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Novus Ordo
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Team Black
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PostPosted: Wed Dec 03, 2008 2:23 pm    Post subject:  Novus Ordo
Subject description: novus WHAT?
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hey mr. Clazzy, I was wondering if you could get your mod uploaded here somewhere. I know it's some years old and probably forgotten about, but I enjoyed it in its time, and to date probably the only original total conversion mod for TS out there.
What say you

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Clazzy
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PostPosted: Wed Dec 03, 2008 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean someone ACTUALLY played it? I'm shocked! I must admit, the state I released it in could have been much better and to be honest with a bit of effort it could be miles better. You can get it here (the rules.zip file I think fixes some sort of bug but I can't remember what, the thread's on TibWeb).
If you are planning on playing it, feel free to jot down things that need fixing and I'll try and release fixes for stuff. The thing that I can't for the life of me fix is The Order's AI. Since they use the Component Tower code, they have the Component Tower bug despite the fact it shouldn't be there. If anyone can figure out what I've done wrong I'd be very, very happy with you. There are lots of visual glitches everywhere and there is an AI-related crash that I never figured out (pretty difficult because I never wrote the AI and it was built from scratch).
I have a version of NO which runs with its own exe but I think it's bugged, if I play around and get it working then I'll put that up here. Meanwhile, feel free to put this up wherever you want.

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MT
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PostPosted: Wed Dec 03, 2008 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will you give permission to some, to edit (and possibly fix) it?

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Clazzy
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PostPosted: Wed Dec 03, 2008 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're more than welcome to edit stuff if you so desire, if you fix anything though it would be appreciated if you can post it back here. I would love to see NO in a more attractive state than it is now.

Content-wise, it's probably not going to see any new building artwork unless someone wants to step up and do new stuff. At least one unit (the Penguin) needs a voxel and at least one other (the Brawler) is using a voxel I considered temporary when I put it in the game. Then of course there's cameos, that's a bit messy to be honest.

The other things that really need doing are small bugs, graphical errors and AI bugfixing. I was planning a lot more graphical detail using particle effects and debris but only a couple of units had this implemented (Rocket Buggy/Recon Bike).

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Clazzy
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PostPosted: Wed Dec 03, 2008 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

This must be my first double post in several years! Thanks to Bittah who made me aware that the GDI AI can use non-Component Tower-based defences (I thought they were hard-coded otherwise) The Order's AI are no longer blithering idiots when building structures. This also has some minor fixes that I did ages ago, according to the changelog. This is the changes if you want to see:

Ion cannon's shockwave no longer appears when airstrike hits.
Voices added for the Ripper Drone.
Extra civilian building (made by myself) added. It was lounging around in the mix files doing nothing so I finally included it.
Artillery Barrage projectile now invisible.
Component Tower bug fixed, thanks to Bittah Commander.



rules.ini
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Team Black
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PostPosted: Wed Dec 03, 2008 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy.. DOUBLE POSTED Surprised an event to savor, without question.

It would be an interesting project, to resurrect Novus Ordo.
Of course, bugfixing is the most tedious, though it would be really nice to have a mod like this to be put into a presentable shape.

I might take it on, (or better, work cooperatively if you're up to it Clazzy)
Fix the bugs, perhaps add a few more small touches, maybe even throw in XTX for the fun of it.

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Banshee
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PostPosted: Wed Dec 03, 2008 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

If NO needs a place for discussion, PPM is opened for it Wink.

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Clazzy
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PostPosted: Wed Dec 03, 2008 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I was planning to completely revamp the terrain and I have an absolute mess of files related to it. GeckoYamori started work on it but he's pretty much left the community now to my knowledge (which is a shame, he was pretty talented). It had a lot of the groundwork done, but the pieces blending pavement/grass and sand/grass, along with sloped pieces, water tiles, dirt roads and other little bits. That would be a pretty monumental task to do really.

The problem is, though, if the mod's to be put in a presentable shape then it needs all (or at least most) of the artwork to be complete. Nobody wanted to help when the mod was actually in full development, I doubt people will help now.

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DoMiNaNt_HuNtEr
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PostPosted: Wed Dec 03, 2008 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I remember playing your mod, Clazzy. I had only a couple of skirmish matches, but I remeber them down to the last detail, as each fight was very engaging.

Faster gameplay, decent graphics & sound, the units fit in well; overall a very enjoyable experience, 'cept for the occasional IE.

