Staredit Network > Forums > Modding Projects > Topic: Starship Troopers
Starship Troopers
Dec 7 2008, 8:04 pm
By: RoryFenrir
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Jan 24 2009, 3:04 pm Impeached Post #61



Nice stuff! :D



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Jan 24 2009, 7:50 pm A_of-s_t Post #62

aka idmontie

Quote from Impeached
Nice stuff! :D




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Jan 24 2009, 7:53 pm RoryFenrir Post #63



thanks, it really helps modivate when you guys see my stuff and post.

Almost done with ALL GRPs! i need to do zerg build, zerg remains, redo the cruiser, then do engine animations.



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Jan 24 2009, 8:04 pm A_of-s_t Post #64

aka idmontie

What about death animations?



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Jan 24 2009, 8:18 pm RoryFenrir Post #65



i havent modded any of the explosions, and i wont. Other than mutalisk and the zerg building deaths ive done all of them, i think im going to change the colors of the muta death.



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Jan 25 2009, 9:24 pm Jack Post #66

>be faceless void >mfw I have no face

Quote from name:
Quote from Impeached
Nice stuff! :D




Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 25 2009, 9:27 pm Devourer Post #67

Hello

RoryFenrir for the win.
This mod powns so far.
Will there be a new tileset terrain for the mod? [just asking...]



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Jan 25 2009, 9:55 pm RoryFenrir Post #68



Well ive been thinking about a new tileset, but what im thinking of having doesnt really fit. I want to mod badlands to be able to make the most ultimate city scapes. But for the campaign of this mod is going to be on non human planets, and all the current tilesets are perfect for the battles in the movies so i probably wont have any new. (Im probably going to make a seperate mod with the rorylands tileset.)

I lied about the GRP thing, i forgot i still have to make the specialist (trooper with rocket launcher) I made the model but i got pissed off making the unit so i stopped. Now that IS my only grp left, except a trail for the plasma blast.

I pretty much got all the TBL pad stuff done, so now i just have AI, a bit of iscript, and datedit.


I added another unit ability, i changed dropship to vulture, so now it has a speed upgrade, and can use mines which will be "sensor beacons" They will not burrow or attack but will just be detectors and give viewing range. (I needed something for a detector because the klendathu units can burrow. Oh ya, the beetle burrows too, i had to make 9 new frame groups for it lol.


In a while ill need to test this and balence it somehow...



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Jan 25 2009, 9:57 pm Devourer Post #69

Hello

Quote from RoryFenrir
I lied about the GRP thing, i forgot i still have to make the specialist (trooper with rocket launcher) I made the model but i got pissed off making the unit so i stopped. Now that IS my only grp left, except a trail for the plasma blast.
...


Quote from RoryFenrir
I added another unit ability, i changed dropship to vulture, so now it has a speed upgrade, and can use mines which will be "sensor beacons" They will not burrow or attack but will just be detectors and give viewing range. (I needed something for a detector because the klendathu units can burrow. Oh ya, the beetle burrows too, i had to make 9 new frame groups for it lol.

In a while ill need to test this and balence it somehow...
Sexy.! :)


EDIT: Any updates?

Post has been edited 1 time(s), last time on Jan 29 2009, 5:45 pm by DeVouReR.



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Feb 3 2009, 4:14 am RoryFenrir Post #70



Big update time!

Things left to do:
-AI (Shouldnt be too bad)
-Campaign (Should be kind of fun, ill start working on some missions before i release beta testing version so you can get the feel for it)
-Portraits... that wont be fun (im only going to have order portraints, the rest will be blank. So the unit will only show when you move or attack with it)
-Some editing of heros (datedit, tblpad)
-Rocket trooper (ill get done soon)
-Engine overlays? (Ill have to make custom ones, i may just not have them)
-Finish interfaces (Wont be too hard now that i actually know what im doing.

Ive been doing alot on wire frames and cmd buttons. Ive also done some GRP stuff. (Plasma trail) I kinda had some trouble with wire frames, the klendathu turned out good, but i couldnt get the terrans to look how i wanted them so they use the klendathu patern.
Ive got everything pretty ready for testing with datedit and fg, i need to finish up grps, then work on all that stuff above.

Here are some screen shots!

constuction graphic and new battle cruiser (looks alot cooler, and it fits into 255 square (max size))

Egg interface, to morph you must research that unit at brain (this will help ballence alot)

Brain interface, upgrade menu

Beetle with smash ability (deals high damage to terran buildings)

Plasma bateries about to own a bc

Dropship loaded with units, and sensor beacons.

weevle, arachnid, and beetle burrowing

klendathu swarm

terrans with new wire frames

main menu (Campagn is original, more map slots and more movie slots, brood war is single player maps, it has 2 more upgrades for beetle)



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Feb 3 2009, 1:51 pm Devourer Post #71

Hello

It looks good so far but here is one improvement idea:
If you can build that unit the Icon is dark-red. Well, that dark-red is soo dark that it's not that easy to see it. An other color would be better, but not necessary.



