View unanswered posts | View active topics It is currently Sat Apr 05, 2025 11:34 pm



Reply to topic  [ 46 posts ]  Go to page 1, 2, 3, 4  Next
 Constructor - V1.1 [04 Dec Update 2] 
Author Message
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
 Constructor - V1.1 [04 Dec Update 2]
So TLB, Kyred and I made a mod. Seriously, major credits to those guys. There's also a sprite by Thundertoes (you rawk dawg) and possibly another sprite coming from a mysterious benefactor.

Anyways usage instructions: in bunker editor mode, select the Constructor heading, and then notice the three large Empty modules.

YOU MUST USE THESE MODULES FOR THE CONSTRUCTOR TO WORK

Select any arrangement of these and place them. This will be where you can build your bunker while ingame. Feel free to put regular bunkermodules in as well; they're no obstacle to the constructor.

Then, once you're complete with the rest of your building, order the Constructor drone from the Constructor menu, and begin the mission.

REMEMBER TO USE THE BACKGROUND MODULES

MOUSE USERS:
yeah the constructor follows you while still in bunker editor. It's fixed once you're not so get over it
okay so you move with the mouse (obvi). Switch modules with left and right movement keys, and begin placement with the fire key. While placing you cannot move the mouse, but placement will only continue as long as you're holding down the fire key.

KEYBOARD USERS:
Move with arrow keys. Switch modules back and forth with sharpaim and pie menu. Fire key to place.

REMEMBER TO USE THE BACKGROUND MODULES

now then uh where was I

PEOPLE WHO AREN'T INTERESTED IN HAVING DIFFERENT MODULES STOP READING NOW YOU'RE GOOD
oh right.
this mod is fully extendible. You want to use another bunkermodule? You go right ahead. All you have to do is open up the handy-dandy BMP To Array folder (coded by our resident TLB), drop a series of images onto the .exe and enter a foldername. That's it.
Any and all modules will work with this, in any colors at all. All modules have the same material, and no child objects will be duplicated, but by god man, it's literally capable of producing EVERY bunkermodule.

ImageImage

In case you're mislead by the GIFs, this will produce ALL default Bunker Modules and Bunker Bits objects (except doorframes). Also,

REMEMBER TO USE THE BACKGROUND MODULES

Note by TheLastBanana:
In case you're wondering how this works and why you're limited to using the background modules, it's for a simple reason related to CC's engine. When an object "settles", meaning it has become part of the terrain, it is set to a mode called "IsScrap". Basically, this makes it very weak. This is what causes bodies to disintegrate more easily than dirt so you don't get massive piles. However, in order to draw bunker modules like this, the scrap variable is always on as it is just made of pixels settling one at a time. The only way to circumvent this is to place a settled pixel in front of a pre-placed background. Take a look next time you play CC - you'll notice that dirt that has the underground background behind it is strong, but grass is very flimsy. Also, try placing one of the concrete barriers sticking halfway out of a bunker module with a background, then shooting it with an AK-47. You'll notice that the half outside is far weaker. For this reason, you're limited to using pre-placed backgrounds.

DOWNLOAD


Fri Dec 04, 2009 4:02 pm
Profile
User avatar

Joined: Wed Dec 26, 2007 6:33 am
Posts: 1743
Location: Trapped in UCP. Send help.
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
Terrible F- requesting you be banned for this.


Fri Dec 04, 2009 4:07 pm
Profile WWW
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
You keep screaming "remember to use the background modules," but you may wish to explain WHY it's in huge red bold italicized words.

Basically, a little explanation of how/why this works.

STILL, awesome work.


Fri Dec 04, 2009 4:39 pm
Profile YIM
Banned
User avatar

Joined: Thu May 14, 2009 9:22 pm
Posts: 826
Location: Lookin' forward to mocking people on Jan 1st 2013.
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
Because it might prevent dozens of "OMG THIS MAKES WEAK BUNKER MODULES" messages. It likely won't, though.


