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[SCRIPTING] Automatically starting the most recent campaign mission save game?

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@Mikali wrote:

I’m trying to think of a way to load the latest save game in a campaign. I know that the vanilla game does not do this. It simply lists whether missions are “completed” or “incomplete”. And it uses the player profile to keep track of missions.

Do you think it is a good idea for me to do this for the Mission Grid Mod? How would I track the latest save game? OTOH, maybe the latest save is not even the best one…

I don’t know what to do.

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[SOLVED][GUI] yesnodialog.lua

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@Mikali wrote:

Does anyone know how this dialog works? It seems to be a generic dialog for asking yes/no questions, and the commands executed when pressing a button are equally vague. How can I turn UI_DialogAccept() and UI_DialogCancel() into something useful? Can I funnel these button presses into my script? Thanks.

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I have some maps to share for Homeworld 2 classic

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@ghostqat wrote:

I’m new here, but I’ve been mapping for Homeworld 2 the original for a while now.

I don’t have Remastered (and probably couldn’t play if I did, as my laptop can’t even handle 5 AI players in Homeworld 2 Original on best performance settings), but since Remastered supposedly has the original games, I’d see if people here are interested some maps.

I figure if people wanted to, it’d be easy enough to adapt to remastered, but I think it is rather bad form to try to do so myself since I can’t test it.

Anyway, I can’t find any forums for the original, so I came here. I’m not sure how to share map files though, so if someone could tell me how, I’d be happy to share.

About my mapping style,

Most of my maps are massive and use “random” generation algorithms.

By massive I mean MASSIVE. I prefer long games rather than quick skirmishes, so most of the things on the maps are fairly spread out. I tested hyperspacing ships out to 16 million kilometers and the engine handled it, though things start getting a little jittery after around 600 or so kilometers, so I usually set the map limits about that far. The sensors manager clips out after about 100 km or so from the camera, so really long distances can hide even from a scout’s ping. That and other factors leads to distance being a defense in and of itself.

One of my favorite maps that I think would be most enjoyed is one with clusters of salvage. Sadly, salvage stands out on the sensors manager, so the location of harvesting operations can be easily inferred, but oh well. The clusters are limited to 300 km away from center, so it isn’t super spread out and is close enough that fighters can go on sublight raids, but far enough that hyperspacing is probably better.

I’m also working on one that will be a ring with a diameter equal to that of the moon (3474 km). Just because that might give some interesting perspective on the scale of the moon and ships. The resources might be a little far apart though.

Out of curiosity, does Remastered allow more objects in a map? Is there a way to get around the 200 object limit in the original?

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Familylist editing

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@R3deye wrote:

Hi I’m just curious, what does Numparam do for example in unitcapsFamily ? Can i set them all to 1 is there a required order?

Thanks.

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[GUI] Bitmap or other animations?

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@Mikali wrote:

Is it possible to animate elements in a GUI screen, or add a sprite animation? I want a graphic that flashes red when certain conditions are met, but am not sure how to go about making one. Thanks.

[edit]

I’ve tried using UI_FlashButton, but it only works with certain types of buttons.

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Poll number and type of units currently on map?

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@sastrei wrote:

Is it possible to construct a script that would poll the numbers and types of units currently on the map from both players sides?

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[GUI] Image dimensions?

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@Mikali wrote:

In HWRM, are TGA and DDS files limited to dimensions of a power of 2? Or would multiples of powers of 2 such as 384x384 or 768x768 also be okay?

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Does anyone have a custom game rules file?

