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Old 05-21-2020, 02:39 AM
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nocalora29 nocalora29 is offline
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Join Date: Dec 2011
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Quote:
Originally Posted by zecond View Post
Isnt it basically the same ships but with a few extra weapon mounts and a few extra modules? I have no idea how hard it is to make a ship in this game but you already have the models. Just out of curiosity would you try and finish it up down the line? When you have more time obviously.

Edit: What the game you are making btw, is it the similar to star wolves?
Thats pretty much it, but that of course requires following
- New entry for each ship in Carcasses.xml
- New 3d model (+ headaches with 3ds max 2008 )
- Reimporting it via IMD_Editorv3 so the "flares" also known as "Lights" of the ship won't break.
- Add it to the XML Dialog + add some Localization in the LocData folder.

Thats like half an hour of work for each ship, granted the thing which costs most time is the 3d model edit + the following conversion via imd editor v3, but still.
Theres lots of thing that can go wrong just in these steps, and the game isn't particulary friendly with giving hints.

I do want to finish it up of course, that and alot of other things in this mod before I would like to call it finished.

As for the game: Thanks for the interest!
Currently im just making a tech-demo basically with my small team, we're only getting familiar with unity making this game, its a remake of Boxhead (the flashgame). I know its nothing out of the ordinary, but making this so far has taught us how everything in unity works, even the networking library (which is a mess tbf).

Would love to recreate an SW-style game with this on the same scale like this one, including MP. But I won't even try to get some ETA going for that. Atleast C# is a godsent compared to C++. Don't get me wrong, C++ is amazingly awesome, it can do anything you want it to with SuperB performance, but you definitely have to weigh the heavy build times, extremely troublesome troubleshooting if something corrupts (or leaks) against the really pretty much non-existent build times of C#/Mono and the safespace that is managed memory.

IN OTHER NEWS :::
I fixed up the dll pretty good, got all the junk code from some months ago sorted out and it performs quite well. I've also found out that the save game crash is actually coming from the game itself, I thought it was due to the injection being made. It would have been possible that the game saved the game by dumping its complete memory (which would leave traces of the DLL, and the game can't just read like it can its own memory (VirtualProtect)).

I don't know what causes the crash as of yet, but atleast I've isolated it down somewhat.
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Last edited by nocalora29; 05-21-2020 at 02:49 AM.
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