@Captain_Freedom wrote:
I've been playing these maps I made for a while now, and they're totally good. A bigger 8P Sarum Dust clouds with different starting units to choose from. Have fun!
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Participants: 1
@Captain_Freedom wrote:
I've been playing these maps I made for a while now, and they're totally good. A bigger 8P Sarum Dust clouds with different starting units to choose from. Have fun!
Posts: 1
Participants: 1
@jelrak wrote:
I would like to be able to delete a ship in game via lua script. What is the name of that sobgroup function? Thank you!
Posts: 2
Participants: 2
@Dwarfinator wrote:
Hi @BitVenom,
I've worked a lot with the UI layout system recently and have found some strange behaviors. I'm just putting those here to know if those are "bugs" that should/could be resolved (pleaaase, pretty pleaaase), or if they are intended/too complicated to "repair".
1 : vAlign not always working correctly (I've not tested hAlign but could do if you want me to)
Left side code, only vAlign of the Blue frame changing between "Top"/"Middle"/"Bottom" :
{ type = "Frame", Layout = { size_WH = {w = 1, wr = "par"}, }, autosize = 1, arrangetype = "horiz", ; { type = "Frame", name = "Red_frame", Layout = { size_WH = { w = 310, h = 122, wr = "px", hr = "px" }, }, backgroundColor = {255, 0, 0, 100}, }, { type = "Frame", name = "Blue_frame", Layout = { size_WH = { w = 200, h = 80, wr = "px", hr = "px" }, }, vAlign = "Top", backgroundColor = {0, 0, 255, 100}, }, },
Right side code, only vAlign of the Blue frame changing between "Top"/"Middle"/"Bottom" :
{ type = "Frame", Layout = { size_WH = {w = 1, wr = "par"}, }, autosize = 1, arrangetype = "horiz", ; { type = "Frame", name = "Blue_frame", Layout = { size_WH = { w = 200, h = 80, wr = "px", hr = "px" }, }, vAlign = "Top", backgroundColor = {0, 0, 255, 100}, }, { type = "Frame", name = "Red_frame", Layout = { size_WH = { w = 310, h = 122, wr = "px", hr = "px" }, }, backgroundColor = {255, 0, 0, 100}, }, },
The only difference is that the frame with the vAlign parameter is the first declared in the parent frame in the second case. Does it create a problem with the autosizing of the parent, which takes a default height of 170px (I don't know where this height comes from) ?
2 : sizing to parent doesn't always work correctly (hr = "par") EDIT : see also n°3 in the next post as it's certainly the same problem
Left side code, where the height of the blue frame is set to 1.0 of parent :
{ type = "Frame", Layout = { size_WH = {w = 1, wr = "par"}, }, autosize = 1, arrangetype = "horiz", ; { type = "Frame", name = "Red_frame", Layout = { size_WH = { w = 310, h = 122, wr = "px", hr = "px" }, }, backgroundColor = {255, 0, 0, 100}, }, { type = "Frame", name = "Blue_frame", Layout = { size_WH = { w = 200, h = 1.0, wr = "px", hr = "par" }, }, backgroundColor = {0, 0, 255, 100}, }, },
Right side code, where the height of the blue frame is set to 1.0 of parent :
{ type = "Frame", Layout = { size_WH = {w = 1, wr = "par"}, }, autosize = 1, arrangetype = "horiz", ; { type = "Frame", name = "Blue_frame", Layout = { size_WH = { w = 200, h = 1.0, wr = "px", hr = "par" }, }, backgroundColor = {0, 0, 255, 100}, }, { type = "Frame", name = "Red_frame", Layout = { size_WH = { w = 310, h = 122, wr = "px", hr = "px" }, }, backgroundColor = {255, 0, 0, 100}, }, },
The only difference is that the frame with the height parameter set to 1.0 of parent is the first declared in the parent frame in the second case.
