Regarding the mod's status, a lot of the "framework" is done. Devrous made a majority of the content originally planned, only missing a few things stopping it from going out to the public.Models
- 48 Human Vessels/Structures
- 10 Covenant Vessels
- 3 Forerunner Vessels
- 1 Planet Model
- 1 Halo Model
3 Human Ships
- "Bumblebee" Escape Pod (As seen in Halo 1)
- Luxury Liner
- Colony Ship/"Spirit of Fire" Carrier (Same model for both; see Halo Wars)
1 Covenant Vessel
- Covenant Base Ship/"High Charity"
Only a handful of the ships are completed to a level satisfactory for final design. Most of the ships have default texturing so that they can be used in missions for testing. Also, none of them are texture-mapped. All of them were paint-brushed in TrueSpace, so they don't look up to par with even the original Freespace game in terms of detail. While what is present will suffice for now, it could look a LOT better. This mod could really use a dedicated texture junkie
Or, barring that, some detailed paint-brushing at the minimum.
The ones that are done are pretty nice, including blinking running lights and all. For example:Mechanics/Tables
The tables are completed and the game doesn't crash because of any error in them. So far as I can tell, the game mechanics are balanced to what Devrous envisioned the game to work like. Covenant ships are FAR superior, and it shows if you throw them into a mission. The only thing left is something he had a lot of trouble coming to a decision on: ship speeds. As Devrous juiced-up the fighters and capital ships to go the kinds of speeds the games/books portray he ran into a big problem; dog fighting was near impossible, ballistic weapons like ship-mounted machine guns couldn't hit other fighters, and missiles had to be given speeds that made them impossible to shoot down or dodge/defend against. He tried making the afterburners insanely fast but normal operating speeds low, but the AI would just hit the afterburners all the time and zip around like bees. While it is hilarious to watch, it made the fighting impractical and tedious -- the opposite of fun. In the end he settled down with speeds nearer to the original Freespace games. It's still a sort of "todo" item, but in the end we may just stick with what we know works and just have to make it a part of the game that remains not "true to form."Interface/Effects
The Main Menu is impressive. Sadly, he didn't leave any notes on how he made it, only leaving a single line under his explanation: "Tricky and hard as hell to perfect." In the end he decided that, other than the Main Menu, all menus and interface elements would remain the same as the original Freespace 2 menus, only they should be blue and maybe have an effect applied to them This won't take very long to complete. Once one menu is done satisfactorily I'll just run all the interface files through a batch conversion process to make them the same color/effect.
Several effects were redone by Devrous, and I doubt we'll need any more than what he already changed. The warp-in animation has been altered and it looks pretty [email protected]
#$. I'll post them later after I hunt down the files.Missions
This is the area that is most hurt. There are virtually no completed missions; just a smattering of test missions and ideas that never panned out. Wistler has already stepped up to the plate and I'll be getting as much info to him as I can ASAP. Hopefully we can put our heads together and come up with something unique for everyone instead of a ton of boilerplate mission types. Also, Devrous had an ambitious plan in regards to how the flow of a campaign will work. For now, I'll keep it a secret between myself and Wistler. It promises to be unique and engaging... Music/Sounds/Voice
Devrous and a few others wrote a few tunes for the mod, and even started modifying the original score from the Halo games to make them more "spacey." If anyone wants to add some they are more than welcome. I'll be sure to give credit where it's due in the Credits. The game sounds are pretty much done; he modified a lot fo the defauls game sounds and added a few interesting ones.
Voice acting was apparently made, but the files Devrous had for them have been lost. I've been told that the guy that processed them and recorded them should still have the originals. These voices only cover the generic pilot sounds such as "Attacking your target, sir" and "AAAAHHHH!!!" We will eventually need more voice acting for the tech room and missions, and a few have already volunteered (i.e. Spartan-367). I'll ask for more later after we get more missions done.Conclusion
Some of these items will not need attention in order to put the game out for testing, but they are the bar I'm setting for whoever ends up on the FS2H Team. Anyone who wishes to contribute may do so, even if it's as simple as brainstorming mission ideas or coming up with character names for the storyline. Anyone who feels that they could help are more than welcomed.Current FS2H Team (June 7, 2009)
Voice Acting: Spartan-367
Lead/Everything Else For the Moment: Causality