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Thread Statistics | Show CCP posts - 1 post(s) |
Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.29 18:27:00 -
[1]
hehe id much rather prefer amarr v matari war XD
and to support the HW1 style of harvester that uses a suction beam thingy (and only one universal one) maybe you could make everyone's harvesters procurers XD...unless you can figure out how to make it support multiple collection beams
also do you think you can make the same kinda of hyperspace build mechanic like HW2 had? cause i dont think a Chimera will fit coming out of a Wyvern...or a Thanny from a Nyx
and anything bigger then cruiser should be only buildable from the SCs, just so we get the same feel ^^
id like to offer my help as i did have some experience with MissionMan a LONG time ago (we talking predating middle school here) and once tried to make my own EVE RTS from scratch (i actually was able to make my own physics engine somewhat mimic the movement of an abaddon, but i concluded it was much too big a project for me alone and my limited knowledge)
hehe....i can already see the domi now...using the code from the old Kushan drone frigate.....hehe perfect
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.29 18:35:00 -
[2]
Originally by: Ager Agemo yeah with the drones i m trying already to see if i can add that code to all the ships at least for galente, been working on the myrmidon model (going from up to down) but those ships are so organic, is hard to make good models without a billion polys.
and certainly amarr weapons would be easy to mimic... beams for everyone...
well in that case maybe u SHOULD do Amarr v Minmatar...u could reuse the autocannons effects from the original HW fighters on man near everything, and all you gotta do is cut out large chunks of scaffolding for the Minmatar ships XD
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.29 18:57:00 -
[3]
dammit now you have me with this great idea of us remaking a new campaign that has the Minmatar (Kushan) breaking free from the Amarr (Taiidan) and they run into a weird cult along the way (blood raiders?) and a mysterious ghost ship (Jovian) and the Amarr have their right hand pirate mercs (caldari? sansha? (back when everyone was all cool with Kuvakei's utopian ideas maybe?)) and the Amarr try to get them in one last shot near the end (Jamyl's abaddon = asteroid? lol, but a little less OP id hope)
it all seems to perfect now...
oo oo oo and the Minmatar can be helped along the way by the Gallente XD
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.29 20:38:00 -
[4]
bump because of "ZOMG EVE IS DYING SERVER CRASH" tards
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.29 21:35:00 -
[5]
The file you are trying to access is temporarily unavailable. Please try again later
lrn2EVEFiles
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.29 21:47:00 -
[6]
Edited by: Xercodo on 29/03/2011 21:47:15
Originally by: Enkill Eridos Thats awesome..I started doing some mods for X2 (some say it is the single player version of EVE.)I am going to reinstall Homeworld just to check this mod out
ya i brought it back up too ^^
i borked it tho when i made 4 carriers and had them all spam scouts :3
they were taking out destroyers in short order when set to an aggressive sphere but then the game froze up XD
btw you HAVE to try FX mod for Hw2, it bring back the rules form Hw1 (injections and turning off research adn the like) but it ALSO add the Projenetor as a fully playable race (with full tech tree of frigates, fighters and etc) AND brings back thr Taiidan, Turanic Raiders, AND Kadeshi as all playable races
sadly it doesnt seem to work on 64-bit systems =/ (or at least i assume thats is what was causing it)
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.30 04:06:00 -
[7]
Originally by: Ager Agemo *Bump* and so can someone advice me on capital ship fittings? O,o i need to know how to fit both caldari and gallente motherships and carriers but this are very specific cases
well i dunno about SCs per-se but normal carriers could be turned into capital sized support frigs =D
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.30 20:48:00 -
[8]
Edited by: Xercodo on 30/03/2011 20:48:47
Originally by: Ager Agemo HAHA nice name, "Julian Assange", and i decided to make carriers be that, carriers, already finished wyvern totally, but there are some source modifications i will do at a much much later stage for the kind of modules those ships use, currently the wyver remote ECM is basically just an overmassive bullet that once it hits a ship makes it spin like **** thus disabling its ability to fire as long as it keeps spinning, the smartbomb is just a very effective turret killing small ships at short range, and the energy disruptors are just weapons that do enought damage to simulate the ship being hit lost its resistances due to dead capacitor. and the math to set that damage properly to simulate that has been a pain. however i do know how to simulate fighters at least, given those are actually pretty much unmaned frigates, i will just replace the defender fighter of each faction with the equivalent fighter bomber and limit them to the same ammount the current fit that mothership has, would be able to handle. tomorrow i gotta study for a test, so i will be making the chimera either late tomorrow or friday.
-lrn2paragraph -better idea...make the remote ECM work sorta like a gravwell that effects all ships sorta how it effects fighters -for resistances you could maybe put in a defense field around all ships that has a ratio for letting in a certain amount of all dmg thru, but when neuted it lets it all thru? (dunno if the defense field is capable of blocking partial amounts or even things like the missiles and ion cannons they could get thru before -can you please use somewhere else to upload these? like EVEFiles maybe?
-------------------------------------------------- The drake is a lie
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Xercodo
Amarr Daj'Juntar
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Posted - 2011.03.30 21:32:00 -
[9]
Originally by: River Oemhii Edited by: River Oemhii on 30/03/2011 21:12:51 Back in the old days I was significantly in to the modding scene for HW1 and HW2.
A few tips: HW1 has an annoying texture memory limitation. All loaded textures for a certain game cannot exceed 32mg (This means if you just have one race on the map [Say Kushan] only those textures are loaded, but if you have Bentusi, Kushan, Taiidan, Raiders etc you're going to quickly run in to the memory limit, at which point you will see 'texture corruption')
The best method to help alleviate this issue is to first use small textures (~512x512 max) and use LIF tools to create a proper Texture.II file (This is used as a texture list to prevent the same texture from loading twice).
SvK's Effects manual will be invaluable: http://cliffnordman.com/games/manual.shtml
As far as the source code goes, it looks like RDN is now gone but its still around: http://homesource.nekomimicon.net/downloads/
Me and another member of the community did toss around the source code for awhile. Its not terribly hard to get working, but a lot of the code such as Networking and Bink were yanked (but the code never patched to work without it) so you will need to clean up any leftover references and objects that the code may be looking for. We also never got it to work in GCC, or VS, to get it to compile we had to use the Intel Compiler and commands specified in the documents included with the source.
Unfortunately, Relic basically created its own implementation of OpenGL (RGL as its referred to in the game engine) that by in large follows the OGL 1.0 spec. This is a slight annoyance when it comes to updating the graphics engine for the game (and may be one of the reasons why we never really saw it take off unlike Freespace). We looked in to it but quickly decided that removing all of the RGL headers/sources and updating the engine to the current OGL standard at the time would be a massive project that neither of us had time to work on.
Enjoy!
ya its be awesome if the entire thing could be ripped off its hinges and ported to a simple Direct X implementation and hopefully make it way more efficient as well as removing that 32MB wall
-------------------------------------------------- The drake is a lie
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