Author Topic: Future of The Apocalypse Project  (Read 18874 times)

0 Members and 1 Guest are viewing this topic.

Offline pecenipicek

  • Roast Chicken
  • Moderator
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
Future of The Apocalypse Project
    Hello to all, i wish to start this thread off with an explanation of the current state of the project.
     
    We are currently barely staffed, and need more active people.
    We have a great story overall, we have tons of features needed to realise HW2 combat in the engine.
    What we do not have is people to realise the whole.
    We need fredders, modellers, texturers, effect artists.
    Without these people we do not stand to make a release ever.
     
    The project itself has stagnated over the past year due to total and utter lack of time and willpower to do anything significant, since i really dont have the wish to do it all on my own.
    You might say "Some people made complete TC's on their own."
    Well, yes, but those people also cut corner's in some areas or didnt have to do all that much work in some. (use of pre-made assets and such)
    We need to create all assets from scratch. I am not sure what the legal stance on the whole thing is, but i personally believe that it is wrong to use assets from Homeworld 2, made by Relic.
    Without that, there will be no release, ever.
     
    So this is the last call for people, if you want TAP to survive and release, we need help. If you can table, fred, pof, script, you can help. If you can make models, you can help.
    If we cannot get a few more people who will actively work on this mod, then i am sad to say that after a decade and some years of existing, TAP will close its doors, permanently, without any release.
     
     
    I personally do not want for that to happen. I've been leading the project for almost 5 years now.
    We've progressed a lot into actually having playable things, as opposed to the previous instances before i took over when what the project had was a lot of ideas and nothing ingame, at all.
    I have invested tons of time into the project over the past 5 years, wether it was into modelling, tabling, fredding some simple, silly missions, scripting some things, so on and so forth. MatthTheGeek and The E have been invaluable over the past year in keeping me slightly sane and even willing to work on the mod anymore.
    I have made some enemies over my time at HLP, i've recruited people into the project and booted people when they utterly failed to deliver anything.
    I do not wish for this project to end. I want to see us release something worthy, something that will make peoples jaws drop. I do not want to release something that barely looks like a copy paste of ships from HW2 to FSO.

    Thank you for reading, and if you wish to contribute to the mod in some way, post in this thread or contact me over forum PM's.
    And please, if you are just starting modding, modelling, texturing, et cetera, do not apply. If you have modded other games, that is okay. I have been burned too many times by newbies not doing... well, anything, when asked to do something. Please do not be offended.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline BritishShivans

  • Jolly good supernova
  • 29
Re: Future of The Apocalypse Project
I'd contribute, but I don't really have much to offer you at the moment :(

Hope TAP doesn't fizzle out and die.

 
Re: Future of The Apocalypse Project
I'll be able to add some FREDding and perhaps tabling to my duties eventually, but I need to get more practice first.

(Yes I know I don't really do anything now)

 

Offline Crybertrance

  • 29
  • Conventional warheads only, no funny business
Re: Future of The Apocalypse Project
Unfortunately, I'm one of those "newbs" so I can offer naught but good wishes. :nod:
<21:08:30>   Hartzaden fires a slammer at Cybertrance
<21:09:13>   Crybertrance pops flares, but wonders how Hartzaden acquired aspect lock on a stealth fighter... :\
<21:11:58>   *** The_E joined #bp [email protected]
21:11:58   +++ ChanServ has given op to The_E
<21:12:58>   Hartzaden continues to paint crybertrance and feeding the info to a wing of gunships
<21:14:07>   Crybertrance sends emergency "IM GETING MY ASS KICKED HERE!!!!eleventy NEED HELPZZZZ" to 3rd fleet command
<21:14:50>   Hartzaden jamms the transmission.
<21:14:51>   The_E explodes the sun

 
Re: Future of The Apocalypse Project
Gah, I wish I had talent.

I wish you best of luck. Always nice to see another good project release on HLP.
Fun while it lasted.

