Hard Light Productions Forums

Hosted Projects - Standalone => Diaspora => Topic started by: karajorma on October 21, 2008, 03:56:48 pm

Title: Dev blog comments thread
Post by: karajorma on October 21, 2008, 03:56:48 pm
You've seen the dev blog (http://www.hard-light.net/forums/index.php/topic,56784.0.html). You probably had an opinion. Be sure to tell us!.
Title: Re: Dev blog comments thread
Post by: DragonClaw on October 21, 2008, 04:36:45 pm
I think it's great.

Lets the community know how progress is going, something I wish most projects did. On the flip side though... a little RL could end up in a lot of panic. Though for now all it's doing is ensuring me(hopefully us) that this project won't be left for dead as you all look very motivated. Certainly motivated enough to temp me to apply. My personal belief is that community involvement/interest is paramount. Seeing that other guy's attitude on the btrl forum seriously made me wonder why anyone was interested in that TC, much less wanted to work for it.

Someone at least reset my title!!
Title: Re: Dev blog comments thread
Post by: Demitri on October 21, 2008, 06:58:17 pm
Think its pretty cool. Nice to see whats going on. cant really think of any other campaigns that have something similar to give progress/updates.

Btw, i may very well be stating the obvious but i'm assuming the Mk. II / Mk. VII hybrid type fighter is the training fighter mentioned by shade?
Title: Re: Dev blog comments thread
Post by: General Battuta on October 21, 2008, 07:09:35 pm
I think it's a great idea. Most similar blogs seem to be abandoned after a short while, but if you guys could at least post a few sentences at regular intervals, that'd go a long way towards soothing the malcontents. (I do not count myself among them, but I'm sure they will breed.)
Title: Re: Dev blog comments thread
Post by: Shade on October 22, 2008, 12:42:23 am
Quote
i'm assuming the Mk. II / Mk. VII hybrid type fighter is the training fighter mentioned by shade?
Yep.
Title: Re: Dev blog comments thread
Post by: karajorma on October 22, 2008, 01:58:29 am
I think it's a great idea. Most similar blogs seem to be abandoned after a short while, but if you guys could at least post a few sentences at regular intervals, that'd go a long way towards soothing the malcontents. (I do not count myself among them, but I'm sure they will breed.)

That's one reason why I decided to make a team blog. Anyone on the team can update it with news so there always should be something going on. The idea is to update whenever we have something interesting to tell you. New models, new ships whatever. The FotG team are doing something similar with their monthly newsletter but as you can see we started the blog independently before we heard about it, a case of two teams having similar ideas at the same time.

The blog should hopefully give people reading it some idea of how much work is left to do. Since there are so many people here with experience of developing their own mods and TCs when we make comments on the state of things like modelling, FREDding, voice acting, etc quite a few people will understand what we mean so the general tone of the place should hopefully reflect what is going on internally.

But enough about the blog itself. What do you think of the content?. :D No speculation on what the censored ship is? Nothing you want to ask about the plot line as defined in my last post? Is there anything you'd like to see more or less of? We won't tell you everything but if we've missed something we feel should be commented on we'll certainly add it. :)
Title: Re: Dev blog comments thread
Post by: Echelon9 on October 22, 2008, 06:36:35 am
Haha, this will likely seem a really strange thought to others, but I was walking back to my car today and oddly found myself wondered how different it will feel to be at the controls of the Mk II, Mk VII, Raptor, Raider and the mystery craft in Diaspora?

I'm hoping that each has their own characteristic responsiveness, so that the immersion value-added of choosing one craft over the others for a mission will be noticeable. Devs (who have flown each of the craft) how do they respond? Can you tell quickly and clearly the first time you're in mission that each has their own manoeuvrability specifications and handling?

Title: Re: Dev blog comments thread
Post by: Shade on October 22, 2008, 06:50:58 am
Yeah. There are differences in both max speed, acceleration and maneuverability between the ships, generally with the smaller craft being the nimbler. Flying a Heavy Raider against an Adder, for example, would be nearly futile at close range as it would feel like trying to out-turn a speedboat in an oil tanker.
Title: Re: Dev blog comments thread
Post by: General Battuta on October 22, 2008, 08:33:48 am
I'm guessing the Adder is the trainer (which has a look very reminiscent of real-life jet trainers, I might add. Kudos to the designer.)

I like the storyline. It'll probably be kind of liberating to steer away from strictly following Razor and the Pegasus line of the show itself, won't it? They only offer so many opportunities.

Of course, I think we'd all like to see battles like those in Resurrection Ship playable, but those could be added in later. I'm particularly interested in what new characters you present, and how they develop. In the BtRL demo, most of your wingmen were killable, which seems like it'd make things difficult for long-term character growth!

The hidden ship is a puzzle. The outline looks like a blurred Mark VII, but a simple post-Razor Mk VII wouldn't be cause enough for all that excitement. Maybe it's some kind of bomber variant?
Title: Re: Dev blog comments thread
Post by: Echelon9 on October 22, 2008, 08:49:53 am
No speculation on what the censored ship is?

Clearly an un-armed, fully laden Colonial Movers transport (http://en.wikipedia.org/wiki/List_of_miscellaneous_ships_in_Battlestar_Galactica_(2004)#Colonial_Movers_transport) which you've got to pilot out of an orbital shipyard above one of the twelve colonies to a clear jump-point during the first Cylon attack, trying to not gain Raider or Basestar attention as the structure is destroyed and collapsing around you. :)

Title: Re: Dev blog comments thread
Post by: Angelus on October 22, 2008, 11:54:55 am

The hidden ship is a puzzle. The outline looks like a blurred Mark VII, but a simple post-Razor Mk VII wouldn't be cause enough for all that excitement. Maybe it's some kind of bomber variant?


The secret ship was revealed before i could post my thoughts on it.
I thought of, either the retconned MkVII or Starslayer's MkVII E, which seems to be right from the looks of it. :)

I wonder what's it's weapon loadout?
Title: Re: Dev blog comments thread
Post by: Shade on October 22, 2008, 12:03:58 pm
Yep, it was revealed because Gen. Battuta guessed it correctly (well, close enough anyway)... and then of course we didn't tell you because we were curious about how long it would take for anyone to notice :p Nice job both on figuring it out and on noticing the image had been switched.

It is, in fact, the MkVIIe. The secondary loadout will consist of some of the heavier ordnance Lt_Cannonfodder posted on the eyecandy thread. Guns are undecided as yet.

Title: Re: Dev blog comments thread
Post by: Angelus on October 22, 2008, 12:09:19 pm
Yay, NUKES for the Masses! ;7

Me likes it  :yes:

Title: Re: Dev blog comments thread
Post by: General Battuta on October 22, 2008, 12:17:55 pm
I'm a heroooooooooo!
Title: Re: Dev blog comments thread
Post by: Wildcard on October 22, 2008, 04:43:03 pm
Well, the mesh for the VIIe is my doing, and I can confirm that at present its got 2 KEWs.  Whether or not thats final or anything else about it, couldn't tell you cuz I don't know :P
Title: Re: Dev blog comments thread
Post by: Angelus on October 22, 2008, 06:01:43 pm
Well, the mesh for the VIIe is my doing, and I can confirm that at present its got 2 KEWs.  Whether or not thats final or anything else about it, couldn't tell you cuz I don't know :P

Sorry, i thought it was made by Starslayer, 'cause the ship is in his Sig on GW...


@Flipside: DLed the music update, Sounds good :yes:



Title: Re: Dev blog comments thread
Post by: Flipside on October 22, 2008, 06:28:31 pm
Thanks :) To be honest, that was really done simply because I thought the FS2 Main Hall theme would sound good with Taikos, and since I was working on some tracks for Diaspora at the same time, the result was kind of BSG-esque, so I thought I'd share it with you guys :)
Title: Re: Dev blog comments thread
Post by: Vasudan Admiral on October 22, 2008, 07:13:28 pm
Haha; that's brilliant Flip. :D
*adds to playlist*
Title: Re: Dev blog comments thread
Post by: Wildcard on October 22, 2008, 10:00:50 pm
Well, the mesh for the VIIe is my doing, and I can confirm that at present its got 2 KEWs.  Whether or not thats final or anything else about it, couldn't tell you cuz I don't know :P

Sorry, i thought it was made by Starslayer, 'cause the ship is in his Sig on GW...


