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General FreeSpace => FreeSpace Discussion => Topic started by: mr.WHO on November 12, 2004, 12:19:18 pm

Title: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: mr.WHO on November 12, 2004, 12:19:18 pm
It have separate forum here:
http://freespacenewage.proboards36.com/

We need new members with fresh ideas so go there and register.

Edit: Check page 3 for download.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: an0n on November 12, 2004, 12:37:02 pm
I give it a week.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: deep_eyes on November 12, 2004, 12:50:26 pm
ouch big ouch.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Roanoke on November 12, 2004, 01:23:50 pm
Good luck to yas. Never really got into HW2 myself though I still play the original.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Jetmech Jr. on November 12, 2004, 01:44:59 pm
So whos on the staff? Is Duelron heading it, or who?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on November 12, 2004, 04:10:33 pm
yeah, it's Duelron, if there was no conflict with people who do this mod before him he could already  finish this mod, but live is brutal.
only important thing is that this mod is alive :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on December 05, 2004, 05:42:58 am
If somebody still read this, look here:
http://freespacenewage.proboards36.com/
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on December 07, 2004, 12:03:02 am
how the mod comming?  I want to play FS HW for xmas
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on December 10, 2004, 04:32:21 pm
first relese should be ready 1-3 months, we're beggining to import models and we have story ready for first campaign.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on December 31, 2004, 02:59:36 pm
*BUMP*

Updates?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on December 31, 2004, 03:12:23 pm
Well, we're still importing FS & FS 2 models.
Few good news:
- T-V war project and Inferno  teams decided to support our mod with some models.
- we have story for first campaign ( it's going during T-V war)
- we're working on greate war story
- I don't want to say too much but both campaigns will be "special" (no, not shivan campaign :D   )

Bad news:
-it weard but because Christmas and new year there is not much traffic at our forum.
- it looks like almost 100% sure that first relase won't be ready in 1 month, but there is a big chance that it will be ready in 3 months

Weard news:
- it looks like we have a swarm of story writers in our team.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Grimloq on December 31, 2004, 09:38:19 pm
is this the same thing as the FSFC?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 01, 2005, 08:55:36 pm
I do belive that this is my first post here, so please don't overwhelm me with "welcome to HLP!!" banners :P

Anyway I had hoped to get the first release out about christmas time, but we had to push that back to new years day; and like too many other games/mods we have had to push the date back again. Its not that we havn't being making progress, but rather its slow in some areas then others. Our main problem is importing ships in HW 2, this is slow due to the fact that we have to use Maya v3 or 5. I am not used to useing this 3d package so I can't really help with the importing. That being said we people on the case.

Bad news aside, we have completed two stories and await our 3rd from the great story writer Ransom Arceihn (creater of the Sync campaign). It is without a doute that the stories that are going to challage what people know about the FS universe. Whole new sides of races will be shown in these stories.

The FSFC mod was a TC of just FS 2, while FS:NA will include ships from the 14 year T-V war all the way to the FS 2 mod Inferno. Unlike FSFC, FS:NA wil not die (i simply will not let it happen),
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Unknown Target on January 01, 2005, 08:59:35 pm
Why are you converting non-canon fan stuff in? Not like I'm objecting, but a lot of it isn't balanced against each other or stock FS2.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: pyro-manic on January 01, 2005, 09:27:29 pm
Just a thought - make sure you don't reveal any TVWP stuff that isn't already public! We have to have some surprises for ya.. ;)

Sounds good though - keep us updated. Oh, and

:welcome:

:D
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 02, 2005, 11:00:24 pm
Unknown Target - All the ships will be blanced for their era. So say that you want to play during the 14 year T-V war, you would only see GTF Apollos and PVF Anubis battleing it out (well them and abit more :P); same for the other time periods. By doing this we genrealy don't have to worry about balancing between each era.

pyro-manic - dam someone got me with a "welcome to the HLPBB" banner :P
Don't worry, the only thing that we have released from our closed doors is the blerb for our T-V campaign story.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: pyro-manic on January 03, 2005, 04:00:40 am
Mwahahahaha.... :p

Good to know. I look forward to this. :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 23, 2005, 09:23:39 pm
v0.1 released:
http://www.game-warden.com/fsna/mod%20files/FSNA%20v0.1.zip
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on January 24, 2005, 07:54:28 pm
So...  What is in the file now?  Whats new?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 25, 2005, 04:22:51 am
lets see... the GTF Apollo, the GTB Athena, GTF Valkyrie, the PVF Aunbis, the PVB Amun... umm... oh all most forgot the GTD Orion, not that its importaint or anything :P

overall its our first release, while we couldn't take off from where FSFC was left, we have all ready make some advacements that I don't even think that they could of thought of.

Oh and here is an idea on how ships are looking in HW 2:
(http://img191.exs.cx/img191/5641/ss00056.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liberator on January 25, 2005, 04:35:02 am
Have you guys considered tweaking the ships(the big ones mostly) to take advantage of HW2 higher poly limits?

The Typhon looks great as well as the other ships, but have you glow mapped them yet?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on January 25, 2005, 12:21:18 pm
hey thats looking really good!  I need to DL this when I get the time....  Got any screen shots of the GTD Orion?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Hollewanderer on January 25, 2005, 01:06:11 pm
It's alive! IT'S ALIVE!!!
*omnious thunder*

That begin said, I'll wait for some more ships before I play, though I give my encouragement for packing GTD Orion in already. Why did FSFC fall, anyways? It looked... acceptably active and sure seemed very protective for a dying mod, last time I checked. [as I'm sure you know:D]
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 25, 2005, 07:00:55 pm
Liberator - glow maps? we are slowy adding them to ships, but our HODer Phelan is not used to makeing glow maps so this is rather new to him. As for high ploy ships we are considering makeing a high qulity ship pack (basicaly ships in this pack have high res textures and have high poly numbers), however I am not that good at modeling to make the ships high in polys. I know of such models being all ready make for the FS SCP, but I haven't had time to go though all of the stuff for it looking for them. However if you could send them to me at [email protected] then I would be able to speed this side of the project up.

ubermetroid - i'll post pics at the end of this post

Hollewanderer - 0.2 hope to have at lest two times more ships, due in about a month. FSFC failed in HW 2 due the people makeing it seemed to lose intrest, but last I heard they had decided to look into makeing it for the HW 1 SCP, saying how HW 2 was limiting them too much, bs IMO. I tryed to get it going again, we were making progress. But the offical team came back and disregared all that I had done, then a rather large flame war started (which I didn't start). In the end nothing changed, FSFC was still dead as far as HW 2. But I have heard nothing about FSFC for along time, nor do I cear. I have my own mod to work on now.