If I understand correctly the problem (EDIT : certainly linked to "bug" n°3, so take the following for what it could be... me bullshitting a lot ^^), it seems to me that the code doesn't parse all the sub-elements first to find the "correct" height of the parent first, and so take the default height of 170px (like in the "bug" n°1) for the blue frame, because nothing has already defined the parent height before it. Is that something that could be changed so that the first frame(s) declared in the lua table would correctly autosize too ?
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@lazarusmage wrote:
Greetings All:
I'm having issues trying to replace the top & bottom kinetic burst cannon turrets on HW2 destroyers with ion turrets. Here's what I've attempted thus far:
Created a new .wepn file called "hgn_destroyerturretedioncannon" based off the hgn_battlecruiserturretedioncannon.wepn file.
Changed lines 152 and 155 in the hgn_destroyer.ship file to include the aforementioned ion cannon. See following example:
NewShipType,"Weapon_TurretTop","Hardpoint_TurretTop","Weapon","Innate","Ship","Hgn_KineticBurstCannonDestroyer","","","","","","","","");
Changed to this:
NewShipType,"Weapon_TurretTop","Hardpoint_TurretTop","Weapon","Innate","Ship","Hgn_DestroyerTurretedIonCannon","","","","","","","","");
Unfortunately, the game promptly crashes with the aforementioned changes. Hoping someone can point out what I'm doing incorrectly. Many thanks in advance!
Posts: 10
Participants: 4
@sastrei wrote:
Since he hasn't made a thread about it yet - Beghins brought Complex out from behind its' paywall. First public release for HWR is available via ModDB. Don't know why they haven't put it up on Steam yet to make it easier for everyone.
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Participants: 2
@miclebrick wrote:
Would it be possible to make a mod that speeds up the game? e.g. a fast forward button. If so, how?
Posts: 2
Participants: 2
@Maxdamage wrote:
The webpage that has the download link can be found here:
Ultimate Homeworld 2 Mod or further down on this page...
Main mod page at Relic ForumsGo to bottom of page to get the link to d/l the mod.I would like to thank Homy_NB from HWACCESS.net for hosting my mod.:thumb:What my mod is going to be is the following.Ever wanted to build Hiigaran ships while playing as the Vaygr?Well in my mod you'll be able to build the Vaygr ships as well as the Hiigaran ships as well which should be very interesting.My mod will not contain any custom ships, only ships from sp,etc..Unfortunately atm I can't get the Vaygr carrier and shipyard to work with the Hiigarans and vise versa(ie. the vaygr carrier won't build either the fighter,corvette or the frigate production facilities or subsystems also with the shipyard...).Single player has been disabled.
This mod is made for HW2 v1.1 (Classic)
Most likely will crash HWRM.Try at your own risk.Here are a couple of screenshots from the mod:
v4.0 build 427(Not yet uploaded)
*Fixed change profile menu bug.
*Added missing Vaygr(Keeper) Attack Droid's .mad animation and .madstate files.
*Disabled the build ability for the Keeper Destroyer and the m10 version so the build queue on the left of the screen isn't cluttered up.
*Also the Vaygr Keeper Destroyer and m10 version has their build ability disabled for multiplayer...
*The Keeper Destroyer m10 and Vaygr Keeper Destroyer m10 has been given the standard Keeper Destroyer .events file.
*Some entries in the classdef.lua file have been fixed\added,removed and is being reviewed for errors,mistakes,missing entries.v4.0 build 386(Direct download link)
Fixed the following Hiigran-Vaygr ship descriptions in the Hiigaran research menu so far:
*Hgr_Vgr_Command Corvette
*Hgr_Vgr_Missile Corvette
*Hgr_Vgr_Laser Corvette
*Hgr_Vgr_Battlecruiser
*Hgr_Vgr_Interceptor(Assault Craft)*Fixed a spelling mistake that prevented the lvl 2 armor of the Hiigaran-Vaygr Missile corvette from being researched.
