Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: madaboutgames on January 28, 2006, 09:25:01 am
-
BHX -Babylonian History X
Welcome to the BHX work in progress thread.
Trailer now available to download - http://files.filefront.com/BXHTeaseravi/;4679596;;/fileinfo.html
Trailer size - 34.8mb
Trailer Legnth - 1 minute & 37 seconds
Trailer resolution - 720 x 576 (30 fps)
BXH Info
Babylonian History X has replay value like you have never seen before, in this campaign you pick your side then the enemy side. The races you can pick are:
Earth Alliance
The Narn Regime
The Centauri Republic
The Minbari Federation
The League of non-aligned worlds
The Shadows
The Drakh Hordes
The Interstella Alliance
The Vorlon Empire
The Raiders
Scenario
Once you pick your teams its all out warfare from start to finish. You play the part of a fighter pilot in your desired race and embark on many missions to secure your victory in the war. Each mission you participate in will have an influence on the overall progress of your race. Using many variables to calculate momentum, losses and territory each mission success is vital for your races victory in the war. If your outnumbered you have the option to run or fight, but if you run, this will have draw backs and may cause your race to lose more territory and ships. Missions will vary from offensive to defensive missions as well as many other different types such as surgical & escape missions for good measure. This is the sort of campaign wich can be played again and again and will be different every time thanks to IPandrews random variables.
Release date to be confirmed, at a guess we might be looking at summer 06
Whatch this thread for more info and screens. ;)
-
Nice work. I'm really looking forwards to seeing what the two of you will come up with. :)
EDIT : Just watched the trailer and it looks very good. My only suggestions would be to make it clearer that the player can play as any of those races and also to slow down the speed at which the names of all the sides are displayed (that bit moved a little too quickly).
-
I assume this will feature unreleased ships like the
ISA Victory and VE Star Dreadnaught, NR Bin'tak and EA Poseidon?
EDIT: Fixed for the 3.3 release. :D
-
wow, great trailer! you should do more of this!
but i agree with karajorma for slowing down the speed the races names appear in the middle of the trailer.
anyway, i hope to see more trailers like that in the future!
-
Babylonian History X has replay value like you have never seen before, in this campaign you pick your side then the enemy side. The races you can pick are:
The Vorlons
The Vorlon Empire
I think you've got one extra in there.
-
There is, those vorlons are everywhere! :lol:
The race selection screens are a bit fast, so you have to watch it more than once :)
I mixed the music track before actually puting the video together, timing was crucial for every milisecond of film
and could only use a few seconds to display the names of races.
-
No Vorlon Dreadnaught in 3.3 then? :(
I assume this will feature unreleased ships like the ISA Victory and VE Star Dreadnaught, NR Bin'tak and EA Poseidon?
EDIT: Fixed for the 3.3 release. :D
-
Thought the Vorlon Dreadnaught was meant to be in 3.3?
-
Thought the Vorlon Dreadnaught was meant to be in 3.3?
Stithe seems to want to wait until the X beam warmup is working before he releases the Vorlon Dreadnaught and... he's the boss ;).
-
Well, tell Stithe to hurry up. :lol: I've got an idealogy to wipe out. Chaos is better my encounter suited ass. :hopping:
If there is any ship I'm looking forward too it is the Star Dreadnaught.
-
LOL, when I was testing the Vorlon planet killer fired its main beam, I had the shock of my life, the actual diameter of it must of been that close to an Omega:lol I din`t know what was going on first, I just heard a hum then a big green light everywhere. Got a lot of slow down though when it did fire, I was going to use an anim of this in the trailer but the framerate was to slow so I opted to use another view of the planetkiller.:)
-
My comp handled the PK and the Drakh Mothership just fine. Takes one hit to knock that big Drakh ship out, but it will continue to fire on it even as it explodes (which takes a long time). But damn, that beam is huuuuuge.
-
Well, tell Stithe to hurry up. :lol: I've got an idealogy to wipe out. Chaos is better my encounter suited ass. :hopping:
If there is any ship I'm looking forward too it is the Star Dreadnaught.
Joking aside, an efficient method of "X" convergence fire would require some SCP support, which means its out of our control. All we can do is ask nicely.
-
Or accept that the SCP engine can't do everything and release the ship without it. Like the Vorlon Fighter and Cruiser.
-
With the Cruiser, Transport and Fighter it does not really matter as the pylon/tentacles are close enough together so you don't really see the convergance (or lack of one). However, the dreadnaught pylons are much further apart...
-
Nice trailer, as usual I'm eagerly waiting for BHX to come out!
(this project even in the idea stage was unique when compared to things offered so far by retail games)
Are you planning with IP something you might call a demo before the full version:
I mean a shorter version without certain mission types for which there are currently no models in some of the factions ;)?
What is the actual number of possible conflicts possible to simulate (each side vs each side)?
-
Random nebulae placement in BHX:
(http://www.bhx.stargame.co.uk/screenshots/randombackgrounds.jpg)
-
What is the actual number of possible conflicts possible to simulate (each side vs each side)?
Simple maths, ther are 10 races from which to chose, so this means 90 different wars can be simulated. :) YES thats 90 different wars and even if you play the same race a couple of times the war will still be different :) See waht I mean about replay value!
-
No it's a hundred. That screenshot above is from a Narn vs Narn war. It was a very silly war.
-
No it's a hundred. That screenshot above is from a Narn vs Narn war. It was a very silly war.
Yes 100 actually, I forgot about fighting the same team :)
Should be a drazi screenshot, The Drazi are used to fighting each other. :rolleyes:-Green V :confused: -Purple
-
Random nebulae placement in BHX:
Looks at the planet's shadow in relation to the position of the sun.