pics:
(http://img185.exs.cx/img185/9995/ss000588ec.jpg)
GTC Ferris with glow maps
(http://img.photobucket.com/albums/v238/gray-wolf-kellphelan/ss00049.jpg)
Testing in HW 2 shot, GTD Orion
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on January 25, 2005, 08:40:34 pm
ohhhhhhhhhh  Thats pretty!  *goes to download*
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on January 25, 2005, 08:43:04 pm
hey, you going to update http://www.game-warden.com/fsna/index.html ?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 25, 2005, 09:12:21 pm
lol, one day when i get Rico to redo it
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: StratComm on January 25, 2005, 11:32:48 pm
Why don't you use the high-res art and glowmaps made for the SCP?  It would seem redundant to re-create what we already have readily available.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 26, 2005, 12:19:26 am
ausseming that we can use them. We would then have to apply these to all models, this in its self would take all most as long as to HOD the ships with out high-res art and glowmaps. But I know what you mean, but after seeing some other mods for HW 2 that use such things as high res textures I can say that for most people it would not be a good idea. However for people like me who have a high end system (x800 XT and so on) high res textures are a good idea. But at this current stage we just need to get the ships in game, once that has been done a cutom pack containing high poly and high res textures of ships can be made.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: StratComm on January 26, 2005, 12:27:54 am
Theoretically all you'd have to do is swap out the texture maps (though I am guessing HW2 incorporates textures into the model data) where appropriate.  Really all I'm suggesting is using the glow maps we have available, just so you don't have to do them again.  Not that the actual high-res stuff actually needs to be used.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 26, 2005, 01:29:07 am
another thing that we have to consider is size, while it maynot be such a problem for those with ADSL it is for me as I still only have dial up. When we swaped the Athena's texture to a higher res version there was a massive increse in size and it all most dobled the size of the mod. While the mod is still small (only a few mb) it still takes longer for me to upload it.

I'll look into the glow maps, but I am not sure about the compaiblty between HW 2 and FS 1/2/SCP.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on January 26, 2005, 11:42:27 am
*downloaded and tested the file*

Hey how do you build an Orion?  And I am saddened by the lack of beams......

By the way, to convert the FS files to HW files what are you using?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liberator on January 26, 2005, 12:13:20 pm
Based on my very limited understanding of how to mod HW2 it involves about 5 different model formats.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 26, 2005, 06:49:59 pm
ubermetroid - play as the hiigarn and you should start with one, building one is not going to be introduced untill we have more ships. There are no beams as that ships weapon config is from the T-V war, there will end up being about 3-4 diffrent configs of Orions in this mod. Unlike FSFC we cover the time periods from the T-V war to the aftermath of Caplla.
Models and textures get extract from the .vp, textures converted via photoshop to .bmp and models opened in Descent Manager MODELVIEW32 and converted to FS 2 format, then useing the .pof to .cob program, then useing another program to converte it to .3ds then I edit the model to remove any bits left over from the "destoryed" mesh of things like turrents. Finaly it gets send to our HODer who then converts it from .3ds to a maya complitable format. He then has to add all the hardpoints, engine glows, convert the textures, add the needed layers to textures, text it in game to see that all hardpoints are working, add the CM, add animions, the list goes on and on.

So basicaly what Liberator said :P
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liberator on January 26, 2005, 09:22:59 pm
The best thing to do about the textures is to get with Lightspeed, Turambar, DaBrain and who ever else is doing them to get permission and such and use them from the beginning so you don't have to recompile anything later.  Download time will go up a bit, but probably not that much since HW2 uses DDS natively.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 27, 2005, 04:35:59 am
i am mainly reluctent (excuse spelling) on this issue due mainly to proformace issues with HW 2. All ready the mod is rather CPU heavy, something that I want to fix so this mod can have a high frame rate and still look good, adding high detail ships and textures is only going to put pressure on another componet of peoples computers. This can have bad effects on mods for HW 2, in both the PDS mod and the SW: Warlords mod frame rate is all most disregared completely IMO. For those that put up with this its fine, but I find that alot of people have being turned away by this alone. While I know that we are not trying to sell this mod to everyone that we can, I still do want people who are just able to run HW 2 to still be able to play, while those that have much more powerful computers (like my self) can use a custom model high detail models. I hear alot of people saying that there are not many people that play HW 2 mods with other people so by taking on this streargy we hope to draw more people into playing online with this mod.

Its not really that much of a problem redoing the textures as most of the hard work has been all ready done on the orginal models for the normal release.

I'll get in tuch with the suggested textures (if they don't do it first) with them we have more HODers to take the load of one man, then we can work on the high detail stuff.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on January 27, 2005, 01:27:10 pm
Quote
Originally posted by Duelron1001
*snip*



Wow...  Lots of work.
*start to look on net for programs that do all the converting*
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liberator on January 27, 2005, 01:54:29 pm
Quote
Originally posted by Duelron1001
*stuff*

But consider for a moment, a lot of HW2's texture are frickin' huge!  Many are 2048^2.  By contrast, most of the enhanced textures that LS & Co are putting out are 512^2 and one or two are 1024^2.  This translates to a much lower impact on performance.  The PDS mod is taxing because there is lots of junk on the screen at once with no change in the quality.  You have to remember that the ships you're putting into HW2 have 1/2 to 1/4 the polies of the default HW2 ships.  LOD 1 on the interceptor has almost as many polies as LOD 1 on the Colossus for cryin' out loud.

It's not quantity, it complexity.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 28, 2005, 01:13:18 am
Quote
Originally posted by Liberator

You have to remember that the ships you're putting into HW2 have 1/2 to 1/4 the polies of the default HW2 ships.  LOD 1 on the interceptor has almost as many polies as LOD 1 on the Colossus for cryin' out loud.


Yet in normal HW 2 I get about 60 FPS while with a large battle in FSNA 0.11 beta (pre release) I get 20 FPS, explain that.

HW 2 cheats in a way, when an intercepter fires its primary weapon its not fireing all those bullets that you see fireing, but rather just one bullet with a multi-bullet animation, at the moment in FSNA an Apollo fires all its primary and creates 4 shots per 0.25 of a second, thats alot of fire for just one figher, multiply that by 5 ships per squadren, then by about 15 and we get ~300 shots being fired per second; offcorse that does aussme that all the ships will be fireing all the time, but this is an exaple. Now remember that each one of those shots is its own ship, and depending on the proberblity of the weapon and what it was shoting at will determin weather or not how many shots will home in on it's target. Compare that with the standard intercept's main gun of ~125 shots, you can all ready see in one ship lone that there is a massive diffrence. This all adds upto be alot of load on ones CPU no matter how fast it is, by over stressing the video card as well with high poly ships will not impove the situation.