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@Diilicious wrote:

So i made my own mod for homeworld 2 back in 2007 because the stock balance was not very fun (ships too paper thin etc), since ive started playing again ive picked up my own mod again and one thing has always annoyed me is that the AI never build hyperspace inhibitors, and that the AI doesnt ever research everything.

i dont know how to fix the first problem but i know there are game rules files that can turn off researching, but i have to put up with whatever balance that file puts into my game, is there any way to get my own editable game rules file so i can play around with it as i please?

any help would be much appreciated :slight_smile:

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Diving into the AI

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@EvilleJedi wrote:

I needed to fix some AI issues I was having and I still haven’t located some of the issues, but I did make a map of the existing AI files

a few notes

I don’t know why there is a default.lua and cpuresource.lua in the AI folder and then a copy in the ai/default folder, it seems like they are just overwritten

also it is key to note that there are a lot of included files across the whole file structure, which makes it a pain to cross reference, my suggestion isa text editor that can have multiple tabs and view panes.

the prefix K refers to specific ships
the prefix E refers to classes of ships in ai/classdef.lua

ships need to be in the races build.lua and then in the ai/classdef.lua to be found by the AI

another very confusing thing is that any function prefeced with PROC_ is used to overwrite the function with the race specific version in scripts/races/XXXX/scripts

important files in the races scripts are the following
ai_build.lua
ai_upgrades.lua
def_research.lua
def_build.lua
research/default.lua
research/ai_properties.lua

here is the pseudo code map with comments, start with AI/default/default.lua

    ONINIT() --called at game start
    {
    	CLASSINITIALIZE() --loads ships into classes based on classdef.lua SUPER IMPORTANT to put ships in these lists!!!!
    	CPUBUILDINIT() --gets unit caps and sets difficulty scaling
    		CPUBUILDSS_INIT() --allows for race specific overrides
    		CPURESOURCE_INIT() --sets number of resourcers per path and latch and the min and max resourcers to build
    			OVERRIDE_RESOURCEINIT() --if you provide your own in a mission it will allow you to overwrite the default AI
    		CPUPERSONALITYDEMAND() --based on race sets the mix of FIghter, corvette, frigate
    		OVERRIDE_BUILDDEMANDINIT() --if you provide your own in a mission it will allow you to overwrite the default AI
    	CPURESEARCHINIT() --sets dificulty level timings for researching
    		OVERRIDE_RESEARCHINIT() --if you provide your own in a mission it will allow you to overwrite the default AI
    	CPUMILITARYINIT()--based on difficulty set parameters


