Naval Academy Mod
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Re: Naval Academy Mod
Thanks Amaris, it works
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Re: Naval Academy Mod
Allrights! 

“Take care, my friend; watch your six, and do one more roll… just for me.”
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Re: Naval Academy Mod
Aerial combat animations are ready, an ugly video of aerial combat:
To avoid overloading the 3D engine, a squadron is represented by a single plane. The animations are not perfect. But I do with that I have.
To avoid overloading the 3D engine, a squadron is represented by a single plane. The animations are not perfect. But I do with that I have.

“Take care, my friend; watch your six, and do one more roll… just for me.”
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Re: Naval Academy Mod
Well as the video is very ugly
there is a fight between hellcats and zero:

Over a Japanese aircraft carrier.
Aircraft skins are badly drawn.
I was happy the carrier were almost completed. Except that I had forgotten the damage to the carrier.
It is now done.
The deck capacity represent the maximum number of aircraft in a squadron.
As the other ship, carrier can be damaged. But fire and water leak reduce the deck capacity of damaged carrier! Thus it is possible to lose aircraft returning from a raid. If in the meantime the aircraft carrier was damaged. Because planes can not land. To see if I'm going to look for other carriers available for it.
It is also possible to lose aircraft if the aircraft carrier is hit while aircraft are on board.
Aircraft carrier's starting to be complex...
Maybe too?
Well tests answer that. I planned output a new release with carrier this weekend but it may be short.
The aircraft carrier is the heart of the game.
For now I have only two type of aircraft: fighter and bomber. But I think it is possible to have more planes: Hellcat, Dauntless, B17 (only for airfields), zero A6, ... with their own characteristics.
But not for now! I have enough work with the carrier. Maybe for version 3? or 4? or 5?


Over a Japanese aircraft carrier.


I was happy the carrier were almost completed. Except that I had forgotten the damage to the carrier.

It is now done.
The deck capacity represent the maximum number of aircraft in a squadron.
As the other ship, carrier can be damaged. But fire and water leak reduce the deck capacity of damaged carrier! Thus it is possible to lose aircraft returning from a raid. If in the meantime the aircraft carrier was damaged. Because planes can not land. To see if I'm going to look for other carriers available for it.

It is also possible to lose aircraft if the aircraft carrier is hit while aircraft are on board.
Aircraft carrier's starting to be complex...
Maybe too?

Well tests answer that. I planned output a new release with carrier this weekend but it may be short.
The aircraft carrier is the heart of the game.
For now I have only two type of aircraft: fighter and bomber. But I think it is possible to have more planes: Hellcat, Dauntless, B17 (only for airfields), zero A6, ... with their own characteristics.

But not for now! I have enough work with the carrier. Maybe for version 3? or 4? or 5?

“Take care, my friend; watch your six, and do one more roll… just for me.”
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Re: Naval Academy Mod
Looks very cool! Do you have the video in higher resolution? It says it is only at 240 pixels high?Amaris wrote:Aerial combat animations are ready, an ugly video of aerial combat:
To avoid overloading the 3D engine, a squadron is represented by a single plane. The animations are not perfect. But I do with that I have.
Cheers
Pip
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Re: Naval Academy Mod
No, but I'll do another with a more powerful pc. I use the BA video capture feature (CONTROL-F2 or SHIFT-F2 - but no sound?) to make a mountain of screenshot. Then I assemble everything into a video.pipfromslitherine wrote:Looks very cool! Do you have the video in higher resolution? It says it is only at 240 pixels high?
Cheers
Pip
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Re: Naval Academy Mod
Ah - yeah, that can be pretty slow for larger screen sizes. You could try tinkering with the ScreenShotOutput tweak to see if smaller files might help, but usually it is the speed of getting the image off the card.Amaris wrote:No, but I'll do another with a more powerful pc. I use the BA video capture feature (CONTROL-F2 or SHIFT-F2 - but no sound?) to make a mountain of screenshot. Then I assemble everything into a video.pipfromslitherine wrote:Looks very cool! Do you have the video in higher resolution? It says it is only at 240 pixels high?
Cheers
Pip
Cheers
Pip
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Re: Naval Academy Mod
Here we are:
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Re: Naval Academy Mod
Little trouble: receiving this message "The script or other data being used by your opponent do not match yours" when I'm playing versus myself. 
As I'm sure to use the same scripts, I guess this is going from my carrier's UI

As I'm sure to use the same scripts, I guess this is going from my carrier's UI

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Re: Naval Academy Mod
Well the problem isn't the carrier's UI but is the scripts of carrier's UI.
I have in \data\UI\ the carrier.txt file and the carrier.bsf file.
BA do not like it for MP: "The script or other data being used by your opponent do not match yours"
If I remove the carrier.bsf file, its work (no ugly message) but I need the script files to operate the UI...
Any ideas ?

