OSP Kit Battle of Europe - Source Pack

Users who are viewing this thread

_Sebastian_

Punkbuster 2.0
Baron

14174674906_02d9b7a203_o.png

Source Pack

Hello community.
As promised, we're releasing all source codes and files of Battle of Europe.
We're going to release the files step by step.

Check out the BoE GitLab Repository with all it's source files ready to preview and download.

Download additional files from ModDB.
Spreadsheets
Used to create Items / Troops and to generate the related MS code.
WIP Campaign Map and Settlements
Raw generated Europe Map using Nasa images + Spreadsheet including 600+ settlements with coordinate convertion and MS code generation;

Please give credit when you use our work for your projects.

I might update this Pack from time to time.
Happy modding!
 
Last edited:
Congratulations to everyone who participated in this amazing project. There's some really groundbreaking stuff by Sebastian and Guika in that module system, hope it gets put to good use  :smile:

 
Duh said:
Just a headsup similar to the one I gave Ramaraunt.

The OSP section of the forge is limited to code packs that are comprehensive - i.e. not entire mods that encompass several systems. Furthermore, the original post should go beyond a feature list and ideally detail the implementation.

That, of course, doesn't mean that I dont appreciate you going OSP :smile:
Same goes for this. Thank you for going OSP nonetheless!
 
How on earth do you get this working in native. I'm having trouble with the skyboxes.
 
Ramaraunt said:
How on earth do you get this working in native. I'm having trouble with the skyboxes.

I was tried this, it worked for skyboxes and props that the mod has from native. but this mods shaders is not for native. No map shader, etc

The only way is just taking the skybox shader itself. And that is also a problem. I wanted a help from sebastian a lot about this but I got nothing :razz:

And now I want help again. :iamamoron:
 
Accept my steam friend request.

The problems seem to arise when you are in a scene marked as interior, or if you are in the world map.
 
HyperCharge said:
Ramaraunt said:
How on earth do you get this working in native. I'm having trouble with the skyboxes.

I was tried this, it worked for skyboxes and props that the mod has from native. but this mods shaders is not for native. No map shader, etc

The only way is just taking the skybox shader itself. And that is also a problem. I wanted a help from sebastian a lot about this but I got nothing :razz:

And now I want help again. :iamamoron:
Any (SP)map- or indoor- related shaders have been removed.
Keep in mind that allmost all shaders, aswell as the related functions have been rewritten from scratch.
Some shaders make use of PostFX samplers (more on that HERE) and major variables are set by the module system, so it's not that easy to simply "port" those shaders to Native.

Unfortunately I have no time to write proper tutorials, so you need to get basic HLSL knowledge in order port certain features to your own shaders.
For proper HLSL documentation and examples check this out;
https://msdn.microsoft.com/library/windows/desktop/bb509638(v=vs.85).aspx

 
do this mod have firearms and if so how can i add them to my mod i am using hispainia 1200  mod as a base for my mod and how can i add things from another mods to mine and is there any special things i need to do in general because i am using another mod as a base and not the native ( the last question about mod making as general ) 
 
Hello Sebastian.you did pretty Good job in this osp.


In other way I have big issue with porting one of  part .

There is quote from q&A about my issue.thanks and cheers 

PitchPL said:
kalarhan said:
PitchPL said:
Anyone had this problem before?

read the error message. It is tech talk, but not that weird you can't figure out what is saying.

File "process_items.py", line 72, in <module>
  -> something with items (module_items.py)

TypeError: %d format: a number is required, not list
  -> syntax error, so you have a fault/buggy item

review your last changes

I would do it but it is not my code and I do not know how to take it.Its _Sebastian_ code from BoE.


