Battleship Mod v0.31 Released

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  • solodude23

    #16
    Re: Battleship Mod v0.31 Released

    Get this on modjive asap :p

    Comment

    • eggman

      #17
      Re: Battleship Mod v0.31 Released

      Brilliant! LOL What a hoot this can be :)

      250000 hitpoints LOL!!

      Lovely work :)

      Comment

      • lavbanka
        Member
        • May 2007
        • 191

        #18
        Re: Battleship Mod v0.31 Released

        Originally posted by MathU
        Quick, now upload it to ModJive.
        I'm for that. :)

        Comment

        • teetsaar123
          Random egoistic commenter
          • Apr 2006
          • 605

          #19
          Re: Battleship Mod v0.31 Released

          Nniicceee!

          Comment

          • Nightwish=SWE=

            #20
            Re: Battleship Mod v0.31 Released

            I just got to try this, it looks nice :) downloadning nooow

            Comment

            • AJED (G.Drew)
              Member
              • Apr 2007
              • 601

              #21
              Re: Battleship Mod v0.31 Released

              really fun stuff btw

              Comment

              • Jacky

                #22
                Re: Battleship Mod v0.31 Released

                Hmm i remember i played on of the betas a while ago, it was really fun back then allready so i can't wait to hop on a server and pwn some ships :)

                Also great work on the planes

                Comment

                • imported_Rhino
                  Member
                  • Dec 2006
                  • 1341

                  #23
                  Re: Battleship Mod v0.31 Released

                  really awesome mod guys! i played a good few hrs today

                  I have some comments and suggestions thou :)

                  over all i really liked the mod, had a small learning curve for how things worked like how you spawn planes etc but over all, it wasnt to hard to get to grips with just needed to try and work it all out :)

                  I think you guys show how ever remove the supply crate from the commander, just no fun trying to go head to head with a ship that has a supply crate sitting on it all the time :p

                  I also thought many of your maps where pretty small, and encroaged lots of base raping, where 1 team would just send all there ships to the others port / ship spawn, and just sit there blowing up any ship that spaned and player that spawned, no ship could get away with the time u need to wait to use the guns etc...

                  I also see you guys used my 8km^2 map i sent you, nice work there IMO i think that was your best map overall, nice, big, good lighting and genraly i found it pretty good howerve, I did feel that there should be maybe some flags or something? all your maps just seemed like a death match (maybe thats what you are aiming for) and the maps that had flags on the flags didnt really offer anything apart from maybe new ship spawns etc but most just seemed to be there for no reason, no ticket bleed happened when u had all the flags etc.

                  I also notcied that your map quility veried considerbly, some maps had good lighting, most did not, I think i saw 1 map with low detail maps, all the other maps did not (thou alot of maps where just water so i cant tell :p) etc.

                  with your lighting you really want to match the fog colour with the bottom of your sky box, you could see like blue outlines of ships in the fog from way off you where ment to be able to see them. main 1 was the map with the rockey bits and like volcanos or w/e they where :p
                  I think if you made it have proper fog that matched, it would be really eary to see a ship just suddnely out of no where come out the fog
                  but at the mo you might aswell have no fog, cos you would have better detail on the ships instead of just a blue blob of a ship shape in the distance :p

                  on all your maps you should apply things like low detail maps, not only just cos the map looks so much better with them, but also because the fact that it crashes low end graphic uses on load if you do not have them set. this would have probaly turned away lots of ppl from your mod already my guess would have been. thou that volcano rocky map did look to have low detail maps, thou i might be mistaken.
                  tut: http://bfeditor.org/forums/index.php?showtopic=1641

                  apart from that i cant think of anything else, really did find the mod very fun and will be playing it some more, for sure!

                  Comment

                  • Sauerkraut

                    #24
                    Re: Battleship Mod v0.31 Released

                    mostly agree with Rhino, :)
                    Also one of the planes,( not the two seater) is hard to fly, well its hard to get the nose down, it seems to aim up constantly.

                    I also thought many of your maps where pretty small, and encroaged lots of base raping, where 1 team would just send all there ships to the others port / ship spawn, and just sit there blowing up any ship that spaned and player that spawned, no ship could get away with the time u need to wait to use the guns etc...
                    also on one of the maps only one team seemed to have a plane carrier , so the other team were constatly raped by little planes bombing them .

                    But apart from that I had great fun, and you made me the happiest rudder boat captain

                    Comment

                    • [GCA]Tim270

                      #25
                      Re: Battleship Mod v0.31 Released

                      I had a lot of run earlier playing this ( until Rhin0 kept bombing me :p )

                      Comment

                      • zuiquan1
                        Battleship Mod
                        • Jan 2006
                        • 1318

                        #26
                        Re: Battleship Mod v0.31 Released

                        Originally posted by Rhino
                        I think you guys show how ever remove the supply crate from the commander, just no fun trying to go head to head with a ship that has a supply crate sitting on it all the time :p
                        Hehe, yeah that will most likely be removed for the next patch

                        I also thought many of your maps where pretty small, and encroaged lots of base raping, where 1 team would just send all there ships to the others port / ship spawn, and just sit there blowing up any ship that spaned and player that spawned, no ship could get away with the time u need to wait to use the guns etc...
                        The bases do need more defense, I admit that.....also, we are experimenting with adding a sort of arty like shore bombardment type affair.....where as the commander controls "arty" but its limited in range to only around the players main base....

