Blackops Project Info 5/25/2012

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Moderators: ExavierMacbeth, lt_hawkeye, OrangeKNight

Re: Blackops Project Info 5/25/2012

Postby InternetGuy » 27 Oct 2013, 07:42

I could access the dead forums by using Google's "in Cache" Feature. I've gathered the contents of what I know and used.

If you're missing your favorite mod, now that the forums are offline , Google's cache is your only chance. Search for your mod, using Google, click 'in Cache' for the results linking to the offline forums, cross your fingers and hope for the best.

Links & install instructions that I've gathered in this post are for:
[1] Sorian AI
[2] a mod that allows you to enable other mods for campaign mode
[3] a mod that fixes a Hex5 / Brackman Megalith bug in mission 5

all BlackOps mods:
[4] Global Icon Support (Version 5.0 - required for BlackOps: Unleashed)
[5] Unleashed (Version 6)
[6] Balance (Version 6)
[7] Special Weapons (Version 1.3)
[8] Nava Rebalance (Version 1.1)
[9] Advanced Command Units (Version 3.2)

[10] Supreme Commander Music in Forged Alliance Mod

[11] Enhanced Campaign AI Mod

--------------------------------------------------------------------

IMPORTANT: DOWNLOAD -EITHER- ZIP -OR- SCD PACKAGE. IT'S A CHOICE, NOT TWO REQUIRED FILES. SEE INSTALL INSTRUCTIONS.

The following text is copy & paste of install instructions for the single mods or links:

[1] Sorian AI Homepage Link:

https://code.google.com/p/sorian-ai-mod/downloads/list

[/1] Sorian AI Homepage Link:

[2] Mod-Enabler for FA campaign missions:
Link: http://supremecommander.filefront.com/file/;91473

Instructions:
Copy TF_CampaignModEnabler found inside the downloaded archive in your <FA Install Directory>/gamedata folder and rename it to TF_CampaignModEnabler.scd
Ignore the other instructions in the file because they're overcomplicated.

[/2] Mod-Enabler for FA campaign missions:

[3] Bugfix for a problem with Brackman's Hack Peg Launcher, mounted on his Megalith in mission 5 (Hex 5 elimination)

http://dl.dropbox.com/u/185942/Jon%20Mod.rar

This mod can be activated all the time and won't cause any issues but will fix a problem that causes the map to not expand when Brackman should appear in mission 5 (Hex 5 hunt).

[/3] Bugfix for a problem with Brackman's Hack Peg Launcher, mounted on his Megalith in mission 5 (Hex 5 elimination)

[4] Instructions for Global Icon Support

Download Links:
ZIP package: http://www.hyperimpact.net/downloads/Bl ... ortv50.zip
SCD package: http://www.hyperimpact.net/downloads/Bl ... v50scd.zip

Install Instructions:
Vault Package - Avalible - Already downloads into proper place. Can be found in /My Documents/My Games/Gass Powered/ect if you need to.
SCD Package - Unzip and drop .scd file in your <FA Install Directory>/gamedata/ folder.
Zip Package - Unzip and drop the containing folder into your <FA Install Directory>/mods/ folder. Make sure folder structure is /mods/BlackopsACUs/mod_info.lua. If there is an extra folder the mod will not work correctly.
Zip Package Alternate - Unzip and drop the containing folder into /My Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/mods/ folder. Make sure folder structure is /mods/BlackopsACUs/mod_info.lua. If there is an extra folder the mod will not work correctly.

Activation Instructions:
Simply turn it on in the Mod Manager. If you activate a mod that specifically requires this mod you will get a message asking you to activate this mod as well.

Compatable Mods: (Mods configured specifically for BOGIS Support)
4th-Dimension(Bad Icon Preloader support) (Coming Soon)
Veteran Producing Factories V1.5 by FuryoftheStars
BlackOps: Unleashed by the BlackOps Team
BlackOps: Advanced Command Units by the BlackOps Team
BlackOps: Special Weapons Add-on by the BlackOps Team
BlackOps: Altered Reality Add-on by the BlackOps Team

How it Works:
Basically you simply turn it on.
The beauty of the mod is that it does all the hard work with very little prep needed as BOGIS will search all the active mods folder structures to locate any compatabilt unit or upgrade icon and store them for reference later.

