Bridge Commander Central

BC Forums => BC Modding => Topic started by: Hunter83 on March 16, 2009, 03:22:20 PM

Title: Gradius BC Mod
Post by: Hunter83 on March 16, 2009, 03:22:20 PM
LOng time, is was not on, now i'm back...:)

I've some Questions...

Now i've changed the Music, and at the Moment i delete all Star TRek Ships, to make some Space for the GRADIUS BC Modification. One of my Objectives is an new Control, so in BC you flyed always right, left, down, up, roll r and roll l...

I will make the Controls more Cannon, such as in any Flightsimulator Games i.e. Deadly Skies aka Air Force Delta for the X-Box...

Since 2 Months i play Gradius, all Games and since 2 Weeks, Gradius 5...

Now i will Put the ORIGINAL Models of following Ships into the Game

- Vic Viper - Warp Rattler 1985
- Vic Viper - BP-592-A 1990
- Vic Viper - T-301 1997 and 2004
- Lord British 1985 - 1997
- Jade Knight 1997
- Falchion ? 1997

ALL Enemy Ships and ALL Stages, same as in Gradius...

Now my second Objective...

Is it Possible to change the Control scripts, of the Ships Flying Ability?
Is it Possible that i can make an 3d Cockpitview with the MPE...The Models will have nice little Cockpits in there, so we can fly (Up to 32 Players) in an First Person View...Thats the Plan, is it realizable???

The Levels will be the Same as known in Gradius 1,2,3,4,5, but for BC-THings i must Build an Model of the Stage, and must use it as Ship, i think, but i dont know yet, some Help and Support is needed, i will do the Models in Game, my Brother will Build the Ships and Enemys, i will create the Stages, and bringing original Gradius Sounds, Musics and Weapons in Game...

Need some Help with FTA, Shuttle Launching Frameworks, And really Important...

HOW CAN I CHANCE THE LAYOUTS OF THE MAINMENU??? The Secret is in the mainmenu.py, but i will change the Buttons, will add new Buttons, and the Colors and so on, its an Huge Project...

Third Objective for the Moment is an Upgrade System, wich allows the Pilots to use different Powerups, after they killed 10 Enemys, such as Option, Laser, Double and so on, the Old Retro Gradius Style in an new Clothing, better then Gradius V...

Thats my Vision, and i need some Masterscripters, to realize it...

At the Moments i will ask Konami for Permission, to use their Ships in an NON-KONAMI Game, hope it works... THNX in Anyway for this...cya soon...
Title: Gradius BC Mod
Post by: ACES_HIGH on March 16, 2009, 04:52:55 PM
LOng time, is was not on, now i'm back...:)

I've some Questions...

Now i've changed the Music, and at the Moment i delete all Star TRek Ships, to make some Space for the GRADIUS BC Modification. One of my Objectives is an new Control, so in BC you flyed always right, left, down, up, roll r and roll l...

I will make the Controls more Cannon, such as in any Flightsimulator Games i.e. Deadly Skies aka Air Force Delta for the X-Box...

Since 2 Months i play Gradius, all Games and since 2 Weeks, Gradius 5...

Now i will Put the ORIGINAL Models of following Ships into the Game

- Vic Viper - Warp Rattler 1985
- Vic Viper - BP-592-A 1990
- Vic Viper - T-301 1997 and 2004
- Lord British 1985 - 1997
- Jade Knight 1997
- Falchion ? 1997

ALL Enemy Ships and ALL Stages, same as in Gradius...

Now my second Objective...

Is it Possible to change the Control scripts, of the Ships Flying Ability?
Is it Possible that i can make an 3d Cockpitview with the MPE...The Models will have nice little Cockpits in there, so we can fly (Up to 32 Players) in an First Person View...Thats the Plan, is it realizable???

