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11
Nightly Builds / Re: Nightly: 22 April 2024 - Revision f3c6b0f8f
« Last post by Trivial Psychic on April 22, 2024, 06:56:51 am »
I'm sure the simply answer to this question will be, 'try it and find out', but what would happen if I combined this flag with "hide ship name" and then gave the ship an escort list priority?
12
Nightly Builds / Nightly: 22 April 2024 - Revision f3c6b0f8f
« Last post by SirKnightly on April 22, 2024, 01:32:18 am »
Here is the nightly for 22 April 2024 - Revision f3c6b0f8f



Group: Linux
nightly_20240422_f3c6b0f8f-builds-Linux.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20240422_f3c6b0f8f-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20240422_f3c6b0f8f-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20240422_f3c6b0f8f-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20240422_f3c6b0f8f-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 148efb471
Author: Goober5000
Commit: Goober5000

    add flag to not show callsigns in escort list
 code/hud/hudescort.cpp       | 25 ++++++++++++++-----------
 code/mod_table/mod_table.cpp |  6 ++++++
 code/mod_table/mod_table.h   |  1 +
 3 files changed, 21 insertions(+), 11 deletions(-)
13
The Modding Workshop / Re: PVDi Aker-class Interdictor
« Last post by Muninn_Crow on April 21, 2024, 10:18:28 pm »
Ah. I keep forgetting to adjust its size. Thanks.

The destroyer is intended to be Post-Capella, leading up to the Blue Planet timeline. Though I am unaffiliated with the Blue Planet team (unfortunately), all my current mods are intended to be in their universe, but not take place in War in Heaven's time or location.
Even if not used as an Interdictor, the design could definitely work for just another big mean ship. :P

The project I am intending this ship to be in is a pre-Blue Planet wargame between the Terrans and Vasudans, testing some of the technologies and tactics that would be referenced in, or demonstrated in War in Heaven. So the player would get to play the same wargame from the Terran and the Vasudan sides, making their choice at the very beginning :D
14
The Modding Workshop / Re: PVDi Aker-class Interdictor
« Last post by Nightmare on April 21, 2024, 10:03:35 pm »
Like the design concepts, I think they could work for a post-Capella campaign as well :)

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/f14c9a4b-f58c-4a3b-bd91-7d9973ec34b3/dh9ii9t-99d5c974-3e83-4ee9-867c-b7aa111882db.png/v1/fill/w_1433,h_557,q_70,strp/wip_pvdi_aker_by_varsaigen_dh9ii9t-pre.jpg

When linking to DeviantArt you can increase the quality by altering the q_70 in "w_1433,h_557,q_70,strp" to q_100
15
Nightly Builds / Nightly: 21 April 2024 - Revision 1bd65192b
« Last post by SirKnightly on April 21, 2024, 01:34:12 am »
Here is the nightly for 21 April 2024 - Revision 1bd65192b



Group: Linux
nightly_20240421_1bd65192b-builds-Linux.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20240421_1bd65192b-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20240421_1bd65192b-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20240421_1bd65192b-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20240421_1bd65192b-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 1bd65192b
Author: Asteroth
Commit: GitHub

    Allow for more field of fire cooldown shenanigans (#6086)
 code/scripting/api/objs/ship_bank.cpp   | 18 +++++++-----------
 code/scripting/api/objs/weaponclass.cpp | 30 ++++++++++++++++++++++++++++++
 code/ship/ship.cpp                      | 20 +++++++++++++++-----
 code/weapon/weapons.cpp                 | 28 ++++++++++++++++++----------
 4 files changed, 70 insertions(+), 26 deletions(-)
16
The Modding Workshop / Re: PVDi Aker-class Interdictor
« Last post by Muninn_Crow on April 20, 2024, 01:15:31 pm »
It's difficult to read the labels on your diagram.  Any chance you could link a higher-res image?
I'm amazed at how much the 9000x3500px image shrank just by linking it. My attempts to scale it up made no difference, so I linked my original upload where it can be viewed larger.

EDIT: WIP02 of the Aker, per comments on the Reddit.
Updated it for an Interdictor Pod instead of messing with generic rings. Shoved it away from the Hatshupset similarities in the bulk, and added a dunes city around the AWACS array, reminiscent of old Vasuda Prime. Would like to expand on the concept more across more of the upper hull, though I could add some to the lower section near the engines.
https://www.deviantart.com/varsaigen/art/WIP-02-PVDi-Aker-1044133359


EDIT: WIP03 is complete! Shrank the front, widened the back, and added a chunk of fine details and window lights across the ship. NOW it feels more like a floating city, like a destroyer should!
https://www.deviantart.com/varsaigen/art/WIP-03-PVDi-Aker-1044474758
17
FreeSpace Discussion / Re: Descent 3 source code released
« Last post by Novachen on April 20, 2024, 12:33:34 pm »
Interesting. Finally there will campaigns in the FreeSpace Universe with proper Planetary Missions  :)
18
The FreeSpace Port Upgrade / Re: Errors
« Last post by Goober5000 on April 20, 2024, 11:52:45 am »
If you run a debug build, the errors will appear.  After clicking through all the errors, you can then upload a debug build using Knossos or Knossos.NET.

In most cases, these errors are caused by mismatches in the versions, so make sure all your mod dependencies are updated to the most recent version.
19
The Modding Workshop / Re: PVDi Aker-class Interdictor
« Last post by Iain Baker on April 20, 2024, 11:30:27 am »
Looks great, and I like the subspace interdictor concept.
20
FreeSpace Discussion / Re: Ordering support ship to repair and rearm wingmen?
« Last post by Mongoose on April 20, 2024, 10:59:07 am »
I always wanted this feature for those occasions when one of my poor bastard wingmen would end the mission disabled and with their comms destroyed, so they couldn't even call for help to fix their engines.
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