@Flipside: DLed the music update, Sounds good :yes:







It's starslayer's design, i just modeled the thing :D
Title: Re: Dev blog comments thread
Post by: Angreifer on October 23, 2008, 06:28:59 pm
Thanks :) To be honest, that was really done simply because I thought the FS2 Main Hall theme would sound good with Taikos, and since I was working on some tracks for Diaspora at the same time, the result was kind of BSG-esque, so I thought I'd share it with you guys :)

Funny thing is, first thing I thought hearing that track is, "That sounds like Rome:Total War!" Guess I just don't play FS2 enough.  :p Nice track though. Honestly, everything you guys have shown us has blown my socks off, so keep up the awesome work.
Title: Re: Dev blog comments thread
Post by: KaraBulut on October 24, 2008, 02:28:13 pm
That mp3 is very nice.

I almost felt as if I was on a reconnisence mission.
Title: Re: Dev blog comments thread
Post by: a50callovenote on November 05, 2008, 08:31:09 pm
Is there no way to tie in the many storylines? Maybe more or less the story of you, a pilot in the BSG universe?
Title: Re: Dev blog comments thread
Post by: Fish on November 05, 2008, 09:17:41 pm
I like the idea of more-or-less independent chapters. Kind of says 'this is a taster of the wider universe', rather than attempting to show you comprehensively 'this is all there is'. Player continuity would just impose more constraints on timelines, etc, which seems likely to only hamper the release schedule. I'd much rather sacrifice the opportunity to develop my own pilot character in favour of actually having a variety of missions to play! Player development, whilst a very immersive thing, is also fairly generically obtainable in any number of commercially-available games. Playing quality Viper missions in the BSG universe isn't, so I think that's a more important focus for Diaspora.

Good to see an update to the blog ;)
Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 06, 2008, 01:09:51 am
Hi their first post.

Great blog, nice too see hope it keeps getting updated.

Great looking project btw, cant wait to get my grubby hands on R1 :)

I wish you all the best of luck Diaspora team!  :yes:
Title: Re: Dev blog comments thread
Post by: karajorma on November 06, 2008, 02:06:54 am
Is there no way to tie in the many storylines? Maybe more or less the story of you, a pilot in the BSG universe?

Let me put it this way. Suppose we make releases based on being a pilot on the Pegasus during Razor, a 1st Cylon War release, a release where you play as the Cylons attacking the colonies or pursuing Pegasus or Galactica and then finally make a release based on the first season. Is there any sane way to tie all that together? :D

Now I'm not saying that's what we'll be doing since planning for R2 let alone anything after that is still at the "We should do an R2" stage but as you can see we don't want to limit ourselves to a single storyline for the mini-releases when there is so much we could do.

I like the idea of more-or-less independent chapters. Kind of says 'this is a taster of the wider universe', rather than attempting to show you comprehensively 'this is all there is'.


Yep. That's exactly how we feel too.

Quote
Player continuity would just impose more constraints on timelines, etc, which seems likely to only hamper the release schedule. I'd much rather sacrifice the opportunity to develop my own pilot character in favour of actually having a variety of missions to play! Player development, whilst a very immersive thing, is also fairly generically obtainable in any number of commercially-available games. Playing quality Viper missions in the BSG universe isn't, so I think that's a more important focus for Diaspora.

Yep. But that doesn't mean you won't see character development within the mini-campaigns or campaigns that are linked. Just that we see no reason to impose that upon the releases and force them to all be linked.

Quote
Good to see an update to the blog ;)

I do keep trying to get the others to post more. :D
Title: Re: Dev blog comments thread
Post by: Angreifer on November 06, 2008, 09:17:20 am
I too like the idea of a compilation of "short stories" rather than a "novel", as it were. The players get a steady stream of content, the devs get an easier framework to operate within, it's a win-win! I don't know if it's been mentioned elsewhere, so my apologies if I'm asking something that's already been answered, but how many missions are you guys planning on doing for each mini-campaign? Or maybe it'll vary? For instance, I could picture the attack on the Resurrection Ship being one very long mission, rather than a series of missions.
Title: Re: Dev blog comments thread
Post by: DragonClaw on November 06, 2008, 11:58:16 am
The problem with very long missions is that if the player dies near the end, he has to redo the entire mission. I've played a number of games like this where it gets very aggravating having to replay through 'garbage'. To my knowledge the SCP doesn't have any kind of 'checkpoint' system implemented, though I think it would be a very good idea to implement sexps that save 'snapshots' of the mission at varying points that would allow the player to restart the mission at that particular point in the case of failure(with the option of restarting the mission entirely of course).
Title: Re: Dev blog comments thread
Post by: Snagger on November 06, 2008, 12:00:38 pm
I too like the idea of a compilation of "short stories" rather than a "novel", as it were. The players get a steady stream of content, the devs get an easier framework to operate within, it's a win-win! 
It also gives a much wider scope with an awful lot more missions.  It builds-in game longevity - we all know what it's like once you finish a game: it get's put to one side while you move on to a fresh challenge.  Continuing stories and adventures will keep Diaspora going much longer than a single big release.
Title: Re: Dev blog comments thread
Post by: karajorma on November 06, 2008, 12:19:41 pm
You don't just get more missions from the devs either. The faster releases get out there, the faster those of you who FRED can get to work too.

As for each mini-campaign, Shattered Armistice will have 4-5 + Training missions. After R1 we might start making them bigger. The goal is to make sure that the team are never sat around doing nothing nor holding up the release by working on a campaign that is too long.
Title: Re: Dev blog comments thread
Post by: Fish on November 06, 2008, 05:24:47 pm
So I suppose there's a tradeoff between the development of the next release, and the support of the previous? Do you have any plans on how long the previous release will be supported (troubleshooting, bug patching, general helpfulness on the forums) before beginning development of the next in earnest?

Also, is each release going to be stand-alone, or a patch? An option for both?

(FWIW, the BtRL demo was much easier than FSO to install, but still was a long way from everyday casual gamers being able to install it as easily as a commercial game. I think as you seem keen on lowering the barriers to success, this is something that should be given serious attention.)
Title: Re: Dev blog comments thread
Post by: Shade on November 06, 2008, 05:29:55 pm
We'll be supporting them as long as people play them.
Title: Re: Dev blog comments thread
Post by: karajorma on November 07, 2008, 01:45:07 am
So I suppose there's a tradeoff between the development of the next release, and the support of the previous? Do you have any plans on how long the previous release will be supported (troubleshooting, bug patching, general helpfulness on the forums) before beginning development of the next in earnest?

I don't see any reason to not support an old release right up until the release of the next one. Hell, I'm still helping people on the BtRL forum with demo problems. Once R2 is out the first response is going to be to upgrade to R2 first though.

Quote
Also, is each release going to be stand-alone, or a patch? An option for both?


Haven't decided. The problem with patches is that it's very easy for a latecomer to miss one and then end up with a broken game. If you download R1 and R3 you won't have access to the R2 ships and the game will almost certainly fail to work. The problem with making a single download for each release is that by R4 our oldest fans are going to have to download a package containing R1-3 even though they already had them just to get R4. The problem with doing both is that you have to ask people which one they have before helping them troubleshoot. Not to mention you get cases of people downloading the full game and then trying to install the patches on top of that. :rolleyes: :D

Quote
(FWIW, the BtRL demo was much easier than FSO to install, but still was a long way from everyday casual gamers being able to install it as easily as a commercial game. I think as you seem keen on lowering the barriers to success, this is something that should be given serious attention.)

We will try to make it easier.
Title: Re: Dev blog comments thread
Post by: Lt.Cannonfodder on November 07, 2008, 03:14:49 am
We definately made an effort to make the BtRL demo easier to install and setup. Of course it wasn't perfect and we learned quite a few things from that release.
Title: Re: Dev blog comments thread
Post by: Angreifer on November 07, 2008, 11:05:24 pm
Haven't decided. The problem with patches is that it's very easy for a latecomer to miss one and then end up with a broken game. If you download R1 and R3 you won't have access to the R2 ships and the game will almost certainly fail to work. The problem with making a single download for each release is that by R4 our oldest fans are going to have to download a package containing R1-3 even though they already had them just to get R4. The problem with doing both is that you have to ask people which one they have before helping them troubleshoot. Not to mention you get cases of people downloading the full game and then trying to install the patches on top of that. :rolleyes: :D

I don't know how feasible it is, but why not use R1 as the basis for all future releases? That is, at any stage in development, a person downloads and installs R1. From there, they run an updater that will install all the latest releases. That way there's only ever one download for a new person, and questions about releases can be answered by, "Run the updater." It seemed like that was basically the system you had for BtRL.
Title: Re: Dev blog comments thread
Post by: Echelon9 on November 07, 2008, 11:17:52 pm
You make some valid points.

While that suggestion works well for the additional content of each new release (be that missions, new capital ships, textures, music etc) by simply getting each user to download a new .vp file, that system isn't quite so easy should a new release require updates to the core engine itself (that is the Diaspora.exe/Diaspora.app etc).

