Total Mayhem 1.37 for all game versions

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Re: Total Mayhem 1.29 for all game versions

Postby Uveso » 01 Sep 2016, 01:03

I have no idea :)

I always use the Tech1 Predator MK3 Tank. I gues it should be more an Tech2 then a Tech1 tank.
There are many balance issues like this. Maybe, if i have more time i will change some things like this.

But this is not my mod. I only update it, and don't want to change things. Because i dont know, why those thinks are, how they are.

Of course if there is a big balance problem, i will handle it as bug and change it.
We can move the Predator MK3 from Tech 1 to tech2. That's ok.
But i don't start to change any health or damage values :)
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Re: Total Mayhem 1.29 for all game versions

Postby Krapougnak » 01 Sep 2016, 14:37

Hi Uveso I was wondering if you could fix two models bugs that that Burnie never got to fix :

The Cybran Consolidator Bot legs are not attached to the main body.

The Seraphim Experimental Megabot middle phason beam muzzle bone is not moving with the rest of the body so when firing and the unit turns the beam fires literally outside the unit. Maybe adding a firing bone here would help ?

These units models are fantastic and it is a pity they were never completely finished.

Thanks.
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Re: Total Mayhem 1.29 for all game versions

Postby Uveso » 01 Sep 2016, 17:43

Hi Krapougnak,

I can't edit units. Maybe i find a experienced modder who can do this :)

I write it to my ToDo list.
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Re: Total Mayhem 1.29 for all game versions

Postby Krapougnak » 01 Sep 2016, 17:46

Thanks, that would be nice :)
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Re: Total Mayhem 1.29 for all game versions

Postby biass » 01 Sep 2016, 17:48

hello, i can do some modelling work for you

ill be home on the 10th, and i can do some nice things <3
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Total Mayhem 1.29 for all game versions

Postby Uveso » 01 Sep 2016, 18:08

@biass:

that would be awesome :)
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Re: Total Mayhem 1.29 for all game versions

Postby EntropyWins » 07 Oct 2016, 21:19

Feature request: Hotbuild Integration

It's great this mod does not simply break Hotbuild like some others do. Still, the new buildings and units are not showing up in the hotbuild categories of their respective categories. ie, when hitting "x", I only get the FAF PDs and not the various ones added by the mod.

I have no idea how difficult this is to do. All I can say is that for me personally, needing to click the buttons in the UI, kills the fun.
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Re: Total Mayhem 1.29 for all game versions

Postby Uveso » 08 Oct 2016, 07:54

Well this is easy but an insane amount of work.

This is how hotbuild stores the unit id for every unit:

Code: Select all
"uab1106",},
["Point_Defense"] = {
"xsb2301",
"xsb2101",
"urb2301",
"urb2101",
"ueb2301",
"ueb2101",
"uab2301",
"uab2101",},
["Anti_Air"] = {
"xsb2304",


As you can see, Hotstats only know the point defenses stored inside the Array.
if you simply add the line
Code: Select all
"BRMT1EXPDT2",

hotbuild will now know the new unit and you can use it as normal.

Total Mahyem adds 203 units to the game. So you have to add those 203 lines sorted into the right category inside this file.
I dont have the time to do this. but maybe you have it ?
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Re: Total Mayhem 1.29 for all game versions

Postby speed2 » 08 Oct 2016, 13:02

Maybe it would be worth it to make system out of it where the keys would not be set like this but rather depending on the categories set in blueprints. Just an idea, I don't volunteer :D
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Re: Total Mayhem 1.29 for all game versions

Postby Vanguard » 11 Oct 2016, 14:36

I´m not a coder, but just yesterday I tried Total Mayhem and think it´s totally Mayhem. :twisted:

IF I´d took it upon myself to Grep through all the Id´s and sort them into the hotbuild file - where would I post the work ( after testing of course ) to? Github? Bitbucket? I always hear about "pull" Requests, but never worked in any major way with Code Revision Systems, so a few instructions are needed. ( PM me please, so I don´t miss any updates in this forum, I don´t swing by often )

Edit: Updating my status on this, to not create any unnecessary work.
Read up on Git/hub. Forking FAF. Looking into this hotbuild thingamajig.
--
Found the LUA Code for FAF, Understood that I am a moron :oops: for looking for the hotbuild stuff in the python side of things. Removed Fork of FAF and created a fork of LUA for FAF.
---
ok, I´m gonna take it slow. I know a bit of LUA, so I´m gonna go ahead and try to crate a small LUA script to parse the TM Unit Blueprints and create the Hotbuild entries. That sounds better than messing around via hand.
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