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Supreme Cmdr

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  1. My first impulse, yesterday, was to kill this thread. But, I wanted to see how far the participants would go, at making complete fools of themselves before I kill the thread. But, let me help you guys, look even more foolish. Cruis.In, I'm getting tired of seeing your forum-cluttering posts. You and your friend here, Robbie, are getting on my nerves. First of all a P133 isn't even the minimum requirement for the game. Further, I have nine machines here, in addition to the forty or so machines of the beta testers that I have access to. This slowdown has never been experienced. Apart from that, if that script was supported in the game, it would be part of the game instead of a separate download. So, if it is slow on your machine, don't run it. What could be more simple than that? That said, the difference between the Free Flight and Insurgent/Trader/Raider scripts, is the changing of the caste. FREE FLIGHT quote: # # SYSTEM SCRIPT - FREE FLIGHT SCENARIO # # This script is used in FREE FLIGHT mode. It contains the default world with # auto-generation active. In this mode, the player is a scientist. # # #include glob_rg.scr [dynamic] #include glob_dyn.scr # [ai] #include glob_ai.scr #include glob_ag.scr # [dynamic] galaxian diplomat,,ghq,probe1.3dc,satcom [ai] .ghq,100,100,100,100,100,100,1 start orbit blk05z^flx-11,1000,10,90,0 stop events !startup autogen OFF signal activate_ag,10 cloak on this set_career military mod_alliance empirian,vesperon,0 mod_alliance vesperon,empirian,0 mod_alliance terran,vesperon,50 mod_alliance vesperon,terran,50 !activate_ag autogen ON broadcast "ALLIANCE UPDATE: VESPERONS-EMPIRIANS = HOSTILE" broadcast "ALLIANCE UPDATE: TERRANS-VESPERONS = PASSIVE" endevents # .galcomhq events !destroyed this broadcast "GALCOM HQ HAS BEEN DESTROYED. 2 HOURS TO RESTORATION" endevents # [event] !activate_ag $ INSURGENT quote: # # SYSTEM SCRIPT - FREE FLIGHT SCENARIO (INSURGENT) # # This script is used in FREE FLIGHT mode. It contains the default world with # auto-generation active. In this mode, the player is an Insurgent caste. # # #include glob_rg.scr [dynamic] #include glob_dyn.scr # [ai] #include glob_ai.scr #include glob_ag.scr # [dynamic] galaxian diplomat,,ghq,probe1.3dc,satcom [ai] .ghq,100,100,100,100,100,100,1 start orbit blk05z^flx-11,1000,10,90,0 stop events !startup autogen OFF signal activate_ag,10 cloak on this mod_alliance terran,vesperon,0 mod_alliance vesperon,terran,0 mod_alliance empirian,vesperon,0 mod_alliance vesperon,empirian,0 set_career insurgent !activate_ag autogen ON endevents # .galcomhq events !detect bc create_guest 101,"Karl Reines",11,CO,"Karl Reines confined to quarters" endevents # [event] !activate_ag $ [This message has been edited by Supreme Cmdr (edited 01-06-2000).]
  2. quote: if you uploaded the refresh how come the date on 2.08 to 2.09 hasnt changed from 01/01/00 to 01/04/00 What have you been smoking? Did you refresh your browser page? Did you check the date/time stamp on the newer files you patched? sheesh.
  3. cruis.in, heh, I guess you missed that thread? Robbie, play it safe and start from scratch because I don't know what is going on. The MapPak only builds surface areas. Hey, you could just run it. If it doesn't break anything, then you're home free. It shouldn't break anything. However, the fact that you did it before and they are not shown, signals another problem. So, play it safe and start from scratch.
