin videos (that was just a 20 min effort)

standing in diffrent places (thats what took the 20 mins)

i cant script camras yet : /

all wide screen done in video editor (not ofp) lol

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Yeah I never figured out that camera scripting either really. So I keep standing around and filming with the camera.sqs (and disabling the crosshairs first), works pretty good, that's how I made the SG-7 video. And yeah, it's fun indeed, already noticed that when I made one for Star Wars Galaxies. wink_o.gif

But you know what's more fun than one guy running the wrong way? Getting back to Earth as the first guy and closing the Iris. Hearing that *clonk* sound is somehow big fun. rofl.gif I always does that when testing out if the AI mates are really following through the gate; I still get the testing result but in a much cooler way. biggrin_o.gif

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i like to have the jaffa dial in

(while i plant satchel charges on the ramp) rofl.gif

and stand well back yay.gif

i think my 4th guy bottled it at the last minuet

hes currently afk cleaning his pants rofl.gif

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Sometimes when I go through te gate, my men wander off. thats cool, but when i issue them to return to formation, they decide to do "All, Follow Group(All)" I just read the operation flashpoint manual and I dont know how to get them to follow me again. Can anyone help? sad_o.gifsad_o.gifsad_o.gif

What program do you guys use to take screen videos?

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i use'd "Fraps" to recoard the game

then Vegas Video to do the editing

all the audio you hear is in the fx addon v4 (will be out soon)

just adding more sound bytes smile_o.gif

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We have just released our RC 4 of the gate it includes the ai.sqs bug fix, custom name random glyph bug fix, the gate buffer fix and fixes the named gates function.

The address book is still a little buggy and may not show all the named gates, i'll fix that tommorrow.

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We have just released our RC 4 of the gate it includes the ai.sqs bug fix, custom name random glyph bug fix, the gate buffer fix and fixes the named gates function.

The address book is still a little buggy and may not show all the named gates, i'll fix that tommorrow.

hurrayyyyyyyy inlove.gif

Totally just tried it out. Dig the new DHD background. biggrin_o.gif

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Quote[/b] ]Sometimes when I go through te gate, my men wander off. thats cool, but when i issue them to return to formation, they decide to do "All, Follow Group(All)" I just read the operation flashpoint manual and I dont know how to get them to follow me again. Can anyone help?

bro doo after coming out of the gate press zero and then press one which is done or ready(i think) then tell them to return to formation that should work

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Yeah returning to formation usually makes them follow you. Just run a bit off and you should see them coming along.

Thanks, Dingmatt, still working at 4 am? Now that's diligent! notworthy.gifsmile_o.gif

mirror for Stargate mod 1.2 RC4:

http://home.arcor.de/Landorin/StarGate.rar

edit: as expected and written in my readme file, my SG-7 mission works with RC4, too, no need to release a new version, just use v0.82 ( http://home.arcor.de/Landorin/sg7m1_v082.zip ), that will likely be compatible with all future RC versions.

About RC4: almost all errors I got are gone, good and fast work, Dingmatt! smile_o.gif I only noticed sometimes the travel sound is over before the travel animation finished (after going through the gate).

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very annoying  banghead.gif  i made myself a test mission using 4gates 1 is called earth other tollana other abydos and the lastis called... nothing smile_o.gif

the gate that has no name works fine but my abydos gate isnt working everytime i choose abydos he dials but shutsdown after last chevron when i choose tollana he goes to abydos :S weird or not? could someone tell me if its fixeable? wink_o.gif thnx

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