Then bitter.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Future of The Apocalypse Project
FRED is super easy to learn and get awesome at! Learn FRED, save TAP!
« Last Edit: September 27, 2012, 01:55:19 pm by General Battuta »

 
Re: Future of The Apocalypse Project
FRED is super easy to learn and get awesome at! Learn FRED, save TAP!
I know FRED very well. But I've never finished (but have worked on a lot of) a mission other than the tutorial one, and have never even played Homeworld 2 before. xD

So I could be recruited for this, should it ever become desperate enough that you need someone who is inexperienced in both mission design and the Homeworld universe. I am naive enough to try, given encouragement. :P
« Last Edit: September 27, 2012, 04:02:18 pm by haloboy100 »
Fun while it lasted.

Then bitter.

 
Re: Future of The Apocalypse Project
Pecenipicek, by not asking for newbies, you're pretty much asking the few, overworked "professionals" on HLP to step up.  Your chances of that happening are pretty low since they've all got other projects.

Of course, I'm not sure newbie applies to me since I've done some modding of Sins of a Solar Empire through .entity file editing, but then again I've barely skimmed over maybe one table file so I'm not sure you'd want me for the position of plain-text-data-file-monkey. :lol:
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline LordVerex

  • 24
  • Just do it already...
Re: Future of The Apocalypse Project
Of course, I'm not sure newbie applies to me since I've done some modding of Sins of a Solar Empire through .entity file editing,

I have great need to learn from you... Favorite game by far...
"So I knew it wasn't just me. The madness was everywhere. These bombers were on a rampage."          -Battuta
 
"Get people on their feet quick and they're less likely to crawl away"     - Kyad

 
Re: Future of The Apocalypse Project
Of course, I'm not sure newbie applies to me since I've done some modding of Sins of a Solar Empire through .entity file editing,

I have great need to learn from you... Favorite game by far...
Learn how I learned: acquire a copy of the .entity files in text format (not BIN format or you won't be able to edit them), set them up in the proper folder structure inside Sins' mod folder, then start adjusting the values of ships' .entity files in Notepad++.  The first mod I made was a crappy "TEC autocannons have no visual cooldown" mod for 1.04 of original Sins, so start with something similarly small.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline LordVerex

  • 24
  • Just do it already...
Re: Future of The Apocalypse Project
Of course, I'm not sure newbie applies to me since I've done some modding of Sins of a Solar Empire through .entity file editing,

I have great need to learn from you... Favorite game by far...
Learn how I learned: acquire a copy of the .entity files in text format (not BIN format or you won't be able to edit them), set them up in the proper folder structure inside Sins' mod folder, then start adjusting the values of ships' .entity files in Notepad++.  The first mod I made was a crappy "TEC autocannons have no visual cooldown" mod for 1.04 of original Sins, so start with something similarly small.

I'm buying your a lapdance next strip club
"So I knew it wasn't just me. The madness was everywhere. These bombers were on a rampage."          -Battuta
 
"Get people on their feet quick and they're less likely to crawl away"     - Kyad

 
Re: Future of The Apocalypse Project
I can do tabling for you. I've not got anything released but I've done plenty of work on tables and other table like things from other games.
May the Force be with you

 
Re: Future of The Apocalypse Project
Just began molding FSO.
I can't even export 3ds Max models to pof. Once I am profecient,I will help.

 

Offline Aesaar

  • 210
Re: Future of The Apocalypse Project
Here's what I suggest: Get stock HW2 ships ingame.  The models are on the low poly side, but they're passable.  Then FRED a short campaign.  Get people interested again, and you can get more help with model HTL and FREDing for a longer campaign.

Even if we don't agree on the direction you're taking the models in, if you provide me with a list of the models you have ingame already, I'd be happy to pof some other ships from HW2 and build tables for them.
« Last Edit: September 28, 2012, 12:42:15 pm by Aesaar »

 
Re: Future of The Apocalypse Project
With a project as ambitious as this one, it may help to try to squeeze out a smaller-scale attempt first, like a demo - I speculate that was an instrumental reason why the Wing Commander Saga project was successful.
Fun while it lasted.