  4. Sounds like a good idea. I am working on the GBS docs in my spare time, now that I only have 2 projects to work on, instead of 3. So, it should be completed very, very soon. Your concept can also be used by Fleet Commanders, to rank your fleet. You can create a scripted mission, with specific objects. Send that script to all members (it would have a single promotion and medal in it) to complete. When they have completed it, they will send you the saved game file, you then run it, verify that they actually completed it (via the scripted messages sent to the commlink) and then give them the promotion, medals etc. I would be willing to help by creating a single sample script that you guys can just use as a template which can be modified as time goes on. In fact, as of today, no commander should carry a rank other than commander, without having been promoted or awarded medals, by the Fleet Commander.
  5. OK, I've posted the refresh on the downloads page. As usual, unpatch to v2.08 first. Because of the sucker that I am, these two items were sorted out in hindsight. I have removed them from the VC file where they were listed as annoying quirks. Since assigning personnel to ATVs on deployed shuttles won't work anyway, the menu item left over from that in TACTICAL, and which caused confusion, has been removed. The AI now skips over any sys engineers that are not on duty, when assigning engineers 11-20 if 1-10 are off-duty. This can have adverse effects, especially if you are short staffed. You will have to manually drag them, kicking and screaming, to go back to work because the AI will no longer do it.
  6. Robbie. v2.09 has nothing to do with the Map Pak. If you had it in 2.08, it will be there 2.09. Cruis.In. Yes. Unpatching to 2.08 and reapplying v2.09 will have no effect on existing games as far as I'm aware because the scripts did not change. And I don't notice a big slowdown. Its more like 3-4fps because a lot of checks are made and logged internally. It has nothing to do with the EMD issue you saw posted in another thread. Nothing whatsoever.
  7. I have recalled the patch because I left some diagnostics code in one of the modules. Because I disabled debugging, this code will result in some slow-down during general processing. I had backed up v2.0x dev environment but will restore it tonite and rebuild the patch. Because the final v2.09 also creates a backup of v2.08, you should be able to just revert back to v2.08 when I release the refresh and patch to the newer v2.09. Saved games are un-affected by this.
  8. When writing complex scripts, you should first start with a basic script containing a single mission. Test that one until it does what you want, then, add to it. When doing scripts containing several missions, TODs, you should have a script template. This template can be used to test each TOD independently and then moved over to your main script. So for instance, say you are creating a 4 mission script. You would start with a script file called BC3K4500.SCR (the number does not matter as long as you don't use an existing one), and create a single mission in it. Test it. Once it works right, copy it to, say, BC3K9700.SCR. Then, change all the parameters in BC3K4500.SCR again, create the next one, test it, and then use cut and paste to move it into BC3K9700.SCR. You now have a script with two fully tested missions. Carry on doing this until you have all the scripts you want, tested and working. Then, you can go in BC3K9700.SCR and check to make sure that all the scripts you pasted are correctly implemented. If you have entities that exist across missions, now you can add them in and then build+test this script. Below is the code for a sample template script. It is pretty well commented but of course, you need to be familiar with GBS scripting, in order to make head or tail of it. You can read the GBS contents for the command descriptions, if you are just browsing. This way, you don't have to download the GBS. The script source files are below. right-click on the file and select Save Target As www.bc3000ad.com/gbs/bc3k9700.scr www.bc3000ad.com/gbs/bc3k9700.des To run them.. copy them into your GBS folder run prepare bc3k9700.scr run prepare phrases bc3k9700.scr copy bc3k9700.mis, bc3k9700.dat and bc3k9700.des to your SCRIPTS folder where BC3K installed. Start a new profile and select it from the MISCON list. We will use this template to build more complex scripts, while I work on completing the GBS command descriptions in my spare time. Here is the source file displayed in text format. code: # # SCRIPT TEST # #include glob_rg.scr [dynamic] #include glob_dyn.scr # [ai] #include glob_ai.scr #include glob_ag.scr # # # Below is our control object, so, we hide and make it invincible # # [dynamic] galaxian diplomat,,ghq,probe1.3dc,satcom [ai] .ghq,100,100,100,100,100,100,1 start orbit blk05z^flx-11,5000,10,90,0 stop events !startup cloak on this invincible on this autogen OFF endevents # [acm] CAMPAIGN.................SCRIPT SAMPLE THEATRE OF OPS...........EARTH/SOL MISSION CLASS............SCRIPT SAMPLE . A simple wing and multiple ID test. . A wing leader is ordered to patrol Mars region and RTB. . There is also a hostile carrier in the Mars region . :101,earthz,setup_tod1,begin_tod1,resolve_tod1,tod1tick,1,30,5 # # This wing is launched in Earth region and then jumps to Marsz 5 mins # later. The escorts have specific IDs because they were all created as # a wing. When the leader is created (the first entry in the definition) all # the other escorts are also created (activated). # # The leader will dock with GHQ if it exists (not destroyed) otherwise # it will seek another friendly station (eg Starpath) to dock with. # # Note that we don't give the wingmen the same orders as the leader because # they will follow it around anyway and protect it as necessary. # # This wing starts near a known reference point in the Earth region # # We want to be able to give commands to this wing's wingmen, so, we create # them as a wing in which each entity has its own ID and give them starting # orders, locations and separation distance around their leader. # # [dynamic] :wing1 terran military,,wingleader,violon.3dc,alpha_leader terran military,,wing1,vandal.3dc,alpha1 terran military,,wing2,vandal.3dc,alpha2 :: [ai] .wing1,100,100,100,100,100,100,0 .wingleader start inactive near earthz^jmp-01 1500 jmp-02 stop events 101 !go2mars sad marsz broadcast "ALPHA LEADER: jumping to Mars...form on my wing" !wing_rtb2ghq broadcast "ALPHA LEADER: returning to GALCOM HQ" signal ack2,1 IF EXIST galcomhq THEN dock galcomhq ELSE rtb ENDIF !begin_tod1 activate this patrol earthz broadcast "ALPHA LEADER: patrolling Earth region..form on my wing" signal ack1,1 signal go2mars,5 signal wing_rtb2ghq,15 !resolve_tod1 IF EXIST galcomhq THEN dock galcomhq ELSE rtb ENDIF endevents # .wing1 start inactive escort wingleader 250 3 stop .wing2 start inactive escort wingleader 250 9 stop # # Can reference both wingmen in a single block. They will both execute # the same command in sequence. # .wing1,wing2 events 101 !ack1 broadcast "roger that ALPHA LEADER" !begin_tod1 activate this endevents # # Only this wingman will execute this command # .wing1 events 101 !ack2 broadcast "ALPHA1: acknowledged ALPHA LEADER, returning to base" !detect bc broadcast "ALPHA1: player detected" endevents # # Only this wingman will execute this command # .wing2 events 101 !ack2 broadcast "ALPHA2: acknowledged ALPHA LEADER, returning to base" !detect bc broadcast "ALPHA2: roger that ALPHA1. player detected" endevents # # This carrier will launch 2 fighter escorts (type picked at random). # It will also launch a specific type if it detects the leader of the wing # created above. Because Starpath is not a valid target, they ignore each # other. # # This wing starts near random reference point in the Mars region # # We don't care about giving the entities in this wing, direct commands. # Instead, we just have the carrier launch them and let their AI determine # their default (ESCORT) actions and anything else after that. # # The LAUNCH command is perfect for this sort of 'quick wing' solution. The # only drawback is that you only have control to the main entity and not # the entities it launches. Even though they act like wings, they are not # treated as such. # # [dynamic] terran insurgent,,enemy_leader,megaron.3dc,HOSTILE_CONTACT [ai] .enemy_leader,100,100,100,100,100,100,0 start inactive in marsz stop events 101 !begin_tod1 activate this patrol marsz LAUNCH fighter,1,escort this broadcast "Launching escorts" !detect wing1.wingleader broadcast "HOSTILE CONTACT: Wing Launched" LAUNCH sfighter,1,attack wing1.wingleader !detect wing1.wing1 broadcast "HOSTILE CONTACT: wing escort1 detected" !detect wing1.wing2 broadcast "HOSTILE CONTACT: wing escort2 detected" !resolve_tod1 rtb endevents # # We don't want Starpath involved, so we disable it's launch and weapon systems # We also de-classify it as a valid target for hostile entities. # # Its attributes are restored when the TOD is resolved (finished). # .starpath events !begin_tod1 ignore on launches off this weapons off this !resolve_tod1 ignore off launches on this weapons on this endevents # [event] !wing_rtb2ghq !go2mars !ack1 !ack2 $ [This message has been edited by Supreme Cmdr (edited 01-03-2000).]