"Polishing" the mod in the hope that this version be the final version.May re-add the Vaygr planet killer to both the Hiigarans and Vaygr.*Removed build code from the following ships because the code were for another mod plus the build queue menu is less clutered as a result:
Meg_Bentus
Vgr_Bentus
SP_Tanker
Vgr_Tanker[edit]
Fixed the following ship's research descriptions:
*Hgr_Vgr_Gun_Turret
*Hgr_Vgr_Missile_Platform
*Hgr_Hyperspace_Platform
*Hgr_Vgr_Lance_Fighterv4.0(Dead)
*Can get the mover subsystem built on the Hiigaran mothership but I can't link the Kpr_mover to the mover corvette production subsystem for it to be built once the subsystem is built as it stays unbuildable.
*Removed all custom maps.Rather pointless because I have updated them since I last uploaded the mod.
*Removed Makaan as the Vaygr mothership and use the standard Vaygr mothership as the default one.
*Hiigaran Dreadnaught can now be built\hyperspaced in by the Hiigaran mothership.Added to the Vaygr to be built as well.
*New ultimate hw2 fleetbadge.
*Might add the motherships as buildable ships.
*Maps will be able to be downloaded separately.
*Fixed save game bugv3.65(Dead)
*Fixed hgn_vgr_carrier animation with the resource docking arm.
*Removed armour and engine level 1 & 2 for the hgn_vgr_minelayer as hgn_minelayer does not have upgrades available for it.
*Fixed some maps.Made some new maps as well.Posted originally on the 7th Nov 05 10:21 PM at the Relic forums...
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@RufusShinraSB wrote:
Question here for the crowd: I'm working on preliminary design for some other features to liven up the in-game maps, and I wonder if anyone knows a way to rename units in-game from custom code or such, for example to give ships from a same class different names without having to create one or two dozen different unit files and having them replace one another in the build list through code?
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Participants: 1
@EatThePath wrote:
Forgive me if there's a resource on this already somewhere buried in the forums. The 2.0 update brought a new lot of things to .wepn files(amoung other things) that I am not aware of any documentation of. My attention has been in other areas since then, but it's starting to come back around. So, I'm going to document here everything new I've come across, and when I figure things out for sure about them I'll add that information. Eventually I probably ought to move it to a wiki page, but it seems more useful here first, especially considering how little information I actually have yet.
These all come in the forum of new functions found in .wepn files, so far I haven't noticed any changes to the old ones.
setFireMultFactor
Example from kus_hvcorette1.wepn: setFireMultFactor(NewWeaponType, 1.0);setMissProperties
Example from kus_hvcorette1.wepn: setMissProperties(NewWeaponType, 0.02, 0.04, 0.20, 0.30, 0.55, 0.55);setFrustratedTimers
Example from hgn_antishipbomblauncher.wepn: setFrustratedTimers(NewWeaponType, 0.0, 10.0);setLifetimeMult
Example from kus_hvcorette1.wepn: setLifetimeMult(NewWeaponType, 1.75);setDamageFalloff
Example from kus_hvcorette1.wepn: setDamageFalloff(NewWeaponType, 0.15/1600.0, 0.1);setAccuracyFalloff
Example from kus_hvcorette1.wepn: setAccuracyFalloff(NewWeaponType, 0.15/1600.0, 0.1);setSpeedvsAccuracyAgainst
Example from kus_hvcorette1.wepn: setSpeedvsAccuracyAgainst(NewWeaponType, 1, 50.0, 1.92, 100, 1.0, 200, 1.1, 235, 1.35, 270, 0.60, 300, 0.25);setBallistics
Example from kus_hvcorette1.wepn: setBallistics(NewWeaponType,0,0.0);setRangeBoost
Example from hgn_antishipbomblauncher.wepn: setRangeBoost(NewWeaponType, 1.0);setRangeByStance
Example from hgn_antishipbomblauncher.wepn: setRangeByStance(NewWeaponType, 1.0, 1.0, 1.0);setMissileKiller
Example from hw1_interceptor.wepn: setMissileKiller(NewWeaponType,1);setMagneticFieldPenetration
Example from vgr_bc_forward.wepn: setMagneticFieldPenetration(NewWeaponType,-800,{MagneticField,-800});setDamageMultFactor
Example from vgr_concussionmissilelauncher.wepn: setDamageMultFactor(NewWeaponType, 1.0);
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@Dom2 wrote:
As some of you may be aware, the long-serving relicnews forums will be closing at the end of January:
It is sad, but kind of predictable. Anyway, aside from sentamentalism, is there anything that we should be doing as a HW modding community to retrieve some of the tutorials and other useful things there before it is too late? Does anyone know of any archiving plans for relicnews homeworld topics?