    	DOAI() -- call this every 2 seconds
    }

    DOAI() --executed every 2 seconds
    {
    	CACHECURRENTSTATE() --determine avaialble production queues, player military value and enemy military value
    	CALCOPENBUILDCHANNELS() --based on number of ships with build capability, resourcers and rus determine how many channels you can support to build
    	SPENDMONEY() --based on difficulty level delay and available resources execute multiple times, essentially like the player clicking multiple ships
    		CPU_BUILDPROCESS() --main build function
    			SHIPDEMANDCLEAR() --Call to core game function
    			CPUBUILD_REMOVEBUILDITEMS() --just calls REMOVESTALLEDBUILDITEMS()
    				REMOVESTALLEDBUILDITEMS() --Call to core game function
    			OVERRIDE_SHIPDEMAND() --if you provide your own in a mission it will allow you to overwrite the default AI
    			CPUBUILD_DEFAULTSHIPDEMANDRULES() -- based on difficulty this will get reassigned by the race specific version in //scripts/races
    				CALCULATEMILITARYVALUEGOAL() --based on the difficulty sets how much ship value you should have for specific points in the game 1800 seconds is max size, hard/expert is uncapped, tables are in CPU_BUILDDEFAULTSHIPDEMANDRULES_XXXX()
    				DETERMINECLASSDEMAND() --iterate through class list
    					SHIPDEMANDSETBYCLASS()--provide a race specific base level for class demands
    					SHIPDEMANDSETBYCLASS(euselessships) -- forces the AI to ignore these ships, make sure they aren't in other eclasses
    				DETERMINECOUNTERDEMAND() --basically if the enemy has at least three ships find a counter
    					DETERMINECHASSISDEMAND() --compare the enemies antifighter, anticorvette and antifrigate power to a race specific threshold
    						SHIPDEMANDADDBYCLASS(efighter) -- based on enemy antifighter power add a demand for fighters
    						SHIPDEMANDADDBYCLASS(ecorvette) -- based on enemy anticorvette power add a demand for corvettes
    						SHIPDEMANDADDBYCLASS(efrigate) -- based on enemy antifrigate power add a demand for frigates
    					DETERMINEANTICHASSISDEMAND() --compare the enemies fighter,corvette and frigate power to current player fleet
    						SHIPDEMANDADDBYCLASS(efighter) -- based on enemy fighter power add a demand for antifighters
    						SHIPDEMANDADDBYCLASS(ecorvette) -- based on enemy corvette power add a demand for anticorvettes
    						SHIPDEMANDADDBYCLASS(efrigate) -- based on enemy frigate power add a demand for antifrigates
    					DETERMINEDEMANDWITHNOCOUNTERINFO() -- essentially just randomly select a ship
    						PROC_DETERMINEDEMANDWITHNOCOUNTERINFO() --this provides the override function to use the race specific version of the file
    						SHIPDEMANDADDBYCLASS(eantifrigate) -- boost anti frigate if more than 5 ships
    				DETERMINESPECIALDEMAND() --this is the pain in the ass function, specific rules
    					SHIPDEMANDGET() -- used to determine if a specific ship has been ordered
    				DETERMINESCOUTDEMAND() --based on rush timer, resources, underattack and enemeies build a number of scouts
    					SHIPDEMANDADDBYCLASS(escout) --add demand for a scout class ship
    					SHIPDEMANDADD(Kscout) --provision to randomly demand a specific scout
    				DETERMINEBUILDERCLASSDEMAND() --determine how many builders now and queued and based on difficulty and if we are struggling militarily, also has provisions for how many resources and resourers to have before constructing a new builder
    					SHIPDEMANDADDBYCLASS(ebuilder) -- add or reduce demand for a builder
    			DORESOURCEBUILD() --if we have resource demand and negtive military demand
    				CALCDESIREDNUMCOLLECTORS() -- based on difficulty and population build set number of resources to build
    				BUILD(kcollector) -- build a set amount of resourcers and then scale
    				SHIPDEMANDADDBYCLASS(erefinery) -- add refineries based on resourcers
    				SHIPDEMANDADDBYCLASS(esalvage) -- add salvage drop offs based on resources being salvage
    			DOMILITARYBUILD() --really just determines if we should build the ship or a subsystem
    				FINDHIGHDEMANDSHIP() -- Call to core game function
    				HIGHESTPRIORITYSHIP() -- Call to core game function
    				UNDERATTACKTHREAT() -- Call to core game function
    				BUILD(SHIPID) -- build a ship!!!!!
    				CPUBUILDSS_DOBUILDSUBSYSTEM()
    		CPURESEARCHPROCESS()
    	CPUMILITARYPROCESS() --based on game option delay execution, default 60 seconds, determine enemies and ally counts and if outnumbered
    		LOGIC_MILITARY_GROUPVARS() --determine the number and value of squads, if outnumbered, double up
    		LOGIC_MILITARY_ATTACKRULES() --only on easy, if outnumbered, stop attacking until built up
    		LOGIC_MILITARY_SETATTACKTIMER() -- based on AI option in game rules, delay 1x, if defense delay 4x, if aggessive delay 0.5x and if dynamic randomly delay
    			ATTACK_NOW_TIMER()--call based on AI and game mode setting
    				ATTACKNOW() -- Call to core game function
}

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[SOLVED][AI] Attack even when there are no RUs?

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@Mikali wrote:

I worked this out for HW2 in the past, but don’t recall the details. My question is, how do I get the AI to go on the offensive even if there are no resources on the map or collectors in the AI’s fleet? Otherwise, it just kind of sits there. Thanks.

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Dual-Mode Turreted Weapons?

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@sastrei wrote:

Anyone have success making a turret fire two different kinds of weapons? When I hook up two weapons to the same weapon joint, only one weapon will articulate the turrets, though both weapons do technically work.