The Levels will be the Same as known in Gradius 1,2,3,4,5, but for BC-THings i must Build an Model of the Stage, and must use it as Ship, i think, but i dont know yet, some Help and Support is needed, i will do the Models in Game, my Brother will Build the Ships and Enemys, i will create the Stages, and bringing original Gradius Sounds, Musics and Weapons in Game...

Need some Help with FTA, Shuttle Launching Frameworks, And really Important...

HOW CAN I CHANCE THE LAYOUTS OF THE MAINMENU??? The Secret is in the mainmenu.py, but i will change the Buttons, will add new Buttons, and the Colors and so on, its an Huge Project...

Third Objective for the Moment is an Upgrade System, wich allows the Pilots to use different Powerups, after they killed 10 Enemys, such as Option, Laser, Double and so on, the Old Retro Gradius Style in an new Clothing, better then Gradius V...

Thats my Vision, and i need some Masterscripters, to realize it...

At the Moments i will ask Konami for Permission, to use their Ships in an NON-KONAMI Game, hope it works... THNX in Anyway for this...cya soon...

ok, first of all this should be in a new thread, please don't hijack other people's threads, especially if it's an old one.
secondly, what you propose is a complete rebuild of BC into another game.  that is nearly impossible.  I'd hate to pick your Idea apart one thing at a time, but...

The controls as I understand them are hardcoded, a couple years ago someone made a mod that adds thrusters allowing you vectored motion, with a separate set of controls, but that's a long way from replacing the existing ones, which are highly realistic anyway.
you can create bridges, for the game, with the requisite knowledge which only a few here have, but they exist completely separate from the ship models, and to my knowledge cannot be called in MP; which BTW can only support 16 players.  also, the games physics are set up for very large ships.   The gameplay in BC is extremely linear, upgrades and other dynamic stuff like that would not be possible unless it's hardcoded to occur during the campaign.  Bringing the ships into the game would be fairly easy, but completely changing the game into Gradius is not.
Title: Gradius BC Mod
Post by: Hunter83 on March 17, 2009, 09:52:22 AM
Wheez, thats sounds heavy and isnt good to the Future of my Project, but i will Do what i can...

To the Thrusters, HOW can i Configure the Thrusters, in Helms Menu there are THrusters 1-8-FULL, how can i control the Things, and, you said there is an Vector-Control-Mod, wich is highly Realistic?? Is this the Thrusters Mod????

Then the other Stuffs, like Menu-Changes, and Upgrade Functions, okay now i understand, that is really impossible, so i will stay on the regular BC ways, that includes Ships, Stages, Sounds, Music and Weapons...

For the MUsic i write at the Moment an script, wich says to BC "Play this MUsic at this Stage and PLay this Music at the Boss, like in Gradius, and it Works fine...

AT the Moment i've got now Pics about my Project, but if i had the Teststage BETA0.1 i will release an Pic, wich shows the Status of my Project...I will agreed, if anyone can put this into an NEW Thread called Gradius BC Mod...THNX in Anyway...and THNX ofr Help
Title: Re: Gradius BC Mod
Post by: JimmyB76 on March 17, 2009, 11:58:04 AM
if anyone can put this into an NEW Thread called Gradius BC Mod...
*thread split and renamed*
Title: Re: Gradius BC Mod
Post by: limey BSc. on March 17, 2009, 12:04:29 PM
I think ACES is being a little pessimistic.

How much do you want to change the controls and in what way? The keys they are assigned to can easily be changed, things like turning speed and intertia are in the ships hardpoint.
If I understand you correctly, the bridges you want to add are not much more than single seater cockpits. Is that true? If so, most of the steps needed to get the bridge in can be bypassed. The crew would be out of sight, so no animations would be needed. The script could only have to be very basic, the crew can be placed anywhere on the line between the camera and the controls and out of sight. The lightmapping COULD be bypassed, depending on the model. All that would be needed is the model and textures.
In KM, bridges are usable in MP.
The main menu colours (at the very least) can be changed in mainmenu.py. Mark did this in a GUI mod. I did manage to get a completely redesigned GUI in, but it was using a mod that isn't publically availible. And it was just a static thing, the buttons didn't actually work, but there probably is a way to get them to.
Finally, power-ups from kills are probably doable with some scripting.