Also the largest texture that is used on the Hiigarn BC is only 1024x512, the next largest is 128^2. The largest on a Hiigarn Destoryer is only 512^2. Texture size doesn't have the same impact as other things like high numbers of polys. HW 2 can have high numbers of polys as there are very few times that all of those high poly LODs and even being disspayed. You have remember the adverage range that the cammera is from the ships (several kms) and when we then look at the LOD settings for those ships we see that while it appears that the ship doesn't lose any qulity as it zomes out it is in fact losing massive amounts by the time the cammera is zomed out to view the rest of the battle. These I feel are some of the more key diffrences between FS SCP and HW 2., while in SCP you don't have anywhere near the numbers of ships as HW 2 can have, in the above exaple I had 75 Apollos alone, thats just for one player and doesn't count any of the other fighters or those of other players.

Oh your wrrong on the poly count of the intercepter, in the highest LOD (LOD0) the poly count is 600 (LOD3 is only 34, lowest LOD), while Colossus can only manage ~2k. HW 2 can easy have ships with 10k polys, in fact most modelers are told that they can have cap ships with that many, however there are 4 levels of detail in a HW 2 model, how often are going to have that many polys on screen? Only when the cammera is zomed right in on that ship, or if the person that is scripting sets the LOD so that they don't change... one moment I have to change some things on the Orion... anyway I relise that I have controdiked (it kind of looks like the word that I am trying to spell :P) my self about the poly count and texture qulity issuses, but hey I did only to prove your last post wrrong Liberator :P

New excuse for not using SCP high poly ships and textures:

a) to slack to extract them my self (he is something that other people can do, my email is [email protected])

b) we don't even have all the ships in game yet, once that is done then we can stuff arround with high qulity stuff

c) our HODer only has a GF MX 440 in his computer and I want this mod to have ~ the same frame rate as HW 2 would normaly have on his computer, as it currently stands this is not so

d) download size, for people on dial up its a pain in the ass every time we release a new verion (hey i only have dial up)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: StratComm on January 28, 2005, 01:41:16 am
Are you remapping the larger ships?  Those things sometimes use upward of a dozen maps, and I'd imagine Homeworld 2 doesn't like that any more than HTL FS2 does.  If you're just using fighters and no one's shooting, is it as bad as when there's an Orion onscreen, does it still slow down badly? (fixing the shots to be multi-bullet single shots will help a lot I'm sure when it comes to combat)  That could easily be a problem.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 28, 2005, 04:54:53 am
i have add 43 Orions on screen, that lagged. HW 2 doesn't seem to complain with large numbers of texture maps, the hig BC (one of the largest warships in HW 2) has 16 texture maps. While there is no shooting its fine, i get my normal 60+ FPS. But the stock Orion is low on number of polys compared with what I've seen, 15k on LOD 1 can slow down peoples computers. But the main reson for me to get a low frame rate is due to the load on the CPU from it have to compute where all the shots go. By turning them into multi-bullets would fix it, by may look doogy as shot move arround in pairs or 2 sets of pairs.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 29, 2005, 09:57:34 pm
v0.11 released:
http://www.game-warden.com/fsna/mod%20files/FSNA%20v0.11.zip
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on January 30, 2005, 12:43:00 pm
:(  Cant Download.....
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Krusi on January 30, 2005, 03:45:47 pm
Argh :mad:  And I sold HW2 in EBay. :(
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on January 31, 2005, 01:49:10 am
ubermetroid - the game-warden.com is down but that link should still be valid when they come back up again, I am currently looking for the old hosting information

Krusi - lol
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on February 01, 2005, 11:30:24 am
Here is a valid link,right click, press save as to do download:

http://www.freewebs.com/gray-wolf-kellphelan/Content/FSNA/FSNA%20v0.11.zip

Some screenshots (http://www.freewebs.com/kgb01/links.htm)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on February 02, 2005, 11:24:37 am
that file does not work....  too small.

anyone else have it?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on February 02, 2005, 01:11:16 pm
too small??!!
it works for me, another link:
http://www.freewebs.com/gray-wolf-k...ontent/FSNA.htm
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: MatthewPapa on February 02, 2005, 02:46:43 pm
just FYI the game-warden is back up so you can upload the new file now and post the link. Let Duelron know that in case he doesnt already. Thanks
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on March 05, 2005, 04:03:44 pm
Something new, the v0.2 of this mod will be ready soon.

(http://www.fattonys.com/images/Upload/ss00002.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on March 06, 2005, 04:58:14 am
Another bad day for Terran Orion
(http://www.fattonys.com/images/Upload/ss00005.jpg)

Cruisers Duel
(http://www.fattonys.com/images/Upload/ss00007.jpg)

Vasudans desperatly trying to hold Shivans:

(http://www.fattonys.com/images/Upload/ss00008.jpg)

Another Duel
(http://www.fattonys.com/images/Upload/ss00009.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on March 06, 2005, 07:26:34 pm
Quote
Originally posted by mr.WHO
Something new, the v0.2 of this mod will be ready soon.

(http://www.fattonys.com/images/Upload/ss00002.jpg)


Where are the beamz?????

Looking good by the way!
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on March 07, 2005, 12:16:57 am
(http://img87.exs.cx/img87/3060/ss001688lg.jpg)
beams are here, not final result, but what will be in v0.2 which you all should be able to download tommorow.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on March 07, 2005, 01:45:17 am
Yes!!!!!!!!!!1
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: comic on March 07, 2005, 12:44:52 pm
Nice, Keep up the good work!
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on March 09, 2005, 03:31:45 am
FSNA v0.2 is now aviable to download:

http://www.game-warden.com/fsna/mod%20files/FSNA%20v0.2.zip
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Kai on March 09, 2005, 08:20:47 am
will try asap
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on March 11, 2005, 01:24:58 pm
formatting PC today, will download and test tomorrow.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: DrunkenPirate on March 19, 2005, 09:06:16 pm
Awesome, downloading now. :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Fear on March 20, 2005, 11:26:17 am
Hmm has any one tried this one yet? is there things to do in this mod beside skirmshes?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on March 21, 2005, 12:24:12 am
a campaign is in the workings (well more like 5) and there will be new gameplay options soon. You can't expect too much for about 3 months work.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Grimloq on March 25, 2005, 04:36:51 pm
shipz! shipzorz firstzorz!