Then bitter.

 

Offline LordVerex

  • 24
  • Just do it already...
Re: Future of The Apocalypse Project
I can give no physical manifestation of assistance, but spiritually, I give you Blessing oh mighty one of the moddedness! Huzzah!
"So I knew it wasn't just me. The madness was everywhere. These bombers were on a rampage."          -Battuta
 
"Get people on their feet quick and they're less likely to crawl away"     - Kyad

 

Offline pecenipicek

  • Roast Chicken
  • Moderator
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
Re: Future of The Apocalypse Project
Here's what I suggest: Get stock HW2 ships ingame.  The models are on the low poly side, but they're passable.  Then FRED a short campaign.  Get people interested again, and you can get more help with model HTL and FREDing for a longer campaign.

Even if we don't agree on the direction you're taking the models in, if you provide me with a list of the models you have ingame already, I'd be happy to pof some other ships from HW2 and build tables for them.
we have stuff from HW2 ingame already. pofing is not a problem. creating new assets is, and no, there will not be a release in any way shape or form while we are still using relic's assets. This is non-negotiable.
If you want to help, we need models and textures mainly, but also, weapon effects, explosions, backgrounds and so on and so forth.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Sarafan

  • No Title
  • 210
Re: Future of The Apocalypse Project

If you want to help, we need models and textures mainly, but also, weapon effects, explosions, backgrounds and so on and so forth.

What kind of models do you need? Of all the HW2 ships?

 

Offline Aesaar

  • 210
Re: Future of The Apocalypse Project
we have stuff from HW2 ingame already. pofing is not a problem. creating new assets is, and no, there will not be a release in any way shape or form while we are still using relic's assets. This is non-negotiable.
If you want to help, we need models and textures mainly, but also, weapon effects, explosions, backgrounds and so on and so forth.

I seriously doubt Relic cares about models from a 10 year old game published by a company that no longer exists.  Hell, they didn't even care in 2004 when someone ported a Hiigaran Destroyer from HW2 into HW1 and made it available for download.  Or the HW2 mods that port over HW1 models.  Or PDS and Complex, mods that happily released modified HW2 .hods.  If there's something those mods have shown, it's that Relic doesn't really care what people do with HW1/2 models as long as they aren't used commercially.

But alright, I doubt it matters, but it's your call (if you won't, I'll probably end up doing it myself).  A list of the ships that needs new models would be appreciated.  I've got very unfinished HTLs of the Hiigaran Battlecruiser, Destroyer, Carrier, Pulsar Gunship, and Interceptor, along with a few non-canon but recognisably Hiigaran ships.  A few Taiidan ships as well.  No Vaygr ones, though.  After I'm done the Stratcomm ships, I'd be happy to get them completed for you.  They might not be strictly canon as far as loadout goes, but that would be easily changed.  They are built directly from HW2's models, however.

Weapon effects, I think public HLP assets are generally acceptable.  BP's blue beams would work perfectly well for Ion cannons, for example.  Same goes for explosions.  Honestly, the one weapon I think poses a problem is the Pulsar.  If there's one place you choose to use a Relic resource, make it this one, because it looks incredibly good.
« Last Edit: September 28, 2012, 10:51:04 pm by Aesaar »

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Future of The Apocalypse Project
Pulsar has a problem of a different kind. The engine is currently incapable of exactly replicating the effect. For the rest, released assets should do (BP beams would not be a good choice for ion beams though, I'd use different bitmaps). Tracers could be taken from BTRL or Diaspora, and there's a really large amount of different explosions floating around. Backgrounds might be a bigger problem though, as HW always had an enormous amount of scenery porn, which needs to be remade in hi-res and with a new spin on it so it won't look ripped off.