Redesign of all HQ and support factories
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Hi, I've now partially found the supposed error that caused the death animation to not play. It's in the category assignment. As soon as I swap "Naval" for "Land," the animations play. Unfortunately, I still don't understand where the categories are assigned to the animations.

I'm now looking for the relevant file that allows me to assign the animation. If anyone has any suggestions, please let me know. I'll keep searching.
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I thought I was slowly getting to the bottom of the problem, but no...


Unfortunately, only the part about decreasing units is affected here (if I understood that correctly. My English is unfortunately not the best
).What now? I'm testing what happens in the water factory when I change the category from naval to land. The results so far: no restrictions or errors are apparent, except that the animations are now running. I'll leave it like this for now until there's a patch.
Please excuse me for not looking long enough for the error, but I was able to achieve the desired result this way. I'm just a hobbyist, after all. ^^
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@Nory
Hello, as promised, I've been experimenting with the model a bit. This is just a first attempt, though. I need a break from the project first. You can test this version with +Mod.

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Hey everyone,
I'd like to take the mod project out of alpha status. It seems usable, at least to me. Of course, further adjustments can be made in the future.
But for now, I need a break from the project. ^^
Here are some summary images of all the models in the mod.






I don't know if this is desired or worth mentioning in the news, but if so, I would be happy about it.
The FAF team is free to use the models in any form for the game.
I wish all users a lot of fun with the mod in the game.
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Amazing work @Saver
, I'll see if I can find some time soon to look into the details. Would you be available to fix issues if I encounter them? -
Hi, thank you very much

To answer your question: I will, of course, try to fix any errors I notice. But unfortunately, my skills are still very limited.
And this point was another good tip. I had already forgotten about it.
I realigned all the water factories (increased the construction space by 1) so that the meshes don't interfere with each other during placement and later upgrades. With the exception of the UEF, this would have been the visual issue for many. Here's the value that was adjusted.

Why all of them?, so that it's balanced for each faction and no one is favored.
I hope this doesn't cause any new problems. It just solved the problem with the delay, which I raised with the Aeon Water factory.
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@Saver I noticed on your last "Savers Factory Rework" upload, that when a T1 Seraphim Naval Factory is built, you cannot upgrade it. Yet, it appears as a T2 Naval upgrade in a T1 Land Factory. I've tested it as the only mod running. A simple oversight I'm sure. Thanks for you work, good effort.
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@Blackrobe
Thank you so much for your feedback.Wow, I didn't notice that during testing, or even realize it. Very strange.
Since my last change was to adjust the Marines, my supposed fix unfortunately resulted in the Water Factory being assigned to the Land Factory. So I'll have to dig around in the FAF GitHub repository again. This means that the death animation for the Seraphin Water probably won't work right now. However, all the other animations will.
I have fixed the error again and am uploading an update to FAF.
Herein lies the error, or rather the poor attempt at the supposed fix
Categories = { "BUILTBYCOMMANDER", "BUILTBYTIER1ENGINEER", "BUILTBYTIER2ENGINEER", "BUILTBYTIER3ENGINEER", "CONSTRUCTION", "DRAGBUILD", "FACTORY", "LAND", <------------- "NAVAL", "PRODUCTFA", "RALLYPOINT", "RECLAIMABLE", "SELECTABLE", "SERAPHIM", "SHOWQUEUE", "SIZE16", "SORTCONSTRUCTION", "STRUCTURE", "TECH1", "VISIBLETORECON", }, -
Hello everyone,
I think I've finally found the cause of the missing death animation. My initial idea was probably the correct one. However, the adjustment needs to be made so that the Seraphim Water Factory also gets its death animation back.
Here is the file that needs to be modified:

Here is my modification, which is included in the mod, so you can test it. I have expanded the category selection to include the class "mobile" so that only ships are affected by the function.
Supreme Commander Forged Alliance\mods\Savers Factory Rework\hook\lua\sim

If you encounter any other bugs, please let me know. I certainly hope you don't find any! ^^
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Unfortunately, your latest version in the vault crashes the game in campaign mode. I only had a quick test on Black Day - twice using mod that crashed both times, and once using without mod, didn't crash. Almost there mate....
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Thank you again for your feedback. Unfortunately, I hadn't tested the campaign before the last update.
I've now completed two missions (using cheats) in quick test mode and was able to fix the bug.
I used "Black Day" and "Dawn" as test missions.Unfortunately, I've also encountered another bug. The FAF team is already investigating it, if I understood the post correctly.
It involved a brief stutter when playing video clips in the game.
----- WARNING: SofDec bug: -----
If you can, please repeat your test and hopefully you can complete it without any problems

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@Saver
I had a quick run through of those two campaign missions you tested, and I had no problem my end. I didn't play the full missions yet, as initially, I wanted to see if they started first; which they did. Where as before, those two missions would crash while the mission was loading, before the cut away scenes started. So far, so good.... -
You doing an awsome job.
What you think about change the cybran Factory,T1 is ok but the t2+t3+HQ its kind not mush preety,i think was options made not from your time around.
Im a 3D designer if you need something that i could help you im around. -
@TAG_EcoKing
Hi and thanks for your offer.Do you already have a rough idea of what the factory should look like?
My basic idea was to not stray too far from existing models. But of course, other ideas are very welcome.
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Just some ideas. I would remove those arms (Yellow parts), maybe something simpler that still shows an evolution of the factory to a higher tech level, without losing the quality of the original design. The yellow parts are what I would remove, and the blue parts are just copy-paste from existing pieces so it doesn't require much work with new UVs and textures. These are just ideas.
The original concept its cool i think its just use it and rework
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@TAG_EcoKing
Thanks for your idea. However, I don't quite understand it.
Could you please explain it in more detail?In my model, the parts you highlighted in yellow are designed so that they can be shaped. I didn't actually want to remove them, as they are an integral part of the overall appearance.
But hey, I'm curious to see what you come up with.
If you create a model, you're welcome to upload it via the mod.

It's created purely for comparison purposes.
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Will wait to test your version i think its good.
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@TAG_EcoKing
Just in case I misunderstood ^^.The mod that can already be used with the normal game is:

The mod for tests and comparisons is this one:

Sy, as I've mentioned before, my English isn't very good. -
@TAG_EcoKing Which program are you using here?
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MODO
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