This mod is configured for legacy mod support which means that it will find icons for any mod reguardless of what folder they are dropped into (Enhancments have 1 minor exception) even if they use the old fassion scd in the game data folder for their icons.

Icons Currently Supported:
-Construction Icons (Icons shown in Factory/Build menus)
-Unit Select Icons (General icon shown when single or multiple units selected)
-Hover Over Unit Icons (Icon showed in unit detail popup)
-Targetting Icon (Icon shown on mousover to see what a unit is shooting at)
-Avatar Icons (Commander's Idle Icon)
-Commander Upgrades (Icons shown for commander upgrades)

Configuring Your Mod to Utilize This:
Configuration is actually very straight forward as you simply have to have your icons somewhere for the mod to find them. There are a few minor conditions but they are caused mainly by the game's restrictions rather than mine.

1) All custom units must have 7 character unit IDs followed by _unit.bp or the script will ignore it. This is because some of GPGs scripts are incredibly picky.

2) Enhancment/Upgrade icons must be placed inside a faction specific folder. It doesn't matter where these folders are located just the name of the folder. This is because some enhancments may have the same name for each faction but require a different colored icon. It is to prevent overwrites.
aeon-enhancements
cybran-enhancements
seraphim-enhancements
uef-enhancements

3) Custom units making use of Enhancment/Upgrade icons must have a faction identifier as the 2nd character in the unit ID (example: xAxxxxx). This is the only hard limit on what you can set as the unitID besides the char limit mentioned above. This is because GPG's enhancment scripts look specifically at that character to determine faction.
a = Aeon
e = uef (earth)
r = cybran (recyclers)
s = seraphim

4) This mod is capable of overwriting older scripts such as Goom's or Gilbot's Icon systems however you will need to check your mod's UID. If it is higher than the UID used by this mod then you will break functionality of BOGIS scripts and may not properly load the icons for all them ods you are running.

Manual Overrides:
Due to populare request I have added a number of manual overrides to the mods functionality. These can be set by a player with a specific purpose in mind.

Alternate Icon Path
This is the first override and allows you to specifically set the path to an icon you wish to use. If you set this value the icon you choose will become the new default icon for all build menus, avatars, control groups, and general unit information. To set this you just need to add the follong line to your units BP.
Code:
Display = {
AlternateIconPath = '/mods/modfolder/<folders>/',
},

You do not need to include the unit ID or the file name in this path. This is just the folder path to where the icon should be located. BOGIS will map to this location as primary before trying to fall back on other icon locations.

Alternate Enhancment/Upgrade Path
This one is very similar to the previous override but marks out what folder to look for the units enhancment/upgrade icons. This is useful for units whos unitIDs don't have the proper faction identifier or adding custom icons to existing units.
Code:
Display = {
AlternateUpgradeIconPath = '/mods/modfolder/<folders>/',
},

This is just the folder path to where the icon should be located. BOGIS will map to this location as primary before trying to fall back on other icon locations.

Bad Icon Preloader
Note: This function is supported by version 3.0+
Some of the biggest mods and even GPG's default game have helper/dummy units that don't have and simply don't need icons. To reduce log spam BOGIS compiles a list of units that don't have icons and puts them in a Bad Icon table. This way it reduces log spam everytime the game tries to load an icon for this unit.

Per request mod developers wished to pre-load a list of unitIDs into this table for units that they know do not have valid icons and so with some manipulation of Manimal's Mod locator script (to make sure BOGIS is running before trying to load data into mods outside your mod's folder) I created a little script that can be filled out and inserted into a mod to pre-load a list of unitIDs.