Jimmy, could you remove my edited post in the other thread please. I was busy writing while you were splitting and it didn't warn me that the posts were now split.
Title: Re: Gradius BC Mod
Post by: MLeo on March 17, 2009, 03:18:02 PM
Interface colours (some, not all! Unfortunately) are done in LoadInterface.py
Title: Re: Gradius BC Mod
Post by: Raven Night on March 17, 2009, 05:52:29 PM
Wow Aces, tell us how you really feel....
Title: Re: Gradius BC Mod
Post by: ACES_HIGH on March 17, 2009, 06:30:30 PM
well I  didn't want to sound mean, but we've seen so many super TC mods like this fail,  I just tried to esplain it how I understood it.  there are far better engines to build a fighter game on, like the freespace engine.
You can't turn a horse into a zebra by painting white stripes on it.
Title: Re: Gradius BC Mod
Post by: Raven Night on March 17, 2009, 07:26:49 PM
I was just teasing you. I understand what your saying.
Title: Re: Gradius BC Mod
Post by: Hunter83 on March 18, 2009, 10:19:42 AM
After all, i've tested yesterday the Thrusters and i say WOW, perfect, then i maked the Music of Gradius ready and putted into Game. Sounds Cool and you have nice Gradius Feelings, nice nice...

To the Cockpits...Last Days i've played Flightsimulator 2002, and i saw, the Cockpits (some of them) are 3d. So i will import the MOdels into MS3d and convert it to NIF. I've got an F-16 Cockpit lol;)

The Cockpit/Bridge Hardpoints, can they editet by MPE? I hope so, ah and here i've an new Screen of an new Ship, wich we saw in Salamander, Salamander II and Gradius Gaiden...The Lord British

On the Pic we made an Terrain, and added the Two Models, Vic Viper and Lord British...
(http://c2.ac-images.myspacecdn.com/images02/45/l_7bbed182ac134299b83c28cbb789d731.jpg)
At the Moment we work on the Jade Knight...

So that's the Way...I hope i can make it cannon to Gradius Style, but i've got news...

The Ripplelaser, well i know, that i cannot change the Disruptor models, so ive made an Torpedoscript, wich will display the Ripplelaser, ok its only 2d but in Game we see the Ships from Cockpitview...

Umm The Cockpit View, In the Bridgeview, we have an Viewscreen, so must do this with the Cockpitview to, an extra Nif named Viewscreen, but i will see around, the only Way to do this, is an Model, wich has Cockpit, the MPE-FirstPersonCamera an the Size of the MOdel, to support this Sight. Originally The Vic VIper is very small, the Camera cannot shows the FPC, i've tested it and i say, the Model must be much bigger...in my Case...Hope i can have some HIntz and TRicks, to realize this...

THnx for all, to ALL Scripters, who are interested to help...:) :lol:
Title: Re: Gradius BC Mod
Post by: MLeo on March 18, 2009, 02:09:36 PM
In BP Core I included a Shuttle View plugin, meaning the camera is locked in "first person" (forward camera) at all times. You can just use that.
Title: Re: Gradius BC Mod
Post by: ACES_HIGH on March 18, 2009, 02:30:14 PM
To the Cockpits...Last Days i've played Flightsimulator 2002, and i saw, the Cockpits (some of them) are 3d. So i will import the MOdels into MS3d and convert it to NIF. I've got an F-16 Cockpit lol;)
I don't mean to keep shooting you down, but I actually do a bit of FS modding myself, Flight simulator model format, .MDL, is locked.? if you have GMAX, you can export to .MDL, but, to my knowledge you can't import it to anything.? Unless you can find the .GMAX source file for a plane, your stuck.
again, sorry if I keep poking holes in your plan.

