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FryWalker

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  1. Thanks for the translation. Very interesting. Yes - your version was much better than BabelFish Looks like I might have to buy a copy of H&S to give it a go..
  2. Yes please - I would be very interested! I tried to read the thread using BabelFish to translate from Russian to English - but it is still very confusing. From what I can gather it is a hotseat mod for H&S only. Is that right? Or can it be played on S^2 / S^3 also? Thanks for the link to the thread!
  3. Actually I decided to start the mod as I was addicted to S^3 and was disappointed that it didn't support hotseat. Therefore I decided to start coding a mod that would allow us to have a multiplayer experience in Sentinels ...and your multiplayer campaign idea sounds really great btw!
  4. No problem I have been developing the mod for Silent Storm Sentinels - so I know it works for that! As for H&S.. not sure. When the alpha release is ready I might give it a go to find out, but I haven't bought a copy of H&S as yet. How much different is the game to S^3?
  5. Well.. then I have some good news After months of working on a different project I have finally been able to free up enough time to return to my Silent Storm multiplayer mod! Progress is good - fingers crossed - so hopefully I will be able to release an alpha build some time soon. However, I think that I may need to ask for a few volunteers to act as 'alpha testers' to start with. This is because the primary builds are likely to be buggy and I don't want to release the mod to the general public until it is a stable beta. So if you would like to be an 'alpha tester' for this mod please PM me and I will add you to the list. Cheers!
  6. Yep, probably best to leave the original S2AGAME mdf alone If the log file approach doesn't work, it is likely that your MDF has been corrupted. This thread describes a similar problem: http://www.mail-archive.com/activeserverpa...m/msg02406.html ..and it recommends using the MSSQL Recovery 1.1 application to reconstitute the database: http://www.officerecovery.com/ Hope you manage to salvage your mod successfully!
  7. Not sure if you've already tried these, but here are the osql commands you'd need to detach and reattach a database for manual transfer: NB. the database name is assumed to be 'S2AGAME', please substitute this and the deployment path of the database as required... [detach] sp_detach_db 'S2AGAME' go [attach] sp_attach_db 'S2AGAME','C:\Games\Silent Storm Sentinels\res\S2AGAME_Data.mdf','C:\Games\Silent Storm Sentinels\res\S2AGAME_Log.ldf' go If the database is corrupted it may be a good idea to detach it and then copy in a recent backup of the MDF file before reattachment if possible. If no backup is available a detach/attach cycle may still be worth while. Sometimes it also helps to detach the database, delete the LDF (log) file (or move it elsewhere) and then reattach the database. This can help as it will bypass any errors manifested in the previous log and create a new log from scratch.
  8. Well firstly: my initial idea is to develop the mod for LAN multiplayer as the current design I'm working with requires a lot of data transfer. However I should think that it would be feasible to play online as well if both players have a broadband connection. I will probably include a hotseat option, but LAN is my priority as I feel that this will add the element of stealth and strategy missing from the original S^2 hotseat play. As far as COOP is concerned - sure, why not! There is no specific map requirement and therefore a COOP scripted map should work great I am not designing any new maps myself atm so for the time being I'm just going to select a few that I believe will work well for multiplayer. Ofc I would welcome any map suggestions or custom maps that you expert mappers may have in development too
  9. Well, I am currently working on a multiplayer mod from Silent Storm: Sentinels. Progress is fairly good as I am starting to get to grips a bit more with the games scripting system, but there is still a lot of work to do... In the mean time - here are a couple of screenshots previewing the squad selection and equipment screens from the S^3 loader that I have designed: The idea is to have the loader client side so that each player can select and equip their respective squads at the same time (to save a bit of game preparation time). Then there will be a map selection screen which will in turn fire up the (modified) game with the required squad, inventory and map data
  10. Sounds like a great idea to me! Hope it succeeds! I'm pretty sure the absolute template size limit is 256x256, but the largest I've actually played on is 128x128. I guess the limits are enforced to ensure the engine can cope with all the graphics, so a 256x256 might struggle depending on its complexity. As for copying templates, I'm not sure. Hope someone else can help though as I think a random map generation feature would be superb!
  11. I believe this text is being referenced from the Strings table. The 'String' column of the record with ID = 12095 is: "Zovsim zelenyi... I cannot do that." I guess that the 'Zovsim zelenyi' text could be substituted with any unit's name. You can then display the text by using the Message() function, passing the required String ID, ie. Message(12095) Hope that helps!
  12. Does anyone know what Function may be called at the end of a of a players turn? I guess some Function must be called as the units a player controls will check for bleeding at the end of the turn (just before the next players turn). Thanks guys
  13. I sent two stealth guys crawling down either side of the corridor (sniper on left hand side) and set everyone else prone at the other end of corridor with rifles / machine guns. The character on the right should be able to spot the very end of the cave before he/she gets noticed, and that should reveal your primary target. Then it is down to a bit of luck, but when you've got a decent shot with both hidden chars, shoot (for the head if possible). I was lucky as I did enough damage + bleeding, which meant although he escaped my view he didn't make it to the ladder
  14. I find it does that quite often too. Slightly off putting at first if your not prepared for it when you click 'End Turn'. Useful for the save feature when playing on the default HARD setting (or any custom setting harder) as you can't save during combat. I think there is an option to fix the game on turn-based mode (so that it never switches to real time), but I guess that would become a bit tedious towards the end of a level. The AI does seem to be a lot more cunning in this game Yep - looks like they've increased APs for all movement - even on the most basic terrain. On the subject of AP increases, I've noticed it also takes 4 APs to transfer an item from a characters inventory to either of his/her quick slots and vice-a-versa. This can be a bit of a pain when you suddenly realise you can't throw the grenade you just pulled out cos you're just short of the required APs. But it does mean it is a bit more realistic and adds strategy to the preparation and use of the quick slots. Another quite notable difference I believe is the increased accuracy and throwing range of grenades (even for low level characters). Grenadiers are still the best grenade users. I found this improvement most welcome as the throw range in S^2 was a bit lame. One feature I was initially caught out by was the new weapon degradation. Having ventured upon the first few missions with my main hero only I was using the same gun quite frequently. It started jamming and misfiring, so I thought - no worries, I'll have it repaired when I get back to base... Then it 'broke' (turned red).. it was at that point I noticed the durability level was very low indeed, and when I eventually got back to base I had to buy a shiny new replacement... dang! Needless to say I have been repairing my inventories religiously ever since (which is refreshingly cheap as it happens). Great game! Challenging in a good way
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