 :bump:
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Turambar on March 25, 2005, 06:46:32 pm
we need those corvettes and cruisers, and superjuggernauts, and have an arcadia station that you can warp in to assist with production, and see if you can get those hi-poly models ingame, at least for the big ships
big ships also need engine glows
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on March 25, 2005, 06:49:09 pm
oh, I should of posted about this before:

V0.21 (a bug fix release) will be due this weekend, say Sunday. So we need all the suggestions for what you needs to be fixed up for this release. Issuse that have all ready being addressed see:
http://forums.relicnews.com/showthread.php?t=47682&page=7&pp=15
from post #101 on-ward
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on March 29, 2005, 09:41:08 pm
v0.21 is ready, check the upper link.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on May 01, 2005, 02:51:24 pm
Update:

-0.25 is in progress

- here (http://www.game-warden.com/fsna/in-house%20mod%20files/TR.avi)  is a small trailer

-bigger trailer is ready and waiting for upload.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: StratComm on May 01, 2005, 03:12:24 pm
Capships really need engines of some kind.  A shame HW2's system is so different from FS's in that regard.  Otherwise, looks awesome.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on May 02, 2005, 05:24:05 am
engine glows are something we hope to have fix/added by the time we have v0.25 done. I would like to mention that after v0.25 our next release will be our first release that includes FS 2 ships, so all you FS 2 cap ship fans will have your beams yet.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: übermetroid on May 05, 2005, 01:58:06 am
:D  Cant wait!
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liquid Fire on May 05, 2005, 04:52:26 pm
Forgive me if I sound like a total idiot, but I can't seem to install this mod. The directions...leave something to be desired. Which shortcut do I modify? Command line section? In the properties menu? Where?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Jetmech Jr. on May 05, 2005, 05:03:02 pm
...*cry**sob*

GODDAMNIT!

My dad uninstalled Homeworld 2...and I lost my CD key...AND MY DISK IS CORRUPTED!

I CAN'T PLAY IT :(
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Fergus on May 05, 2005, 07:13:53 pm
http://www.amazon.co.uk/exec/obidos/ASIN/B0002Q2K3M/qid=1115338391/sr=8-1/ref=sr_8_xs_ap_i1_xgl/202-3645970-1152630
Well if you are in the UK it shouldn't cost you an arm and a leg.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on May 06, 2005, 01:54:46 am
Quote
Originally posted by Liquid Fire
Forgive me if I sound like a total idiot, but I can't seem to install this mod. The directions...leave something to be desired. Which shortcut do I modify? Command line section? In the properties menu? Where?


These are the replacement directions:

Installation:

Short Instructions:
1)Put the FSNA.big file in your Homeworld2\Data folder.
2)Create a shortcut to Homeworld2.exe
3)In the shortcut properties, change the target box to

"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod FSNA.big

Including both "
You may have to change the path if you installed HW2 elsewhere.
4)Use this shortcut to play FSNA.

Detailed Instructions:
Drag the FSNA.big file from the zip filder to your Homeworld2\Data folder. Next, go to your Homeworld2\Bin\Release folder and find Homeworld2.exe. Drag it with your right mouse button and when you let go, select create shortcut here. Right click on the shortcut and select properties, then click on the shortcut tab. In the target box, put

"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod FSNA.big

including the two "
You may have to change
C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe
if you did not install Homeworld 2 in its default place.
Click OK. When you want to play the FSNA mod, use the shortcut you have just created. You may want to change the shortcut name to something like FSNA Homeworld so you remember what it does. If you want to play normal Homeworld 2, simply use the normal shortcut in the start menu.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liquid Fire on May 06, 2005, 12:56:18 pm
I can't try it again until monday, but now I know what to do. Thanks!
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on May 06, 2005, 11:18:46 pm
its the same with all HW 2 mods that use .big files, mods like PDS mod however are different.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on May 12, 2005, 01:26:54 am
(http://img236.echo.cx/img236/6812/ss002645ki.jpg)
ok people for the next release all currently in game ships will have a FS 2 config as well (so will there be configs for most of the other time periods) so yes you do get your beams. There however has corse for delay as we have seemed to missplaced out HODer (Phelan) who's fine work has brought us to were we are today. So untill we can get another person working on HODing FS ships we are going to be delayed.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Setekh on May 13, 2005, 09:08:52 am
Nice screenshot. What part of Australia are you from, Duelron1001? I'm a Sydneysider. :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on May 20, 2005, 11:29:42 pm
i was born in Sydeny and grew in Artrmon/Chatswood/Rossville area, but I am currently on the sunshine coast which is about 120 km north of brisbane. I'am moving back to Sydeny later this year though to goto uni/get networking job.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Setekh on May 21, 2005, 12:16:30 am
Awesome! Your hometown/area is not all that far from me (well, relatively)... I live in Sydney's north west, around the Hills area. What are you planning to study at uni, and which ones are you applying for? I'm at the good ole' University of Sydney. :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on May 21, 2005, 01:34:17 am
i am thinking of doing physics with a major in nuclear physics, not sure where yet. If I don't get a place i'll join the work force as a networking tech with CCNA qulications while I study for a CCNP; hopefully then I can bribe/black mail/get in though legit means into Uni.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on August 11, 2005, 07:38:18 am
You thought that we're dead?? YOU'RE WRONG :D :D :D.

Subspace effect:
(http://img313.imageshack.us/img313/4386/ss003226io.jpg)

Band of Manticore caught in AAA fire:
(http://img299.imageshack.us/img299/7593/aaafire0cn.jpg)

Shivan Beam(not final version)
(http://img299.imageshack.us/img299/3608/shivanbeam8lo.jpg)

Another beam:
(http://img299.imageshack.us/img299/2059/anothershivanbeam4ll.jpg)

Wing of Nephilims caught in flak crossfire:
(http://img299.imageshack.us/img299/2050/flakandtorp6ce.jpg)

(upper screnshot)You can see that in the background there are green crosses- those are bombs that can be shot down by fire just like in FS2.
The biggesr supprise is that almost all efect from ship engine to speech voices are (or will be) from FS/FS2. You have to hear that to believe :D.
Duelron did (and still doing greate job).
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: DarthWang on August 11, 2005, 03:33:36 pm
That is AWESOME!

Too bad I don't have Homeworld or Homeworld 2 or anything....
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Col. Fishguts on August 11, 2005, 03:56:35 pm
Quote
Originally posted by DarthWang
That is AWESOME!