  9. Considering that: v2.09 was in testing since v2.08 was released on 09-15-99, giving enough time for people to notice this or complain about it. v2.09 is the last patch for v2.0x I have never (nor has anyone else that I know of) experienced this 'slowdown' until this post. I don't experience the problem You have the following choices: go back to 2.08 use the TTD declutter command and turn off the TTD entirely, leaving only the currently targeted entity. Eitherway, not only am I not touching that code again, I don't regard it as a bug and am I not likely to optimize it either.
  10. No, if you fail, you fail. The next TOD will still be activated. The ACM only ends when you get to the last mission in the TOD4.
  11. Thanks, I've fixed it.
  12. Sleep, what's that??
  13. The proverbial can of worms. Anyway, lets know how you are doing with those missions. Remember, the world does not revolve around you. When in doubt, arrest or kill everybody. [This message has been edited by Supreme Cmdr (edited 01-02-2000).]
  14. I have released it. I updated most of the original 10 ACM missions and added 6 more, spread across 2 TODs. They're a lot of fun. If you don't make Supreme Commander by TOD4 M1/1, you don't deserve that ship. I also made sure that all artifacts were available in ACM. This way, there is no need to use cheats with ACM. I have some checks for this, so, if you use cheats, don't be surprised at the results. I didn't release the source for the 6 new ACMs because they contain the 9 others. I didn't have time to actually remove them (though they are not compiled) so by not releasing them, I don't get myself into a diluge of silly questions. When I get around to releasing the other 9 via Mission Control, I may release them then. Speaking of which, Mission Control contains the v2.09 compatible version of the mpak1. Check the Version Control file for ACM notes. Check GNN as well. Enjoy! [This message has been edited by Supreme Cmdr (edited 01-02-2000).]
  15. Nope. There are no updates.
  16. Do a search for 'slowdown' or 'fluxfield' and you will find the answer. Hint: Read your manual in the section that deals with fluxfields and how they operate and why you have no business sending a probe or any craft into a fluxfield. What version are you running? [This message has been edited by Supreme Cmdr (edited 12-31-1999).]
  17. Yep
  18. If you delete them from within Roster, they will be deleted. Just check the SAVE folder, to be sure. Thats where all the profiles are kept.
  19. The 1996 v1.0 is no longer supported. And there is no law against retailers selling old software. If you can, return it and try to find a copy of v2.0.
  20. The HMISET.CFG file is created by the Sound Setup program. You probably didn't read the README.TXT file that is displayed during installation. That file tells you to run the Sound Setup icon after installation, in order to setup your sound.