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Ixonoclast
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PostPosted: Wed Dec 03, 2008 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy wrote:
Well I was planning to completely revamp the terrain and I have an absolute mess of files related to it. GeckoYamori started work on it but he's pretty much left the community now to my knowledge (which is a shame, he was pretty talented). It had a lot of the groundwork done, but the pieces blending pavement/grass and sand/grass, along with sloped pieces, water tiles, dirt roads and other little bits. That would be a pretty monumental task to do really.

The problem is, though, if the mod's to be put in a presentable shape then it needs all (or at least most) of the artwork to be complete. Nobody wanted to help when the mod was actually in full development, I doubt people will help now.


Make it an PPM project. Get lazy people who used to mod into it, as well as worthless newbs who haven't even glanced at rules.ini...

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Team Black
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PostPosted: Wed Dec 03, 2008 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

the more staff, the less chance of completion. As soon as I get a good look at the mod again, I'll see what improvements it needs, then decide what I want to do from there. It shouldn't be too long before I make a decision, I just don't have a lot of time today.

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Clazzy
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PostPosted: Wed Dec 03, 2008 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a list of the icons that need making or I feel need replacing and I might go on a cameo-making spree over the next week or so. I played a couple of games and no obvious bugs stood out. I realised that the Ion Cannon ring is still visible on the airstrike but that's a simple fix to be honest.

In all honesty, I don't know what kind of changes need to be made. Every unit and structure was put in with a specific purpose (with the exception of one) and I had more units ideas than were put into the game and narrowed it down to the more useful and unique ones. Of course, I'm not seeing this from an outside view and I have a slight bias.

I also realised the most annoying bug is the fact that maps are displayed twice in the list for no apparent reason. Unless I'm in idiot mode or something, I can't see why it's happening.

If you have any questions catch me on MSN if you so desire.

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MT
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PostPosted: Thu Dec 04, 2008 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

This catches my interest...

Where would the official download be?

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Bittah Commander
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PostPosted: Thu Dec 04, 2008 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy wrote:
I also realised the most annoying bug is the fact that maps are displayed twice in the list for no apparent reason. Unless I'm in idiot mode or something, I can't see why it's happening.

Make sure the .pkt file only exists once (even if the .pkt file exists once in a .mix file and once in your TS dir and the 2 .pkt files have the same name, the maps list will appear twice) and also make sure you didn't add the Westwood maps to your .pkt file.

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Team Black
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PostPosted: Thu Dec 04, 2008 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah yeah, I had that problem when I put the Massive Map Pack together. I gave the mod a runtrough and I think that I'll take the project on - the mod really deserves a full completion.

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Ixonoclast
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PostPosted: Thu Dec 04, 2008 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can we get some media about Novus Ordo up in this muthaztypingwordfilter?

Because I'd love to see some pictures.

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Clazzy
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PostPosted: Thu Dec 04, 2008 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Clazzy wrote:
I also realised the most annoying bug is the fact that maps are displayed twice in the list for no apparent reason. Unless I'm in idiot mode or something, I can't see why it's happening.

Make sure the .pkt file only exists once (even if the .pkt file exists once in a .mix file and once in your TS dir and the 2 .pkt files have the same name, the maps list will appear twice) and also make sure you didn't add the Westwood maps to your .pkt file.

Well I edited some WW maps and added them, does that count? I checked and I definitely don't have more than one copy (I left all the ini and pkt files outside the mixes to make my life easier).

http://www.savagewar.co.uk/novusordo/images - there's pics for you.

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MT
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PostPosted: Thu Dec 04, 2008 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Funny that now, years after the mod is forgotten, there is all this interest...
Heh heh, better late then never? #Tongue

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Ixonoclast
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PostPosted: Thu Dec 04, 2008 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy wrote:
Bittah Commander wrote:
Clazzy wrote:
I also realised the most annoying bug is the fact that maps are displayed twice in the list for no apparent reason. Unless I'm in idiot mode or something, I can't see why it's happening.

Make sure the .pkt file only exists once (even if the .pkt file exists once in a .mix file and once in your TS dir and the 2 .pkt files have the same name, the maps list will appear twice) and also make sure you didn't add the Westwood maps to your .pkt file.

Well I edited some WW maps and added them, does that count? I checked and I definitely don't have more than one copy (I left all the ini and pkt files outside the mixes to make my life easier).

http://www.savagewar.co.uk/novusordo/images - there's pics for you.


Just how old is this mod? Because despite the copypaste on the SHP part, this mod is huge... o___o Really an outstanding piece of work...

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Clazzy
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PostPosted: Thu Dec 04, 2008 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Started in June 2004 and released in December 2006, I believe. So two years after the mod release the total number of people who are interested in Novus Ordo has quadrupled! Four people!