Can you do glowmaps for the capships, or is that some pixel shader effect in HW2 ?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: DarthWang on August 11, 2005, 04:01:31 pm
Um, I didn't make it.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Nuclear1 on August 11, 2005, 05:27:40 pm
I do believe he was just quoting your response because he wanted to say it too. ;)

As for the mod, it looks great, guys. I'll have to reinstall HW2 just for this. :D :yes:
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on August 12, 2005, 02:14:25 am
Quote
Originally posted by mr.WHO
The biggesr supprise is that almost all efect from ship engine to speech voices are (or will be) from FS/FS2. You have to hear that to believe :D.
Duelron did (and still doing greate job).


It is my duty to the fans of FS to recreate the games and universe as accurtly as possiable :)

@Col. Fishguts - glowmaps and pixel shaders... i do belive that glow maps are there but there is alot of ambient light so they are harder to see. Pixel shaders, I am not sure on the graphics ablities of the HW 2 engine, really I am a scripting guy - I know how to script a ship down to it's NIPS and LOD settings but pixel shaders aren't part of them. I belive that HW 2 gives a ship all the effect it can muster at close range (LOD0) and scales everything back from there. Modding in HW 2 is limited in that we can't change any of that sort, really you guys have being spoiled with FS_Open :p
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on August 14, 2005, 04:23:48 am
v0.25A R3 released, check out our new website for the link:
http://www.game-warden.com/fsna/
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liquid Fire on August 14, 2005, 11:00:09 pm
*reinstalls homeworld 2*
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: IncendiaryLemon on August 14, 2005, 11:09:50 pm
Are you using the stock FS2 models and maps or the ones designed for the Source Code Project?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on August 15, 2005, 01:58:20 am
stock FS 1 and 2 models for the time being, once we get all of the stock ones in game we can start working on getting high ploy ones in game.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liquid Fire on August 19, 2005, 02:27:23 am
I just played the new version and my opinion is that everyone who owns homeworld 2 needs to get this mod.

The first time my fleet opened up with their beam cannons....ah it was a great feeling.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on August 19, 2005, 09:48:20 am
Someone know how, or know somebody who know how to add a news to HLP main page??
If yes then please post something about the newest relase and put a hyperlink to this topic.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Mongoose on August 19, 2005, 04:30:10 pm
Those screenies might persuade me to pick up a copy of Homeworld 2 :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: NGTM-1R on August 20, 2005, 01:36:33 am
Argh. Mod no workie. Anybody know where to get the 1.1 patch for HW2? Sierra doesn't have it up on their website anymore, it seems...***holes ought to take down the download links since it's not there anymore...

EDIT: Scratch that. Praise be to Google and fileplanet. We'll see what happens now.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on August 20, 2005, 02:15:42 am
news update people:

we now have a 3 man HOD team, while before we had only one. This will decrease the amount of time it takes to get all of the stock ships in game. But don't think that we are finshed then. Hopefully once all the stock ships are in game we can start work on importing a select few of the HLP mods. T-V war project is one of them, and Inferno R2 is also likely at this sage to be included (providing the whole FSNA team can agree on it). If having FS 1 & 2 ships in HW 2 got you excited then, well, you havn't seen nothing yet :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: NGTM-1R on August 20, 2005, 03:55:25 am
Fun, but the AI doesn't seem to know what it's doing until you set it to expert...and even then it's not that much of a challenge if you're patient. It rarely seems to build, and even more rarely attacks...

I'd also like to petition for the ingame music to be changed to FS2's Numbers or Revelation tracks.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on August 20, 2005, 04:15:57 am
the AI hasn't being very high on the to do list. But i will work on it some more now, remember that R3 is a in house release that has being made into a public one.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on August 20, 2005, 07:21:11 am
Small update about gameplay changes that will come with next relases:

-Basically FSNA maps will have subspace nodes that will be capturable, blocadable etc. thanks to them you can call in reinforcements (you can call something bigger than cruiser only via node).

-other strategic point will be a space station(or few), only station will be equipeed with "resource drop off" point, they will also repair biggers ships (faster than field repair units)
You won't be able to destroy them - you will have to capture them
(this means you have to secure most of the map to prevent counter actions)- we still talk about Shivans and their capturing.

-resourcing: there will be few ways
a) Maps will have a "supply depots"(something like FS depots) that will be full of cargo containers, if you secure them then your freighters will tow them to station.
b) Gas miner+ Gas cloud = cash  (simple isn't it?)
c) Node->station convoys (still under disscussion)
Because HW2 can't support diffrend containers for diffrend freighters, bigger freighters (like Triton) will fly from node to  station from time to time. This means that you have  to control node-> station sectors.

Because only station is "drop off" capable you will have to protect you convoys just like in FS.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Galemp on August 20, 2005, 07:52:44 am
Played it a little; wow, great job folks. You guys are really going all out on this. There are a few issues, of course, but I'll stop over by your forum and address them. Thanks!
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Mefustae on August 22, 2005, 04:33:46 am
Quote
Originally posted by an0n
I give it a week.

I'd just like to call attention to this, posted way back when the tread was first started...:p

...not unlike Bill Gate's famous 'i doubt anyone will feel the need to have personal computers' line...
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on August 23, 2005, 01:35:28 am
hehe
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: NGTM-1R on August 23, 2005, 03:17:11 am
Kind fun, looking back...
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on August 23, 2005, 05:24:42 am
Quote
Originally posted by an0n
I give it a week.



Quote
Originally posted by Mefustae

I'd just like to call attention to this, posted way back when the tread was first started...:p

...not unlike Bill Gate's famous 'i doubt anyone will feel the need to have personal computers' line...


I laugh every time when I see it :D.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: T-Man on August 28, 2005, 04:05:02 am
I'm really glad this project is still going. HW2 is a superb engine for space strategy mods. The graphics in the origional game are amazing (i was running it with an obsolete video driver and it was still one of my best!). I'm looking foward to future developments for this mod.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: T-Man on August 28, 2005, 04:07:17 am
I'm really glad this project is still going. HW2 is a superb engine for space strategy mods, and the graphics capability is amazing (i was running with an obsolete video driver and it still blew me away).

Keep up the work boys, i WILL be playing this!

EDIT: Whoops, sorry about the double-post. I thought i'd cancelled that one. I tried to delete the old one but i can't for some reason. Could a moderator please delete it.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Reppyboyo on August 28, 2005, 04:23:09 pm
Nice, bit unstable however.
Tried a player vs cpu match but the AI didnt want to build any fighters or anything else as it seems.
Also, leviathans (this is post fs2 campain config) dont manover themselfs to aim with their beam, instead just staying on the one plane.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on August 29, 2005, 12:42:17 pm
Status update:
SD Ravana and SCv Moloch are ingame.
GTD Hecate, GVCv Sobek, GTC Aeolus, GVC Mentu and "Giant water pistol" are almost in game.