PS Nice job on those fighters so far.
Title: Re: Gradius BC Mod
Post by: Hunter83 on March 18, 2009, 03:58:30 PM
There's no Problem, the Otherone is that, what Leo said, with BP Core, that includes an Shuttle View, also an FPC wich is static...

I will use that, or, my Brother and i can BUild the Cockpits in MS3d...

So then i will use that Tipps to proceed my Project, i will inform about the Status, if i've questions, i will report, thnx for Help...
Title: Re: Gradius BC Mod
Post by: Hunter83 on March 19, 2009, 11:10:10 AM
Hi there again, i've got some news about the GBC Mod...

The Third Ship of the Gradius Gaiden Fleet is coming up in 2009 to GBC and STBC.

First Appereance in Gradius Gaiden from 1997 by Konami
Second Appereance in GBC and STBC from 2009 by William Hunter and Dragonking...enjoy...

(http://c3.ac-images.myspacecdn.com/images02/22/l_630689ab52694091866dc72318faa31e.jpg)
This is the BETA Version of the Jade Knight from Gradius Gaiden...

AS I WILL AGREED, DRAGONKING AND I ARE THE ONLY ONE MODDERS, WICH HAVE BUILDED AND INSERTED THE 3D MODELS OF VIC VIPER, LORD BRITISH, JADE KNIGHT and FALCHION ?, EXCEPT KONAMI, WICH HAS THE FULLY COPYRIGHTS, CAUSE THEY MAKED THE ORIGINALS FROM THE SHIPS, WE WILL BUILD THEM SO ORIGINALLY AS POSSIBLE, TO BRING BACK THE OLD GRADIUS FEELINGS IN AN NEW CLOTHING...:)

To Release the GBC Mod, we need first Permission from Konami, to use the Ships in an NON KONAMI Game...

The Last Ship we will Build from the Gradius Fleet is the Falchion ?, after this, we will take an closer Look to the Cameo Jets such as Phosphorus and Mercury...

If the Fleet is ready, we will build the Gradius Enemys (ALL OF THEM) and the ENDBOSSES!!!
Last Step is the Stage in original Gradius Style, after all, we will proceed with the enormous Scriptings for Weapons, Sets and Systems, it could very well be, that i need Help, but i will make first the Ships ready, then the other Stuffs, so Step by Step...thnx for reading...;)
Title: Re: Gradius BC Mod
Post by: Villain on March 19, 2009, 11:19:07 AM
Don't forget the music, BCF won't upload it for you if it has copyrighted music and no license.


EDIT: When you get a chance, would it be possible to see a rear view of the Viper?
Title: Re: Gradius BC Mod
Post by: Hunter83 on March 22, 2009, 04:19:24 PM
Greetingz again...

The Beta Tests of the First Ships of GRadius are fine, they Fly exactly how i want, and they Working correctly. For the Tests, i maked some Dogfights against my Brothers (Vic, Jade, Lor), and tested their Weaponsystems and Controls...

But i need an answer to create an new Weapon, wich allows different Explosions on Hit, but the others must be hit and explode normal...

Is it possible to make an per weapon Explosion at Hit - THing???

And here a new Pic of the Three Ships...

(http://c4.ac-images.myspacecdn.com/images02/74/l_317c513e2ff340fbbca65e20c9c00c87.jpg)
Title: Re: Gradius BC Mod
Post by: MLeo on March 22, 2009, 04:38:29 PM
If you are talking something similar as the Phalantium Wave, or the Spatial Charges mods by Sneaker (both old mods), I think both can be done through FoundationTechnologies. You create a new TechDef of which you override the OnYield function. In it, you put your selection logic for which effect you want.
Title: Re: Gradius BC Mod
Post by: Hunter83 on March 28, 2009, 07:21:41 AM
So then i will say Hello again...

I've got News about GBC...

The First Step was it, that we biuld all Ships from Gradius...