You lucky, lucky bastard.
That was just luck right? Or have you actually gone to the trouble of making sure your randomly placed planets always display the correct shadow?
-
:lol: Pure luck obviously. I've not looked into coding it to do that yet. It may be possible by giving an offset pitch and heading for the sun from the planet but even thinking about it gives me a headache. The co-ordinate system in FRED is a little strange.
-
I asked cause the idea of doing that with SEXPs is enough to give me nightmares. Maybe with WMCs scripting but with just SEXPs? :eek:
-
I thought you would have that problem with planets ;) Using an offset pitch and heading for the planet to coincide with the suns position would work great but that will be an awfull lot of work :doubt: It might be a good idea to use a background which has been set up with sun and planets accordingly and use the sexp to add the random nebula, but the problem with this is some of the nebula may be placed over the planets :blah:
I think the best way for the planet backgrounds would be to use skyboxes, I will get a few done this weekend so will will be able to test a couple next week to see how they look ;)
-
I thought you would have that problem with planets ;) Using an offset pitch and heading for the planet to coincide with the suns position would work great but that will be an awfull lot of work :doubt:
Well assuming the idea works it just means storing a Pitch and Heading offset for each sun a team has. So it's 5*2 extra variables per team, that's 20 for both teams. Might take us over the 90-100 variable limit. Depends on the mission. Oh that's assuming all planets have a Bank (rotation) of 0 degrees. Add that into the mix and it definitely won't work. Aside from the variable usage though it's not much work.
It might be a good idea to use a background which has been set up with sun and planets accordingly and use the sexp to add the random nebula, but the problem with this is some of the nebula may be placed over the planets :blah:
Hard code the sun and planet positions? Seeing the same planet in the same position every time yould detract a lot from the fun of the random backgruonds I think. I'm going to try and avoid that if possible.
I think the best way for the planet backgrounds would be to use skyboxes, I will get a few done this weekend so will will be able to test a couple next week to see how they look ;)
Sure experiment away. I'll compare one vs the other and take the best basically. Even with the sun/planet positions unco-ordinated though the random backgrounds don't look bad at all. You may be surprised (once you get the missions to load).
-
Ill try making a new pilot and see if that resolves it ;)
-
Well after reading about Andreas Katsulas I almost don't feel like posting this:
(http://www.bhx.stargame.co.uk/screenshots/vpk1.jpg)
(http://www.bhx.stargame.co.uk/screenshots/vpk2.jpg)
(http://www.bhx.stargame.co.uk/screenshots/vpk3.jpg)
(http://www.bhx.stargame.co.uk/screenshots/vpk4.jpg)
It's a fairly simple effect really but it still looks nice.
-
So you opted for the bitmap, looks good :) If you checked out the new pcx`s I did last night (well at 5 o`clock this morning LOL) there are still a couple left to do eg. homeworld destroyed and safe etc.
Ill be uploading some nice screens over the weekend :)
-
wow, so you finally destroyed a planet :)
congratulations!
-
Yes I used a bitmap. It means we can use the standard tables (adding a model means an extra table entry), plus there are issues with making planet size models explode. Namely the debris. The game engine doesn't handle planet sized debris very well. It appears not to move and looks very silly when it goes pop. In that respect it's not really much better than the bitmap and really not worth the hassle.
-
The BHX web site is now online - http://www.bhx.stargame.co.uk/index.htm
On the site you will find information about BHX, downloads screenshots etc. ;)
Enjoy
-
Shall we post some work in progress news?
Well...
Work is... progressing.
-
Shall we post some work in progress news?
Well...
Work is... progressing.
Work in progress update - edit 2
Work has progressed and is still in the process of progressing :) :lol:
-
There are some spelling mistakes on that site.
-
If you can spot them all you win a cookie.
-
And some milk!!!
Didnt have time to spell speck, thats what the viewers are for! teamwork!! :lol:
So post any mistakes you may spot and I will ammend them (yes I, teamwork!!) You spot them and ill ammend them!!)
-
How about BXH. That one in bold and the large font :p.
-
LOL - well it does say what is BXH? quite appropriate. :lol:
I will ammend that tomorrow, along with a big list of user submitted spelling checks :lol:
-
In the news page, you've got the HLP link listed as "Hards Light Productions"
In the Contacts page:
" BHX is the brainchild of IPAndrews and Madaboutgames. You can contact both us us in the "The Babylon Proejct" forum at Hard Light Productions (also iinked on the links page)."
What kind of a word is "iinked"?
In the EA description, Sheridan is written with 2 "R"s.
In the Centauri description, you have the race spelled as "Cnetauri" once in the 1st paragraph.
In the Minbari description, you have a line "they are a very private race and do not enbark on the path or war lightly." Firstly, it's "embark", not "enbark", and secondly I think you meant it to day "path of war" not "path or war".
In the League description, 2nd paragraph, you have "which" written as "whcih".
In the Vorlon description, 1st paragraph, you have "their" written as "thir", and "known" written as "nown". In the 2nd paragraph, you have "races" written as "thraces" (BSG moment? :lol: ).
In the Shadow description, 1st paragraph, 3rd sentance, you have "there" which should be "their", and another "thir".
In the Drakh description, 1st paragraph, 1st sentance, you have an instance of "where" which should be "were". 3rd sentance, has "dedicated" written as "didicated".
In the Raiders description, 1st paragraph, 2nd sentance: "They mainly comprise of humans although they are mainly comprised of humans, other alien..." you appear to be repeating yourself. 3rd sentance, "...,they male thir money by..." should read "...,they make their money by...". 4th sentance, you have "acquire" written as "aqquire".
