PDA

View Full Version : Communist Worlds Union (v0.1)


Dauss
February 23rd, 2012, 08:29 PM
By the looks of it I'm going to have the first post here of 2012. Not encouraging...

Anyways, thanks for taking a look at my first Weird Worlds mod, the Communist Worlds Union! For some backstory, the goals of this mod, the changelog, and some writing about myself, check the included readme!

If you're new to the mod installing thing, just extract the CWU folder from the .rar, and place it in the same directory as your weird.exe (/Program Files/Shrapnel Games/Weird Worlds/).

As this is my first ever Weird Worlds mod, there's a lot I'm having a rough time with. If you think you can help, please, get in touch with me! My contact info (and most of my problems) are listed in the readme.

For now I'll leave you with some images of the mod, and hopefully you'll check out the mod! Happy playing.

http://dl.dropbox.com/u/1160406/frigateparts2.png

This is the end result of me pissing around with bits and pieces of the default Terran craft to create the CWU Champion class dreadnought! Currently the only new craft in the mod. Trust me, I'm working on it.

I'm hoping these forums aren't too dead, I'd love to hear input and get help with my further modding endeavors. Even if you're just popping in, please, leave a comment!

EDIT: Geez I guess actually uploading the mod might help a bit too eh?

Dauss
March 1st, 2012, 10:58 PM
It'd be cool and all if the 8 of you who downloaded left a comment. : P

Anyways I'm going to work on this a bit more tonight, you can expect an update sometime this week.

Dauss
March 2nd, 2012, 12:00 PM
http://dl.dropbox.com/u/1160406/cwuftr.png

And here's the first image of the CWU fighter, the sprite for which was shamelessly made by picking apart the Ripley and Terran fighter sprites and putting them back together.

These fighters will be slow, but very numerous, armed with slow firing, but strong (for a fighter) cannons. Better take out those deployers ASAP, before you're overwhelmed!

Think I'll do the fighter factories next.

chabex
March 2nd, 2012, 12:13 PM
I was afraid that everybody abandoned this forum - let alone making new mods... Go on man! :)
I will check your mod but thanks for even making it!

GameGroker
April 21st, 2012, 05:15 AM
I've tried the mod 3 times (once for every ship-type) in Win 7(64 bit), and the same in Win xp (32 bit), and the game crashed to the desktop every time when I clicked the start button. Also I don't see any C.W.U. ship types in the menu. I like yer banner picture. I still play almost every day SOME version of the over one dozen flavors of the game. This is my 1st post, even tho I visit every month or so. Keep werking on it please, the ships look interesting.

Black_Bear
April 22nd, 2012, 09:47 AM
The same happens on my system as well Win 7 64 bit.

clomaka
May 3rd, 2012, 01:41 PM
pretty ships:)

chabex
May 6th, 2012, 04:13 AM
On W7 64 it crashes for me too...
Ships look cool - don't give up!

Khuratokh
May 19th, 2012, 05:44 PM
although I like the shipmodels. I can't acually play the mod itself. It keeps crashing. (win xp)
Good effort for your first mod, though.
If any of the old mod masters were still around they could probably fix it for you. oh well...

clomaka
June 13th, 2012, 10:09 PM
it's been so long, but my best advice is to (save off what you've done, and) restart from the base game and add things in one piece at a time. Things need to be added in multiple different places, and if you screw one piece up, it all crashes.

general workflow that i remember:
***check to make sure it all runs correctly after *each* step***
1- create a new ship (w. prepackaged weapons, etc) and add it to an existing race, generally human.
2- create new race and add your ship into it (and delete it from where it was before)
3- tweek the loadout of the ship
4- if you're adding new weapons etc, now is the time to add them into the mix.

this all helps you figure out where things are going wrong. if you add everything at once, you'll have no clue where to start. if i recall correctly, one of the larger pains was getting the naming of the ship correct in the hull list in game.ini vs the ship definition in the (race).ini vs. the name in the (hull).ini (and having the (hull).ini named correctly, too).

quests are a whole other can of worms :<.

sorry to be so general, but I hope that helps.