- BP-592-A Vic Viper Ready
- LB-739-B Lord British Ready
- Jade Knight Ready
- Falchion ? Ready
- Phosphorus aka Alpinia Refit Ready
- T-301 Vic Viper Ready in BETA
- Bigcore (Yeah the Gradius Boss) Ready

Above some Pics from the Models and BC Pics...ENJOY

(http://c2.ac-images.myspacecdn.com/images02/98/l_8ba32cf87ae54b4b987dcfe504edf8bd.jpg)
(http://c1.ac-images.myspacecdn.com/images02/109/l_6107a19c9cbc40188d6d436afbc57798.jpg)
(http://c4.ac-images.myspacecdn.com/images02/108/l_02234bb416af410cb61f7294ccd2ce23.jpg)
(http://c4.ac-images.myspacecdn.com/images02/100/l_0813e67345ff4928b7aee82883a5e0c7.jpg)
(http://c3.ac-images.myspacecdn.com/images02/71/l_a8e2f29f221649b09e198112f75cd46e.jpg)

Thats are all BETA Versions of the Jets, we work at the Moments only in BETA Phases, DEtails will come at last...;)
Title: Re: Gradius BC Mod
Post by: MarkyD on March 29, 2009, 04:16:29 AM
Its looking good, but I think your ships need more detail on the textures mate.
Title: Re: Gradius BC Mod
Post by: Rob Archer on March 29, 2009, 10:38:21 AM

Quote
The gameplay in BC is extremely linear, upgrades and other dynamic stuff like that would not be possible unless it's hardcoded to occur during the campaign.  Bringing the ships into the game would be fairly easy, but completely changing the game into Gradius is not.

dynamic upgrades are possible in bridge commander, I have a working mod that allows you to change and upgrade almost every system on your ship and stored shuttle craft systems.

Never released though, still needs work i know it derails the thread somewhat but i just thought id point that out
Title: Re: Gradius BC Mod
Post by: Hunter83 on March 29, 2009, 01:01:16 PM
 :shock: HI there again...

I've an Huge Problem...

For my GBC Mod, is used KM1.0 as Basic...

The Console-Editor doesnt work correctly, whenever i try to make an new Background, BC is going to crash...
In MP the Game crashes after 30 Minutes, is that nornal and how can i fix this...

To The Stages...

I maked a new Stage, wich will give you some Earth Feelings, so you fly not n Space you fly in Sky with Clouds...

Is there an Tool, where i can create an complete new System from Scratch? And can anybody help me, with that KM1.0 Console Problem???

Thnx in Anyway...
Title: Re: Gradius BC Mod
Post by: Hunter83 on March 31, 2009, 02:07:40 PM
@ Rob Archer

Hi there, well is it possible to become that Scripts, from where you talked from, with that Powerup THing, and i have an Question toLeo...

How can i make it possible that i can make an AI, wich allows to Ram and RAM ONLY...I tried it out with AI-Editor, but my Rockets are circling, not ramming, need some Support in this Case, and is it possible to say

If PShip is Player
and

Shoot if Player is in Range and if Player Shoots, otherwhise i need an AI Script, wich allows the Options and the Force, to do following things...

- Follow the Player
- Stay and Fly in Front of the Players Ship, if Player is moving, hold Position and Speed in same Style as Player, never leave Players Side
- Shot when Player Shoots
- Do the same Thing as the Player Ship i.e.

Vic Viper has 4 Options, in Gradius the Options are flying around the Ship, is this Possible??

Thnx, in next Time i will release some new Pics about my Project...

Thnx in anyways
Title: Re: Gradius BC Mod
Post by: Hunter83 on April 12, 2009, 11:09:04 AM
Hi there to all...

My Brother and i working momently on the GBC Modification for Bridge Commander, well, we have now over 28 Jets and Enemys...;) So it goes on.

But i've have already the same Scriptings Problems, i search for an Script, wich allows to RAM and another Scripts for Powerups... :( I cannot scripting from scratch :( so i need Help...

At the Moment i've textured ALL Jets from the Gradius Fleet and some Parts of the Raiden Fleet. ;) So here some new Pics...

