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Topic: The Doomsday Machine (Read 13578 times)
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FPF_TraceyG
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I've written a script that attempts to follow the storyline from the TOS episode, The Doomsday machine. I'm finding that everything works properly, until the DM is killed and becomes a Dead DM, and the mission crashes. As far as I can tell, its not even reaching the mOnDeath method called when its killed. I suspect that something peculiar happens with the Doomsday Machine, it doesnt actually blow up, but is replaced by a 'dead' version of itself (since the Dead DM is still there). This leads me to believe the game engine has a set of functions hard-coded for the DM, and when killed, a new 'dead' DM is created in its place, which is of course a different 'ship', and therefore, all the pointers I initialised to point to the old one, are no longer valid (which might explain why my mission crashes). Has anyone written a script using the Doomsday Machine before? Did it work and is it just something I am doing? Or, has this problem been encountered before and there is a workaround for it? The script was written for OP, by the way.
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Rogue
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Sorry if this is a silly question, however, is the path to the dead doomsday machine still valid? I think you are right in that it gets replaced by an entirely new model (mdd from mdm) upon destruction and can/will CTD if the .mod path or name is different than what it asks for. All this you seem to be aware of, but did you check the model folder and see if it stil exists and that the name is right? As I don't do mission API stuff it is the only check I can think of.
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FPF_TraceyG
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Yes, the dead model is pointed to correctly, I'm using FireSoul's 3.0 list. The 'live' model does actually get replaced with the 'dead' one for about half a second, then the mission crashes.
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« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough »
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Rogue
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Ya, I thought you knew that. It was the only thought that occured to me reading you description. "Gosh, could it be the model path is the culprit?" As far as what event the game wants that is missing I wished I could say. Don't you love being faulted by a machine for not using or including the right phrase? It's as though you didn't say "Mother, may I."
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FPF_TraceyG
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Well, it was a thought, thanks anyway...
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FPF_TraceyG
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Ok, well I fixed it.. it seemes to work if the Doomsday Machine team is a NPC team. Not sure if this is because of something else I have in the code, or if the DM needs that setting to work. But, its working.
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« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough »
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Klingon Fanatic
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Quote:
Well, it was a thought, thanks anyway...
Sounds great Tracey! Are your scripts available somewhere?
KF
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FPF_TraceyG
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Yes, you can download them from here: SFC2 OP Missions These are a set of patrols that will be used on the Storm Season II campaign for OP. I will, however, be making another recompile soon though. I dont have a download link for the EAW missions yet.
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Rod O'neal
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Thanks Tracy. It's much appreciated. Looking forward to the others too.
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Klingon Fanatic
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Tracey,
Is there anyway of turning off the 'you can kill a Doomsday Machine with a fighter/shuttle' ability? I can't tell you how many times I've used a FCV and had a fighter squadron fly through the thing hit it and kill it. Ridiculous!
Also if I were to get you a copy of FASA Trek's scenario "A Doomsday Like Any Other" would you be inclined to create a mission based or two on it? I lone Chandley class would be the star of the show out in the FASA OUTBACK (Gorn-Romulan-Federation Frontier). I envision part 1 to be rescue a small merchant/pirate ship carrying a control device. Part 2 is ?oh my god, the DM is going to eat planet Ectair? if we don?t acquire/capture and ram a luxury liner down its throat (fails). Part 3 involves sending a boarding party on it to capture it before a Romulan squadron decides to capture it for themselves?
Qapla!
KF
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Klingon Fanatic
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Check out the Doomsday Machine here in this model pack: I did a search on STMODDIRECTORY for "SFC Model Pack" and bam! I got the d/l link: http://www.stcd.sgnonline.com/network/sfcmods.htm I LOVE the Doomsday Machine included in this pack! Looks more accurate IMHO. Now we have: 1. Stock Taldren 2. Stock Retexture John Stone 3. Azel's TNG version 4. this one.
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Pestalence
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Tracey,
is it possible for you to compile it for a Skirmish mission?
or a Multi-player Mission for GSA?
I would love to create a custom shiplist based on your script and the model listed in the post above...