Create this file if it doesn't exist in your mod:
/mods/modfolder/hook/lua/globalInit.lua

Insert this code into it:
Code:
do

local EXPreloadBadIconUnits = {
'eeb0001',
}

local GetMyActiveMod = function( byName, byUID, byAuthor )
for i, leMod in __active_mods do
if (byName and ( byName == leMod.name ))
or (byUID and ( byUID == leMod.uid ))
or (byAuthor and ( byAuthor == leMod.author )) then
--LOG("MANIMAL\'s DEBUG: Mod infos = "..repr(leMod))
return leMod
end
end
WARN("MANIMAL\'s MOD FINDER: Unable to get Mod Infos ! Either your mod is not installed or you have mistyped its name, UID or author.")
return {}
end
local BOGISCheck = GetMyActiveMod( 'BlackOps Global Icon Support Mod', false, false )

if BOGISCheck.name == 'BlackOps Global Icon Support Mod' then
local BlackopsIcons = import('/mods/BlackopsSupport/lua/BlackopsIconSearch.lua')
for i, v in EXPreloadBadIconUnits do
local EXunitID = v
BlackopsIcons.EXNoIconLogSpamControl[string.upper(EXunitID)] = EXunitID
end
end

end

Expand the "EXPreloadBadIconUnits" table with all the unitIDs that do not have icons in your mod. When this is done it will check to make sure BOGIS is running and then insert every unitID within that table into the Global Bad Icon table within BOGIS.

Note: This was done during Global Initiation so that it is executed & loaded before BOGIS runs its primary search function.

This script deals specifically with standerd unitIDs and not Enhancment/Upgrade icons. Enhancment/Upgrade icons are required to have existing icons within the mod or bad things happen. Do not create an enhancment without having an icon for it.
[/4] Instructions for Global Icon Support

[5], [6] Instructions for BlackOps: Unleashed

Download Link: http://db.tt/SwqwWUio

Ai support is included(sorian AI)

First off here are the Installation instructions, be sure to follow them EXACTLY as they are

typed, or the mod will not work.

Code:
1) First off DELETE your old version of BlackOps(must do this)
2) Download either the .SCD or .ZIP of the mod
3) if you downloaded the .ZIP extract it to your mods folder(avoid getting double folders like BlackOpsUnleashed/BlackOpsUnleashed as this will cause errors)
4) now go into your /mods/BlackOpsUnleashed/ folder, you will see 2 files named "BlackOpsSB.xsb" and "BlackOpsWB.xwb" move BOTH of these files into your "supcomFA/sounds" folder. that will enable the custom sounds to be heard- If you downloaded from the vault go to /My Documents/My Games/Gas Powered/ect and move the sound files to your "supcomfa/sounds folder"
5) enable in the mod manager and enjoy( you should only have 2 Yoda pics in your mod manager ;p)

Manual Uninstall:
Files that need to be removed for manuall uninstall of old versions.
-2 Blackops items in the gameinstall/sounds/ folder
-BlackopsUnleashed & BlackopsBalance folders in the /gameinstall/mods/ folder
-BlackOpsUnleashed.scd in the /gameinstal/gamedata/ folder

SCD Install:
1) if you downloaded the SCD version of the mod, then just extract the file to your supcomFA/gamedata folder
^) if you downloaded the .SCD just extract the download to your gamedate folder, you'll notice that the BlackOps.xsb and BlackOps.xwb are there too move them into your sounds folder
[/5], [/6] Instructions for BlackOps: Unleashed

[7], [8] Instructions for BlackOps: Special Weapons & BlackOps Naval Rebalance

Download Links:
Special Weapons 1.3 ZIP package: http://www.hyperimpact.net/downloads/Bl ... itsv13.zip
Special Weapons 1.3 SCD package: http://www.hyperimpact.net/downloads/Bl ... v13scd.zip

Naval Rebalance 1.1 ZIP package: http://www.hyperimpact.net/downloads/Bl ... ncev11.zip
Naval Rebalance 1.1 SCD package: http://www.hyperimpact.net/downloads/Bl ... v11scd.zip

Install Instructions:
Remove Old Versions First - Simply delete the old SCD or /mods/BlackOpsEXUnits folder for the old version before installing the new one.
Vault Package - Avalible For v1.2 - Already downloads into proper place. Can be found in /My Documents/My Games/Gass Powered/ect if you need to.
SCD Package - Unzip and drop .scd file in your <FA Install Directory>/gamedata/ folder.
Zip Package - Unzip and drop the containing folder into your <FA Install Directory>/mods/ folder. Make sure folder structure is /mods/BlackOpsEXUnits/mod_info.lua. If there is an extra folder the mod will not work correctly.
Zip Package Alternate - Unzip and drop the containing folder into /My Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/mods/ folder. Make sure folder structure is /mods/BlackOpsEXUnits/mod_info.lua. If there is an extra folder the mod will not work correctly.