Enjoy it ;)

(http://c3.ac-images.myspacecdn.com/images02/102/l_1faa8b9ad3534ab9bc0b33f85be0efa2.jpg)

(http://c1.ac-images.myspacecdn.com/images02/78/l_fc04222351da4c23b3595274d54c70d4.jpg)

(http://c3.ac-images.myspacecdn.com/images02/70/l_ac4e7f76d9854bd29d7c22323f8c08ce.jpg)

(http://c3.ac-images.myspacecdn.com/images02/106/l_7f7576438d5141468eb8619ba49c9d7e.jpg)

(http://c3.ac-images.myspacecdn.com/images02/111/l_8e029c26ec124c2c85b8eb5800edc536.jpg)

(http://c1.ac-images.myspacecdn.com/images02/96/l_f104b716565849ed8769f457bc2a86e8.jpg)

(http://c1.ac-images.myspacecdn.com/images02/101/l_9f46daf493a8487486f4774f590b374c.jpg)

Thats it ;)

The Music and Sounds are Ready, some Parts must be inserted but i've Time...mostly in the Evening, at Day i'm in Work and at Home at 17:00 o'clock ;)

The most Weaponscripts and Hardpoints are ready, but i need the Scripts for AI and the Powerup ;)
I work momently with the AI-Editor, but that Thing with the RAM-AI doesnt Work correctly... :(

Thnx for Help, Inspirations are Welcome :)
Title: Re: Gradius BC Mod
Post by: MLeo on April 12, 2009, 11:18:09 AM
There is a fully working ram AI, you can find it (among other places) in KM.
Title: Re: Gradius BC Mod
Post by: Hunter83 on April 19, 2009, 12:47:29 PM
Hi there C&H Productions 2009 is back in Scene...

Questions i've...

How can i make .bik Videos with Sound.

My INtro is playing on Startup but i cannot hear the Sound, i need help in this Case...

Thnx for Help


Title: Re: Gradius BC Mod
Post by: MLeo on April 19, 2009, 02:09:15 PM
BC requires a specific bitrate for the mp3 sound.

I believe there are a couple of threads (just a few) in Modding regarding this.
Perhaps also in BC General.
Title: Re: Gradius BC Mod
Post by: Hunter83 on April 21, 2009, 12:40:21 PM
Hi there MLeo...

Now i maked the Sound thing,  but i doesnt Work correctly...

I used the Bink and Smacker Tools to bring the INTRO in Game, and i used "mix in Sound" for the Soundtracks, i used following values for MP-3

Bitrate Variable (Mediacoder uses in Variable way to the Options wich is choosen i.e. Medium VBR)

For my Musics in Gradius 2009 i used the VBR Medium and it works, is this the Same with the Video tracks on Bik Files?

Then the Next theme...

I use the LibTorp.py for Smoke-Attachments but i cannot see the smoke, the Readme says, that i need the NFX2.0 Beta, but this is already installed in KM1.0, so where can be the Bug?

Is there an easier Way to create new Systems? or an better way to edit existing Systems? The Editor, Console, wich we have in KM1.0 isn't a good Option, cause it crashes, if i try to change the Backgrounds and so on...

How can i create an multiple Torpedo scripts, for my Cluster-Rockets for the Raiden MK-I?

Thnx for Help
Title: Re: Gradius BC Mod
Post by: MLeo on April 21, 2009, 07:35:27 PM
Quite a lot of things here...
Now i maked the Sound thing,  but i doesnt Work correctly...
I used the Bink and Smacker Tools to bring the INTRO in Game, and i used "mix in Sound" for the Soundtracks, i used following values for MP-3
Bitrate Variable (Mediacoder uses in Variable way to the Options wich is choosen i.e. Medium VBR)
For my Musics in Gradius 2009 i used the VBR Medium and it works, is this the Same with the Video tracks on Bik Files?
I don't precisely know, it's more restricted, I think 32kb something. You really have to search the Modding/General forum for this, ask Cordalinus (sp).