  21. The deploy/extract code is identical in all modes. The only difference is in the type of object that is deployed. So, if it can deploy drones, it can deploy troops and ATVs. If the ship cannot reach the waypoint, it won't trigger the waypoint action. Thats how it works and there is no changing it nor is there any need to. Maybe in BCM I'll see if there is a sure fire way of making it simpler and idiot proof, until then, it stays the way it is because (a) it is not a bug ( it works. Reven, I read your post. Then deleted it along with my subsequent response. I'm not going to split hairs with you. If I was concentrating on fixing bugs and quirks, you wouldn't have 50% of the features in BC3K v2.0x, let alone all the free enhancements that I slipped in thereafter and which were never in my design docs nor my specs. I do it because I feel like it not because I have to or because I make more money from it. If I have time to fix critical bugs and do freebie enhancements for a title that, for all intent and purposes, is almost 3 years old, I would've found time to fix a problem in the waypoint placement. Guess what? There is no problem in the waypoint placement code that I can reproduce. Yes, its not perfect (since you need a perfect top/down angle and a WP above the ground), but it works. If it doesn't work, there are alternatives and workarounds. In the world of software development, you can't fix what you can't reproduce and anything I can't reproduce, goes into the bottom of my list. BC3K is too huge and complex to be perfect. And finally, my statement about your experience with BC3K was derived from the age of your posts. I have no way of knowing that you played v1.0. For all I know, you could be making that up. I know all the regulars on this site. I know most who have been around since day one, even those who just read and don't post. Most are official Beta testers who have been with me going as far back as 1995. So, if you've been around since 1996-97, great; but my statement still stands as per the facts I have at my disposal. In any case, thanks for your support and do try your best not to irritate me. I do this primarily for fun. The financial gain doesn't even come close to the amount of time, effort and money that I've buried into this franchise in order to keep people like you playing, while other companies release crap and dump the gamers. And just so you know, v2.09 will be the final patch to the BC3K v2.0x series. I don't care what happens, there won't be another update. Ever. You may not like it, but thats the way it is. [This message has been edited by Supreme Cmdr (edited 12-29-1999).]
  22. Thanks Cruis.In, I know it works though there is a trick to getting it right.
  23. 25-50 clicks is the standard docking range. There haven't been any changes to the flight dynamics model since v2.05. So, calibrate your stick if you are having problems with VTOL. Or maybe you don't understand how it works. Check the FAQ or the README.TXT file in the v2.09 patch. VOTL works perfectly here, in fact, as I'm writing this, my shuttle is hovering above a spot on the planet, not moving at all. Read your manual. You can't disable notification. Your only hope is that the thread is closed.
  24. ...and what has this got to do with BC3K? If you install a V3 card and your sound won't work, what does that tell you?
  25. Reven there is no correlation between TACOPS operation and planetary flight dynamics. And please, don't waste your time telling me what I should do when you don't have a clue how the game works, having only started playing it no so long ago. And no, it is not a bug. If you place the waypoint properly, it will work. If you don't, it won't. Because it is a pretty difficult process given the terrain, most don't bother. This is why there is an alternative. If there was no other method of doing it, then it would be even more of a problem and I would let the shuttles do deployments from the air; which would definitely destroy the craft it is trying to deploy, once that craft drops under gravity. As for the ATV order, just because the AI states indicates that it is trying to do that, does not mean it can. The entire game is one huge operating system and an entity checks to see what it can and cannot do and falls back to what it can. Its called a rules based AI system. It didn't have another order to process after the last waypoint, so, it goes through its internal rules. If it could perform that action and then ended up in space, that would be a bug. If you don't want it to even test the rule, make sure the final waypoint is HALT. If you haven't noticed already, your shuttles and ICs will auto-RTB to the BC once they complete the final waypoint order. Why? Because they test the rule, see that they can perform that action, and then do it. If the shuttle that deployed the ATV was on the planet and in range, the ATV would RTB to the shuttle, if it can. If the shuttle is not around or out of range, then it tries to go back to its primary platform (the BC), sees that it can't and then stays put. The troops do the same thing and those that are transported, are even clever enough to flag themselves for immediate evac. The ships moving faster than their max speeds is not a cheat per se. It is a design decision in order to minimize the length of time required to breach vast distances. And I did say that I wasn't going to change it in v2.0x [This message has been edited by Supreme Cmdr (edited 12-28-1999).]
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