                        I also see you guys used my 8km^2 map i sent you, nice work there IMO i think that was your best map overall, nice, big, good lighting and genraly i found it pretty good howerve
                        What map was it again(White Sea?) I'd like to give you proper credit for it :)

                        I did feel that there should be maybe some flags or something? all your maps just seemed like a death match (maybe thats what you are aiming for)
                        We are experimenting with different game modes(deathmatch(as you said) hopefully some sort of Capture the ship(not for a much later release though :p ) plus regualr conquest and stuff

                        Ill have to look at the flags not doing any ticket bleed though

                        I also notcied that your map quility veried considerbly, some maps had good lighting, most did not, I think i saw 1 map with low detail maps, all the other maps did not (thou alot of maps where just water so i cant tell :p) etc.
                        They didn't? I though I enabled them all all of them....Will look into it though, I'm also planning on re doing alot of the maps....was having some texture problems.

                        with your lighting you really want to match the fog colour with the bottom of your sky box, you could see like blue outlines of ships in the fog from way off you where ment to be able to see them. main 1 was the map with the rockey bits and like volcanos or w/e they where :p
                        I think if you made it have proper fog that matched, it would be really eary to see a ship just suddnely out of no where come out the fog
                        but at the mo you might aswell have no fog, cos you would have better detail on the ships instead of just a blue blob of a ship shape in the distance :p

                        I will experiment with different fog values :)

                        apart from that i cant think of anything else, really did find the mod very fun and will be playing it some more, for sure!
                        Thanks




                        EDIT: as for the planes, the bombs will definently be brought down in power with the next patch....Also, 64 playe versions of most maps should have a tender for each team, if you using BFcc I believe there is a problem with selecting 64 versions of the maps....its being looked into.

                        but also, you do know the smalll 4x cannons double as flak(press F to switch ammo types)

                        Just lettin ya know, if you didnt :)

                        Comment

                        • imported_Rhino
                          Member
                          • Dec 2006
                          • 1341

                          #27
                          Re: Battleship Mod v0.31 Released

                          Originally posted by zuiquan1
                          Hehe, yeah that will most likely be removed for the next patch
                          nice, you can also remove the commander complete with python code, i can remeber us doing it for .25 of PR i thinks but added it back in as we wanted the squads to be more cordinated as more players started playing the mod.

                          that also rings a bell, im sure you are aware of this, but if you do a move order as a SL you will CTD... and aswell if the commander tells you to move to a location...


                          Originally posted by zuiquan1
                          The bases do need more defense, I admit that.....also, we are experimenting with adding a sort of arty like shore bombardment type affair.....where as the commander controls "arty" but its limited in range to only around the players main base....
                          hehe gd luck, from what we have found out over at PR is the arrty is very hard coded, you cant even tweak the reload time...


                          Originally posted by zuiquan1
                          What map was it again(White Sea?) I'd like to give you proper credit for it :)
                          ye thats the one, maybe put like 2 flags in the middle to encroage the battle to happen there, like 1 in the west and one in the east, middle of the map but spaced apart a little, just floating in the water, would encorage teams not to just chrage to the enemy main


                          Originally posted by zuiquan1
                          We are experimenting with different game modes(deathmatch(as you said) hopefully some sort of Capture the ship(not for a much later release though :p ) plus regualr conquest and stuff

                          Ill have to look at the flags not doing any ticket bleed though
                          sounds cool, also talking abou capture the ship (:p) there was no like rope ladders etc to climb up onto the ship from the sea like in bf1942, but what i hear from the BF2 priates mod is that putting a ladder as a child onto a moving object dose not work very well, heres the topic:


                          also ticket bleed you need to setup the area value for the CPs. once a team has a total area value of 100+, the ticket bleed will start for the other team. so if you have your main base flag that has a area value of 51, and a flag in the center that has 20, and anouther flag in the center that has 30, then 51 + 20 + 30 = 101 which means ticket bleed would start for the enemy team, if you lost any flag that would take you below 100 the ticket bleed would stop again :)

                          Originally posted by zuiquan1
                          They didn't? I though I enabled them all all of them....Will look into it though, I'm also planning on re doing alot of the maps....was having some texture problems.


                          I will experiment with different fog values :)




                          Thanks
                          sounds good :)



                          Originally posted by zuiquan1
                          EDIT: as for the planes, the bombs will definently be brought down in power with the next patch....Also, 64 playe versions of most maps should have a tender for each team, if you using BFcc I believe there is a problem with selecting 64 versions of the maps....its being looked into.