I wanted to take FS's Shiplist and add in the Planet Killer Doomsday Machine into an entry and giving it a high warp value, moderate to low impulse, slow accelleration value, slow turn value, an extremely hard hull and high armor, 4 Fusion Cannons FA only, and tractors, No transporters and lots of marines (to prevent capture)
Now hopefully in game the model will not be able to Ram, and also, hopefully someone can help me thing of a way to where it will do lots of damage per volley.... while at the same time, trying to keep it looking like the TOS episode....
Thanks
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Klingon Fanatic
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FPF_TraceyG
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The Doomsday machine UI in the shiplist appears to give it special properties. It cannot take damage, it cannot be boarded or hit and run. It can be killed by 'anything' colliding with the 'maw' of the model, including a fighter or shuttle. To get around this, for SS2, I asked Jeff to place 4 AMD12 on the DM. This kills shuttles quickly, and usually gets most fighters as well. I also asked him to replace the stock PPDs on the DM with TRHs (Heavy Tractor-Repulsor Beams),since PPDs dont work at close range. Alternatively, a Mauler might also work well. I've almost finished the mission script, no more problems with it so far. Here's a pic someone took whilst testing the game in mission for me. As for other Doomsday scenarios, by all means, you can either post any info here, or send to my email address FPF_TraceyG@hotmail.comOh, I see no reason why a Doomsday script can't be written for skirmish either.
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« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough »
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Rod O'neal
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Tracy, Something else that might, or might not, have something to do with the DD machine acting differently in scripts. when you run Dave Wessels' "shiplist checker" on the shiplist it returns this error
Unable to open model file "./assets/models/mdm/mdm_brk.mod" for M-DMS, line 1006 Unable to open model file "./assets/models/mdm/mdm_brk.mod" for M-DMM, line 1007 Unable to open model file "./assets/models/mdm/mdm_brk.mod" for M-DML, line 1008 Unable to open model file "./assets/models/mdd/mdd_brk.mod" for M-DMD, line 1009
There are no _brk.mods for the doomsday monsters. They use the mdd.mod as a _brk.mod, don't they? Maybe there's something coded in the game, or something needs to be added to the code of scripts, or both, to make the mdd.mod be called as the _brk.mod when the monster's killed.
I don't know if this info matters at all or not. I thought it might though, so I decided to pass it along.
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FPF_TraceyG
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Interesting. When the Doomsday Machine is killed, it doesn't blow up, but reverts to the 'dead, Doomsday model. The above would explain that. I never actually looked at the pointers for the models in the shiplist to be honest.
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Klingon Fanatic
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atheorhaven
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FPF_TraceyG
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Ooooh, I've been looking for a model just like that one!! Thanks...
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atheorhaven
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No problem Tracey.. and for proper testing, you should also grab Lord Schtupp's TOS Enterprise.. it's the one that I kitbashed this Connie from (with permission). It'll expand the milk of the experience and help fill it all full of TOS Trek-crunchy goodness. http://www.frost-works.com/schtupp/cruisers.htm
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Pestalence
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Tracey, This is the TOS Enterprise that I have Code:
Credits The Original Series Constitution Cruiser (refit for series run)
Original mesh by Moon (Thanks, man!)
Based on a design by Franz Joseph and Paramount's Star Trek series
Mesh reworked by Lansing (Mike Callahan)
Textures by Lansing
Design advice, HEAVY research and additional textural work by Brian Zinkle, Ghost and Anduril.
Taldren Model Viewer :      ______ ------------------- _______________ ----------------- ______________ ---------- In Game Shots :      I can make this one available for DL as i do not know which site i got it from.... just let me know, oir email me at pestalence@startrek.netAtherohaven, Excellent Constellation model you have there for the damaged ship.. i love it and it wiould be perfect for this senario... hopefully this can be made to where the shiplist could be custom for the additional model(s) so all i would have to use is Ship Edit OP to change the weapon specs.... Thanks.. BTW any word on GSA mission.. I would make one using FMSE, but those are not OP compatible... also Single player Skirmish would be wonderful as well... Thanks.
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« Last Edit: December 31, 1969, 06:00:00 pm by Pestalence »
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Klingon Fanatic
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Tracey,
Please give us an update on the state of your script.