In the ISA description, 1st paragraph, more of a point of accuracy, you have the Victory listed as having "shielding", which could be confused with energy shields. I'd recommend changing this to "armor". 2nd paragraph, 5th sentence, you have "though" written as "tuff".
Besides spelling mistakes, you may want to convert the .bmp screenshots to jpg format.
-
Ever thought of being a lawyer?
-
@Trivial Psychic
In your 9th, 10th, 11th and 12th paragraphs; "sentance" should be written as "sentence" :D
-
Cheers Triv, Had time to go through it and made the relevant changes. I also noticed a few other spelling mistakes, all sorted now.
I converted all the bmp files to jpeg last night, they have been uploaded now :)
-
@Trivial Psychic
In your 9th, 10th, 11th and 12th paragraphs; "sentance" should be written as "sentence" :D
Thanks. I figured I'd make one or two myself along the way. It's always easier to point out other peoples' mistakes, isn't it?
-
So you guys know. BHX just pushed the game engine farther than it is happy to go. At this point the campaign doesn't work. I would have to get rid of something big in order to make it work. That would be a shame because I see what's already there as being pretty much the minimum to make the campaign interesting. We'll continue working as if everything is fine, in the hope that a SCP god (Taylor prob) can pull this one out of the fire. At the moment though I'm a bit fed up. :(
-
. At the moment though I'm a bit fed up. :(
FRED UP
A thousand mile journey starts with one step
-
Hey, Taylor has resurrected this campaign. That was quick. :cool: Also, since Karajorma added seeded random number support to the game engine, you are now no longer able to reload a mission until it generates an easy one for you. Sorry chaps. You can use re-run previous of course if you're really rubbish. I could close that loop hole if I wanted to, but I won't. I know what you guys are like!
-
So any news? a beta? more screens? This just looks like the only thing TBP (and freespace) always was missing: a skirmish - generator. If you get this project running the way it is planned, this would surely be the next level of this kind of quick-battle... and I can't wait to get my hands on it...
-
a skirmish - generator.
Blasphemy! It does more than that. We need voice acting before we can release a beta I'm afraid. Plus the campaign is still recovering from being temporarily dead whilst the game engine caught up, so it's in no fit state to be called an alpha at present. That said, what did you want screens of?
-
Skirmish generator :lol: Wish it was as easy as that.
Don`t forget to check out the website, plenty of screens on their and a bit more stuff to keep you going. How many voice actors do we now have? how many do we need now?
-
About ten. I'll upload a list.
-
OK, I know its NOT just a skirmish-generator... I just wanted to state that this was the thing I missed the most in FS and so in TBP. And now im NOT ONLY getting my whish but something far more enjoyable... (do you like it better this way *g*?)
Checked the website...
The post was more or less a very complicated way of saying "keep it going, it looks promising and i want to see more of it"
-
Yeah we know. We were just picking on you for no reason :lol:. Seriously though, thanks for the support and all that.
-
Yeah we know. We were just picking on you for no reason
Theres not many other poeple round here to pick on, so thats 1 reason :lol:
-
Amazing trailer for BHX. :yes:
good looking Vorlon Planetkillers!!!!
-
BHX has been sleeping unfortunately. New daughter. Real work. Limited hours in day. Not a good combination. Frustrating when I have a whole list of cool stuff I want to add. Like the mission where the VPK is headed to your homeworld and everyone is desperately trying to blow it up before it fires. Capships doing suicide runs on it and such like. Just one cool thing on a long list of cool things in my head. Well that concludes the non-progress report for the time being. As you were.
-
That does give me time to finish learning C++ and implement the SEXPs you wanted though. I told you from the day you suggested it that I want those String SEXPs in there so that I can make psuedo-arrays :)
-
could you provide one more mirror for trailer?
First one (filefront) have weard issue, longer I download then I have less transfer (till 0 kb/s) - it's weard, coz I have this issue only for this file, other file from filefront seems to d-load normally.
Secon one (that one from BHX webpage) is always full for me (it tell me that limit for my country is full)
:(
-
psuedo-arrays :)
I'll be interested in seeing how that works. I had planeed some clever stuff with the string sexps but I don't know, I'm running so short on sexp nodes these days it'll be difficult to do anything clever. Those random backgrounds look great and add to the atmosphere of the campaign hugely but boy do they take up lots of limited resources.
-
BHX is awake again. New screenshots soon-ish. I say again, boy this campaign is fun to play.
-
Conclusive proof the Centauri can't handle Bintak dreadnaughts.
(http://www.bhx.stargame.co.uk/screenshots/narnbeatcentauri.jpg)
-
Ow, I thought the Narn were supposed to get owned by the Centauri. What goes around... :lol:
-
The Centauri had help last time :)
-
A bit too much help :)
-
I'm guessing that the real Narn fleet doesn't have many Bin'Taks, while the Centauri have loads more Primus class.
-
The Bin'Tak Dreadnaught is the largest capital ship the Narns have produced. Not many are in service as most were destroyed during the second Narn/Centauri war.
-
Hey, just wanten you to know that the link to your BHX trailer is broken.
-
I'm guessing that the real Narn fleet doesn't have many Bin'Taks, while the Centauri have loads more Primus class.
Yup, that's the problem. The campaign has no concept of that fact. I need to figure a way of teaching it that fact without introducing more variables. I've got some ideas.
-
IIRC, there is a Centauri cap-ship which is kinda the success or to the Primus. If we got that ship, it could be a match for the Bin'Tak. It'd probably need another variable to count for that particular class. For example, the Bin'Tak, the heavy Centauri warship I was referring to, the Vorlon Dreadnaught, and the Warlock class are all examples of ships whose firepower and strength put them into a class above other destroyers in their respective fleets... dreadnaughts... of course. If some of your current variable restrictions are overcome, you could include support for these into BHX.