Activation Instructions:
-Activation of the mod is to simply turn it on in the Mod Manager. Please note that the "Blackops Global Icon Support Mod" must be installed and activated as well. The Mod Manager will prompt you if its not.
[/7], [/8] Instructions for BlackOps: Special Weapons & BlackOps Naval Rebalance

[9] Instructions for BlackOps: Advanced Command Units

Download Links:
BlackOps: Advanced Command Units 3.2 ZIP: http://www.hyperimpact.net/downloads/Bl ... v32zip.zip
BlackOps: Advanced Command Units 3.2 SCD: http://www.hyperimpact.net/downloads/Bl ... v32scd.zip

Older Versions:
3.1 SCD http://www.hyperimpact.net/downloads/Bl ... v31scd.zip
3.0 SCD http://www.hyperimpact.net/downloads/Bl ... v30scd.zip
2.9B ZIP http://www.hyperimpact.net/downloads/Bl ... Usv29B.zip
2.9 SCD http://www.hyperimpact.net/downloads/Bl ... v29scd.zip
2.8 SCD http://www.hyperimpact.net/downloads/Bl ... v28scd.zip
2.7 SCD http://www.hyperimpact.net/downloads/Bl ... v27scd.zip
2.6 SCD http://www.hyperimpact.net/downloads/Bl ... v26scd.zip
2.5 SCD http://www.hyperimpact.net/downloads/Bl ... v25scd.zip
2.1 SCD http://www.hyperimpact.net/downloads/Bl ... v21scd.zip
2.0 SCD http://www.hyperimpact.net/downloads/Bl ... sv2scd.zip
1.2 SCD http://www.hyperimpact.net/downloads/Bl ... v12scd.zip
1.1 SCD http://www.hyperimpact.net/downloads/Bl ... v11scd.zip
1.0 SCD http://www.hyperimpact.net/downloads/Bl ... nstall.zip

Install Instructions:
Remove Old Versions First - Simply delete the old SCD or /mods/BlackopsACUs folder for the old version before installing the new one.
Vault Package - Avalible - Already downloads into proper place. Can be found in /My Documents/My Games/Gass Powered/ect if you need to.
SCD Package - Unzip and drop .scd file in your <FA Install Directory>/gamedata/ folder.
Zip Package - Unzip and drop the containing folder into your <FA Install Directory>/mods/ folder. Make sure folder structure is /mods/BlackopsACUs/mod_info.lua. If there is an extra folder the mod will not work correctly.
Zip Package Alternate - Unzip and drop the containing folder into /My Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/mods/ folder. Make sure folder structure is /mods/BlackopsACUs/mod_info.lua. If there is an extra folder the mod will not work correctly.

Activation Instructions:
-Activation of the mod is to simply turn it on in the Mod Manager. Please note that the "Blackops Global Icon Support Mod" must be installed and activated as well. The Mod Manager will prompt you if its not.
[/9] Instructions for BlackOps: Advanced Command Units

[10] Supreme Commander Music in Forged Alliance Mod

Link: http://www.faforever.com/mediawiki/inde ... _Music_Mod

[/10] Supreme Commander Music in Forged Alliance Mod

[11] Enhanced Campaign AI Mod

Link: http://www.moddb.com/mods/forged-allian ... ampaign-ai

[/11] Enhanced Campaign AI Mod

...I hope these links will stay alive for some time...
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Re: Blackops Project Info 5/25/2012

Postby wakiki » 29 Oct 2013, 19:36

Thx got all i need
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Re: Blackops Project Info 5/25/2012

Postby ExavierMacbeth » 30 Oct 2013, 16:40

InternetGuy wrote:...I hope these links will stay alive for some time...