Quote
I use the LibTorp.py for Smoke-Attachments but i cannot see the smoke, the Readme says, that i need the NFX2.0 Beta, but this is already installed in KM1.0, so where can be the Bug?
Could you attach the projectile that you are using?


Quote
Is there an easier Way to create new Systems? or an better way to edit existing Systems? The Editor, Console, wich we have in KM1.0 isn't a good Option, cause it crashes, if i try to change the Backgrounds and so on...
The easiest way would be partially through edit mode and partially by hand, a (sub) system generally exists of <systemname>.py and <systenname_P>.py, the latter can be created by edit(). The former is more or less the same for each system, it's just individualized for that system.

Quote
How can i create an multiple Torpedo scripts, for my Cluster-Rockets for the Raiden MK-I?
Check the Foundation Tech readme (pdf version).
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 01, 2009, 10:08:08 AM
Greetingz again...

With the newest Foundation, wich was included in BCUT 1.5.5, the Rockets are now smoking...

I've found a Script, wich is called "SolidProjectiles.py", means it, that i can use Models instead of Textures for Torps??

And where i must insert, what i must do, to bring it on Works?

Thanx for Help...:)
Title: Re: Gradius BC Mod
Post by: MLeo on May 01, 2009, 10:12:20 AM
Could you attach the script? Currently at another PC without Foundation(Technologies).
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 01, 2009, 10:48:36 AM
Well at the Moment i can attach only the Weaponscript, i'ts currently unmodded, to the Smoke Attachments, they're working fine, very well and nice looking in Game, mostly i fly in Sky and Nightsky lol ;)

Here the Script...
Title: Re: Gradius BC Mod
Post by: MLeo on May 01, 2009, 11:10:50 AM
No, I meant the SolidProjectiles.py
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 01, 2009, 11:25:37 AM
Whoops sry...

Here's the right one
Title: Re: Gradius BC Mod
Post by: MLeo on May 01, 2009, 01:30:10 PM
When you create a RocketDef, you add in the dictionary (the {}) the following key:
"sModel": "shipfile"

Where "shipFile" is a valid ship (so ships.Galaxy)
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 03, 2009, 08:56:10 AM
HI there MLeo.

Yesterday i've tryed that with the Solid Projectiles, but i does'nt works maybe that i've maked a mistake in scripting, sry but i'm a beginner in Python. I'll send you the both edited Scripts...
Title: Re: Gradius BC Mod
Post by: MLeo on May 04, 2009, 04:20:44 PM
Well, this part is mostlikely the cause why it isn't working (don't worry, I'm 100+% sure that this is it):
Code: [Select]
sModel__name__+".AttachSolidProjectile"What you wanted there is mostlikely just __name__
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 08, 2009, 11:56:32 AM
Now a Question about Systemscripting...

Now i maked my Own system and i inserted a HUGE Landscape. It works fine, but if i fly to close on the Boarder of the PLate, my Jet is no longer Moving and the HP is at 0. Can i Fix that Bug? Cause i used the Landscape as a Planet here's the Example Script...

Thnx for Help

Title: Re: Gradius BC Mod
Post by: MLeo on May 08, 2009, 12:56:42 PM
I don't suppose you hit it?
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 08, 2009, 01:27:49 PM
Yes i hit it, but it seems so there is an invisible Wall or something...
Title: Re: Gradius BC Mod
Post by: ekbalam on May 17, 2009, 02:33:12 PM
This is sounding awesome Hunter. I don't suppose you'll be doing a release to FileFront when you're finished will you?
Title: Re: Gradius BC Mod
Post by: Dalek on May 17, 2009, 02:41:25 PM
I don't suppose you'll be doing a release to FileFront when you're finished will you?

Well, it does say "BC Mod" in the title so one would assume "yes".
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 21, 2009, 07:19:00 AM
Greetingz @ all...