-
you taking VA submissions for BHX here as well as for heat'em up?
-
There:
http://www.hard-light.net/forums/index.php/topic,38344.0.html
-
IIRC, there is a Centauri cap-ship which is kinda the success or to the Primus.
Are you thinking of the Octurion? I've asked Maverick for that. I'm sure he'll get around to it eventually, once his latest round of tests are over with. I would imagine an Octurion rolling over a Bin'tak with ease. It should help redress the balance a bit. It would be nice if BHX understood the difference between a destroyer and a dreadnaught but I don't think it's going to happen in a hurry. I believe the SCP team are working on getting around the 100 campaign persistent variable limit, but there's still a limit of 100 variables (any type) per mission that limits how complex I can make things. I don't think that limit will be removed.
-
...but there's still a limit of 100 variables (any type) per mission that limits how complex I can make things. I don't think that limit will be removed.
:(
Any idea why it can't be done?
-
...but there's still a limit of 100 variables (any type) per mission that limits how complex I can make things. I don't think that limit will be removed.
:(
Any idea why it can't be done?
Many things could be done about it I guess
but most likely it's the coders who don't want missions to be flooded with variables...
-
WIP - Update
Work is resuming on BHX :) The March/april release date had now been moved back till the end of may :) All good things come to those who wait :)
-
Here is some WIP.
Some of the new designs for the Race Selection Screens.
The final selction screen will include the 3d model (game pof)in the middle of the screen.
EA
(http://www.heatemup.stargame.co.uk/racee.jpg)
Vorlons
(http://www.heatemup.stargame.co.uk/racev.jpg)
Minbari
(http://www.heatemup.stargame.co.uk/racem.jpg)
Release date is yet to be arranged. Should be looking at summer.
-
How big is BHX gonna bee?
-
Bigger than the biggest thing ever.
-
so dy you have to donwload like ISA VS Minbari or isi a hole pak whit ISA Vs Ea Narn Vs caentauri or some thin like that? :) :)
sorry i was just trying to bee funny
-
so dy you have to donwload like ISA VS Minbari or isi a hole pak whit ISA Vs Ea Narn Vs caentauri or some thin like that?
yz smtin lek tat.
-
Now now, there's no need to mock the poor illiterate blighter...
-
You'll notice the lack of moderator support for your comment ;).
-
Ians handling this one quite well, ill leave you to it :)
-
Now now, there's no need to mock the poor illiterate blighter...
I'm quite looking forward to the concept of a 'hole pack', although I'm not sure it's suited for release on a family forum.
*cough*
M quit lukin fwd 2 teh idea of loadsa hole, tho m no sre tis rite fr releese here cos tink this pure fmly plaice r sumtin wimpy lik tat.
2 ansr teh orginl queeston, tis a pure mad mucker man campiagin whur u cn ply s preti much any1 n anytin an pure mad blast hunners o stuff and like shout guns @ sum othr stuf like yer sum mad pilot person ting man.
-
BHX whit bee jut won donlood, bet eat may bee quit a birg donlood. Rhubarbly abeet 150 magaboots iin hole.
-
BHX whit bee jut won donlood, bet eat may bee quit a birg donlood. Rhubarbly abeet 150 magaboots iin hole.
Ok Aldo and IPAndrews. That's enough of that. Consider yourselves both warned. :mad:
-
WARNED wot 4, wot ave vey dunne
-
y m i wnrd???2
-
Ok Aldo and IPAndrews. That's enough of that. Consider yourselves both warned. :mad:
WTF? IPAdrews warned himself ?!
-
Oh ye of little wit.
-
WTF LOL ROFLMA
-
Krapi spelin orgi!!!!1111
-
These posts remind me of Ashrak from the VWBB days.
(Sorry, my scheduled Friday and real Friday coincide for once. My weekend is almost here...)
-
On a serious note - BHX WIP (thats what this thread was intened for! :lol: )
worc on BHX as reecumed agayn, ve worlk wiv ve miscons iz caring onn az normel, wee arr holping forr a summr relece of thiz, watcchh vis fredd fore moor info :)
-
Okay, now it's just coming off as a rehash of their April 1st joke...
-
Bork bork!
-
Case in point. :p
-
OK, tone it down. I've got Moderator powers now, so don't force me to split this line of conversation from the thread.
mmmm... Moderator Powers.... :cool:
-
(http://www.bhx.stargame.co.uk/screenshots/bluetest.jpg)
-
I'm getting a 404. Uploaded yet?
-
Nah spelling mistake. Behold the Miyazaki style Narn G'Quan.
-
Oooh. Purdy.
-
Now the same thing with less moody lighting.
(http://www.bhx.stargame.co.uk/screenshots/shadowsoverearth1.jpg)
-
Told you it would be bob on :)
-
Oh and by the way everybody, that is an ingame screen shot :) :) :)
-
Are you using a skybox on its own, or do you have a ground mesh going there as well?
-
ground mesh and a skybox :)
-
That is cool. Full atmospheric battle attack!!!
-
More atmospheric battle pics. Please direct your fandom towards Madaboutgames.
(http://www.bhx.stargame.co.uk/screenshots/shadowsoverearth2.jpg)
(http://www.bhx.stargame.co.uk/screenshots/shadowsoverearth3.jpg)
-
Is that a skyscraper I see?
-
yes thats the earth its based on, it has a nice ea base that can be seen, this background will only be used in the intro and ending. The ones without structures will be used for ingame missions :)
-
wo,wo,wo... stop!
Give me some time to catch my breath again!
impressive work you two...
BTW do I see the edges of the skybox here and there? (I didn't know it was cube)
-
The edges are somewhat less obvious now MAG has re-rendered the textures (both sides match), but they are unfortunately still visible if you look hard enough).