Qapla!
KF
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« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »
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FPF_TraceyG
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Its almost finished. I'm a bit busy trying to get missions done for SS2 as well, so its a bit slow going. I have encountered a problem with transporter objects. Originally, I had in the script you beam aboard an engineering team onto the crippled ship, the ship then begins to repair. Shortly thereafter, a survivor is found, the ship's captain and you beam him back. At this point in the script, the transporter icons go hay wire and ever object on the map shows exactly the same transporter icons in its display panel. I've seen this happen in one of Dave's missions as well, where you have to rescue a spy aboard a ship, and every enemy ship ends up showing the spy on board.
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Klingon Fanatic
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Tracey,
Thank you for the update!
I am so looking forward to playing this and the ANY other missions you are planning to release.
Best wishes,
KF
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atheorhaven
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And I also retouched the dead DM a bit as well to match a little more and give it a bit more of the "burnt-out" look. The biggest issue I was having though with it was the placement of the maw effect. It was either too far in, or too far in front. Well, I got it today. The only problem is that the effect now doesn't fill the mouth of the maw (because it was hardcoded I think for the original sized one, and this one is 200% larger than that now), but oh well.. you can only do so much.  But it's now complete and ready for download. I'll crosspost this over to the Mission Scripting forum as well because then Tracey'll know for her Doomsday script. But here's a shot of the final result...  I guess I'll get this up for download asap... Enjoy guys..
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Klingon Fanatic
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Looks awesome! No more 'sports coup' version! Yeah!
Well done Atheorhaven!
Tracey,
please give us some news....
KF
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atheorhaven
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As I mentioned in the Mods forum though, we're going to need spacecadetglowuk's permission before we can release this. This is primarily his work, I only resized it and then created the MDD texture based on his MDM texture. So this doesn't get out unless he's okay with it.. :/
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atheorhaven
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Cross-posting from the Models forum: Quote:
TheBigCheese Commander Reged: 03/03/02 Posts: 1195 Loc: Trafford,UK Re: Finally figured it out.. KF's request for resize of spacecadetglowuk's MDM done! #166131 - 09/10/03 11:05 AM
space gave permission for anyone to use and kitbash any model at his old site, so go ahead and release it
Fabulous.. thanks for the update.
Now that there's a go-ahead.. here's the link to it (and I'll cross-post this to the Scripting forum as well so that Tracey knows)..
http://www.themackiestuff.com/atheorhaven/html/userfiles/ships/trek/sfc2/spacecadetglows_mdm_resize.zip
This includes the Live and Dead versions of the rescaled Doomsday machine in their proper folders. Just unzip with folder names from the \assets\models directory and they should open in the right place.
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atheorhaven
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Just wondering what's happening with this script..
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FPF_TraceyG
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Sorry I havent replied here for awhile, I've been playing a lot on SS2 lately and havent done any scripting for awhile. I still have a few things to add to it, and ran into a problem with transporter objects. Intitially I had wanted the engineering team beamed aboard the crippled ship to find the ship's captain, who you then beam back. After this, a bried dialogue about the planet killer would appear and then you go off to fight it. Unfortunately, for some reason, when the 'Captain dude' transporter item is added to the crippled ship (which still has the enginerring team on board by the way), every ship in the game then shows both transporter items in the transporter panel. Not sure how to fix this yet, but basically, this is the only thing holding up the script.
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Klingon Fanatic
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Quote:
Sorry I havent replied here for awhile, I've been playing a lot on SS2 lately and havent done any scripting for awhile. I still have a few things to add to it, and ran into a problem with transporter objects. Intitially I had wanted the engineering team beamed aboard the crippled ship to find the ship's captain, who you then beam back. After this, a bried dialogue about the planet killer would appear and then you go off to fight it. Unfortunately, for some reason, when the 'Captain dude' transporter item is added to the crippled ship (which still has the enginerring team on board by the way), every ship in the game then shows both transporter items in the transporter panel. Not sure how to fix this yet, but basically, this is the only thing holding up the script.