Yes it's my Objective, to release GBC (G09) in the next Times. For the Moment it goes a little bit slowy, but i'm working on it. The Jets and the T-301 Models are nearly ready, but i must wait for Konamis Persmission, i've sendet an Mail last Week, and now i wait for an Answer...;)

I hope that was Answer enough ? :D

I will inform you, if i am ready... Keep waiting...
Title: Re: Gradius BC Mod
Post by: Hunter83 on May 25, 2009, 12:12:18 PM
Here i have now some Vids


This Video shows all Jets in Game, with Names and so on, the Musics are from Halo Wars and t.A.T.u

Title: Re: Gradius BC Mod
Post by: Hunter83 on December 22, 2009, 10:23:01 AM
Hunter's Project comes slowly to Life^^

It was silent about the G09 Project...but now, i came back...

What's done...

- ALL Models are ready and fully Textured, remapped and so on...
- Stage 1 stopped, cause i have an heavy Bug
- Rockets finally smoking (thnx for that Smoketrails-Mod to [i forget the Name])
- Some Script-Probs finally Solved, with Help of Diamond BC
- ALL Vessels have now their right Weaponry
- The Difficulty-Level has been decreased

Thats all...

Well, now to that Problem...

IN Stage One, i've included a HUGE Landscape, with an little City in the Center. I've placed it just like an normal Planet...The thing is that i cannot move anyway, if i come to close to the Landscape-Plate. My Jet stops at the Middle of the Plate, could it be, that Atmospheres are around that Plate? Need Help

And the second, is there a Script to make multiple Projectiles, or better, one Rocket shots and Splitts into 7 Minirockets, before they hit the Target, or even better, hit any Targets (Seek and destroy)???

Thnx for Helps^^

Screenshots will be come in next Posts^^
Title: Re: Gradius BC Mod
Post by: KrrKs on December 22, 2009, 11:50:24 AM
AFAIK Foundation Technologies by MLeo and Dasher includes a tech called Splitting Projectiles
Title: Re: Gradius BC Mod
Post by: Bren on December 22, 2009, 10:22:39 PM
Load your landscape as a ship or a space station. Planets don't have normal collision physics, they simply kill you inside a certain radius. Or at least I assume so, as Saturn's rings kill me no matter what angle I approach the planet from.

The benefits of loading it as a ship or station extend beyond collision detection. You can use glow and specular textures to bring life to your cities and oceans, and hardpoint it with ground-based weapons and such.

You seem to have set your jets' hull properties as non-critical, otherwise they'd explode when their HP reaches zero. If you want them killable, you should make the hull property critical.
Title: Re: Gradius BC Mod
Post by: Hunter83 on December 24, 2009, 06:27:11 PM
Thnx for the Tipp Breen^^ I will load it as a Space Station. I hope BC can match that Size...it's really Huge and at the moment in early BETA-Version with one City in the Middle of the Landscape, there are no Rivers, Oceans and so on, but this is my next Step and i hope i can bring it to Work^^

Well them thnx for Tipps, Ideas and perhaps i need an professional Scripter...if someone interessted, mail me at

William.Hunter@gmx.net

Thnx for Help^^
Title: Re: Gradius BC Mod
Post by: Hunter83 on January 14, 2010, 11:30:17 AM
Update:

Added now in Sky-Stage: Landscape BETA
Added Now in GBC: 4 new Stages (reworks from Gradius 3) now in 3d
Added -- Skygirls Vic Viper BETA

To Add:

- Mika Akatika Vic Viper from Skygirls
- Vic Viper LZ-792
- Metalion Vic Viper
- Warprattler from Salamander

New Effects added

- New Ripplelaser with new Animations in a BETA
- New Explosions GFX and SFX
- New animated Gravition Bullet
- New Smoke Trails for Rockets

Need to Add...

Solid Projectiles, have no Knowing about the py File...Need Help, what can i do, how can i do? Can anyone help me pls?

By Hunter