New engine releases might be required for a new SEXP (and so must be updated concurrently to the new missions in say, R3). Of course, engine updates are a total rip-and-replace, and I believe the possible support issues there are what karajorma and the team and trying to work through.
Title: Re: Dev blog comments thread
Post by: karajorma on November 08, 2008, 01:37:47 am
The problem with automatic online updating programs is that many users download on a work PC and then install on their home PC. BtRL had that problem with the patch. In addition it's not that friendly to make users download a 200MB initial download, get ready to play and then force them to download another 500-600MB in order to get the new releases.
Title: Re: Dev blog comments thread
Post by: Fish on November 08, 2008, 03:34:05 am
I suppose you want the rather difficult halfway point between the flexibility of how Microsoft distributes service packs, and the hosting of BitTorrent... Tricky :)
Title: Re: Dev blog comments thread
Post by: FUBAR-BDHR on November 11, 2008, 11:51:15 am
About time you guys mentioned the multi testing.  I didn't know how much longer I could keep quite about it.   :D
Title: Re: Dev blog comments thread
Post by: Shade on November 11, 2008, 11:54:21 am
Heh. I should've posted that yesterday, but then I ended up testing out taylor's new build with you :p
Title: Re: Dev blog comments thread
Post by: Angreifer on November 11, 2008, 05:15:39 pm
If you guys ever need more MP testers, I'm sure the community members would be more than happy to help.  ;7
Title: Re: Dev blog comments thread
Post by: Angelus on November 16, 2008, 05:56:40 pm
The new pics are awesome!!! :yes:

The first pic from the Colonial Gauntlet is frakking cool!
Is the sun a bitmap or is it a animated?

btw if you guys need more testers drop me a pm :D



i know, i know. That part is covered
Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 16, 2008, 06:19:20 pm
That sun is frakki'n HUGE!!! looks amazing.

Hope that hud gets a bit of change before release lol (of course it would)

also whilst on that, are you guys gonna add a cockpit? that is a HUGE part of the immersion to me at least, a space sim without a cockpit view just aint worth it imo
Title: Re: Dev blog comments thread
Post by: karajorma on November 16, 2008, 06:44:17 pm
The HUD is the standard FS2 one and will be changed.

Cockpits are also being worked on as we speak.
Title: Re: Dev blog comments thread
Post by: Fish on November 16, 2008, 07:13:02 pm
Cool :D Thanks Shade!

Nice skyboxes, of course ;). The star one is quite terrifying... (While I think of it, you know that glare effect when you look directly at the star in regular open-space missions? I was wondering whether a 360-degree form of that could be used to help replicate the star cluster from 'The Passage', presuming a mission for that episode is planned?)

Good to see a great selection of ships! Colonial Cylotron Mk IX, Viper Mk II, Viper Mk IV, Viper Mk VII, Viper Mk VIIe, Combat Raptor, Gemeni Freighter, and another dark, shrouded capital ship I couldn't identify? Plus the Cyclon Raider and Heavy Raider. Whoa! Possibly 8 ship choices for multiplayer! The Cyclotron is going to be flyable, right? ;)

(http://img.photobucket.com/albums/v226/azfish/colonialships.jpg)

But the Cylon Raider doesn't seem to have a ship icon yet :p

(http://img.photobucket.com/albums/v226/azfish/noraiderthumb.jpg)

I liked Shade's in-game realisation that you can just fly between the cargo containers in a Viper, haha.

I can't quite tell, but is the issue fixed where background stars show through a skybox planet?

In addition to posting pics (that serve to show what you've done), do you reckon the dev blog could be updated with some of the more technical learnings from the multi match? It'd be an interesting insight to see just what remains to be fixed, i.e. that you had a weird bug where X happened, or that you found that ship Y was way out of balance, etc etc.

Keep up the good work! :yes:
Title: Re: Dev blog comments thread
Post by: Angelus on November 16, 2008, 07:22:12 pm
The dark shrouded ship looks more like a space dock, or you mean the colonial Bolitho.
It's one of the capsships that come with R1.

Hm, would be cool to see some pics with the capships in MP action in the near future... :D
Title: Re: Dev blog comments thread
Post by: Fish on November 16, 2008, 07:31:48 pm
Ooh, space dock. And I forgot about the Bolitho being in R1! I'm so used to capships being nothing but a tease for the future in BtRL :p

I also forgot that the Mk IV was already announced as being included... see above comment, haha. Apparently there will be 10 player-flyable ships (including the regular Raptor and Blackbird) according to the earlier blog post, plus the AI Cylotron and the capships. Sweeet.
Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 16, 2008, 08:19:16 pm
The HUD is the standard FS2 one and will be changed.

Cockpits are also being worked on as we speak.

Very happy to hear that Karajorma, keep up the amazing work :)
Title: Re: Dev blog comments thread
Post by: Lt.Cannonfodder on November 17, 2008, 12:40:09 am
The HUD is the standard FS2 one and will be changed.
To what degree it will be changed is still under debate, but expect at least similar level of changes you saw in BtRL demo.

But the Cylon Raider doesn't seem to have a ship icon yet :p
All ships will get their proper icons in due time, everything you've seen so far are placeholders.

Quote
I can't quite tell, but is the issue fixed where background stars show through a skybox planet?
That still happens as far as I know, but it's not going to be a problem since we disable the regular FS2 legacy stars in our missions anyway in favor of the textured skybox.
Title: Re: Dev blog comments thread
Post by: karajorma on November 17, 2008, 02:03:23 am
Whoa! Possibly 8 ship choices for multiplayer! The Cyclotron is going to be flyable, right? ;)

Don't be greedy. :p

We haven't made a final decision about the Cyclotron. It wasn't flyable in BtRL though and making it flyable in Diaspora would require someone spent time making a cockpit for it which would probably be better spent elsewhere.

Quote
But the Cylon Raider doesn't seem to have a ship icon yet :p


Which shows the value of these multiplayer sessions. :) Having multiple people in the game at the same time tends to make it easier to spot problems. That said all the icons are being automatically generated at the moment. What will happen regarding them in the finished game is again something that will be decided later.

Quote
In addition to posting pics (that serve to show what you've done), do you reckon the dev blog could be updated with some of the more technical learnings from the multi match? It'd be an interesting insight to see just what remains to be fixed, i.e. that you had a weird bug where X happened, or that you found that ship Y was way out of balance, etc etc.

Well right now we're playing with a mix of placeholders and nearly finished models so the list of what needs to be done would be pretty long. I don't think any ship can be considered properly balanced yet as that will take a lot of playtesting in both SP and MP modes.

Might be worth doing once the game is much closer to completion and the sessions like this are only turning up a few issues though. :)
Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 17, 2008, 03:40:50 am
Speaking on cockpits again.

How would you make the raiders cockpit...i mean just having the eye slot would be a bit of a disadvantage hahah!
Title: Re: Dev blog comments thread
Post by: Meleardil on November 17, 2008, 04:11:13 am
If you have seen any of the Terminator movies, you can have the general idea.
Title: Re: Dev blog comments thread
Post by: karajorma on November 17, 2008, 04:22:51 am
Well that's one possible idea. Another is simply to allow the player to see the wings and nothing more. After all you don't see the inside of your skull. :)

We'll need a different cockpit for Raiders flown by humans of course though.
Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 17, 2008, 04:30:39 am
Terminator idea is cool.

That wings idea i like a lot tho actually that makes alot of sense :)

With the cylon drop ship you could almost do it based off the base star, have like the red strips in it and the water n stuff, im sure you guys will think of somethink.


Keep it up! :D
Title: Re: Dev blog comments thread
Post by: A2597 on November 17, 2008, 12:19:50 pm
Ohh...please tell me there will be 3D cockpits for the vipers! That would kick ass!
Title: Re: Dev blog comments thread
Post by: karajorma on November 17, 2008, 12:30:24 pm
I think we've already stated that the player flyable ships will be cockpitted (If not I just have! :p) The only discussion now is what to do about ships like the Cylon Raider which only have a cockpit when they aren't actually being flown by the Cylon Raider. :D
Title: Re: Dev blog comments thread
Post by: A2597 on November 17, 2008, 02:55:26 pm
in that case, I second wingtips. :)
Title: Re: Dev blog comments thread
Post by: Angelus on November 17, 2008, 03:25:55 pm
The terminator view isn't bad, but what about the Centurion view from Razor?

There could be 3 or 4 Raiders with different cockpit layouts, like the BtRL one, one that is used if a human is flying the Raider, one with the "true" cylon view ( Razor style, Terminator style, whatever )...

I'm not sure which one is better ( the BtRL one is cool but is imo human view, the Razor one look odd - due to my non-existent Photoshop skills  :( ) so i'm courious which one the DEVs will use.
Title: Re: Dev blog comments thread
Post by: Thaeris on November 17, 2008, 11:00:38 pm
Here's a good question...