Fri Dec 04, 2009 4:42 pm
Profile YIM
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
Holy shiad. Looked into the code and well... a BMP to complete luaized bunker converter?

this is a triumph
I'm making a note here
HUGE SUCCESS
it's hard to overstate my satisfaction
Data Realms Forums
we do what we must because we can
for the good of all of us
...except the ones who don't play


Fri Dec 04, 2009 4:47 pm
Profile YIM WWW
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
Is this actually making background on the fly somehow? That's basically the thing I'm wondering about.


Fri Dec 04, 2009 4:55 pm
Profile YIM

Joined: Wed Jan 28, 2009 7:35 pm
Posts: 13
Location: On my computer, where else?
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
First Thoughts- :shock:
Second thoughts- Failed to load Bunkerbits.COM where it should be .CON. What.


Fri Dec 04, 2009 5:06 pm
Profile
User avatar

Joined: Fri Jul 24, 2009 9:03 am
Posts: 159
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
I have the same, a quick "replace all" in file search from notepad++ fixes everything, on a non-error note, this is just epic, the amount that could be done with this.
Well done.

EDIT:
Occasional crash when cycling item, very interesting mod and hugely fun to use, the fact that you can't place on a grid slightly overlaping is minor and there are certinaly places where this would be usefull, yet the fact you have to place a BG module means it isn't usefull in campaign, something impossible right now.


Last edited by Samohan25 on Sat Dec 05, 2009 9:51 am, edited 2 times in total.



Fri Dec 04, 2009 5:16 pm
Profile
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
You mean usefull in campaign right?


Fri Dec 04, 2009 5:39 pm
Profile
User avatar

Joined: Mon Jun 15, 2009 4:02 pm
Posts: 905
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
This is pretty amazing. One thing, though, I assume transparent background modules are impossible?

Also, when building something, you can switch to other modules, and do some in game frankenstein-ing.

Edit:
I haven't tested, but is it possible to construct a module with attachables and such without modification of the current system?


Fri Dec 04, 2009 6:15 pm
Profile WWW
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
Grif Grif Grif
I love you


Fri Dec 04, 2009 6:28 pm
Profile

Joined: Mon Apr 09, 2007 8:08 pm
Posts: 11
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
Transparent backgrounds are perfectly possible, just look at the gifs in the op. No idea why there were none of them included, next release perhaps? Or you can hack them together yourself, I dont know how the inis work, but you can just copy "backgrounds\Empty 4x4 Area.bmp", then rename the copy "backgrounds\Empty 4x4.bmp". This turns the current 4x4 background into a transparent one.

Oh, and modules with attachables and such dont seem to be possible:
Quote:
All modules have the same material, and no child objects will be duplicated,



EDIT: Turns out, you can just copy the AddAmmo and AddTerrainObject blocks in the Background.ini and change the Path below BGColorFile.

EDIT²: Also turns out, I should've read Darlos9D's post before. Apparently, transparent background ==> bunkermodules are made of this scrap stuff that disintegrates rapidly when shot at.


Last edited by Demnevanni on Fri Dec 04, 2009 7:15 pm, edited 2 times in total.



Fri Dec 04, 2009 6:36 pm
Profile WWW

Joined: Fri Aug 24, 2007 8:29 pm
Posts: 85
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
The error isn't apparent to me. Plz fix.


Fri Dec 04, 2009 6:50 pm
Profile
User avatar

Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
It's here! It's here!
It's finally here!

You people are great.
But...
Failed to load datafile object with following path and name: Constructor.rte/Modules/Bunkerbits.com/ConcretebarrierFGGlow


Fri Dec 04, 2009 6:54 pm
Profile

Joined: Sun May 31, 2009 6:49 pm
Posts: 69
Reply with quote
Post Re: Constructor - V1.0 [04 Dec]
Same :(

Failed to load datafile object with following path and name: Constructor.rte/Modules/Bunkerbits.com/ConcretebarrierFGGlow


Fri Dec 04, 2009 8:26 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 46 posts ]  Go to page 1, 2, 3, 4  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.264s | 14 Queries | GZIP : Off ]