BTW New map called "Antares"  is ready and use as background for that screenshot.

(http://img393.imageshack.us/img393/2153/ss003392ox.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Mav on August 29, 2005, 12:52:49 pm
Nice!

I'll still have to play standard-HW2 a bit more before I give it a try. And currently I'm working my way throgh InfR1 (I'm very late, I know :sigh: ) ...

I was a great HW1-fan before the SCP popped up - should have around 1000 screenies lying around somewhere (on CD/DVD of course - not printed out!!! ;) ).


Oh, and what did I read somewhere above - there's an HW SCP, too? :confused: :wakka:
If so, where is it? :confused:
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Col. Fishguts on August 29, 2005, 01:41:17 pm
Quote
Originally posted by Mav
Oh, and what did I read somewhere above - there's an HW SCP, too? :confused: :wakka:
If so, where is it? :confused:


No code improvements in the sense of the FS2 SCP yet, but this guy is porting it to Linux.

http://www.thereisnospork.com/projects/homeworld/
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on August 29, 2005, 04:09:44 pm
@Mav you're right you're very, very late. I finished an Inf R1 about 10th time somewhere a half year ago :)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on September 02, 2005, 09:11:32 am
Some new stuff:

(http://img354.imageshack.us/img354/3680/ss003408fh3rm.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: DarthWang on September 02, 2005, 11:47:50 pm
Oooo..... Vasudan-y.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: DrunkenPirate on September 06, 2005, 08:05:57 am
I hate to steal Mr. WHO's fire, but they posted a few more screenies at the Relic news forum today!:

(http://img224.imageshack.us/img224/5302/ss000047jp.jpg)
(http://img224.imageshack.us/img224/4413/ss000061sv.jpg)

:o :o :o
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on September 06, 2005, 08:10:26 am
blast, you were 60 seconds faster :D

Anyway take  a closer look for an Aeolus in the background.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on September 07, 2005, 07:41:18 am
Few more screenshots:
(http://img355.imageshack.us/img355/98/ss000098qw.jpg)

(http://img366.imageshack.us/img366/3994/ss000104di.jpg)

(http://img355.imageshack.us/img355/5175/ss000201yw.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Depth_Charge on September 07, 2005, 01:53:21 pm
whoa, thats nice........i need to find homeworld for this mod........awesome job their.......
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Liquid Fire on September 07, 2005, 02:09:51 pm
You guys should put in an option to designate a single fighter or bomber "alpha 1". From that point on, the fighter would be invulnerable, but the rest of his wing would try to kamikaze into him. Also, he would never have less than 5 enemies shooting at him at any time.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: NGTM-1R on September 07, 2005, 07:29:57 pm
I suppose the obvious question is: when do we get to play with the new toys?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 08, 2005, 01:01:44 am
within the next 2-3 weeks there maybe another in house release that is released to the genral public at our forums. Right now i need to get back to overhalling all effects in FSNA, expect more prity things!
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Rico on September 08, 2005, 05:15:23 am
Hey guys, I'm working on a background for the mod's menue screen, It's almost done but I need a space background and decided HLP was the place to look, could someone make/find one for me please that looks like FS style, thanx.
;)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on September 08, 2005, 06:59:51 am
I want to annonce good news:
as some of you know FSNA mod was born after the conflicts in Fleet command mod(dead now).
Yesterday Unicron old leader of FC mod offer us a donation of his work. This meand that we have a ready models of many FS2 fighters and bombers plus Rakshasa, Deimos and Hatshepsut.
This means also that only capship that haven't been started yet is NTF Iceni.
Does it means that we're close to finish the mod?? no, thanks to that donation we can focus on creating a subsystems(engines and weapons) for capitals and shields for fighters.

And for bonus:
-GTF Perseus and Herc mk.II are under construction.
-GTC Aeolus screnshots

(http://img251.imageshack.us/img251/583/aeolus13ex.jpg)

(http://img251.imageshack.us/img251/4917/aeolus28ce.jpg)

(http://img251.imageshack.us/img251/2995/aeolus34uy.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 09, 2005, 01:25:16 am
i think i'll work on the beam FXs first... expect more prity pics soon! :D
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Mefustae on September 09, 2005, 03:30:25 am
Hey, last time I tried FS: Fleet Command, I noticed there were some glaring issues with the Units' hit areas. Presumably, there's an area around any given unit that shows where enemy fire impacts and makes a groovy effect. In FS:FC, I noticed that these 'boxes' were quite a ways away from the actual hull of a given ship in some cases. Will this issue be adressed in your transfer of the models from FS:FC to FS:NA?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 09, 2005, 07:45:02 pm
we'll have to see when we get it, I am still yet to recive v0.34 from Unicorn.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 12, 2005, 11:05:03 pm
update:
(http://img375.imageshack.us/img375/3930/comparison0yp.jpg)
ZZ has completed reskining of the Peuses and a comparison is shown above. Rather then use high poly models for fighters and bombers, which would reduce everyone's frame rate down to nearly nothing (normaly there are over 100 fighters and bombers on screen in a all out offensive), we are going to reskin them with better textures. This will mean that fighters and bombers won't miss out on the great work that is being done here at HLP.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: mr.WHO on September 13, 2005, 07:36:20 am
By Duelron:

(http://img372.imageshack.us/img372/9088/ss000503zw.jpg)
(http://img293.imageshack.us/img293/6474/ss000461dd.jpg)
the big C is wishing that alpha 1 was there to take our those beams...
(http://img372.imageshack.us/img372/4145/ss000425dg.jpg)
but command is too busy looking at the newly reskined Perseus to care.

(http://img372.imageshack.us/img372/351/ss000394ol.jpg)
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Aquatayne on September 14, 2005, 12:16:41 am
awesome.

how much would it cost 2 buy HW2 these days
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Fineus on September 14, 2005, 04:00:16 am
Quote
Originally posted by Aquatayne
how much would it cost 2 buy HW2 these days

You can order it in the UK here:

http://www.play.com/play247.asp?pa=srmr&page=title&r=PC&title=188756

At £8. A bargain really. I imagine it's the same elsewhere, less than £10 / $10 wherever you go I think.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Mongoose on September 14, 2005, 03:33:55 pm
All right, now it's official, I really need to find myself a copy of HW2 :D
Quote
Originally posted by mr.WHO
but command is too busy looking at the newly reskined Perseus to care.