                          but also, you do know the smalll 4x cannons double as flak(press F to switch ammo types)

                          Just lettin ya know, if you didnt :)
                          ohh cool flack, didnt know it was there :p

                          but ye, the planes bombs where a little powerful but where fun (if you where the 1 bombing, and not getting bombed)

                          also the BF2CC problem could be related to your maps desc files in the info folder, let me check. ye, in your desc file you have the briefings all written out in normal text, this aint the way it is ment to be done (thou it dose work to a exsent, but causes bf2cc problems), and it should be done using code to link it to the Localization files where you will have the map brief there :)

                          if you look at my Op Ghost Train .desc file you will see this:
                          Code:
                          <map>
                          	<name> Operation Ghost Train </name>
                          	[B]<briefing locid="MAPDESCRIPTION_gt">[/B]map description for modders maps not localized (english only)</briefing>
                          	<music> common/sound/menu/music/disciple-chinese2-night.ogg </music>
                          	<modes>
                          		<mode type="gpm_cq">
                          			<maptype ai="0" players="16" type="doubleassault" locid="GAMEMODE_DESCRIPTION_doubleassault">Unlocalized test for this mode on this map</maptype>
                          			<maptype players="32" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
                          			<maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
                          		</mode>
                          		<mode type="gpm_scenario">
                          			<maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
                          		</mode>
                          	</modes>
                          </map>
                          note the bit i have marked in bold above, now with your brief you have all the brief within thous quotes, thou at PR we use that code, to link it to the Localization files like in the stock maps.

                          now if i take a quick search in my english localization files, i will find this:
                          Code:
                          MAPDESCRIPTION_gtPLA Forces are attempting to move an arms supply train through territory currently held by the British.
                          f you do it this way it should clear up your BF2CC probs

                          hope this all helps

                          EDIT: hummm, the code aint seeming to show up but ehh, if you quote my post you should see it, probaly thinks its html, if not then look at the code of PR :)

                          also i take it this mod is set in WW1? why not add a u-boat or some other sub

                          Comment

                          • Ottae

                            #28
                            Re: Battleship Mod v0.31 Released

                            Great mod! Been on it a few times now and the only bad thing about it is the team killing. It wouldn't been so bad but you get the occasional idiot who punishes you.

                            Really good job people

                            Great mod! Been on it a few times now and the only bad thing about it is the team killing. It wouldn't been so bad but you get the occasional idiot who punishes you.

                            Really good job people

                            Comment

                            • zuiquan1
                              Battleship Mod
                              • Jan 2006
                              • 1318

                              #29
                              Re: Battleship Mod v0.31 Released

                              Originally posted by Rhino
                              that also rings a bell, im sure you are aware of this, but if you do a move order as a SL you will CTD... and aswell if the commander tells you to move to a location...
                              yeah were looking into it

                              hehe gd luck, from what we have found out over at PR is the arrty is very hard coded, you cant even tweak the reload time...
                              I had a feeling.....thanks again Dice

                              sounds cool, also talking abou capture the ship (:p) there was no like rope ladders etc to climb up onto the ship from the sea like in bf1942, but what i hear from the BF2 priates mod is that putting a ladder as a child onto a moving object dose not work very well, heres the topic:
                              Yep we had that problem too, originally we had ladders on the sides of the ship, and even up to the lookouts but it just wouldnt work so we had to take it out.



                              also the BF2CC problem could be related to your maps desc files in the info folder, let me check. ye, in your desc file you have the briefings all written out in normal text, this aint the way it is ment to be done (thou it dose work to a exsent, but causes bf2cc problems), and it should be done using code to link it to the Localization files where you will have the map brief there :)

                              if you look at my Op Ghost Train .desc file you will see this:
                              Code:
                              <map>
                                  <name> Operation Ghost Train </name>
                                  [B]
                              </briefing>[/B]map description for modders maps not localized (english only)
                                  <music> common/sound/menu/music/disciple-chinese2-night.ogg </music>
                                  <modes>
                                      <mode type="gpm_cq">
                                          <maptype ai="0" players="16" type="doubleassault" locid="GAMEMODE_DESCRIPTION_doubleassault">Unlocalized test for this mode on this map</maptype>
                                          <maptype players="32" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
                                          <maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
                                      </mode>
                                      <mode type="gpm_scenario">
                                          <maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
                                      </mode>
                                  </modes>
                              </map>
                              note the bit i have marked in bold above, now with your brief you have all the brief within thous quotes, thou at PR we use that code, to link it to the Localization files like in the stock maps.

                              now if i take a quick search in my english localization files, i will find this:
                              Code:
                              MAPDESCRIPTION_gtPLA Forces are attempting to move an arms supply train through territory currently held by the British.
                              f you do it this way it should clear up your BF2CC probs

                              hope this all helps
                              Ill pass it on thanks :)



                              also i take it this mod is set in WW1? why not add a u-boat or some other sub
                              If this mod picks up alot, we plan on having more factions, which use similar technology

                              Comment

                              • imported_Rhino
                                Member
                                • Dec 2006
                                • 1341

                                #30
                                Re: Battleship Mod v0.31 Released

                                good to hear! you may get a strong fan base im thinking about playing it for a while. 1 thing i did really think of thou is this mod would be really, really good for clan matches, having ship to ship battles etc

                                Comment

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