Certainly we will have the option of 3D cockpits, but what about working instrumentation in the cockpits? Instead of relying on the HUD to gather situational awareness on the flight situation, would it be possible to "map" those functions onto fixed displays (which would be customized to properly represent the actual cockpit instrumentation)?

-Thaeris
Title: Re: Dev blog comments thread
Post by: Enki on November 18, 2008, 12:53:40 am
I love the idea of full working cockpits from an immersion standpoint. Speaking from experience though, taking away HUD info and teaching a pilot to scan inside when the action is outside is counterproductive.  The entire march of aviation technology has been to put the head outside the cockpit where the action is.  Even in my low and slow helo's we added a HUD to our NVGs so we wouldn't have to scan inside and break our focus from a virtual infinite focus to a three foot focus and adapt from green screen to gawds-awful NVG compatible blue light.  Keep all the critical information in the HUD.

And yes I am in the group who think there HAS to be a Colonial helmet mounted HUD, there isn't any way other that than that they could shoot, they don't even have iron sights!

That said, should things get to the point the HUD can be a killable subsystem, it might be interesting to have working instrumentation and tactical readouts accessible via visual scan and try to stay in the fight or at least fight on until you can run away. 


Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 18, 2008, 01:57:32 am
...speaking of subsystems haha.

One thing that annyoed me in btrl is that you could have 1% of your hull left and the only thing different would be a bit of smoke coming out the back.

I want lights flashing sirens wailing, smoke fire, hud failing life support systems going down, engines failing guns jamming the whole deal.

If you've ever played a WW2 flight simulator you will know EXACLY what im talking about, i wanna hit the deck on galactica after a hard mission with a smoking crate of a viper :P

More subsystem damage!!!
Title: Re: Dev blog comments thread
Post by: Something on November 18, 2008, 04:07:15 am

If you've ever played a WW2 flight simulator you will know EXACLY what im talking about, i wanna hit the deck on galactica after a hard mission with a smoking crate of a viper :P

More subsystem damage!!!

QFT

I play IL-2 Sturmovik : 1946. On full realism settings, oil blots your forward view, a series of holes in one wing causes the plane to tip that way, the engine is grinding, belching forth black obscuring smoke, your pilot's wounded, there's cracked instrumentation and a holed canopy, you're out of ammo which doesn't matter as the guns are shot away/jammed, you're losing fuel and just when you think your safe on your final approach to the airfield, your nemesis comes out of the sun and rips the life out of you.

Brutal, hard, real. That's a fighter's life.

Adding consequences to the action of being shot can only add to the game and the relief and joy of only just getting back alive is why I keep returning to flight sims that reward smart pilots.
Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 18, 2008, 04:55:37 am

If you've ever played a WW2 flight simulator you will know EXACLY what im talking about, i wanna hit the deck on galactica after a hard mission with a smoking crate of a viper :P

More subsystem damage!!!

QFT

I play IL-2 Sturmovik : 1946. On full realism settings, oil blots your forward view, a series of holes in one wing causes the plane to tip that way, the engine is grinding, belching forth black obscuring smoke, your pilot's wounded, there's cracked instrumentation and a holed canopy, you're out of ammo which doesn't matter as the guns are shot away/jammed, you're losing fuel and just when you think your safe on your final approach to the airfield, your nemesis comes out of the sun and rips the life out of you.

Brutal, hard, real. That's a fighter's life.

Adding consequences to the action of being shot can only add to the game and the relief and joy of only just getting back alive is why I keep returning to flight sims that reward smart pilots.

100% correct (former IL2 pilot myself)
Title: Re: Dev blog comments thread
Post by: karajorma on November 18, 2008, 04:59:30 am
Adding consequences to the action of being shot can only add to the game

Actually no.  Unless done very carefully it can really detract from the game by making it very frustrating. Like one hit kills this is the sort of thing hardcore fans demand but which can very quickly alienate the more casual gamer.

Exactly what we're going to do about this sort of thing is under consideration and will be decided once the game is further into development and we have a better idea whether it would unbalance the game or not.

The idea of having realism settings is a good one though but it would require code changes which we can't make in time for R1 (And would probably need extra coders in order to have ready for later releases).
Title: Re: Dev blog comments thread
Post by: Mr.Ferret on November 18, 2008, 06:15:01 am
but surely implementing basic subsystem failures would be easy right? they were already in regular FS2.

just like engine failure etc or am i way out of my depth? lol
Title: Re: Dev blog comments thread
Post by: Fish on November 18, 2008, 06:50:22 am
I'm pretty sure they were in BtRL.

But they had the default FS2 behaviour, or close to it. That is, for a fighter the subsystems are small and unlikely to be hit significantly before your hull fails, and they auto-repair anyway.
Title: Re: Dev blog comments thread
Post by: Something on November 18, 2008, 06:52:47 am
Adding consequences to the action of being shot can only add to the game

Actually no.  Unless done very carefully it can really detract from the game by making it very frustrating. Like one hit kills this is the sort of thing hardcore fans demand but which can very quickly alienate the more casual gamer.

I never suggested one hit kills and I know a game like IL-2 is vastly different from this type of game and the type of person it is aimed at but I still hold that a few sparks and the cockpit shuddering isn't enough when being shot at by something designed to kill.

A balance is absolutely necessary of course it is, I agree with that.

Coming back again to IL-2 as the only game I can relate to this, it has multiple settings and adjustments in single player and multi player. I agree one hit kills would not work at all with this game (and even in IL-2 one hit kills are very rare) but I'd like something along the lines of after a certain threshold has been reached, that maybe a scripted event happens such as instruments in the cockpit crack and/or blow out.

Title: Re: Dev blog comments thread
Post by: karajorma on November 18, 2008, 07:26:44 am
I didn't say you did suggest one hit kills but it was a frequent comment after the BtRL demo and I tend to put it in the same group as wishes for a more complex damage system.

I read this (http://www.escapistmagazine.com/articles/view/issues/issue_72/416-Youre-Wrong) a while ago and found it very interesting. It basically illustrates the problem I'm on about. Concentrating too hard on the hardcore userbase can easily result in a game that is unplayable. So basically we're going to listen to you but do it the way we feel works best for everyone. :)

You are of course welcome to think about and discuss a way we can make everyone happy or better yet find a coder to step up and code it for us. :) For instance having the cockpit show damage is a nice idea. But we'd want a graphics coder to step up and help the SCP implement the materials system before we could do it. And we'd probably need more good artists to step up and help us implement it once we had the code.

for a fighter the subsystems are small and unlikely to be hit significantly before your hull fails, and they auto-repair anyway.

Auto-repair can be  turned off though IIRC. I think it was just an oversight in BtRL that it wasn't. 
Title: Re: Dev blog comments thread
Post by: Deckard on November 18, 2008, 07:52:39 am
From the top of my head.. wasn't it on/offable via the settings form in FRED2?

Best,
- Deckard
Title: Re: Dev blog comments thread
Post by: Vidmaster on November 19, 2008, 01:46:51 am
no
Title: Re: Dev blog comments thread
Post by: Deckard on November 20, 2008, 06:28:52 am
ah, ty

- Deckard - k t dn x qlo
Title: Re: Dev blog comments thread
Post by: MR_T3D on November 20, 2008, 03:31:28 pm
I read this (http://www.escapistmagazine.com/articles/view/issues/issue_72/416-Youre-Wrong) a while ago and found it very interesting. It basically illustrates the problem I'm on about. Concentrating too hard on the hardcore userbase can easily result in a game that is unplayable. So basically we're going to listen to you but do it the way we feel works best for everyone. :)
Wow, that definately should be seen by the fools at bungie.net as they [bungie] seem to have mastered talking to HC fans, and not really doing anything.