So true :p
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Hudson on September 15, 2005, 05:10:29 pm
Sorry to ask, as this is a n00b question, when is the next release expected. Its got me all giddy XD
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Ghost on September 15, 2005, 08:11:34 pm
Man, I might be having to get HW2 just to play this. Also, would it be possible to put in high-poly capships, if not fighters? That'd be ****ing sweet.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 15, 2005, 08:53:49 pm
the next release requires set things to be in game and includes massive gameplay changes.

we will most likely be importing high poly cap ships, but only if our test show it to be feasable, ie it doesn't kill everyone's frame rate.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Aquatayne on September 15, 2005, 09:19:51 pm
Quote
Originally posted by Kalfireth

You can order it in the UK here:

http://www.play.com/play247.asp?pa=srmr&page=title&r=PC&title=188756

At £8. A bargain really. I imagine it's the same elsewhere, less than £10 / $10 wherever you go I think.


do they deliver to Australia?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 15, 2005, 11:54:30 pm
well here on the sunshine coast (about 100km north of brisblane) EB has heaps of copies for sale, so i wouldn't be suprised if other stores do as well.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 16, 2005, 05:31:48 am
FSNA IN NEED!

We have a desperate need for single player (SP) missions. we are willing to take anyone who can make SP missions, note this means that you have to be all ready able to - we do not have the time to teach people how to. Even if you can only do one mission we will need you. We have a massive backlog of missions needing to made, so large is this backlog that our main story writer has stoped writing till we make some head way on the stories that are all ready done. note that mission scripters - like everyone else on the team - be able to view all of our stories well before the rest of the public can, some would say that alone is good enough to join up.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: LtNarol on September 21, 2005, 12:33:56 pm
I'm running HW v1.1 and I can't seem to get into a skirmish without something breaking and closing out HW.  Any ideas?
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Wanderer on September 21, 2005, 01:08:15 pm
If you mean that you have HW2 1.1 and your HW crashes after you haven chosen the player vs. cpu and pressed the start game button in the skirmish options screen? If so then select from Game Type the FSNA Game rules instead of Deathmatch. Also sometimes it seems to crash if you have forces from different eras in use.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: LtNarol on September 21, 2005, 04:23:03 pm
Ah, thanks =)

Kudos on a very neat mod; very much looking forward to seeing the Ravana in action.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Aquatayne on September 26, 2005, 02:45:00 am
duelron, i got ideas for SP.

just get someone to recreate the FS and FS 2 missions. thats like 100 in the bag. just set them up as campains, FS for one, FS 2 as another
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Duelron1001 on September 27, 2005, 04:17:54 am
that's not what i ment, we have many finshed stories by myself and Ransom but our problem is finding some one who can get those missions in game. it is very scripting heavy and i don't have time to do with my school work.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Aquatayne on September 27, 2005, 11:22:42 pm
ahh

just a suggestion

neway i got HW2 today so ill learn about it and i may be able 2 help
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Luigi30 on October 13, 2005, 08:33:21 am
Need HW2 now.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Ory'hara on October 19, 2005, 09:32:47 pm
[OFF-TOPIC] Oh my god, my account still exists, now if only I could change the name....

[ON-TOPIC] This is what happens when you que up lots of ships and go eat dinner while leaving the game running. *evil laughter*

(http://img207.imageshack.us/img207/2305/ss000204tx.th.jpg) (http://img207.imageshack.us/my.php?image=ss000204tx.jpg)

(http://img207.imageshack.us/img207/3116/ss000219cf.th.jpg) (http://img207.imageshack.us/my.php?image=ss000219cf.jpg)

(http://img207.imageshack.us/img207/5747/ss000221hz.th.jpg) (http://img207.imageshack.us/my.php?image=ss000221hz.jpg)

(http://img207.imageshack.us/img207/586/ss000237db.th.jpg) (http://img207.imageshack.us/my.php?image=ss000237db.jpg)

(http://img207.imageshack.us/img207/43/ss000249du.th.jpg) (http://img207.imageshack.us/my.php?image=ss000249du.jpg)

(http://img207.imageshack.us/img207/8284/ss000259yj.th.jpg) (http://img207.imageshack.us/my.php?image=ss000259yj.jpg)

Click a thumbnail get a bigger picture.
Now off to the Relic forums to post there too.
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: NGTM-1R on October 19, 2005, 10:46:34 pm
Quote
Originally posted by Duelron1001
FSNA IN NEED!

We have a desperate need for single player (SP) missions. we are willing to take anyone who can make SP missions, note this means that you have to be all ready able to - we do not have the time to teach people how to.


Then I suspect you're screwed.

On a completely unrelated note, someone needs to fix this smilie, because it's awesome. :warp:
Title: Fs Mod For Homeworld 2 Is Alive Again!!!!
Post by: Osiri on October 19, 2005, 11:12:33 pm
I love that the 3rd post on this thread like a year ago is saying that the HW2 revival would only last a week.  That is like da bomb.  I wonder what the original poster of that has to say.  Why would it have only lasted a week anyhow.

Osiri -->  :warp:  (goes to look for HW2 at Wal-Mart)

Plus this is really cool.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Duelron1001 on November 10, 2005, 08:38:42 pm
pritty pic time:

Retextured Sathanas
http://img237.imageshack.us/my.php?image=ss000043ev.jpg

Ashema Heavy Fighter
http://img237.imageshack.us/my.php?image=ss000064hv.jpg

Mara Fighter
http://img377.imageshack.us/my.php?image=ss000072xi.jpg

Artemis Strike Bomber
http://img377.imageshack.us/my.php?image=ss000113yr.jpg

Hercules MKII Heavy Fighter
http://img377.imageshack.us/my.php?image=ss000126jt.jpg

Eirynes Heavy Fighter
http://img377.imageshack.us/my.php?image=ss000131wp.jpg

Ares Heavy Fighter
http://img377.imageshack.us/my.php?image=ss000140lj.jpg

Bahka Strike Bomber
http://img377.imageshack.us/my.php?image=ss000150ue.jpg

Boanerges Heavy Bomber
http://img212.imageshack.us/my.php?image=ss000168ob.jpg

Nahema Strike Bomber
http://img212.imageshack.us/my.php?image=ss000024zl.jpg
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Cobra on November 11, 2005, 12:46:11 pm
oh jesus, i'm missing everything!
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on December 28, 2005, 09:35:50 am
I think you guys should just ignore singleplayer campaign for now and focus on skirmish and multiplayer. Cause frankly im bored of fighting with AI that doesn't move cause the Orion and Typhon are classified as everything, including mothership class wich makes the AI not to use them in attacks, and they don't build much so they never marshall enough strenght to attack.