If I edit/delete something compilerr says me "    if values[13] > 0: #check for swing attack
IndexError: list index out of range"

Code:
#generate item modifiers
for i_mod in range(1, 4):
	items += ["mod_"+str(i_mod)+"_items_begin", "Mod "+str(i_mod)+" Items Begin", [("invalid_item",0)], itp_type_horse, 0, 0, 0, imodbits_none ],

	for i_item in range(itm_regular_items_begin +1, itm_mod_1_items_begin):
		values = [ #get base values
			get_weight(items[i_item][6]),
			get_abundance(items[i_item][6]),
			get_head_armor(items[i_item][6]),
			get_body_armor(items[i_item][6]),
			get_leg_armor(items[i_item][6]),
			get_difficulty(items[i_item][6]),
			get_speed_rating(items[i_item][6]),
			get_missile_speed(items[i_item][6]),
			get_weapon_length(items[i_item][6]),
			get_max_ammo(items[i_item][6]),
			get_thrust_damage(items[i_item][6])&0xff, #damage
			get_thrust_damage(items[i_item][6])/0x100, #type
			get_swing_damage(items[i_item][6]), #damage
			get_swing_damage(items[i_item][6]), #type
			]
		
		modifiers = [i-i for i in range(len(values))] #empty modifier arrays
		#print modifiers
		if values[1] > i_mod * 10:
		   modifiers[1] = i_mod * -10

		item_type = items[i_item][3]&0x000000ff
		if item_type >= itp_type_one_handed_wpn and item_type <= itp_type_polearm:
			modifiers[7] = i_mod #speed rating
			if values[11] > 0: #check for thrust attack
				modifiers[11] = i_mod
			if values[13] > 0: #check for swing attack
				modifiers[13] = i_mod
		elif item_type == itp_type_shield:
			modifiers[3] = i_mod #armor
			modifiers[6] = i_mod*10 #health points
			modifiers[7] = i_mod #speed rating
			modifiers[11] = i_mod #bash damage
		elif item_type >= itp_type_bow and item_type <= itp_type_thrown or item_type == itp_type_pistol or item_type == itp_type_musket:
			modifiers[4] = i_mod #accuracy
			modifiers[8] = i_mod #missle speed
			modifiers[11] = i_mod #damage
		elif item_type == itp_type_arrows or item_type == itp_type_bolts or item_type == itp_type_bullets:
			modifiers[11] = i_mod #damage
		elif item_type >= itp_type_head_armor and item_type <= itp_type_hand_armor:
			for i in range(2,5):
				if values[i] > 0: #check for armor
					modifiers[i] = i_mod
		elif item_type == itp_type_horse:
			modifiers[3] = i_mod #armor
			modifiers[6] = i_mod*10 #health points
			modifiers[7] = i_mod #maneuver
			modifiers[8] = i_mod #speed
			modifiers[11] = i_mod #charge damage

		for i in range(len(values)):
			if modifiers[i] != 0:
				values[i] = values[i] + modifiers[i]

		trigger_list = [] #check for triggers
		if (len(items[i_item]) > 8):
			trigger_list = items[i_item][8]
		#faction_list = [] #check for factions #NOT USED
		#if (len(items[i_item]) > 9):
			#faction_list = items[i_item][9]

		items += [
			str(i_mod)+"_"+ items[i_item][0],#Item id
			"+" +str(i_mod)+ " "+ items[i_item][1],#Item name
			items[i_item][2],#List of meshes
			items[i_item][3],#Item flags
			items[i_item][4],#Item capabilities
			items[i_item][5],#Item value
			weight(values[0])|
			abundance(values[1])|
			head_armor(values[2])|
			body_armor(values[3])|
			leg_armor(values[4])|
			difficulty(values[5])|
			hit_points(values[6])|
			spd_rtng(values[7])|
			shoot_speed(values[8])|
			weapon_length(values[9])|
			max_ammo(values[10])|
			thrust_damage(int(values[11]),int(values[12]))|
			items[i_item][7],#Modifier bits
			trigger_list,
			#faction_list #NOT USED
			],
 
Back
Top Bottom