Thanks for pulling that over. I very rarely get to these or the GPG forums anymore though I can usually be reached pretty reliably on the PA (Planetary Annihilation) forums under the name "exavier724". Just been way too busy with RL and other projects I am working on.

For the record the domain those files are stored on is owned by me directly since about 2001 (At least the ones on hyperimpact.net). The only times the files might be unavailable is if my host is having issues or the site goes down temporarily due to billing issues (which I rectify quickly as I use the site for things other than just mods even if the homepage appears dead lol). I have no intention of deliberately removing the files from that location as its sort of used as that portion of the site space is used to archive pretty much all my personal mod projects since Starcraft :lol:

If the links ever do go down and don't seem to come back up in a day or two feel free to poke me on the PA forums. As for further coding on the projects I can't really speak for Hawk or Knight but I think its pretty much done. Hawk has been too busy with RL to finish off the last release we where planning, Knight is fully involved in PA (and stuff I keep poking him for), and I am trying my hand at C# & Unity game creation now instead of modding. :lol:
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Re: Blackops Project Info 5/25/2012

Postby lt_hawkeye » 12 Aug 2015, 01:05

so, i may one day finish this off, RL work and things well just take up too much time, however i have from time to time felt the urge to do something with this. Sadly my HDD that contained any changes i had made since V6 release decided to fry itself, luckily i had everything backed up in dropbox. however if the download ever does die feel free to send me a PM here and i'll reactivate it, although im pretty sure FAF has it set up to install and download the last version of the mod through their lobby system.

i still lurk
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Re: Blackops Project Info 5/25/2012

Postby ckitching » 12 Aug 2015, 01:12

lt_hawkeye wrote:so, i may one day finish this off, RL work and things well just take up too much time, however i have from time to time felt the urge to do something with this. Sadly my HDD that contained any changes i had made since V6 release decided to fry itself, luckily i had everything backed up in dropbox. however if the download ever does die feel free to send me a PM here and i'll reactivate it, although im pretty sure FAF has it set up to install and download the last version of the mod through their lobby system.

i still lurk


Use GitHub!
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Re: Blackops Project Info 5/25/2012

Postby IceDreamer » 16 Nov 2015, 07:55

Blackops featured version is now up on github here: https://github.com/aeoncleanse/Mods/tree/BlackOps

It's being rejigged to be a normal mod again. Files cut down, comments improved. If you spot bugs with Blackops, put an issue up for me to look at.
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Re: Blackops Project Info 5/25/2012

Postby IceDreamer » 18 Nov 2015, 22:08

BlackOps V10 is now on the Vault. It's the Featured version, re-written to be compatible with FAF.
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Re: Blackops Project Info 5/25/2012

Postby Testman » 09 Jan 2016, 05:33

Umm IceDreamer, a whole lot of animations and projectiles are still broken and look very unfinished. You might want to look at it.

Goliath walking and firing animations, Godzilla walking and firing, all sorts of Fire/Napalm effects, projectiles for example T3 Cyb Rocket bot T3 Aeon Hover Tank T4 Lambda Tower and Lampda field etc.

Still looking forward to see it completed.
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Re: Blackops Project Info 5/25/2012

Postby bz2king » 11 Jan 2016, 05:06

Huge fan of blackops but I can't find the mod on the vault, was it taken down? The current mods no longer work and are causing desyncs so I'm hoping I can get in on this, there's quite a few of my friends that would love it also.

Thanks
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Re: Blackops Project Info 5/25/2012

Postby Testman » 12 Jan 2016, 05:32

Press 'Server Search' right to search window after you type in the name of the mod.

V10 technically is fully functional, but it is very incomplete. The animations and projectiles are left unfinished. I have no clue how to fix such things. It's still playable though If you don't mind that.

You can fix the Icons with the new Icon mods, search the active BlackOps threads.
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