Sal Jan 06, 2008 4:53 pm
Subject: Schildgenerator ??

its hard to say what it is and what it does?!
If you guys have ever played the mission and campaign games you´ll notice the cpu is using alot of the alien stuff, even the monopole mine / shield gen is in use! I would love to know more about the alien units.I once tried to play some max2 to get more information about the alien untis, but its so long ago and I can barely remember anything...

anyway

here is the demo and another screenshot, with the old school tank...I like this one even more..
shouldnt be hard to exchange them with the maxr units ...?

http://www.sal4.de/new/max/maxdemov1.rar



oh and MAX 1.56 if someone want to check on that aswell ( not suported, never released.. we got it from the max russian community and thats all info Grinning

http://www.sal4.de/new/max/max_156.rar

edit
yes mague! the pictures are really nice!

Sal Jan 06, 2008 4:54 pm
Subject: Schildgenerator ??

Quote by beko:
Quote:
MAX2 uses exactly the same font files as MAX1 (The fonts can be viewed with the fallout fon format viewer and editor from TeamX.)
Now that is important. Where to download this editor?
uh yeah!

hot!
alot of tools are here beko
http://www.teamx.ru/eng/files/utils/

even the fon viewer..etc.

beko Jan 06, 2008 5:03 pm
Subject: Schildgenerator ??

yeah Grinning Doc will jump in the air since he tried to open these files for weeks.

mague Jan 06, 2008 5:37 pm
Subject: Schildgenerator ??

Sal, thanks for the demo v1.0 :P I'm downloading it now. I'm so excited about it :P Thanks again!

mague Jan 06, 2008 5:45 pm
Subject: Schildgenerator ??

Here is the fon format and sample c code from TeamX Smiling

http://www.teamx.ru/rus/bd/fon_format.shtml

or google translated link

beko Jan 06, 2008 5:46 pm
Subject: Schildgenerator ??

mague: are unit codenames in max2.res the same as in max1.res? if that is so resinstaller won't care about provided .res and can be used with max2.res too

mague Jan 06, 2008 6:32 pm
Subject: Schildgenerator ??

I played with the v1.0 demo. It was hilarious Grinning

- The surveyor do not have an auto search funtion.
- There's no building multiplier for the engineer and constructor.
- The custom game setup screen is totally different!
- All three demo version uses different fonts.
- The Tank and the Engineer has different graphics as, Sal said.
- The MAX logo screen was stunning xD
- The monopole mine is in the game (althought it is not buildable Disappointed ), but the v1.0 readme don't even name it in the constructor's building list! This could possibly mean that the building was implemented not long before the releasing of the demo v1.0.
- The unit portraits and the description texts are also different (29 never seen portrait!).
- The power station has different conversion rates.

To beko: unfortunately MAX2 res format is different from MAX1 res format. The filenames for the portraits are the same, but the units in MAX2 are totally different. MAX2's graphic format is also different in some short for the units. The MAX2 engine can show the units in isometric view with the help of a second slider.

Mal Jan 06, 2008 7:02 pm
Subject: Schildgenerator ??

I think there was never a function for the monopole-mine.
If you want to built it, there comes a message that its not buildable in the demo version.
so, they wanted to implement it later.

mague Jan 06, 2008 7:43 pm
Subject: Schildgenerator ??

Yes you are right Mal. But the strange thing is that the monopole mine's portrait is called shield in v1.0 demo too. I don't understand this at all Smiling

By the way, I found AI related debug texts in the demo v1.0. Maybe somehow the debug mode can be turned on. The game also creates an ai_log.txt if debug is on. Here are some of the AI debug texts:

Unit AI texts:
- Decide if %s should make desperation attack on %s
- %s is doomed anyway, so attack
- Enemy is not threatening a valuable building.
- enemy is inside a fixed defense's range
- No fixed defenses to shelter unit, so attack.
- Found a fixed defense to shelter behind, don't attack.

Rocket Launcher related AI texts:
- Choosing square for %s to attack [%i,%i]
- Chose [%i,%i], projected damage %i %s at [%i,%i] firing on %s at [%i,%i] fire delayed.
- Support fire. Projecting overall losses: %i friendly, %i enemy Check attacks.

I seen this in the v1.0 demo an hour ago: the Rocket Launcher was out of shooting range by one square. The game AI shoot into the ground that was in his range, and damaged my vehicle with it, as the Rocket Launcher's bullet hits two squares. Clever...

more Unit AI texts:
- Staying to attack despite probable destruction.
- Maintain an attack reserve. (the AI keeps one bullet to shoot us in our turn! as it's sentry is on)
- Completed Kill Unit task.
- Notifying %s that task is finished
- Advance to attack nearby enemies.
- Find defense location for %s
- Task spot: add unit
- Task spot: parent complete
- Completed attack task.
- Initializing attack on
- Waiting to attack
- Sneaking toward
- Advancing cautiously toward
- Advancing toward
- Finding enemies which protect %s at [%i,%i]
- Merging attack tasks.
- Target not visible, changing from Attack to Search.
- Re-assess which enemy units protect others

and tons of other AI related strings in there to see Smiling

Some source file names (with tons of debug text for them):
- strobj.cpp
- ai.cpp
- ai_build.cpp
- ai_explr.cpp
- ai_move.cpp
- ai_playr.cpp
- commo.cpp
- flicsmgr.cpp
- gamemgr.cpp
- hash.cpp
- inifile.cpp
- mssgsmgr.cpp
- paths.cpp
- remote.cpp
- resrcmgr.cpp
- smartlst.cp
- smartptr.cpp
- smrtarry.cpp
- smrtfile.cpp
- soundmgr.cpp
- unitinfo.cpp
- unitsmgr.cpp

Log files if Debug ON:
- team.log
- ai_log.txt

Sal Jan 06, 2008 8:02 pm
Subject: Schildgenerator ??

damn mague ! you are good ! Grinning