I have in \data\UI\ the carrier.txt file and the carrier.bsf file.
BA do not like it for MP: "The script or other data being used by your opponent do not match yours"

If I remove the carrier.bsf file, its work (no ugly message) but I need the script files to operate the UI...
Any ideas ?
“Take care, my friend; watch your six, and do one more roll… just for me.”
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Re: Naval Academy Mod
Fixed !
In fact nothing to do with the carrier's UI.
But with a function who prepare the text for carrier's UI. As I needed in two places, I put it twice with the same name... With different names it works much better. 
In any case, the protection system is very strong!

In fact nothing to do with the carrier's UI.


In any case, the protection system is very strong!

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Re: Naval Academy Mod
Looking good...can't wait for the finished product!
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Re: Naval Academy Mod
Well hopefully the version with the aircraft carrier(*) will be available shortly. Finally shortly means this weekend if I have too many problems at work. And if not, I'll have soon fifteen days of holidays. Which will boost the mod.
(*) : always a test version! I need to know if all carrier scripts works, if there a some bugs, etc. Once the aircraft carrier validated, it will further validate the ground forces. And finally move to a full version with full playable scenarios.
(*) : always a test version! I need to know if all carrier scripts works, if there a some bugs, etc. Once the aircraft carrier validated, it will further validate the ground forces. And finally move to a full version with full playable scenarios.
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Re: Naval Academy Mod
Damned I'm cursed: a nasty bug in MP with aircraft carrier.
The damage inflicted by aircraft (and only by aircraft, damage inflicted by guns works) isn't retained from one camp to the other. Example: the us player do an aerial raid versus a IJN ship. During this own turn, the us player see the damage inflicted. But on the Japanese player's turn, the damages have disappeared.
This is extremely weird:
- It works on solo.
- And it is the same function that generates damage for guns and/or airplanes.
So if it works for guns why it does not work for airplanes?
So the release of v2 has been delayed.
I must look closer it all. It's really very strange...

The damage inflicted by aircraft (and only by aircraft, damage inflicted by guns works) isn't retained from one camp to the other. Example: the us player do an aerial raid versus a IJN ship. During this own turn, the us player see the damage inflicted. But on the Japanese player's turn, the damages have disappeared.



This is extremely weird:
- It works on solo.
- And it is the same function that generates damage for guns and/or airplanes.


So the release of v2 has been delayed.

I must look closer it all. It's really very strange...
“Take care, my friend; watch your six, and do one more roll… just for me.”
Re: Naval Academy Mod
I got something similar, I don't remember if it was exactly as you describe.
Are you sure that the fire action is not inside a conditional by current side or something similar?.
if ( GetShowSide() == GetCurrentSide() )
or
if side == 0
Another issue I found was in an action script, where the Global variables did not worked, using Universal variables fixed it.
Just ideas...
Are you sure that the fire action is not inside a conditional by current side or something similar?.
if ( GetShowSide() == GetCurrentSide() )
or
if side == 0
Another issue I found was in an action script, where the Global variables did not worked, using Universal variables fixed it.
Just ideas...
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Re: Naval Academy Mod
Interesting, very interesting. I think I use this function GetCurrentSide() or similar to detect the air defense, etc.
So thanks you for your help.
I'll look it all.
In addition, a positive point is that I have an old version that works. So hopefully it'll work.
So thanks you for your help.

I'll look it all.
In addition, a positive point is that I have an old version that works. So hopefully it'll work.
“Take care, my friend; watch your six, and do one more roll… just for me.”
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Re: Naval Academy Mod
Well I think I understand
Thank you again and thank you to Pip
: a part of the problem is indeed a Rand() as explained here.
The other part of the problem comes from the multiplayer game itself (if I understood each turn is actually played twice, once by each player.)
I finally have a version that works with all the features (interface, ..)
But a very simple version. With the 'new' constraints for multiplayer I have to think if I can do what I want.

Thank you again and thank you to Pip

The other part of the problem comes from the multiplayer game itself (if I understood each turn is actually played twice, once by each player.)
I finally have a version that works with all the features (interface, ..)

But a very simple version. With the 'new' constraints for multiplayer I have to think if I can do what I want.

“Take care, my friend; watch your six, and do one more roll… just for me.”
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Re: Naval Academy Mod
There is too much difficulties / problems with MP for a quick release.
I need to restart from scratch or almost, taking into account what I've learned about the MP.
I need to restart from scratch or almost, taking into account what I've learned about the MP.

“Take care, my friend; watch your six, and do one more roll… just for me.”
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Re: Naval Academy Mod
Thats a shame , we all appreciate all your work and look forward to theAmaris wrote:There is too much difficulties / problems with MP for a quick release.
I need to restart from scratch or almost, taking into account what I've learned about the MP.
next release when it come , cheers Ian
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Re: Naval Academy Mod
I returned to a simplified version for aircraft carrier.
Without UI, etc.
But it works even in MP.
As I was frustrated, I added the transport ships. And so ground forces.

Except a 'small' scale problem
for graphics it works well!
Some adjustments and tests are still needed before a public release.



As I was frustrated, I added the transport ships. And so ground forces.


Except a 'small' scale problem

Some adjustments and tests are still needed before a public release.
“Take care, my friend; watch your six, and do one more roll… just for me.”