And has anyone seen recent word on Il-2 console game. it seems to have no site, rumored release soon, or maybe it was canceled :mad:

And on topic:
wouldn't a HC mode and complex damage be a great feature for SCP in v. 4.0 or something.
personally i think it would be a shave better than FPS emulation
Title: Re: Dev blog comments thread
Post by: Angelus on November 21, 2008, 10:04:15 am
Awesome squad badges!! :yes:

Downloaded...pcx-ified...assimilated into my game :D
Title: Re: Dev blog comments thread
Post by: IceWulfe on November 22, 2008, 01:11:24 pm
My 2 cents is actually two fold....1.If you look at all the known squadrons from WWI til present they all have some sort of squadron symbol
either near the nose of the craft or the tail.. and since this BSG is more to the tune of our own present day military then badges should not be
out of the question(but if it sets the release date of the thing any further behind then leave them the FRAK out)

2.I don't know if this was brought up but is there going to be Cylon missons as well ...Like X-wingvsTie fighter you could be Rebel or Imp
in the single player missions.
Title: Re: Dev blog comments thread
Post by: karajorma on November 22, 2008, 01:27:11 pm
We're not making any single player Cylon missions for R1 at present. We almost certain will be making them at some point though. Bear in mind that FRED is included in the release so if we don't make one someone else will.
Title: Re: Dev blog comments thread
Post by: Goober5000 on November 24, 2008, 12:42:21 am
(http://i38.tinypic.com/2mzectl.png)

Neato, it's the Long Duration Exposure Facility (http://en.wikipedia.org/wiki/Long_Duration_Exposure_Facility). :)

(http://science.ksc.nasa.gov/mirrors/images/images/pao/STS41C/10061446.jpg)
Title: Re: Dev blog comments thread
Post by: Shade on November 27, 2008, 07:27:30 am
Damn it, someone noticed. Now we'll have to redo that model with extra obfuscation :(
Title: Re: Dev blog comments thread
Post by: Echelon9 on November 27, 2008, 08:20:43 am
Damn it, someone noticed. Now we'll have to redo that model with extra obfuscation :(

Of course, from that set of photos, the converse is true: NASA is yet to develop a Viper...
Title: Re: Dev blog comments thread
Post by: FraktuRe on December 08, 2008, 06:32:19 am
Those are some might damn pretty ships you got there.

Title: Re: Dev blog comments thread
Post by: General Battuta on December 08, 2008, 08:49:20 am
That basestar is a placeholder? Good God!

I hope the final one looks as good. Sometimes final products mysteriously seem less attractive than the placeholders.
Title: Re: Dev blog comments thread
Post by: karajorma on December 08, 2008, 09:16:05 am
Apparently Meleardil says it's so bad he'll refused us permission to use it in Shattered Armistice until it's been re-textured properly. Personally apart from a couple of minor issues I can't tell what the hell he's on about. :D

But I'm sure he'll be similarly bemused when the FREDders on the team say that missions aren't ready cause of a bunch of niggling little details too. :)
Title: Re: Dev blog comments thread
Post by: Demitri on December 08, 2008, 09:31:40 am
That is some exceptional work ppl! Couple of questions tho. What is a Dreadstar? Also, is the Battlestar Theseus a Galactica type battlestar, or one of the newer variants, ie Pegasus? I'm not to sure of the different classes of battlestar so pls forgive my ignorance as that is as about descriptive as i can get.
Title: Re: Dev blog comments thread
Post by: Shade on December 08, 2008, 09:37:17 am
Theseus belongs to neither of those classes. Timeline-wise, it is supposed to be a newer class than Galactica but older than Pegasus, and the design reflects that.
Title: Re: Dev blog comments thread
Post by: General Battuta on December 08, 2008, 09:37:48 am
That is some exceptional work ppl! Couple of questions tho. What is a Dreadstar? Also, is the Battlestar Theseus a Galactica type battlestar, or one of the newer variants, ie Pegasus? I'm not to sure of the different classes of battlestar so pls forgive my ignorance as that is as about descriptive as i can get.

And the dreadstar is presumably bigger than a battlestar.
Title: Re: Dev blog comments thread
Post by: Demitri on December 08, 2008, 09:41:30 am
And the dreadstar is presumably bigger than a battlestar.

I was thinking along those lines as well, and the name kind of implies that, but i thought that the Battlestars where supposed to be the biggest ships in the colonial fleet?
Title: Re: Dev blog comments thread
Post by: karajorma on December 08, 2008, 09:42:54 am
Theseus belongs to neither of those classes. Timeline-wise, it is supposed to be a newer class than Galactica but older than Pegasus, and the design reflects that.

 For development related reasons we were unable to use a canon ship for R1 and so instead decided to make our own.  


And the dreadstar is presumably bigger than a battlestar.

Like I said I only mentioned it cause some people remember it from the BtRL website. Since I can't show that picture here if you don't remember it, you'll have to wait. :)

It's not just a more massive battlestar though. I've never been a fan of that sort of one-one-upmanship. Pegasus is likely to remain the real beast of our fleet for a while.
Title: Re: Dev blog comments thread
Post by: Meleardil on December 08, 2008, 09:54:33 am
Apparently Meleardil says it's so bad he'll refused us permission to use it in Shattered Armistice until it's been re-textured properly.

The model is not finished. There are many missing things and few inaccuracies. The texture is simply an orthogonal Zoic render put on the basestar mesh as a planar map. It does not even fit on many places, there are horrible misalignments and stretches. It looks good when you view it close to the top-bottom axes, because that is the normal of the planar map. But if you look from the sides, and check the detailed sections, you will find really ugly places. It looks good from the distance ONLY because I spent few hours to paint hundreds of tiny lights on a 4096x4096 glowmap, so you have the illusion that it is huge and very detailed. But it is all fake, built for screenshots, but you are not supposed to fly too close!

So, this is a placeholder which shall not be released under any circumstances. :P
Title: Re: Dev blog comments thread
Post by: Shade on December 08, 2008, 10:04:02 am
It actually looks fine up-close. Trouble is the thing is bloody inefficient and not exactly an airtight mesh either :p This is the case with many of the placeholders in fact - They may look stunning, but they're likely to be missing LODs or be using a ridiculously large texture as optimization isn't really worth the time when all you want it to get *a* model in-game so you can start making missions.
Title: Re: Dev blog comments thread
Post by: Meleardil on December 08, 2008, 10:13:10 am
Yeah...I did not really spend time to clear the mesh before conversion. Actually I already converted 80% of the fleet, but mission design could not start without Cylon capital ship. So we kicked Brand-X very hard to create a mesh, which he did within 2 days, and I put the planer map on it on the next night. This basestar is a 3 day work: the map is an inefficient, redundant stretchy planar map, and the mesh is mostly just visual, because you can fly through it at many places. Definitely need a rebuild and some decent texture work, which I am not capable of (just look at my pitiful naked meshes!).
Title: Re: Dev blog comments thread
Post by: Angelus on December 08, 2008, 03:16:48 pm
Awesome Fleet, can't wait to blow it up! :yes: :p


Title: Re: Dev blog comments thread
Post by: Deckard on December 09, 2008, 11:49:41 am
Wowf!... Droofling againf... wellf.. Hopef that you guyf releafe thef R1 soonf or I'll havef to visitf the nearest hospitalf because a dehydratation'sf caseff... :D
Title: Re: Dev blog comments thread
Post by: Shade on December 09, 2008, 11:52:23 am
I recommend an intravenous fluid drip just to be on the safe side. We'd hate to lose anyone before we even get a release out :p
Title: Re: Dev blog comments thread
Post by: Ramjet on December 09, 2008, 10:58:06 pm
See... now this is what I like in a dev team.... WORK!.... lol nah seriously, updates! is it really that hard to keep a fan base thats so understanding happy? No, throw us a bone every few days/weeks... and we're as faithful and loyal as labrador and a owner with a big juicy stake! hmmmm stake... yummy... *drools*

anyway, wow! at pretty much everything thats thrown to our sticky fingers to look and drool at.

So whats the concensus.... reckon I'll have a little R1 in my xmas stocking over my holidays? Coz these screenies got me hornier than a teenager at a playboy mansion party! Since I did go and by a Saitek X52 Pro for the BtRL demo (worked pretty good too) and haven't touched it since  :(
Title: Re: Dev blog comments thread
Post by: Lt.Cannonfodder on December 10, 2008, 12:21:18 am
Sorry to spoil your fun, but no, R1 wont be out by christmas.

I've probably said this before somewhere, but R1 likely requires a lot more work than any other release that comes after. Everything has to be built from ground up.
Title: Re: Dev blog comments thread
Post by: karajorma on December 10, 2008, 12:58:51 am
Yep. If there was any chance it would be out in time we'd probably not say anything but there is still far too much to be done at the moment for it ever to come out by Christmas.
Title: Re: Dev blog comments thread
Post by: FUBAR-BDHR on December 10, 2008, 01:31:22 am
New Years?  :lol:
Title: Re: Dev blog comments thread
Post by: karajorma on December 10, 2008, 01:57:49 am
Hmmmmm. Looks like BtRL have taken down several videos on YouTube so I'd better unlink them or it will look like I'm claiming that much of the remaining content is ours. :D

Post edited.


EDIT  :  Added most of this stuff to the ModDB page (http://www.moddb.com/games/diaspora/news/our-rag-tag-fleet) too.
Title: Re: Dev blog comments thread
Post by: Col. Fishguts on December 10, 2008, 08:43:44 am
Stunning pictures, now I love the Bolitho even more.