-
(http://www.bhx.stargame.co.uk/screenshots/homeworldinvaded1.jpg)
-
Heh, somebody on Earth dropped the ball!
-
and I'm fought everything from dilgar to drakh for this planet... and now they let themselves get invaded by the Shadows once I retired.. tststs
-
I am working on all the current races homeworlds for bhx, and for ingame i am also doing a skybox and landscape mesh for each race :)
-
looks fantastic! great work!
madaboutgames, if i can help you, tell me. i had some ideas about matt painting some backgrounds for skyboxes.
-
Here is a fairly random picture of a Sharlin which shows nothing new or interesting:
(http://www.bhx.stargame.co.uk/screenshots/randomminbaripic.jpg)
-
Nothing to see in this next picture either:
(http://www.bhx.stargame.co.uk/screenshots/marcanos.jpg)
-
Posted this for no other reason than the random background generator did a great job on this mission:
(http://www.bhx.stargame.co.uk/screenshots/aviokivssharlin.jpg)
-
Well I finally got sick of the campaign churning out blatantly unfair missions. Often due to it not knowing the difference between a capital ship such as a Bintak and a cruiser such as a Th'nor. So I finally bit the bullet and decided to sort the problems out. It was more trouble than I bargained for and resulted in another big overhaul of the way missions are generated. The result is something that is fairer and more flexible. For instance the most generic mission in the campaign "Chance Engagement" which I was using as the test bed will now generate missions in which teams sometimes mainly comprise of fighters, sometimes of cruisers, but the total effective fighting strengths of the opposing teams will always be in the same ball park. Excepting any penalties incurred because the enemy has many more remaining ships, and those due to skill level (less enemy ships are now present in any mission when you play on easier difficulty settings).
This is nice stuff and hasn't really bloated the SEXP usage that badly. It does mean I have to go through all the missoins again though and update them. Hopefully this will be the last time and I'll have it done before MAG returns. Things are coming together though very quicky.
-
Did the ship loss/momentum calculations I helped you with work out in the end?
-
Yes that whole thread of conversation back in the day was invaluable. In the end I took inspiration from comments made by various people and mixed in something of my own. The resulting code handles territory and losses in a way that I am 100% happy with.
-
I'm guessing that Avioki up there is about to undergo the B5 equivalent of being buggered by an angry bear?
-
Nothing can stand in the way of a Sharlin. I was testing the blockade running mission. A single Sharlin trying to break a blockade around a jumpgate consisting of a Primus, a load of Vorchans, a load of fighters, and rather nasty minefield. The Sharlin casually glided through the blockade annihilating everything in the area.
-
Minbari are the galactic space rapists, Thank Grud i was born before the Earth - Minbar war.
-
Minbari are the galactic space rapists, Thank Grud i was born before the Earth - Minbar war.
Um, wouldn't you rather be born after?
-
And have to put up with tonnes of "During the war...." stories? :p
To be honest I'm glad to see that the Minbari are as nasty in the game as they were in the show :)
-
And have to put up with tonnes of "During the war...." stories? :p
This campaign is nothing but "during the war" stories.
-
I hope so, :D
Flying a campaign without having to shoot anything would "do my bloody nut" Extremely boring dont you think
-
Ok. Well for the seemingly 5 or so people who visit the forum these days. Here's the latest in the never ending BHX WIP soap opera. You see unlike certain other campaigns <cough>Machina Terra<cough> I actually keep you informed. So what work has been done. Well I did a couple of nice new missions where you blow tons of stuff up and there's a big battle and everything. I also did the extra special top-secret mission. It's a fantastic idea and really quite revolutionary. Tomcat and Col Fishguts know but they will never tell. I have about 12 missions finished at the moment and that's updated with the new framework. It takes about 2-3 hours to churn out a new mission and I want to have about 30 at least. But I'm not working on this thing full time so don't even try and do the math ;).
-
But it'll be out before Duke Nukem Forever.
Damn... that joke is getting old. *yawn*
-
Well I finally got sick of the campaign churning out blatantly unfair missions. Often due to it not knowing the difference between a capital ship such as a Bintak and a cruiser such as a Th'nor. So I finally bit the bullet and decided to sort the problems out. It was more trouble than I bargained for and resulted in another big overhaul of the way missions are generated. The result is something that is fairer and more flexible. For instance the most generic mission in the campaign "Chance Engagement" which I was using as the test bed will now generate missions in which teams sometimes mainly comprise of fighters, sometimes of cruisers, but the total effective fighting strengths of the opposing teams will always be in the same ball park. Excepting any penalties incurred because the enemy has many more remaining ships, and those due to skill level (less enemy ships are now present in any mission when you play on easier difficulty settings).
Whoah, hold up, did you say generated? what, are the missions randomly generated for the player to tackle? (kind of like flight sims, i suppose)
-
Whoah, hold up, did you say generated? what, are the missions randomly generated for the player to tackle? (kind of like flight sims, i suppose)
Well, pseudo-generated. If that makes any sense. Generated on a theme? There were simply too many limitations to make missions 100% generated.
-
Well for the seemingly 5 or so people who visit the forum these days
Wa.. Hey! I take offense to that. I visit the forums! I demand you rephrase that to read, "To the 5 people who visit these forums and actually make a communal contribution which helps to keep me motivated by letting me to believe that some people will actually play the game upon release".
Now that I could accept.
Oh and while I'm here I suppose..... Good work. Keep it up. Feel the burn. Work past the pain. Give it 110%.. annnnd so forth.
-
Well I wouldn't go that far, but how about this as a compromise.
Ok. Well for the seemingly 5 or so people inc Rand al Thor who visit the forum these days.
