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Well, why Ross 128 b can not be still called SR-5?

Especially because we humans tend to name everything anyway. I do not think that anybody who live in Ross 128 will call this planet Ross 128 b... maybe SR-5 has a much deeper meaning. In rememberance of the fifth colony ship (SR-5) that got destroyed during its landing procedure etc.
General Discussion / Re: Ross 128 b: Have you heard of this real-life planet in Ross 128?
« Last post by The E on November 19, 2017, 02:55:48 pm »
We will not be retconning anything.
General Discussion / Ross 128 b: Have you heard of this real-life planet in Ross 128?
« Last post by Bryan See on November 19, 2017, 02:47:50 pm »
Lately, I've been hearing news about a real-life planet orbiting around Ross 128, called Ross 128 b.

Maybe we should retcon FreeSpace Universe to identify such. SR-5 is actually Ross 128 b. SR-5 is the planet orbited by Outpost Riviera, which was destroyed by the Lucifer according to the FreeSpace Reference Bible.

Is it a coincidence or something else?
Asset Releases / Re: [Release] Cockpit Mod 2.0!
« Last post by Det. Bullock on November 19, 2017, 02:36:36 pm »
When I try to use the cockpit (alone or in tow with another mod) I get a message at launch that states that the mod is giving 14 warning/errors, is it normal or there is some issue I'm not aware of?
Gaming Discussion / Re: STAR WARS™ - X-Wing Special Edition mod
« Last post by Det. Bullock on November 19, 2017, 01:59:29 pm »
There was a topic opened some time ago.
From what I'm seeing it's coming along nicely, they are mostly trying to get the basic systems (AI behaviour and stuff like that) right, and trying to get rid of all the models they don't have permission to redistribute.
Keep an eye on the topic on (it's in the Tie Fighter subforum IIRC) if you want to partecipate in testing it, they periodically recruit testers for this.
Gaming Discussion / Re: Enioch's naval shenanigans - RTW as Germany - [Image Heavy!]
« Last post by crizza on November 19, 2017, 01:21:46 pm »
Yeah, I figured this out.
The autodesign feature comes in realy handy, because designing the superstructure is a pain :D
Right now it's 1919, I'm at war with France for the second time after half a year of peace and find myself dangerously low on ships, since I scratched old ones.
And I guess building 44k ton battleships a year before everyone gets oil was a bad idea, but 14inches of armor are a tough nut to crack. :D
Honestly, that game is a addictive...
On friday I wanted to play an hour after dinner... the next time I checked the time it was 11 pm :D
Nightly Builds / Nightly: 19 November 2017 - Revision 1ffd0d3
« Last post by SirKnightly on November 19, 2017, 01:15:16 pm »
Here is the nightly for 19 November 2017 - Revision 1ffd0d3

Group: Linux
nightly_20171119_1ffd0d3-builds-Linux.tar.gz (Mirror)

Group: MacOSX
nightly_20171119_1ffd0d3-builds-MacOSX.tar.gz (Mirror)

Group: Win64 (Mirror)

Group: Win32 (Mirror)

Code: [Select]
commit e8ef727
Author: MageKing17 <Sat Nov 18 04:38:03 2017 -0800>
Commit: MageKing17 <Sat Nov 18 04:38:03 2017 -0800>

    Avoid exception when closing FRED related to bm_release().
 fred2/fredview.cpp | 1 -
 fred2/mainfrm.cpp  | 1 +
 2 files changed, 1 insertion(+), 1 deletion(-)

commit 206ce53
Author: asarium <Tue Nov 14 23:15:58 2017 +0100>
Commit: asarium <Tue Nov 14 23:15:58 2017 +0100>

    Search for fred docs using cfile
 code/cfile/cfile.cpp |  1 +
 code/cfile/cfile.h   |  3 ++-
 fred2/mainfrm.cpp    | 19 +++++++++----------
 3 files changed, 12 insertions(+), 11 deletions(-)
The Modding Workshop / Re: What are you working on?
« Last post by wookieejedi on November 19, 2017, 12:29:19 pm »

i am working recently on this one:

it has about 15k polys (tris) and 1x 4096x4096 (for the main hull) and 1x 1024x1024x32 (for the superstructure) but i guess i need to add more, because this one is a larger ship (about 150m long)

it has no LODs yet unfortunately, and needs more texture work. it would be better with bumpmap, but i do not know if it is worth the work doing all little things in 3D on this corellian type ship... :)
i also thought of making an EP1-3 mod (i did not saw any, maybe i missed something?) but there are so few blueprints from these ships... i used a front and bottom view blueprint (i could not find any more views) for making this one. if someone has some blueprints (especially of CIS ships) or would like to work on such a mod, please contact me, thanks!

Looks great! If you are interested in doing Star Wars stuff in FSO shoot me a PM!
FreeSpace Conversion / Re: RELEASE: Deneb III
« Last post by Vidmaster on November 19, 2017, 12:13:28 pm »
I am one of these people how always found the beginning of a story or teasing for future plot points most interesting. As long as the story is not locked onto a single plot branch, it could "go anywhere" which means the narrative possibility space is largest. M2 is very interesting from a plot standpoint: Lots of things happen "around" us, tension mounts and "irregularities" start to occur. I really like how it escalates purely through writing.

Yeah, voice acting would really go a long way here (as usual). Personally, I would *REALLY* interested in the technique used for generating good Vasudan Voices.
Exile / Re: Exile - Discussion
« Last post by Vidmaster on November 19, 2017, 12:05:59 pm »
I like it thus far, despite the problematic introduction and my first contact. A campaign like this would benefit tremendously from being voice acted.
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