Mayor Mod release needs some critical help
MetaMind
Join Date: 2012-12-06 Member: 174358Members, Reinforced - Gold
Hi there guys,
as you maybe know, I m working on a relaunch of my Last Resistance Mod:
http://forums.unknownworlds.com/discussion/125765/last-resistance-survivor-mod/p1
Allmost all of the features got successfully implemented by now, only some HUD issues since vers.262 make it unplayble...
unfortunatley my main coder buddy has left because of no time etc
So I want to kindly ask you guys for some help here coz its allmost a full working mod for ns2 and thats awesome!
Our GitHub page is:
https://github.com/OnkelDagobert/Last_Resistance
If you want the most recent "working" release: send me a private message.
So again all help would be greatly appreciated!
as you maybe know, I m working on a relaunch of my Last Resistance Mod:
http://forums.unknownworlds.com/discussion/125765/last-resistance-survivor-mod/p1
Allmost all of the features got successfully implemented by now, only some HUD issues since vers.262 make it unplayble...
unfortunatley my main coder buddy has left because of no time etc
So I want to kindly ask you guys for some help here coz its allmost a full working mod for ns2 and thats awesome!
Our GitHub page is:
https://github.com/OnkelDagobert/Last_Resistance
If you want the most recent "working" release: send me a private message.
So again all help would be greatly appreciated!
Comments
Then maybe point out what exactly issues you have, i think we have ways to less modders here atm to do that via pms.
Give everyone the chance to have a look and maybe fix 1-2 things.
http://www57.zippyshare.com/v/19020525/file.html
(create a new mod and put the "output" folder in your "new mod" folder then launch game from the launchpad)
The main problem atm is that the marine & alien HUD crashed coz of the new fullhud mode feature released at version 262.
So I tried to modify the GuiMarineHud.lua, merging the new stuff with my mod codelines but its just not working out, hud still crash.
BTW i think most of us prefer to use git (& github) to manage things easier. So I'll just leave a guide here i wrote some time ago: http://forums.unknownworlds.com/discussion/131466/
Anyways really big thx for your input :^ )
The build i posted above is the most recent one atm.
https://github.com/OnkelDagobert/Last_Resistance/commit/037f5d00c05999a8b18539e9a6f73e099fd02fe3
Alot of things changed the last year. Maybe you take a step back first and try to understand how sewleks "framework" works, a good learning example is the faction mod (made by sewlek himself).
Using this will safe you alot of trouble in the future if you want to keep your mod alive.
Alot other modders had to make this step (myself included) or making it atm (Playing Ground, MvM etc. ).
In fact i had just now a first look onto your mod and it seems to me that you would be actually faster restructuring your mod using sewleks framework than "just" patching it to the current build.
But these are only my thoughts maybe other ppl who actually are porting old major mods to the current build can tell you more about this.
there really has to be a better option, I get some script errors.. yes... but its not that many... so I think: adjusting it is propably the better way to go...
At the moment you will get it running the next version of ns2 will be out introducing you to alot new errors. It would be a not ending nightmare of keeping up with uwe.
Sewleks framework will allow you to rebuild your mod pretty fast with the existing lines of code, making it safe to not break with mostly all coming updates.
And yes this sucks, but believe me trying to just update it will be a not ending nightmare. You better avoid what we (all currently active "vet modders" ) run into when we tried to do this ourself.
Let's come back to this next week xd
I am rx'ing what you're tx'ing ^^
In any case do I ve to eradicate every little scripterror I encounter? I ask because the core gameplay is working right now.
@coolitic
No... Crysis just made a bad copy of one of the badass multiplayer games early 2000.... Aliens vs Predator 2 !
Hope you get this working, because it means I can cross one of the mods of my list of mods to make off. That would take me down to 6 mods, and save me some headaches!!!
Generally, if UWE update a file that I use in my game, the likelihood is I've already amended that file, and so their changes normally have no consequence on me. That said, I fully expect 263 to break my mod, from what I have heard anyway..
Anyone have some details?
@MetaMind Modifying the GUI is probably the most abhorrent part of NS2 modding. There isn't a way to just tweak a small part of it. It's essentially replace it all, or leave it be. Also, regarding the script errors. If your code has any script errors (generally speaking) from the time and spot the error occurs, you cannot trust anything else executed after that point to be valid and actually working correctly. So, you want to kill all errors if possible. It really comes down to what the errors are and their scope. Sometimes script errors are legitimate and won't cause problems. Other times, they'll exponentially cause memory leaks and eventually crash the client and/or server. It's all inherently subjective.
derp. CRYSIS FTW. (could of been great, EA didn't let it be)