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Bittah Commander
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PostPosted: Thu Dec 04, 2008 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll download the mod and have a look. Edit: I downloaded NO from here and the maps doesn't appear double for me...
Team Black wrote:
ah yeah, I had that problem when I put the Massive Map Pack together.

So I noticed... I spent some time fixing and reorganizing your .pkt file before playing online with it, because it was quite a chaos Rolling Eyes

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Clazzy
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PostPosted: Thu Dec 04, 2008 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe it's only a problem on my end. Are you running TS or FS?

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Oshog
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PostPosted: Thu Dec 04, 2008 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Always loved Novus Ordo. Would be lovelly to see some more work done on it.

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Anderwin
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PostPosted: Thu Dec 04, 2008 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I even send you a PM about this mod for like some month ago Clazzy, maybe you do not remember it?

Thanks for the mod, is kickass! *dl*

Please help me with this:



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Clazzy
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PostPosted: Fri Dec 05, 2008 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anderwin wrote:
I even send you a PM about this mod for like some month ago Clazzy, maybe you do not remember it?

Thanks for the mod, is kickass! *dl*

Please help me with this:

I'm very bad at replying to PMs, I read them and leave them then forget about them.

And I've been over the Nod32 thing, it's recognising it as a false positive. There are no executable files in the zip files that could even be considered a virus, ignore it completely. I wouldn't ever put a virus in a mod of mine, I'm not that evil.

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Bittah Commander
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PostPosted: Fri Dec 05, 2008 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy wrote:
Maybe it's only a problem on my end. Are you running TS or FS?

When I tested I ran TS, although I could see certain FS maps... I just tested again in FS though and it appears the FS maps are double.

It appears that multi01.pkt is read twice when you place it in your TS dir (rather than in a .mix file which is only read by firestorm). Anyway, I managed to fix the double maps list by making multi01.pkt empty and using it as a dummy (so the original Firestorm maps won't show up in the maps list) and then adding the maps from multi01.pkt to missions.pkt. I zipped the .pkt files in case you're feeling lazy Razz



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Clazzy
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PostPosted: Fri Dec 05, 2008 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right, here's a new version with all the fixes so far, four new cameos (for nuke, cruise missile, Recon Bike and medic). Go here for it.

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Pepzi
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PostPosted: Sat Dec 06, 2008 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I played this mod. It goes without saying that things happen invisibly, just because you didn't know about it doesn't mean it didn't happen. =)

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Clazzy
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PostPosted: Mon Dec 15, 2008 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Bah, and you all got bored again...

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Team Black
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PostPosted: Mon Dec 15, 2008 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

well for attention, I'd get a subforum, release some pics, and announce a "new version" to come out soon.. but never release the new version. That'll be sure to keep eyes on your mod. #Tongue
Don't get me wrong, I do hold NO in high regard, as it's the most original mod I've seen come from the TS engine as of yet

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Ixonoclast
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PostPosted: Mon Dec 15, 2008 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'm working on a TC on the TS engine... #Tongue

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Clazzy
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PostPosted: Tue Dec 16, 2008 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm going to try and work on it a bit over the holidays but there won't be time to do that much. I don't suppose there are people out there who want to do any terrain work/building modelling, are there?
I'm going to read through the AI file and determine what's causing the crashes. I might try and make some modifications so it uses more varied tactics but my AI editing ability is limited so it could be a miserable failure! Oh well, there's only one way to find out.

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IcySon55
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PostPosted: Tue Dec 16, 2008 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy wrote:
I'm going to read through the AI file and determine what's causing the crashes.

Have you tried DCoder's AI Editor? IIRC, it can locate errors?.. or maybe the INI checker also works there?

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Clazzy
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PostPosted: Tue Dec 16, 2008 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

That was the first thing I tried and nothing came up. It could be possible that crashes are caused by non-existing units appearing in the ai.ini. I think the AI Editor checks for badly named team types and the like but I'll check it all by hand and see what comes up.

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MT
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PostPosted: Tue Dec 16, 2008 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll have a look through for you Smile

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Clazzy
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PostPosted: Tue Dec 16, 2008 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aha, I tried AI Editor again and it found something which either I missed or the editor itself missed (probably me, I am an idiot). It came up with other problems (mostly tech levels not being recommended values, the rest being unused stuff). I have no idea if it'll work or not (it depends on how clever the game engine is when recognising what's missing from a script). If this has fixed the AI crashing then hopefully there should be no more crashes apart from ones inherently part of the TS engine (we didn't have crashes in human-only games in the late beta stages if I remember correctly). Anyway, you can find it attached below.



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