-
I am here,
I just don't say a damn thing...
Err, Keep up the good work on this campaign though it sounds awesome. It would be nice to have something new to play. :)
-
I think there are quite some lurkers who aren't registered and just check by every few weeks or so. I know I do that on some MOD projects.
-
And have to put up with tonnes of "During the war...." stories? :p
"Phew. I'm telling you mate, I thought their head was bony, but then they pulled out..........."
-
The next Earth Minbari war starts. Never try to show you are friendly by approaching with gun ports open.
(http://www.bhx.stargame.co.uk/screenshots/misunderstanding.jpg)
Silly humans.
-
Dangit, Omega - PWNED
IIRI The grey council were having a hip-hop party on the $STR-insertsipnamehere when the Hyperion in question smaxxored it a tad right?
-
Yeah that's what the Grey Council do. They have hip-hop parties :nervous:. I am grey. We are grey. Now get down to the funky beat.
-
Let's see what it does to a warlock.....
-
Speaking of which is the Warlock EA or ISA?
-
AA :D
Its EA surely?
-
Yes I think it's EA, an Omega replacement, but I'm not 100% sure and if I get it wrong B5 fans will let me know about it. I can include it easily enough. There's space for 3 capital ships. Currently I have them listed as Nova, Omega, Omega. So you've got a 2 in 3 chance of getting an Omega and a Nova otherwise. I could change that to Nova, Omega, Warlock, or dump the Nova entirely and go Omega, Omega, Warlock. Anyone got a prereference?
-
I dont understand, On a render or a release?
]Personally old school EA Fleet is my fave, so Omega Omega Nova,
-
Ok sorry. My bad. When my campaign makes missions and it sees a capital ship belonging to a particular race. It picks one of three capital ship classes at random. I was asking what everyone thought those should be for the EA.
-
What about the Midwinter, or Olympus (ok, the shoebox may be useless) ?
-
Is this for fire support or enemy ships, if its fire support, then I'd rather have warlock on my team,. althouh to be quite honest in favour of balance i'd prefer a warlock with two omegas, chancewise rather than have a Nova turn up against a "bonhead cruiser"...
-
What about the Midwinter, or Olympus (ok, the shoebox may be useless) ?
They are cruisers. I differenciate between cruisers and capital ships now. The Olympus vs a Bin'tak problem I discussed earlier. I will be adding a gunboat catagory too when Triv finishes the Halik. Which will be used for light escort duties and include ships such as... the Halik ;7... the whitestar, and the firehawk. Oh how I look forward to the Halik.
-
i'd prefer a warlock with two omegas, chancewise rather than have a Nova turn up against a "bonhead cruiser"...
Yes I'm thinking 2 omegas and a warlock too. Nova may have an appearance as a planetary assault cap. I can't do special cases like Nova vs Sharlin though. I'm strapped for sexp tree nodes as it is.
-
It really depends. Since timetables could potentially be all over the board, it's hard to pin down an era that's appropriate. I would go with 2 Omega 1 Warlock, though. If you let the Nova in, we'd have Nova's and Warlocks showing up in the same war, and that just wouldn't add up.
-
I'm not so sure about this... As far as I get it, BHX simulates an all out war, kind of "fight or face extinction".... Im absolutely sure EA would then use EACH and EVERY ship available....
I don't think, you could implement this in the calculations? If you have some phyrric victory (or SOME of them) you might gain momentum (= more ships? how is it reflected? sry, forgot about this detail) but only few of them are newest models....
If this is hard to implement forget me mentioning it. I guess hardly anyone would notice it in the heat of battle and it would only push the release out further... as one of the 5 persons waiting for the game (probably its a little more than 5 don't u think???) i don't want such minor changes making us all have to wait even longer... *chewing on fingernails*
-
I'm not sure if this has been discussed before, but what about the capship names....are they also randomized for each and every battle....
What about the Midwinter, or Olympus (ok, the shoebox may be useless) ?
Oh how I look forward to the Halik.
What kind of ship is Halik ?
Non-canon I assume ?
-
I was just remembering the Novas and how they were around in season 2. In fact, a nova came with all the upgrade equipment to upgrade B5 defenses before going on that planetary assult. I think you can assume a Nova from Season 2 is allot more powerful then the Novas of the Dilgar or Earth Mimbari war. I am sure they were still in service 3 years later at the end of series and allot cheaper without a rotating section. The warlock is allot more guesswork.
-
What kind of ship is Halik ?
A non-canon Brakiri fighter-killing gunboat.
-
Ian, ill start cracking on with the rest of the renders for the skybox landscapes now im sorted, only problem at the mo is internet access. So let me know where we are upto with the missions, then i can crack on with them and the scripts :)
-
Some new skyboxes sounds like a fantastic idea. Best leave the missions to me though as the framework has become much more complex since last we spoke :(. I know you're a smart guy and everything but to be honest I'd just as soon spare you the headaches of having to work with it. Although you could go through finished missions and sort out the diologue and messaging events. Download the latest version of the campaign when you get chance and give it a try. I think you'll be happy with the way it's gone in your absence.
-
Having seen the framework I tend to agree that only the person who wrote it will understand it without a lot of work :D
Every once in a while I get tempted to add a commenting system to missions. It's only the amount of work that's probably involved that puts me off.
-
Yep no probs,Ill crack on with the skyboxes for now. Im buying a new nice powerfull computer in around 2 weeks so look out for a nice smooth trailer aswell :)
-
BHX has been sleeping. Real life issues. The desertion of the TBP team hasn't helped matters. I will try to get everything moving towards a conclusion though as soon as my house is in order. If anyone wants to inspire me then that might be a good thing.