Perhaps you might find the solution in Centauri Vaugn's TMG Yesterday's Enterprise script? It involves a damaged ship and transporting engineering team/Captain Garrett from to E-C to/from E-D... Just a thought
Qapla!
KF
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FPF_TraceyG
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Quote:
Quote:
Sorry I havent replied here for awhile, I've been playing a lot on SS2 lately and havent done any scripting for awhile. I still have a few things to add to it, and ran into a problem with transporter objects. Intitially I had wanted the engineering team beamed aboard the crippled ship to find the ship's captain, who you then beam back. After this, a bried dialogue about the planet killer would appear and then you go off to fight it. Unfortunately, for some reason, when the 'Captain dude' transporter item is added to the crippled ship (which still has the enginerring team on board by the way), every ship in the game then shows both transporter items in the transporter panel. Not sure how to fix this yet, but basically, this is the only thing holding up the script.
Perhaps you might find the solution in Centauri Vaugn's TMG Yesterday's Enterprise script? It involves a damaged ship and transporting engineering team/Captain Garrett from to E-C to/from E-D... Just a thought
Qapla!
KF
Is that a SFC2 or SFC3 script?
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Klingon Fanatic
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Quote:
Quote:
Quote:
Sorry I havent replied here for awhile, I've been playing a lot on SS2 lately and havent done any scripting for awhile. I still have a few things to add to it, and ran into a problem with transporter objects. Intitially I had wanted the engineering team beamed aboard the crippled ship to find the ship's captain, who you then beam back. After this, a bried dialogue about the planet killer would appear and then you go off to fight it. Unfortunately, for some reason, when the 'Captain dude' transporter item is added to the crippled ship (which still has the enginerring team on board by the way), every ship in the game then shows both transporter items in the transporter panel. Not sure how to fix this yet, but basically, this is the only thing holding up the script.
Perhaps you might find the solution in Centauri Vaugn's TMG Yesterday's Enterprise script? It involves a damaged ship and transporting engineering team/Captain Garrett from to E-C to/from E-D... Just a thought
Qapla!
KF
Is that a SFC2 or SFC3 script?
Centauri Vaughn's Yesterdays Enterprise mission is a SFC:OP script.
KF
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Potemkin
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Never could damage the thing. And I had a C-9, and a D-7!
Run away, run away!
Po~
Is there some key to killing it?
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Strafer
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The Doomsday monster? You feed it something. A shuttle will do.
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Klingon Fanatic
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Quote:
Never could damage the thing. And I had a C-9, and a D-7!
Run away, run away!
Po~
Is there some key to killing it?
You can defeat the Doomsday Machine IF you stay behind it firing your weapons. However, if you over run it, you will defeat it at the cost of your ship. This is just as ridiculous to me as having the shuttle/fighter take it out when it hits the ?magic spot? on it.
Tracey G.,
How about some news, please? Even releasing the revised Doomsday Machine stats would be welcome news.We also have a wonderful KA Luxury Liner for A Doomsday Like Any Other now, lol? BTW if you need Centauri Vaughn?s mission, let me know.
Qapla!
KF
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FPF_TraceyG
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In testing, we changed the stock weapons on the Doomsday Machine, adding in lots of AMD to lower the potential for a shuttle or fighter simply taking it out by flying down its maw. We also used Heavy TR beams instead of PPDs, which looked ok, but perhaps a Mauler would look better. If you like, I'll put the beta beta version up for download. It works just fine, just needs a few more things added to it to complete the storyline, but you can still finish the mission adequately. The SS2 shiplist contains the revised stats for the Doomsday Machine, so if you already have that, then just run the mission in single player (it was made for a campaign). I will post a link soon.
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Pestalence
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I think the mauler idea is the best as it wold look just like the TOS episode... It is what I have my DM shooting at me on my spec file... and getting in close when it does fire... Ouch... i gave it 2.
Maybe upgrade it to 3 or 4 later on as I would like it to be able to take out hard points on it's attack, yet still let the ship manuver, not quite crippeling it. just take the player down a notch or 2 to where they would have to pull off and build back up before thinking of engaging that thing again.