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Static visual mesh FX

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@Nathanius wrote:

What shaders can be used in FX? I want to use mattescissor2s for Borgification stuff but the panels don’t show unless I’m using the fx shader :frowning:

(And my modelling skills rule out just modelling the bits, hence the texture cheat)

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Can't delete player profile folders

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@Mikali wrote:

I am trying to delete the subfolders in “HomeworldRM\Bin\Profiles”, but whenever I start the game, Steam re-downloads these folders. How can I delete them so that they stay deleted? Thanks.

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[TUTORIAL] Blender - MAD Animations

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@Dom2 wrote:

There are several types of ship animations in Homeworld Remastered. The first type is a stock animation such as a muzzle flash or the ion particles that gather when an ion cannon is about to fire. These animations are called using scripting. The second type of animations are called “MAD” and they are the animations that happen when part of a ship moves or rotates, for instance the Mothership door opening when a Destroyer is built. This tutorial explains how to generate “MAD” animations using Blender and HODOR (see also the equivalent 3DSMax tutorial. This tutorial builds on my previous tutorial getting a simple ship in game.

Tools used in this tutorial:

  1. Blender (version 2.76b to be precise)
  1. HODOR
  2. Notepad++ (or another text editor)

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Quick question about legality of redistributing HW1 assets in HWRM Workshop

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@Lifth wrote:

Hey,

I was wondering about the legality of redistributing HW1 assets (as included as HW1C in the GBX remaster) as (free) HW:RM workshop mods. Could I also distribute this mod outside of Steam Workshop?

I don’t think there’s an issue but I don’t want to get into hot waters and I figured I’d rather ask first :slight_smile:

Thanks!

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Bug 666 partial fix + multi-mod compatability

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@shadowwinterknig wrote:

https://www.dropbox.com/s/25hl06115ompw0n/StrikeGroup_v2.1.2_ModCompatability.zip?dl=0

I have tried my hand at both creating a partial fix for bug 666 as well as a mod that allows multiple mods to work together.
If you are unsure what Bug 666 is, check out


If anyone has tried using 2 or more mods in a game, you may have come across issues including

  • AI not working for certain races
  • Ship icons not appearing
  • Locale text not showing (*)
  • HwRM.log being filled with familylist errors

My mod attempts to fix this by changing the following files

  • AI\Default\ClassDef.lua
  • Locale\LocaleDat.lua (*)
  • Scripts\FamilyList.lua
  • Ship\Icons\ShipIcons.lua
  • UI\NewUI\UISettings.lua

For mods to work using this, they will need to include the necessary changes.
For examples of this, locate the file that needs to be changed and there should be a folder of the same name. Inside this folder is a file called default.lua. This file holds the vanilla information (And as such, should not be changed)

For my partial fix of bug 666, there is a folder located at Scripts\Scar\TargetFix, inside is the file Default.lua.
Same as the multi-mod mod, the default.lua file contains what is needed for the vanilla game.
The partial fix will only affect ships that are loaded using addTargetFix from any file located in this folder.

Issues

Since this mod works by using doscanpath, there is the possiblity that different mods may include the same filename, in which case the file from the last mod to be loaded will be used.

Due to how locale works, then is a chance that different mods may use the same locale number.

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[MOD] Homeworld 2: The Dark Wars: Update campaign idea's

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@nathanbcoco wrote:

Hello I am Mr. S and the other day I stumbled upon a Homeworld 2 mod called "Homeworld 2: The Dark Wars.

(This mod has been in hiatus for 2 years). I was considering remastering it(on DarkSajuuk’s behalf) but unfortunately I don’t know how to! I am only a beginner at modding.

