Naval Academy Mod

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

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Wiesiek
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Re: Naval Academy Mod

Post by Wiesiek »

Thanks Amaris, it works
Amaris
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Re: Naval Academy Mod

Post by Amaris »

Allrights! :-)
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Amaris
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Re: Naval Academy Mod

Post by Amaris »

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. :wink:
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Amaris
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Re: Naval Academy Mod

Post by Amaris »

Well as the video is very ugly :? there is a fight between hellcats and zero:

Image

Over a Japanese aircraft carrier. :P Aircraft skins are badly drawn. :oops:

I was happy the carrier were almost completed. Except that I had forgotten the damage to the carrier. :roll:
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. :P
But not for now! I have enough work with the carrier. Maybe for version 3? or 4? or 5? :wink:
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pipfromslitherine
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Re: Naval Academy Mod

Post by pipfromslitherine »

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. :wink:
Looks very cool! Do you have the video in higher resolution? It says it is only at 240 pixels high?

Cheers

Pip
Amaris
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Re: Naval Academy Mod

Post by Amaris »

pipfromslitherine wrote:Looks very cool! Do you have the video in higher resolution? It says it is only at 240 pixels high?

Cheers

Pip
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.
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pipfromslitherine
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Re: Naval Academy Mod

Post by pipfromslitherine »

Amaris wrote:
pipfromslitherine wrote:Looks very cool! Do you have the video in higher resolution? It says it is only at 240 pixels high?

Cheers

Pip
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.
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.

Cheers

Pip
Amaris
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Re: Naval Academy Mod

Post by Amaris »

Here we are:

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Amaris
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Re: Naval Academy Mod

Post by Amaris »

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 :?:
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Amaris
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Re: Naval Academy Mod

Post by Amaris »

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" :cry:

If I remove the carrier.bsf file, its work (no ugly message) but I need the script files to operate the UI...

Any ideas ?
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Amaris
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Re: Naval Academy Mod

Post by Amaris »

Fixed ! :P

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

In any case, the protection system is very strong! :wink:
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Re: Naval Academy Mod

Post by morge4 »

Looking good...can't wait for the finished product!
Amaris
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Re: Naval Academy Mod

Post by Amaris »

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.
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Amaris
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Re: Naval Academy Mod

Post by Amaris »

Damned I'm cursed: a nasty bug in MP with aircraft carrier. :shock:

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? :x

So the release of v2 has been delayed. :(

I must look closer it all. It's really very strange...
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enric
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Re: Naval Academy Mod

Post by enric »

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...
Amaris
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Re: Naval Academy Mod

Post by Amaris »

Interesting, very interesting. I think I use this function GetCurrentSide() or similar to detect the air defense, etc.
So thanks you for your help. 8)
I'll look it all.
In addition, a positive point is that I have an old version that works. So hopefully it'll work.
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Amaris
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Re: Naval Academy Mod

Post by Amaris »

Well I think I understand :!:

Thank you again and thank you to Pip :P : 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, ..) 8)
But a very simple version. With the 'new' constraints for multiplayer I have to think if I can do what I want.:|
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Amaris
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Re: Naval Academy Mod

Post by Amaris »

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. :roll:
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iandavidsmith
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Re: Naval Academy Mod

Post by iandavidsmith »

Amaris 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. :roll:
Thats a shame , we all appreciate all your work and look forward to the
next release when it come , cheers Ian
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Re: Naval Academy Mod

Post by Amaris »

I returned to a simplified version for aircraft carrier. :roll: Without UI, etc. :| But it works even in MP. :P

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

Image

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