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Participants: 2
@jelrak wrote:
I added a ship to my project and received this complaint:
EngineTrailStatic::getTweaks requesting index(0) that doesn't exist
How might I resolve this issue?
This is for the non-remastered version incidentally...
Posts: 8
Participants: 4
@jelrak wrote:
Alright so now I have a station I have implemented in my project that does not have the will to move. I have provided it with a MoveCommand and have even offered to provide it with hardpoints, which I have named Engine, but this does not appear to impress it into motion.
As I lack the programs to actually build models, I am not aware if I have the correct idea with regards to attempting to add hard-points or even if they are being properly named...what do I need to provide this ship in order to encourage it to move?
Posts: 3
Participants: 2
@jelrak wrote:
I have only used Blender once before for a completely unrelated project, but I am having problems importing DAE files and I cannot figure out why. I have chosen File-->import-->Collada
I have then chosen the 'Import Units' check box and selected my file and then clicked 'Import COLLADA' at the top right button.
This provides me with a cube and nothing more...the same cube that was there prior to my attempt to import anything.
What could I be missing?
Thank you!
Posts: 8
Participants: 3
@remyb1998 wrote:
I posted a topic of this 2 years ago but i wanted to know how far it is i only bought the game to play this mod lol because the old one of HM2 doesn't work correctly
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Participants: 6
@Dom2 wrote:
I cannot get the build and research options to work for the player in single player. The following message is reported in the log file:
Warning, screen with name NewResearchMenu does not exist
This is triggered by the function
Create_Trp_Carrier()
, which is a copy of the Hiigaran one. It is trying to do the following:UI_SetElementSize("NewResearchMenu", "NonCombat", 0, 0);
Which I believe is the command to set up the build and research UI so that you can access the menus. This all works fine in player vs CPU. Am I missing a single player game rule or something, to allow the trp race to build things?
Posts: 6
Participants: 3
@Zero101213 wrote:
Ok so I'm trying to get a team together to make a mod for HomeworldRM Classic, if anyone is interested please contact me. I can't do this alone, it requires modeling, animating, and anything else. Any help is greatly appreciated.
Posts: 51
Participants: 6
@Mikali wrote:
Has anyone come up with a way to store variables and such between game sessions/missions? I've tried things like saving to a text file, but AFAIK this conflicts with the game's native save system, and vise versa.
Posts: 4
Participants: 3
@506933395 wrote:
When using RODOH to convert old HODs to DAE files, some models will be broken. See details about this bug here: https://forums.gearboxsoftware.com/t/rodoh-has-cometh/291320/126 . This tool can batch convert those broken HODs from "Triangle Strip" format to "Triangle List" format, so that they won't be broken after converted to DAEs.
In fact, this tool is a modified version of CFHodEd(https://github.com/Fallen-Angel/CFHodEd). I've modified the code to let it convert the format when open a HOD, and add a wrapper for batch processing.
Download Link: https://github.com/lone-wolf-akela/HomeworldRM-HOD_Fixer/releases
Posts: 3
Participants: 2
@paradoxnrt wrote:
Hi Guys! I`m making a custom map (based off of Hyperspace Arena but about 40x bigger)!
Anyway, here
s the question.
Is there a way to make a neutral faction ship that guards a location of the map, but isn
t an AI faction\player?.
*I want to put a couple of non player\faction Dreadnaughts at the center of the map....but that are hostile to all players\AI factions. I want them to guard their location, but not venture very far from their start location. Thoughts?
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Participants: 2