The Homeworld 2 mod link is here:


Homeworld 2 The Dark Wars

THE STORY
Story Of The Dark Wars
Fifty years after the Hiigarans united the 3 hyperspace cores, and unleashed the Great Maker Sajuuk, things were going well as they repaired the damage the Vaygr did to Hiigara, or so they thought. In the shadows of the galaxy, there was an ancient Progenitor gate, on the other side there was a darkness, more eviler then anyone could of imagined. Behind this gate was Dark Sajuuk the Great Destroyer, and his Dark Progenitors, the evil cousins of the Progenitors, by unlocking Sajuuk the Hiigarans also unlocked the Gate of Darkness, and so the Darkness was released. Now Dark Sajuuk and his minions are after the 3 hyperspace cores, if he gets them there will be no hope for anyone. Only the Hiigarans and Sajuuk can stop the coming Darkness but will they find out how to?

Meanwhile in the dark corners of the Galaxy a monster that everyone though was dead has been reborn, and it hungers for revenge, and the galaxy. As it turns out the Beast Infection wasn’t completely stopped a small pocket of it survived and now it is rampaging through the galaxy feeding on every thing in it’s path. The Beast may be using old technology but it has vastly upgraded them.

Even though their leader Makaan is now dead, and their fleet shattered, this didn’t mean the end for the Vaygr for a new warlord has come to power Rajas-Veer. Rajas-Veer was Makaan’s second in command and one of his closest friends, because of this Rajas-Veer wants revenge on the Hiigarans but can’t with the kind of fleet he has now, and because of this he is looking for ways to fix that problem.

Within their shattered empire, the Taiidan are rebuilding for War, a new emperor has risen, and wants revenge on the Hiigarans for everything they have done to the once great Taiidan Empire, and is willing to work with the Vaygr. The Taiidan were the most feared empire, and they shall be again.

In a far away sector there is an icy world where the advanced, and peaceful Kardarans are preparing for war just like they have for many unending years, in their war against the Beast.

Now soon all of these races shall meet and thus the Dark Wars shall begin, there can only be one victor but who shall be that one? You decide.

THE DARK PROGENITORS
This is the ship lineup of the Dark Progenitors
Fighter Class
Scout Drone
Interceptor Drone
Attack Bomber Drone
Elite Drone

Corvette Class
Light Mover
Mover
Heavy Mover
Capture Mover

Frigate Class
Sentinel (Assault Frigate)
Guardian (Ion Frigate)
Hunter (Heavy Ion Frigate)

Capital Ship Class
The Dark One’s Hand (Mothership/Carrier)
Dark Space Gateway (Shipyard)
Sleeper (Attack Carrier)
Keeper (Destroyer)
Reaver (Artillery Cruiser)
Dreadnaught
The Dark Star (Ultimate Ship/Sajuuk)

Platform/Defence Class
Hyperspace Generator
Shredder Turret
Repair Facility

Utility Class
Slave Miner (Resource Collector)
Overseer (Resource Controller)
Seeker
Watcher
Disruptor

Kardaran Ship or Kadeshi ships:
This is the Kardaran’s ship lineup
Fighter Class
Swarmer
Assault Swarmer
Pulsar Swarmer

Corvette Class
Advanced Swarmer
Advanced Assault Swarmer
Advanced Pulsar Swarmer
Zealot (Elite Swarmer)
Saber (Ion Corvette)
Missile Swarmer

Frigate Class
Aunes-Naba (Assault Frigate)
Tries-Naba (Capture Frigate)
Multi-Beam Frigate
Command Pod

Capital Ship Class
Kardaran Needleship
Spire (Elite Carrier)
Crusader (Dreadnaught)
Templar (Battlecruiser)
Avatar (Artillery Cruiser)
Khar-Toba (Carrier)

Platform/Defence Class
Gun Turret
Heavy Gun Turret
Ion Gun Turret
Repair Drone

Utility Class
Salvager (Resource Collector)
Advanced Salvager (Advanced Resource Collector)
Fuel Pod (Resource Controller)
Probe
Proximity Sensor

Beast Custom Fleet:
Kushan: Minelayer Corvette, Defender, Attack Bomber and Probe
Taiidan: Destroyer, Resource Controller and Proximity Sensor
Somtaaw: Dreadnaught, Carrier(and it’s support modules), Command Ship(and it’s topside modules) and Mimic

I would like this mod Remastered because I would think people would like to see this in HD and see what the Darkness looks like. Besides its a new take of a existing race in the Homeworld Universe…The Progenitors.