-
I'm glad to see that the project was asleep and not dead. :p
Seriously, though, I've been very much looking forward to this. TBP got boring when all the campaigns were complete, but as soon as BHX is complete, we'll have over 50 new campaigns to choose from. So yeah, I'm rooting for you guys. So far, the screen caps have looked excellent, and I'm sure the final product will be legendary.
-
BHX will never die :) im now sorted and about to crack on with Ian on it :)
-
Nothing can stand in the way of a Sharlin.
Except EA Warlock, NR Bin'Tak and CR Octurion, not counting ISA Victory. Unless someone's been screwing with the balance since I left the staff. :wtf: OK, the Bin'Tak and Octurion weren't even usable at that time.
I also did the extra special top-secret mission. It's a fantastic idea and really quite revolutionary. Tomcat and Col Fishguts know but they will never tell.
I feel left out. :(
Speaking of which is the Warlock EA or ISA?
EA. Of course. :p
-
Don't feel left our Fury. You know about the other, other top secret campaign/toy I was working on ;). That's going very well by the way.
-
Don't feel left our Fury. You know about the other, other top secret campaign/toy I was working on ;). That's going very well by the way.
Nobody is interested in that Ian. They just want you to finish BHX.
-
Having seen some of BHX I assure you that I'm interested :)
-
EA vs Minbari
(http://www.bhx.stargame.co.uk/screenshots/eavsminbari1.jpg)
(http://www.bhx.stargame.co.uk/screenshots/eavsminbari2.jpg)
(http://www.bhx.stargame.co.uk/screenshots/eavsminbari3.jpg)
(http://www.bhx.stargame.co.uk/screenshots/eavsminbari4.jpg)
-
EA vs Centauri
Omega preparing to assault the good 'ol Marcanos
(http://www.bhx.stargame.co.uk/screenshots/centaurivsea1.jpg)
Another Omega torching a Vorchan
(http://www.bhx.stargame.co.uk/screenshots/centaurivsea2.jpg)
Yet another Omega roasting a Primus
(http://www.bhx.stargame.co.uk/screenshots/centaurivsea3.jpg)
-
Drakh vs Minbari
Air battle between some Nials and some Drakh Fighters
(http://www.bhx.stargame.co.uk/screenshots/drakhvsminbari1.jpg)
Nials downing a Drakh freighter
(http://www.bhx.stargame.co.uk/screenshots/drakhvsminbari2.jpg)
Drakh freighter - before
(http://www.bhx.stargame.co.uk/screenshots/drakhvsminbari3.jpg)
Here come the Nials
(http://www.bhx.stargame.co.uk/screenshots/drakhvsminbari4.jpg)
Zap
(http://www.bhx.stargame.co.uk/screenshots/drakhvsminbari5.jpg)
Sharlins headed for Z'ha'dum
(http://www.bhx.stargame.co.uk/screenshots/drakhvsminbari6.jpg)
-
I'm not seeing the stuff from the last two posts.
I like the ones I can see though :) :yes:
-
Don't know why direct linking isn't working for all pics, they're there though.
www.bhx.stargame.co.uk/screenshots/drakhvsminbari1.jpg
www.bhx.stargame.co.uk/screenshots/drakhvsminbari2.jpg
www.bhx.stargame.co.uk/screenshots/drakhvsminbari3.jpg
www.bhx.stargame.co.uk/screenshots/drakhvsminbari4.jpg
www.bhx.stargame.co.uk/screenshots/drakhvsminbari5.jpg
www.bhx.stargame.co.uk/screenshots/drakhvsminbari6.jpg
-
Don't know why direct linking isn't working for all pics, they're there though.
My guess would be that hotlinking isn't allowed... :)
-
EDIT: IP fixed the stuff
-
Oh yeah. Well, it's not hotlink problem then... Wierd :confused:
EA vs Centauri: www.bhx.stargame.co.uk/screenshots/eavscentauri2.jpg Doesn't show up. Sure the image is on the FTP?
-
Sorry guys I kinda posted the stuff, assumed it would work, and went to bed :P
I've got a few more pics of ISA vs the Shadows I'll post later.
-
Just out of interest, IPA, you have backed up your files on the FTP? :p
-
Ah no. I'll do it now. Thanks for the reminder.
-
The BHX webpage has moved to:
http://bhx.relichost.net
-
Everyone's favourites. The League. Looking good.
(http://www.bhx.relichost.net/screenshots/brakiri.jpg)
My ass is on fire!
(http://www.bhx.relichost.net/screenshots/myassisonfire.jpg)
Smoke gets in your eyes.
(http://www.bhx.relichost.net/screenshots/smokegetsinyoureyes.jpg)
-
So should I update everyone. I say everyone. Well anyway sorry this campaign is taking so long. Progress is being made. The TBP 3.4 beta is helping things to get moving again. Also I just added fighter killer and gunship AI and that's working out nicely.
-
Wow, nice pictures :yes:
-
looks mighty fine!
-
Woah an update to the smoke effects?
Nice. They look so much better. Is 3.4 being optimized for 3.6.9 builds?
-
We're using a lot of new stuff the SCP coders have added so 3.4 will only work in 3.6.9.
-
is it out yet
-
:lol: No.
But you never know one day :)
-
is it dead? its 80% complete!!!
Someone finish it up, get it voiced, and shipped!!!
Id love to help.
-
Arrrgh a year and a half bump! :mad:
Got me all excited... :lol:
Shaun/IP, if you guys think you can use me again I'd be thrilled to get any sort of VA part... :D
-
May as well use me. Ian knows my voice. :)
-
May as well use me. Ian knows my voice. :)
So Do I ;)
-
Minor lifeline for this project. I just noticed the TBP Final FRED has an option for event driver briefings! :eek2:
-
You didn't spot that before?
