Author Topic: And then...there was progress  (Read 12569 times)

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Offline chief1983

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And then...there was progress
Visible progress that is.  Just today, we got a Strike Cruiser in game.

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Offline TopAce

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Re: And then...there was progress
And soon there'll be a mission that features it... on SVN.

(Hoping to kick out a playable version tonight)
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Offline chief1983

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Re: And then...there was progress
And I'm hoping to FRAPS that mission, so I hope it's good :)
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline General Battuta

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Re: And then...there was progress
engines SO GOOD

 

Offline TopAce

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Re: And then...there was progress
I committed the said mission. I left a one/two-minute-long pause in the middle of the mission to let our Honorable Project Leader fly around the Strike Cruiser to show the model, as opposed to the forces that are striving to destroy it.
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Offline TopAce

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Re: And then...there was progress
Two pics from the mission:



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Offline headdie

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Re: And then...there was progress
Not loading the first for some reason but the second one is  :jaw: keep up the good work guys

edit

:wtf: now image 1 is loading, still :jaw:
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Offline Commander Zane

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Re: And then...there was progress
Holy. ****.

 

Offline Thaeris

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Re: And then...there was progress
This makes me happy, sirs...

When something is finally released, you'll have done a truly remarkable feat: produced an actual Star Wars game since post-2000.  :eek:

My question now is, what's with the bounding box about the cruiser?
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Re: And then...there was progress
It's the HUD target box isn't it? Awesome HUD by the way.

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Offline chief1983

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Re: And then...there was progress
The HUD target box isn't properly surrounding the ship there, there may still be an issue with the all new HUD code and how it calculates that, or with the model's collision box.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline zookeeper

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Re: And then...there was progress
The bounding box thing is probably because detail-0 itself is pretty small and apparently the bounding box doesn't take subobjects into account. Easily fixable in the model.

 

Offline Veers

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Re: And then...there was progress
That,

is one fantastic looking Strike-Cruiser. And I love the HUD.

Bl**dy Fantastic work!
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Offline Rodo

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Re: And then...there was progress
Seconded on the engine part, how do you get the glow to shine on the hull?, is that engine rendered or you painted it over the texture?
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Offline chief1983

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Re: And then...there was progress
It's pre-rendered on the glowmap.  Looks pretty dang good though.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: And then...there was progress
 :jaw: Progress! GLORIOUS PROGRESS!!! Holy crap that is epic! :eek2:

Holy. ****.

Ditto. :nod:
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Offline StarSlayer

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Re: And then...there was progress
It's not the Geth!
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Offline Raiden

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Re: And then...there was progress
 :eek: That looks great!
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Offline Archaic

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Re: And then...there was progress
looks warsy enough to pass.

looks quite good too.

 

Offline newman

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Re: And then...there was progress
Strike cruiser looks good. Hope you don't mind me making some comments on the HUD, though - this is a subject that actually falls within the realm of my profession, so I find it hard not to go analyze it :) I realize it's probably not final, so if the following comments aren't helpful just ignore them.
First and foremost, I don't think that this "let's get rid of the stuff around the reticle and move it all down" thing works - it's way too busy at the bottom. There's too much information just bunched up on top of each other, making it hard to discern where one type of information ends and another begins at a quick glance. I would suggest grouping each kind of information together logically, and giving the groups some space between them so it's easier to make out what's what. For instance, I'd move the G,S,E gauges to the right of the shield status display, not separate them by it. The auto target, auto speed and similar icons are pretty big; decreasing their size a bit so there's some distance between them and the rest of the hud elements would help. The speed gauge should probably be moved somewhere else, if necessary back to the left of the reticle. The shield icons are placeholders I assume, they're identical to fs2 ones. Also, the radar display looks kind of weird without some sort of an outline to define it's borders, so I'd suggest adding one.
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