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Feb 3 2009, 9:58 pm A_of-s_t Post #72

aka idmontie

Quote from Devourer
It looks good so far but here is one improvement idea:
If you can build that unit the Icon is dark-red. Well, that dark-red is soo dark that it's not that easy to see it. An other color would be better, but not necessary.
I like the dark red... so I guess it could go either way.



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Feb 3 2009, 9:59 pm ForTheSwarm Post #73



Yeah, the red buttons look like the clickable ones and the grey ones look like the unclickable buttons. (like in SC)

Also, how difficult are you going to make the AI?



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Feb 3 2009, 11:41 pm RoryFenrir Post #74



other way around on the buttons, i havent decided what i want for clickable ones, but im trying to stick with the RED MEANS NO! thing lol. i guess i should use green :/ i might use a cool blue-teal color.

I plan to make ai pretty hard, one thing ill have though, is protoss will just be another klendathu, but normal zerg will have harder AI.



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Feb 3 2009, 11:52 pm Biophysicist Post #75



Quote
plan to make ai pretty hard, one thing ill have though, is protoss will just be another klendathu, but normal zerg will have harder AI.
So Protoss and Zerg are both the bug things, but Zerg have harder AI? That's clever.

Anyway, not sure if you read this, but A_of-s_t said that he made the AI in Temptation much stronger by putting build commands in multiruns. I don't know any more details, but that might help you make the AI uberleet.

And what is this "klendathu" thing people keep talking about?



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Feb 3 2009, 11:58 pm A_of-s_t Post #76

aka idmontie

The main AI runs as such:

Code
BuildCommands:
#Let's make some buildings
multirun(SuicideLoop)
multirun(Unit Build)
...

SuicideLoop:
suicide() #Or w/e
wait(100)
goto(SuicideLoop)

UnitBuild:
#this is a long loop based on what buildings the comp has.
goto(UnitBuild)


That's the gist of it.



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Feb 4 2009, 12:43 am RoryFenrir Post #77



Quote from name:TassadarZeratul
Quote
plan to make ai pretty hard, one thing ill have though, is protoss will just be another klendathu, but normal zerg will have harder AI.
So Protoss and Zerg are both the bug things, but Zerg have harder AI? That's clever.

Anyway, not sure if you read this, but A_of-s_t said that he made the AI in Temptation much stronger by putting build commands in multiruns. I don't know any more details, but that might help you make the AI uberleet.

And what is this "klendathu" thing people keep talking about?

Klendathu is the name for the bug race, in the movie and in the book.



Ya i dont plan on making the script to complex, i am a major noob, i have done Ai for a mod before, but i forgot everything so i need to restart with the awsome tutorial on BWAI



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Feb 4 2009, 12:44 am lSHaDoW-FoXl Post #78



I know I'm quite late for this Topic, but damn! You can build fucking walls? That's fucking cool!

I probably won't ever play as the aliens though, I remembered watching the movie and that stupid brain eat the brains of my favorite character (I HATE THAT FUCKING BRAIN!) but yes, I love the movie and I'm sad on how some of the sequels tainted it. n_n I have faith that you will make a wonderful mod!



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Feb 4 2009, 12:47 am bajadulce Post #79



Looks good. Don't let anyone tell you that they have a better idea for a campaign either. I've seen people stop building campaigns because some outsider said they could do something better.

The mod I'm building also has quite a few units that don't have player colors. I eventually put a disk underneath them and am happy with the results. Maybe you can use something similar. Doesn't have to be a disk, but it's an idea.


Quote from A_of-s_t
--SuicideLoop--
send_suicide(0)
wait(100)
goto(SuicideLoop)

Looks good. Use a wait of at least 2000 otherwise you'll have single unit armies suicide attacking over and over.
*Jumps on the soapbox:
Quote
Also, try to avoid making too difficult of an AI. These kinds of impossible Ai's are fun the first couple of times you play, but soon leave a sour taste. Impossible isn't necessarily a "good" Ai. Any dope can write an impossible AI. Especially if you're allowing grafting. Making a hard, but not too outrageous AI is what you're shooting for. You should be able to beat the AI at least 1/5 times.




None.

Feb 4 2009, 12:57 am RoryFenrir Post #80



thanks shadow fox, ive only seen the 3rd movie, and it is probably the only thing i have seen that 10 years later gets 10x worse animation :)

I saw your units with the colored circle earlier, i have to say those GRPs are fricken sweet, but im still not a big fan of the color circle. I dont know, i want to definatly test this and have other people test it to see if its that bad withough pcolor.

Im working on the last unit grp, should turn out pretty good.



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