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atheorhaven
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Quote:
How about some news, please? Even releasing the revised Doomsday Machine stats would be welcome news.We also have a wonderful KA Luxury Liner for A Doomsday Like Any Other now, lol… BTW if you need Centauri Vaughn’s mission, let me know. Qapla! KF
Just posting so that Tracey et al can see the liner for consideration for the script..

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Potemkin
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WHAT
« Reply #39 on: October 04, 2003, 11:04:05 pm » |
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is that ship, Atheorhaven?
Po~
Be explicit.
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Potemkin
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And how does one load up these new scenarios you have created?
Po~
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Lieutenant_Q
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Something that I've never really cared about Tracey, is that the Doomsday machine was coded as invunerable to weapons fire. I don't think that its completely invunerable. Spock said "Sensors indicate that the object's hull is made of solid nuetronium, a SINGLE starship cannot combat it." The only way I've seen the Doomsday machine destroy starships is to eat them, which of course kills the Doomsday Machine. You're on to something by giving the DM weapons, 4 Fusion Cannons FA with enough energy to always Overload them? I think the DM should actually be fast, since it can overtake a Connie unless the Connie is moving at flank speed. I also think that instead of making the DM invunerable, it should just have an enormous amount of armor, and maybe a natural ECM shift. That way a single starship wouldn't stand a chance against it, but a whole fleet of ships could possibly take it down. Really a shame that the Klink's Ion Cannon cant be ported from SFC3, i think that the Ion cannon would actually make a better weapon for the DM than the Fusion Beams.
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Klingon Fanatic
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Quote:
Something that I've never really cared about Tracey, is that the Doomsday machine was coded as invunerable to weapons fire. I don't think that its completely invunerable. Spock said "Sensors indicate that the object's hull is made of solid nuetronium, a SINGLE starship cannot combat it." The only way I've seen the Doomsday machine destroy starships is to eat them, which of course kills the Doomsday Machine. You're on to something by giving the DM weapons, 4 Fusion Cannons FA with enough energy to always Overload them? I think the DM should actually be fast, since it can overtake a Connie unless the Connie is moving at flank speed. I also think that instead of making the DM invunerable, it should just have an enormous amount of armor, and maybe a natural ECM shift. That way a single starship wouldn't stand a chance against it, but a whole fleet of ships could possibly take it down. Really a shame that the Klink's Ion Cannon cant be ported from SFC3, i think that the Ion cannon would actually make a better weapon for the DM than the Fusion Beams.
First, I'm pretty sure there is an upper limit on armor, I want to say 150 points, I'm not 100% sure. Neutronium is incredibly tough stuff and Federation Technology in TMP times is not there for doing ANY damage to that stuff. So for me the Invulnerability is a key factor for me. I like knowing there are things you have to think about beating rather than the violent head on 'guns blazing' approach. A fleet battle against the doomsday machine is depicted in FASA's A Doomsday Like Any Other; the Romulan Squadron (and the Chandley) may opt to attemtp to destroy it by sacrificing one of their ships to it.
Qapla!
KF
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Lieutenant_Q
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If there is an upper limit on armor, then perhaps it needs to be given sheilds as well. As much as I like puzzles that require some thinking, the one in SFC1 regarding the Doomsday Machine didnt require any thought on my part at all. (well I had just watched the Doomsday Machine a couple of hours before I managed to get the computer to continue the SFC campaign) When the DM became active I did get as far away from it as I could, expecting it to shoot at me, but when it didnt, I simply closed the gap and threw the 1701 Enterprise (Imperial Ship) into its maw.
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Pestalence
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If you care to re-watch the episode.. you will notice that all the Enterprises weapons bounced off the hull leaving absolutely no damage on it's hull.. all the DM did was notice a source of energy and turned toward it....
Also, if you read Trek Books (or even give them any consideration for ST background)
the TNG book Vendetta has an even bigger DM (on a scale of 10 times bigger or more) came across Piccard and the Ent-D and in the end, the DM was made by Guinen's (Whoopie Goldberg in TNG) race as the ultimate payback weapon against the Borg for what they did to Guinen's race.. the DM ate planets to fuel itself for the long journey to the Borg homeworld.. if it ever found it.. always searching...
The Borg entered the area and got into a scuffle aga | | | |