It's been there since retail. High Noon used it to give you different briefings depending on whether or not the Sathanas had been disarmed or not. :)
-
No. briefings. Not debriefings.
-
...and if you disarmed it in Bearbaiting, High Noon had different briefings...
...If I recall correctly. :nervous:
-
Oh well I'm less excited then. This possibly means there's some reason I didn't use it. Which I've probably forgotten since I haven't touched this campaign for a while. Maybe something to do with ship placement.
The fade-out issue is still a problem anyway. In the early versions of the campaign I used an immediate fade-out to blacken the screen and prevent the player from seeing things such as the mission background being automatically generated, and all the ships being changed. In later versions of the game engine that code which used to work, stopped. Meaning the player could see everything, which frankly looked ridiculous :).
-
Typo corrected :)
IP, stick the player in a black box until you're finished and then warp out the box. :D
-
:lol:
For some reason I imagine the inside of the box says "Intermission - Pay no attention to the universe rearranging itself beyond your sight!"
Thank you for mentioning it, I'll have to try it sometime...
-
Yes. It really looks that silly. :)
-
always let the camera start in hyperspace (maybe add some cool jumping sequence with a nice subtitle like Date - System - blabla in the B5 font) :rolleyes:
-
can we revive this and can i help?
-
I played this last night. I played as the ISA and defeated the Drakh. Unfortunately the fade-to-black startup didn't work when it used to and I haven't changed the code in any way.
-
It should be working in any build released after June based on what WMCoolmon said in this (http://scp.indiegames.us/mantis/view.php?id=1510) Mantis report.
-
If I adopted this build what would it break? Presumably a lot of the TBP specific bugfixes you did for us in our custom 3.6.9 build haven't made it into the head build yet?
-
All my fixes are in 3.6.10. As far as I know there is no reason not to move over to 3.6.10 Official when it comes out. The changes I made to ai_profiles table means that you could have the Whitestar score kills without it affecting older missions (simply create a new AI Profile that will be used in those missions and add it via a tbm). There are probably other changes that would benefit TBP too.
I will have to look into this (http://scp.indiegames.us/mantis/view.php?id=1742) to see if it affects Windows machines too though.
-
Thanks for your input Kara. Can you recommend a "most stable" 3.6.10 build?
-
so it's lets try it out and if it works use it (also on hip's DVD) or what?
-
Bingo. That's the problem with head builds and why I try to avoid them like the plague :). Then again when I was working with the 3.6.9 head builds I did eventually, through trial and error, find one that worked very nicely and stuck with that until the full release. Which is the root of my question to Kara. I'm hoping someone else has done the long frustrating trial and error bit.
-
okay, it's your call Kara. FIND ONE THAT WORKS and I will gladly support a new official build but please be sure.
-
The one in my sig is very stable, although it's a bit old.
-
Uh Vid. The only reason I'm looking to a head build is there is a very specific bug (fade out) that has scuppered me leaving me with no choice. It's your call obviously but I'd suggest sticking with our incredibly stable TBP specific 3.6.9 build.
-
well, there is no deny that it would also fix some bugs in Multiplayer, for example the respawn problem.
And AI fixes sounds good too. I don't expect or want all the features the state-of-the-art WCS builds have but bugfixes are always nice.
-
You want to force a head build on people for multiplayer? :shaking: Just be sure that in order to fix your handful of bugs you don't force a truckload of new ones on everyone. There is a reason these things aren't release candidates or full releases you know.
Consider this. Trying a head build to see if worked better with BHX has crossed my mind before. The reason I didn't is because on some level I would sooner can BHX as a project than use one of these builds! I know as likely new project leader I'm going to have to let you make your own mistakes but seriously, this would be a doozy to start with :nervous:
-
I definitely wouldn't recommend moving over to 3.6.10 for multiplayer without a lot of testing. The FS2 build that colecampbell666 suggested is pretty stable. Debug will scream like hell about MOI errors though.
I do not recommend using that FRED build though. This one (http://www.freespacefaq.com/Misc-Downloads/Builds/Old/Is-Player-Build.7z) will probably work a lot better for you.
-
I actually did quite a bit of TBP multi testing with the is-player build in Kara's link. Didn't hit any snags. Also been using some recent 3.6.10 builds for debugging purposes without noticing any problems that didn't exist in TBP 3.6.9. Still any 3.6.10 build would need a lot more testing even if it were just for multi.
There was a recent Mantis report of recent builds totally breaking TBP but I don't know of anyone that has confirmed that report.
-
The FS2 build that colecampbell666 suggested is pretty stable.[/plug]
-
My first post and it's a bump... :lol:
Just curious as to where this went...I gotta thing for dynamic campaigns...
-
is this still alive
-
No. If the last post was
My first post and it's a bump... :lol:
Just curious as to where this went...I gotta thing for dynamic campaigns...
from 9 years ago, it is nearly 100% not. You can ask if someone kept the (probably incomplete) files though.
-
The files aren't the problem. BHX was IP Andrews work and was never completed or released. Unless he's willing to work on it or personally endorse someone else working on it, it's dead.
-
IPAndrews hasn't been around since Nov 2016, not impossible but unlikely that he's still around.
-
I gotta thing for dynamic campaigns...
Right now is acutally the time befor the best time to do another effort like this...
The community has made leaps and bounds in dynamic mission design (and one day I am going to see it all /hope) since when this was new. But right now the system how variables work in the engine is being worked on (last update March (https://www.hard-light.net/forums/index.php?topic=93306.0))...
Of course, you would need a mission designer who is a "pure technician" (i.e. does mission to make and test cool mechanics)... and I don't know who would do that...