Question on the basestar, it looks like it has one of those red moving Cylon lights? I'm not complaining, but I never saw something like that in the show.
Title: Re: Dev blog comments thread
Post by: karajorma on December 10, 2008, 09:23:18 am
It's a joke on Meleardil's part. It won't be in the final version. :)
Title: Re: Dev blog comments thread
Post by: Meleardil on December 10, 2008, 09:46:20 am
I thought it would be fun to make the Basestar "look around". :P Also, it was an attempt from me to ensure, this primitive texture wont be confused with a properly unwrapped version.
Title: Re: Dev blog comments thread
Post by: Ramjet on December 10, 2008, 04:26:35 pm
How cool would it be to leave a funny texture in there for an easter egg suprise... perhaps a basestar with the tracing red eye and the voice of KITT. That'd be hilarious, a transforming basestar with a PHD in physics and psychology....

No pressure guys, I'm loving the updates... regular ones at that too... it's like a big happy family :)
Title: Re: Dev blog comments thread
Post by: Black Wolf on December 13, 2008, 09:50:53 am
It looks to me like you've got a fairly coherent fleet, from a purely visual "Look at the pretty models" perspective. And, don't et me wrong, I do like looking at pretty models :) But what 'm most interested in are, well, two (closely related0 things. Firstly, what's the status of the tables? Have the weapons been balanced? Are the capships turreted, and do the turrets work effectively? And, of course, all this dovetails into the only question that I'm really interested in - are you FREDding yet? ;)
Title: Re: Dev blog comments thread
Post by: Deckard on December 13, 2008, 10:31:51 am
Another question by public demand here at my end.

Are going to be any viper cockpit into this incoming R1 Game-War-Head?.

Thanks,
Title: Re: Dev blog comments thread
Post by: Lt.Cannonfodder on December 13, 2008, 10:38:31 am
Remember that mk2 cockpit shown in some BtRL videos? That's my model and it's going to make an appearance in R1. Someone just needs to texture it before we can take any pretty screenshots with it.
Title: Re: Dev blog comments thread
Post by: Shade on December 13, 2008, 10:49:15 am
Quote
Firstly, what's the status of the tables?
Most things have working tables that are close to where we want them. Things are still being tweaked though as we find problems with the balance of one thing or another.

Quote
Have the weapons been balanced?
By and large, yes. But again, tweaks are still happening as we come across things during testing.

Quote
Are the capships turreted, and do the turrets work effectively?
They are and they do. In fact, some of the ships are downright ****ing scary to go up against. You really Do Not want to stray into a Battlestar's firing solution :D

Quote
And, of course, all this dovetails into the only question that I'm really interested in - are you FREDding yet?
Oh yes. We already have a fairly complete (and ever-growing) set of multiplayer missions, as well as flyable WIPs for most main campaign missions.
Title: Re: Dev blog comments thread
Post by: IceFire on December 16, 2008, 01:07:43 pm
RE: Battlestar's/Basestars defenses...how difficult are they to deal with?  How screwed is the player if they go up against such a vessel...with support?  Or in other words whats the balance between fighters and capital ships and how do each of them fit into each others roles.

Back when I was balancing The Babylon Project I tried to stay with Babylon 5's method that capital ships were powerful against each other but fighters were necessary so that a capital ship wasn't picked apart piece by piece by attacking fighters.  So your capital ship needed that screen otherwise the enemy fighters could just walk on in.  From watching BSG...I suspect the philosophy is very much the same.  Otherwise...why bother launching Vipers at all right?

So I'm curious how are you guys making those roles fit together?
Title: Re: Dev blog comments thread
Post by: Shade on December 16, 2008, 01:51:54 pm
We're doing much the same really. Capital ships of similar sizes are very effective against each other, but less so against fighters. That said, Battlestars in particular have some nasty anti-fighter tricks up their sleeve as well as a very impressive flak barrage that you *have* to avoid if you want to attack them, though this has limited coverage. On the flipside, Basestars are almost defenseless without their legions of Raiders, but pack some extremely powerful ship-to-ship missiles that let them decimate enemy warships at a distance.

I'd say that up close a Battlestar has a clear edge over a Basestar as the combination of its flak barrage and main batteries will simply tear it apart, but at long ranges it's the other way around. Larger Battlestars such as the Mercury class might fare better at long ranges, though, due to their main battery firepower being able to match that of the Basestars.

As for fighters, they are very important in all engagements but, unless they are equipped with nukes, are not ideally suited to the task of actually destroying Battlestar-sized targets. Fighter guns do very little damage to Battlestar-level ship armour. However, even without nukes they can make a critical difference by intercepting warheads, taking out important turrets/subsystems, preventing the enemy fighters from doing the same, or even taking out smaller supporting warships that aren't as thick skinned as a Battlestar.
Title: Re: Dev blog comments thread
Post by: Ramjet on December 16, 2008, 06:32:13 pm
Shame on me for never actually playing the original FS games (I do own them but found that by the time I bought them out the bargain bin, graphics seemed so dates I never got into it...) ... so I'm going to show some ignorance here and my sincere lack of knowledge of the FS engine and ask if there will be subsystems on battlestars and basestars which may effect how a player would handle these cap ships in missions? ie perhaps targetting engines will slow a cap ship down and stop them from jumping out (may be a mission parameter) or generators which may stop a section of weapons control for a period of time till an auto-repair is completed and guns/missles come back online?


Title: Re: Dev blog comments thread
Post by: newman on December 16, 2008, 06:44:48 pm
There will definitely be targetable, destroyable subsystems.
How will their destruction affect a vessel will depend on how that vessel is tabled.
If a ship has a destroyable FTL, then destroying this system should effectively prevent
it from jumping out, for example. Now which ships will have what subsystems,
that's another question that's probably best left for the release :)
Title: Re: Dev blog comments thread
Post by: Fish on December 17, 2008, 12:56:58 am
I'm playing through the original FS1 campaign right now  :P

It's a FreeSpace staple to kill capships by subsystem destruction. Depending on your priorities, you take out the engines to prevent it jumping out, destroy the communications to prevent it calling in reinforcements, destroy the weapons system to make targeting you inaccurate, then pick off the turrets. If the hull remains by this point, just kill it by slow attrition!

Although there are some missions where you can achieve the bonus objective of capturing an enemy ship by disabling it on your own initiative, sometimes it's just fun to disable capships and see if it messes up the mission's scripted events :D
Title: Re: Dev blog comments thread
Post by: karajorma on December 17, 2008, 02:13:43 am
And Fish hereby gets added to the list of players who do stuff us FREDders hate. :p

Seriously though anticipating that a player might decide to do something like that is an important part of good mission design. There are so many ways a player can screw up a mission either deliberately or by accident that it requires a lot of work to make sure that they can't do it.
Title: Re: Dev blog comments thread
Post by: Fish on December 17, 2008, 03:58:16 am
It's one thing to pick on capships in FS1, but entirely another to do anything jerk-like in the BtRL demo! I'm too busy struggling with those damn zippy Raiders to mess anything up. The FREDing in that makes retails FreeSpace look very linear...
Title: Re: Dev blog comments thread
Post by: karajorma on December 17, 2008, 04:14:34 am
That's cause we knew people like you would try to break it and I myself have a lot of experience in trying to break other people's missions. :p
Title: Re: Dev blog comments thread
Post by: IceFire on December 19, 2008, 01:22:32 pm
We're doing much the same really. Capital ships of similar sizes are very effective against each other, but less so against fighters. That said, Battlestars in particular have some nasty anti-fighter tricks up their sleeve as well as a very impressive flak barrage that you *have* to avoid if you want to attack them, though this has limited coverage. On the flipside, Basestars are almost defenseless without their legions of Raiders, but pack some extremely powerful ship-to-ship missiles that let them decimate enemy warships at a distance.

I'd say that up close a Battlestar has a clear edge over a Basestar as the combination of its flak barrage and main batteries will simply tear it apart, but at long ranges it's the other way around. Larger Battlestars such as the Mercury class might fare better at long ranges, though, due to their main battery firepower being able to match that of the Basestars.

