Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Fate of the Galaxy News => Topic started by: chief1983 on November 06, 2009, 09:56:11 am
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FotG Carrack Test (HD!) (http://www.youtube.com/watch?v=n_x3whCGQ-s)
See? Activity!
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Awesome.
Though the Freespace explosions just don't work for Star Wars capital ships.
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Wow, that's fast-paced. Awesome stuff. :)
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This looks REALLY exciting! I'm highly anticipating any sort of release of this mod - it's just amazing. The fast pacing really does make it feel very cinematic and straight out of the movies - my only complaint of what I saw in the clip is that the sensor dish on the carrack was spinning super fast - it probably could be slowed way down, or even set as a static.
I was only able to watch this on my phone though, as YouTube's blocked at work. I'll have to watch it again at home this evening to get a better view.
Great job! Keep up the good work!
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The radar on that friendly cruiser is weird... But I like the vid :)
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You win a Bacta Cookie.
By the way, that wireframe target view is in the SCP by default right?
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The radar was broken when our converter checked it, it didn't spin at all. When I fixed it he had the rotation time set very low, so that'll be corrected.
The wireframe target view is in trunk and can be switched to in FS retail with a keypress (forget right now), or you can table an override for the default (and even prevent changing from that default, which we have set up). We'll be using the low detail LODs for the wireframes once all ships have them so you get a more SW-like representation of the ship.
Explosions and those effects still need to be replaced, too. We're still running in mod status, haven't replaced it all yet.
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You gonna have 3D cockpits? By the way, the s'plosions don't bother me much at all... They're not as important as getting BrandX to hurry up and give me my YT-2400 after all :yes:
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He may not be doing the YT series, it's not his favorite line of craft. However, another incredibly capable modeler has shown an interest in one or two of them...
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The other news items were formatted nice and whatnot. :(
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He may not be doing the YT series, it's not his favorite line of craft. However, another incredibly capable modeler has shown an interest in one or two of them...
How are you handling the turret system for the YT series? They're basically gunboats, after all.
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We don't really have a YT ship to figure that out with yet. So it hasn't been something we've thought much about.
Aardwolf, those were NewsGrids. I don't post those, Brand does.
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We don't really have a YT ship to figure that out with yet. So it hasn't been something we've thought much about.
Aardwolf, those were NewsGrids. I don't post those, Brand does.
:(
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WOW!
that looks amazing, everything from the ships and lasers to combat and the pacing, and even seeing the nicely subtle aim assist in action on those strafing runs on the CC.
although it was interesting to see it not work as well when you got too close..
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Yup, it can only adjust within a certain cone, and if it fails that check it reverts to standard convergence.
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Yup, it can only adjust within a certain cone, and if it fails that check it reverts to standard convergence.
i figured it would work like that, such a system exists in starshatter, the one game i actually tried modding, with some success, but quit due to lack of motivation :rolleyes:
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pretty nice, but I hate the self made music though... i know that doesn't sound constructive but thats the way I feel about it. The music sample that was posted around here somewhere sounded much better then.
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pretty nice, but I hate the self made music though... i know that doesn't sound constructive but that's the way I feel about it. The music sample that was posted around here somewhere sounded much better then.
i liked the music, even though it to be a good original score, yet still felt...right for the situation.
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I think the music is great, however the synth quality is...
lacking
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Actually I agreed with some other comments that it could have maybe been a little more...imminent. The music wasn't quite fast paced enough for the battle possibly, at least not all the way through. Right when the fight gets going it's pretty good. Synth quality will be improving over time as swash gets better samples.
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Well, that music was intended to be for a sort of "patrol in hostile territory" scenario rather than for a corvette clash...it's rather low on brass until the 3rd segment (at least for SW), and is pretty dynamically even throughout. It's modeled after the snowspeeder morning music from ESB (also heard while escaping Bespin in the Falcon) and was the first battle track I composed and sequenced for FotG, so it suffers the most from my lack of experience with combining software instruments into a cohesive fake orchestra. Like Chief said, all the instruments you hear there will be replaced with better ones and the whole thing will be rebalanced, panned, fancied up, and maybe even mastered if I can find someone interested in that. I'll also consider bumping it up a few bpm--it does feel a little slow compared to the action on screen (damn interceptors!). Might not make the final cut even then, but it'll definitely get better.
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That's partially my fault, too, because we have some complete tracks already (8?) and I happened to pick this one for the mission. Looks like those who know more about music and what melody sounds right under what situation figured it didn't fit the mission.
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The radar was broken when our converter checked it, it didn't spin at all. When I fixed it he had the rotation time set very low, so that'll be corrected.
I find when those rotating bits on cruisers spin too quickly, they feel like cheap toys. I set the speed low to give it a more stately, unstoppable feel to it.
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Yeah that's gonna get fixed to look better.
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I just this moment noticed how many project badges you've got Chief.
Way to make us one trick ponies feel inadequate :p
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It's amazing what you can get through brute force attempts. :)
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Looking very very good! Keep it up, I want to play this best mod ever (in my opinion).