Can anyone in the Homeworld Modding help me?

A introduction gameplay video was made by the original mod author. The link is here

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Issue with the Workshop Tool

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@RufusShinraSB wrote:

So, does anyone else have problems recently with the Workshop Tool?

I’ve been trying for the past two days to upload the new version of my mod, and while it does compress and upload the thing, the .big file sent on Steam is, by all reports and personal tests, corrupted. I’ve put the keeper.txt file, the preview and the config, of course, and when I try my files with the -overridebigfile, it works properly. However, with the .big created by the Workshop Tool, it’s instant crash time.

The log gives me this:

Sat Oct 21 21:02:49 2017
Version 2.1, Build Number 31, Changelist Number 1237961
Loaded Archive: 'Homeworld2.big’
Failed to Load Archive '…\DATAUPDATES\UpdateHomeworld2.big’
Loaded Archive: 'HW1Ships.big’
Failed to Load Archive '…\DATAUPDATES\UpdateHW1Ships.big’
Loaded Archive: 'HW2Ships.big’
Failed to Load Archive '…\DATAUPDATES\UpdateHW2Ships.big’
Loaded Archive: 'HWBackgrounds.big’
Failed to Load Archive '…\DATAUPDATES\UpdateHWBackgrounds.big’
Loaded Archive: 'English.big’
Failed to Load Archive '…\DATAUPDATES\UpdateEnglish.big’
Failed to Load Archive '…\DATAUPDATES\Compatibility.big’
Loaded Archive: '76561197997863731\403171608\WC4FC_Remastered.big’
Loaded Archive: ‘76561197997863731\403171608\English.big’
Uing …profiles\ for profiles folder
GAME – Using player profile Rufus Shinra
parameter: expected;
last token read: `À’ at line 1 in string ""
data:UI\UI.lua
LUA_ERRSYNTAX: syntax error during precompilation – FATAL EXIT – scripting/712:! --stack trace–

Furthermore, if I try to uncompress the .big file, unfBig ends up crashing midway through and, more interesting, if I use the SpookyRAT to explore the .big file without uncompressing it, I find out that I can extract manual files without issue until I reach some point in the Subsystem folder. However, this point changes with the size of my .big, so it’s not a specific one which would cause the problems.

The .big can be downloaded through the Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=403171608
The contents of the .big can be downloaded on ModDB here: http://www.moddb.com/mods/flag-commander

If anyone has a clue or a suggestion, I’m willing to experiment. Please note that I did uninstall and reinstall the Workshop Tool already, I did reboot several times my computer and I got my father to try and upload it on his own from several thousand km away on a computer that never had any install of the Tool, Homeworld or Steam before. Same result every time.

EDIT: I am not using the Beta.

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Sound encoding issues

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@EvilleJedi wrote:

I’ve been going through and trying to convert custom wav sounds to fda in HWRM and I keep having oddball issues and result in no sounds playing.

I used to have luck encoding the files in HW2C

I am using the enc.exe and aifc2fda.exe from 2004 (DOW) is this potentially the issue?

if I rename the aifr to fda it will play but the bit rate seems to be all screwed up

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HW 3. Which engine would work best?

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@JalkianValour wrote:

So if a guy was to remake something Homeworldish, which game engine would be best to use? Or is there a project already on the go that’s doing this?

I mean Homeworld’s still king in my book? But I’m really wanting something with a higher memory cap. I’m really wanting a 64 version of this stuff. I mean that would so seriously rock. So I guess I’m just out fishing for ideas.

Don’t underestimate what I’m willing to do to pull this off either.

Any thoughts? Fill me in full and proper.

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