As for fighters, they are very important in all engagements but, unless they are equipped with nukes, are not ideally suited to the task of actually destroying Battlestar-sized targets. Fighter guns do very little damage to Battlestar-level ship armour. However, even without nukes they can make a critical difference by intercepting warheads, taking out important turrets/subsystems, preventing the enemy fighters from doing the same, or even taking out smaller supporting warships that aren't as thick skinned as a Battlestar.
Sounds excellent Shade. Thanks for the answer!  Seems like there will be a very good balance between what the player can and can't be expected to do and then of course the rest falls to the actual mission designer.  Sounds good...look forward to seeing it in action :)
Title: Re: Dev blog comments thread
Post by: FUBAR-BDHR on December 19, 2008, 03:09:11 pm
That's cause we knew people like you would try to break it and I myself have a lot of experience in trying to break other people's missions. :p

And to some of us breaking things just comes naturally. 
Title: Re: Dev blog comments thread
Post by: karajorma on December 19, 2008, 04:13:45 pm
You probably should be upgraded to Trouble Magnet actually. :p
Title: Re: Dev blog comments thread
Post by: Something on December 20, 2008, 06:47:04 am
Will there be any new video uploaded soon to show off the advances you have made? Because while looking at the amazing screenshots is great, I like explosions!
Title: Re: Dev blog comments thread
Post by: Shade on December 20, 2008, 08:17:39 am
Being worked on :) We need a few other things finished and put into the game besides the explosions, so no ETA on it, but you'll get your video eventually.
Title: Re: Dev blog comments thread
Post by: Something on December 20, 2008, 08:23:16 am
Can we have it on Monday? That's me birthday :P
Title: Re: Dev blog comments thread
Post by: newman on December 20, 2008, 08:43:35 am
Yes you can have it on monday. Just not this one.
Title: Re: Dev blog comments thread
Post by: Something on December 20, 2008, 08:44:22 am
:P I can wait, I'm good at waiting.
Title: Re: Dev blog comments thread
Post by: BigDamnHero on December 21, 2008, 04:24:24 pm
Are you guys really that close? I've only just discovered this project and community. I literally thought to myself last week that "Freespace would've been an awesome engine to turn into BSG" so I google and lo and behold here you guys are. I'm aware of the 'split' that happened and I'm glad that I've actually missed all that.

Are you guys really that close to R1? Or has that been said for the last six months?

I'd love to see this soon and play me some BSG!!
Title: Re: Dev blog comments thread
Post by: Shade on December 21, 2008, 04:38:53 pm
Not too close. We're at a point where almost all the main assets we need for it are in-game in some form, but many still need work (mainly LODs and texture fixes) before they're final. In addition to that there's code to be done, more effects to be done, missions to be made and voice acting to do. So we've come a long way, but we also still have some way to go.
Title: Re: Dev blog comments thread
Post by: karajorma on December 21, 2008, 04:41:36 pm
I didn't say the something big was the R1 release. Just that we're up to something if we suddenly go quiet and smile a lot. :)

As for the R1 release date, we're not close yet. By that I don't mean we're years away, but you shouldn't expect it as a Christmas present or something like that.

While some projects believe in keeping the fans in the dark about how long they'll have to wait, acting like they'll be out any second, I'd rather Diaspora was open about it. We don't give a release date because until a week or two beforehand we honestly won't know. What we can do is tell you what we have done and what remains to be done so that you can see the progress for yourselves. There are several stages that we have to go through in order to make the game.

1) We have to make placeholders for all the stuff we need
2) We have to make missions using those placeholders while the art team turn them into the final version
3) We have to get all the missions polished, bug tested and voice acted

Only once we've done that can we release and right now we're mostly at stage 2 with some minor stage 1 things needed. So when you start hearing me say that stuff from stage 3 is done, then you'll know we'll be releasing soon. :)
Title: Re: Dev blog comments thread
Post by: BigDamnHero on December 21, 2008, 04:48:11 pm
Cool, it's good to know where things are. It is definitely appreciated that you'll let us know where - roughly - you guys are. Even though I've only just joined the party I get the feeling each day will be an excruciating wait! Here's to hoping we get a release soon! ;)
Title: Re: Dev blog comments thread
Post by: Ramjet on December 21, 2008, 06:08:43 pm
lol well think yourself lucky you missed the 3 year wait from BtRL... probably the most patient fan base you'll ever meet :)
Title: Re: Dev blog comments thread
Post by: karajorma on January 16, 2009, 05:14:27 pm
:bump:

If you've checked the blog, you'll know why. :)
Title: Re: Dev blog comments thread
Post by: Angelus on January 16, 2009, 05:25:29 pm
I saw the Hi-Res video and i'm honestly don't know what to say.
This is fraking awesomeness or great work or well done barely suffices.

Thanks. :yes:

EDIT:


The animated Raptor cockpit is TEH WIN!
So is the Mercury class Battlestar...


EDIT 2:

I toned down the speakers so i didn't hear the awesome music the first three times i watched the vid.
Is this Flipside's work? Or Skull leader's?
Title: Re: Dev blog comments thread
Post by: StarSlayer on January 16, 2009, 06:06:29 pm
Max's
Title: Re: Dev blog comments thread
Post by: General Battuta on January 16, 2009, 06:07:46 pm
Wow. Really impressed by the animated cockpits. I'm glad those are looking standard. Also impressed by the basestar and the skyboxes. I like the way the flak field dances around the way I remember from 'He That Believeth In Me'.

Since it's a WIP, I bet we'll be getting muzzle flashes on the Bolitho. And maybe some thicker, brighter basestar missile contrails?

...actually, y'know, I kinda like those missile contrails.

And man those backgrounds are amazing.
Title: Re: Dev blog comments thread
Post by: Angelus on January 16, 2009, 06:08:39 pm
Sorry, i forgot Max is team member now...
Title: Re: Dev blog comments thread
Post by: karajorma on January 16, 2009, 06:18:19 pm
Since it's a WIP, I bet we'll be getting muzzle flashes on the Bolitho. And maybe some thicker, brighter basestar missile contrails?

Apart from possibly some of those backgrounds and the Bolitho model itself, I don't think there's a single thing in that video that doesn't need a tweak of some kind or other. :D

So this is only an indication of how pretty the final game will be. A lot of that stuff is a placeholder.
Title: Re: Dev blog comments thread
Post by: Echelon9 on January 16, 2009, 06:22:36 pm
Is the currently blank section of the Raptor central cockpit where DRADIS will go using render to texture (RTT)?
Title: Re: Dev blog comments thread
Post by: karajorma on January 16, 2009, 06:26:03 pm
Yep. :D
Title: Re: Dev blog comments thread
Post by: newman on January 16, 2009, 06:27:04 pm
Is the currently blank section of the Raptor central cockpit where DRADIS will go using render to texture (RTT)?

That's the plan.
Title: Re: Dev blog comments thread
Post by: Demitri on January 16, 2009, 06:44:36 pm
Just watched the vid and i'm totally blown away! Also, if they are only placeholders then i cannot wait to get my hands on the finished articles. Keep up the excellent work ppl & roll on R1  :nod:
Title: Re: Dev blog comments thread
Post by: Something on January 16, 2009, 07:55:58 pm
The video was nice and all, but my Media Player Classic (with mega k-lite codec pack) would not play the audio at all. I've tried re-downloading both versions of the video from your site.
Title: Re: Dev blog comments thread
Post by: Angelus on January 16, 2009, 07:59:41 pm
The video was nice and all, but my Media Player Classic (with mega k-lite codec pack) would not play the audio at all. I've tried re-downloading both versions of the video from your site.

Try VLC media player, it's what i use.
Title: Re: Dev blog comments thread
Post by: karajorma on January 16, 2009, 08:05:47 pm
ModDB Link (http://www.moddb.com/games/diaspora)

The video is up on there too and since they use flash IIRC it may work for you.
Title: Re: Dev blog comments thread
Post by: Something on January 16, 2009, 08:11:26 pm
ModDB Link (http://www.moddb.com/games/diaspora)

The video is up on there too and since they use flash IIRC it may work for you.

Yes, I can hear it now thank you. Just weird I can't hear the video I downloaded. I've looked and found no broken codecs, did a clean sweep when I downloaded the mega pack of k-lite, so I stumped.
Title: Re: Dev blog comments thread
Post by: Angelus on January 16, 2009, 10:23:43 pm
Saw the second Video...

AMAZING!

A big hand for the entire team!!

me likes the explosion effect...

Title: Re: Dev blog comments thread
Post by: Angreifer on January 16, 2009, 10:41:13 pm
Truly amazing. I just came from watching the new episode of BSG, and then get greeted by Diaspora awesomeness. This has been a very good day.:D I really love the Raptor cockpit; when the camera panned around in the second video, my jaw nearly dropped when I saw that you'd modeled the whole interior. That's really impressive. It's also great to be hearing from the team, the silence lately has been quite deafening. So keep it up, you guys are doing great!
Title: Re: Dev blog comments thread
Post by: Narvi on January 17, 2009, 01:52:18 am
The 640x360 version of the second trailer is a dead link.
Title: Re: Dev blog comments thread
Post by: Lt.Cannonfodder on January 17, 2009, 01:56:17 am
Fixed.
Title: Re: Dev blog comments thread
Post by: FraktuRe on January 17, 2009, 04:37:41 am
The flak looks great. Much better than last time.

Apart from some rough edges here and there, things are amazing. Love the fleet of bolitho's. Raptor looks amazing.
Title: Re: Dev blog comments thread
Post by: Lt.Cannonfodder on January 17, 2009, 03:52:40 pm
The videos are now also up on Vimeo and Youtube.
Title: Re: Dev blog comments thread
Post by: Mongoose on January 17, 2009, 04:26:33 pm
I can't put my finger on exactly why, but it looked to me like some of the shots used in the trailers appeared almost...animated, as though cel shading was being applied.  Maybe it was the use of normal maps, or the specific light settings used to create them; I don't know.  Regardless, it's clear that you guys already have a lot of excellent work under your belts.  Not for the last time, I really wish I had gotten in on this BSG thing at the ground floor, instead of being on the outside looking in four seasons into it.
Title: Re: Dev blog comments thread
Post by: Angelus on January 17, 2009, 05:11:21 pm
The entire Raptor cockpit with the interior is cool, what's the polycount of the ship with it?
Did you guys use a Track IR during recording or is that the default 3.6.10 side view feature with a reduced "turn time"?
The new jump effect is also pure awesomeness.


EDIT: I "ripped" the songs from both videos and added them to my BSG music playlist.
I has pirated Diaspora before it has been released...me is evil :p
Title: Re: Dev blog comments thread
Post by: newman on January 17, 2009, 05:21:20 pm
The entire Raptor cockpit with the interior is cool, what's the polycount of the ship with it?
Did you guys use a Track IR during recording or is that the default 3.6.10 side view feature with a reduced "turn time"?

The raptor cockpit is actually a separate model, we just make the ship use it in the tables.
The model of the cockpit itself is 8557 triangles. Not sure about the raptor's count atm.
As for TrackIR, we wanted to have some genuine trackIR footage but unfortunately didn't get to
do it this time - the shots you see where the head "moves" in the cockpit are actually using
"padlock view" - it's a boundable key command that makes your virtual "head" automatically
track any target in game.
We'll do proper trackIR shots next time :)
Title: Re: Dev blog comments thread
Post by: Shade on January 17, 2009, 05:22:29 pm
Aww, we're being pirated. I feel so proud now :D

As for the TrackIR-like footage, yeah, that's actually padlock view. TrackIR is supported though, we just didn't get the people who have the proper setup to shoot any video in time for the show starting again, which was our deadline for releasing these.
Title: Re: Dev blog comments thread
Post by: Flipside on January 17, 2009, 05:44:01 pm
Heh, first time one of my tracks has ever been put to Video and already it's being ripped....

Cool! ;)
Title: Re: Dev blog comments thread
Post by: karajorma on January 17, 2009, 06:06:53 pm
Well it was specially written with the trailer in mind IIRC so it would have been a pity not to use it. :)
Title: Re: Dev blog comments thread
Post by: newman on January 17, 2009, 06:30:50 pm
Heh, first time one of my tracks has ever been put to Video and already it's being ripped....

Cool! ;)

Well, when people start stealing your intellectual property, it's a sign you're doing something right.. :D
Title: Re: Dev blog comments thread
Post by: Flipside on January 17, 2009, 07:08:20 pm
:lol:

Well, considering I have to measure up to someone as good as Max, it's always nice to know that people like my stuff ;)
Title: Re: Dev blog comments thread
Post by: FUBAR-BDHR on January 17, 2009, 07:32:45 pm
Both look great.  If I had to pick one I go with Kara's though and not just because I need bug fixes.   :lol:

One thing you might want to consider before the next blog comment is either get the thing to page 2 (think your one post away) already or archive some of the pics.  Takes forever to get to the post with the links due to the slowness of wherever those pictures are loading from.
Title: Re: Dev blog comments thread
Post by: Ramjet on January 18, 2009, 02:41:06 am
WOW, just wow!  :nod:

I'm a VR920 user, and I'm already visualising the Head tracking on a VR headset!!!! Raptor is sensational! Music is brilliant, as good if not better than the show!

Well done guys. Outstanding work!

Title: Re: Dev blog comments thread
Post by: Sidestep on January 18, 2009, 04:45:28 pm
Awesome. Great way to celebrate the beginning of the end of the series!
Title: Re: Dev blog comments thread
Post by: On_Your_Six on January 18, 2009, 07:04:29 pm
Awesome!  -Ridiculously- awesome.  Amazing work, we really appreciate the work that this exceptional team has put into this TC.

Cheers
Title: Re: Dev blog comments thread
Post by: A2597 on January 19, 2009, 09:35:59 am
oh Frak yea that looks awesome!
Title: Re: Dev blog comments thread
Post by: Deckard on January 19, 2009, 11:56:08 am
Aye, looks better and better; indeed. I wish you Power, Strenght and Health until you got that R1 ready to go!..

Thanks,
Title: Re: Dev blog comments thread
Post by: Elffin on January 19, 2009, 02:42:13 pm
Great trailers and congrats to the team

@Fllipside - the music was really well composed - you've got the BSG 'sound' just right - can't wait to hear more.
Title: Re: Dev blog comments thread
Post by: karajorma on January 19, 2009, 02:44:20 pm
Flip only did the music for Trailer 2. Max did Trailer 1. :)
Title: Re: Dev blog comments thread
Post by: Vidmaster on January 19, 2009, 02:57:22 pm
 :eek2: :eek2: :eek2:
Title: Re: Dev blog comments thread
Post by: karajorma on January 19, 2009, 02:59:47 pm
What's so shocking? :D
Title: Re: Dev blog comments thread
Post by: Elffin on January 19, 2009, 03:35:53 pm
Flip only did the music for Trailer 2. Max did Trailer 1. :)

Congrats to Max as well!   :)
Title: Re: Dev blog comments thread
Post by: Angelus on January 24, 2009, 12:58:12 pm
The new screenshots are really great.

The cockpit's are awesome work ( finally a MkII cockpit, wooooot! ), and the fact that we will have a working DRADIS makes me cry of happiness. :D

Great work, Ladies and Gentleman.

That's all. Carry on. :D

Title: Re: Dev blog comments thread
Post by: Angreifer on January 24, 2009, 03:28:37 pm
Those cockpits look gorgeous. I have to keep reminding myself that this mod is being built on FS2, it just looks so good!
Title: Re: Dev blog comments thread
Post by: Something on January 24, 2009, 03:33:48 pm
Those cockpits look gorgeous. I have to keep reminding myself that this mod is being built on FS2, it just looks so good!

Yeah, you really have to remember the age of the engine they are working on. This is amazing work.
Title: Re: Dev blog comments thread
Post by: Deckard on January 24, 2009, 04:15:22 pm
Yeah .. that Pegasus looks to me quite.. alive?.. Indeed =) Those dynamic WIP cockpits are gonna make us drool well too. 

Title: Re: Dev blog comments thread
Post by: Sidestep on January 24, 2009, 06:03:18 pm
Yep, agree with all the above. I don't think a commercial game would have anywhere near the quality of work and attention to detail (and we've already seen a couple of stinkers) Diaspora is shaping up to have.

Great work lads, and much appreciated.

And thanks for the regular updates too  :)
Title: Re: Dev blog comments thread
Post by: karajorma on January 24, 2009, 06:13:54 pm
That's not a problem. We enjoy the regular updates too. It lets us see how far we've come. :)
Title: Re: Dev blog comments thread
Post by: Darkblade on January 25, 2009, 11:23:49 am
Hey hey hey!

Damn, this project is looking even greater than Beyond the Red Line ever was. And it's nice to see most of the guys from the old team is onboard on this one. Keep up the good work lads. :)

And once the time comes, when you need a voice actor, you know where to find me. ;)
Title: Re: Dev blog comments thread
Post by: Deckard on January 25, 2009, 03:42:35 pm
Dunno wether it has been already said or not.. but this goes for the dev guys who take these latest screenshots:

What GPU you guys run there at your end?

Thanks,
Title: Re: Dev blog comments thread
Post by: newman on January 25, 2009, 08:06:48 pm
That would be me for the latest shots - I got an nvidia 8800 GTS, and run the game at 1600x1200
at full settings. However, I'm pretty sure it will perform just as well with a weaker card.
Title: Re: Dev blog comments thread
Post by: Adalla on January 25, 2009, 08:49:49 pm
Drools....drools some more...wipes drool....drools more...

Honestly guys...your work is beyond words. Moreover, your dedication to the Fans, and your amazing updates...THIS is what we've been all looking for all along.

Keep up the fantastic work! And I apologize for not posting here enough. Just so busy with BSGP, but I have not forgotten you all. Soon I'll be writing an article for our Fleet News Service to give an update to BSGP viewers and members.

Um...Diaspora Dev Team...expect some requests for Live Chat interviews in our Launch Tube in the near future ;)

Long live Diaspora!

So Say We All!
Title: Re: Dev blog comments thread
Post by: Vidmaster on January 26, 2009, 09:20:18 am
What's so shocking? :D

the cockpit