Though after i tweaked the required strenght for attack i got some intrest out of the AI's, but after the initial cruisers were depleted it didn't build anything to replace..
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Cobra on December 29, 2005, 12:48:39 pm
tweak it again! ;)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on December 29, 2005, 02:24:00 pm
Oh i tried hundreds of tweaks, and nothing gets the AI build properly. GTVA doesn't use Elysium class transports for resourcing no matter how hard i tell it that Elysium is a resourcer, and Shivans only build manticores and shaitans, and cruisers if it has lost all of its cruisers in the starting fleet.

I even luatraced the whole match, the AI properly calls for the functions when it wants to build ships, but it seemingly just can't find ships to build.

[edit]Ok, i tweaked around with classdefs, and now the AI builds. I also managed to get the GTVA use the Elysium class in resourcing operations. I can give anyone who wants a version of the mod where the AI knows how to build, just contact me via MSN, you can find my MSN adress in my profile.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: G613 on December 29, 2005, 04:59:34 pm
Wow, this might give me a reason to break out Homeworld 2 again. Espiecally if the AI knows how to build! :)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on December 30, 2005, 04:06:53 am
Yeah, and i noticed someone had forgotten to assign the GTVA Loki as a scout, so the GTVA Ai Didn't know how to scout, i also assigned the Shivan Scorpion as a Scout(though i figure that job isn't exactly meant for it). I couldn't find a good scout class for the PVN though, so ill quess ill assign PVN Anubis for that job.

Also someone had classified all the cruisers as corvettes, when their build group was Frigate, so i reassigned all of them as Frigates.

Also someone had classified all the capitals as good anti fighters, thats a big no-no. Otherwise the AI thinks its good to build Fenris class to counter a manticore. You assign platforms & fighters in this class, no capitals.


The version where the AI knows to build isn't official though, since im not part of the mods staff.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: CaptJosh on January 02, 2006, 11:37:20 pm
*double blinks at the nickname of Ory'Hara*
Do my eyes deceive me? Is there a fellow EV Nova player here?
*rubs eyes to make sure he's seeing clearly*
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: NGTM-1R on January 03, 2006, 08:05:30 am
There are more of us then you think.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: CaptJosh on January 03, 2006, 08:11:25 am
w00t! Any of you post to the Ambrosia SW webboards? I'm there under the same nickname. Haven't posted recently because mosty I'm involved in the Universe Bar topics in the Nova board and I'm stuck at the moment because I need some info from a fellow poster before I can advance the story line he and I are working on.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on January 26, 2006, 09:48:43 am
Theres a newpost by me on the mainpage now, then after that one there is one by AD.

www.game-warden.com/fsna
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Duelron1001 on February 23, 2006, 09:02:44 am
being awhile since i've looked at this thread... anyway bump aside we are all most ready to finaly release v0.25B, the B being the bulging with stuff that we were ment to save for latter releases. i hope to release it on the 1st of march, about 5 days from now. it will also mark the point where we [finaly] move our offical forums over to game-warden. there will also be other suprises instore, although none of them including handing out cookies to the masses. so we need people to report bugs/make suggestions otherwise they won't be included in this release. people should however note that the weapons have being completly redone (script wise, you guys would know it as 'tweaking the tables') and fighters'/bombers' HP has being ajusted so they have approx the same amount of HP with sheilds (to help with blancing and to make strikecraft last longer then 2 sec underfire, oh and longer dogfights :drevil: ). And just to cap it all off, part of the new gameplay changes have being introducted, namly the subspace nodes (note that they are using a temp model for the time being) which means that people (once they capture a node of their race) are able to build cap ships. but wait there is more! now this would have to be one of the most commonly complained about problem, the AI. rest assured that it has being very heavly worked on, and just maybe it might work properly. so people there is much to look forward to, not only the begining of a new month but also a start of a new age.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: starfox on February 24, 2006, 01:32:09 am
That's great news. "The new Age" happens to be the only reason I still play HW2 sometimes...
Can't wait this one, just can't wait.... :D
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on May 12, 2006, 09:29:40 am
To make the waiting for the actual release easier, i made a small AI update to the current public release.
http://freespacenewage.proboards36.com/index.cgi?board=general&action=display&thread=1147003353&page=2#1147439713 (http://freespacenewage.proboards36.com/index.cgi?board=general&action=display&thread=1147003353&page=2#1147439713)

Thanks for Xixmeister for providing me the hosting. Note:This release does not contain any new ships, except the Seraphim as it was in the current public release but not enabled. This just makes the AI work, and enables the building of destroyers for each faction.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: mr.WHO on May 18, 2006, 03:09:15 pm
Here is a little eyecandy for those who wait for next relase:

(http://img130.imageshack.us/img130/4655/ss000091uo.jpg)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Cobra on May 18, 2006, 03:30:02 pm
:jaw:
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on May 19, 2006, 12:04:08 pm
Update out, its avaible at the usual place
http://fsna.araich.nl/FSNA.rar

Thanks again Xixmeister for hosting.

New features include

-New Ship Icons(by mr. WHO)
-AI Ship Selection should be improved(mr. WHO)
-Fixed a bug where NTF was unable to build the Medusa Bomber in rebuilding period
-Fixed a bug where NTF was unable to build the Ulysses Fighter
-Fixed a bug where GTVA was unable to build destroyers in the First Great War, and Rebuilding Period.
-Added properly named NTF Cruisers, and Destroyers

Get it, now! ;7
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Cobra on May 19, 2006, 12:36:07 pm
I say again: :jaw:
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: S-99 on May 20, 2006, 05:08:15 am
this's sweet :)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Cobra on May 20, 2006, 10:56:19 am
i just now saw the defense points of the SD Lucifer, and it raises a question. since it's apparently the First Great War in that pic, does the SD Lucifer have an "invincible" shield?
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Fergus on May 20, 2006, 04:58:26 pm
I doubt it, as that would make games rather one sided.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on May 20, 2006, 05:18:58 pm
No, the Lucifer does not have shields.
It'll take a long time to kill it though..
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Cobra on May 20, 2006, 06:25:09 pm
i expect everyone to be using Shivans with that kind of defense power on the lucifer. :lol: :D
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 02, 2006, 09:42:57 am
First one to list all the ships the NTF used, and what ships the HOL used gets a special reward.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 02, 2006, 09:45:47 am
SPACEships !!!

GIMME GIMME !!
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Wanderer on June 02, 2006, 09:46:29 am
http://www.hard-light.net/wiki/index.php/Freespace_2_Rebel_Ship_Database

Thank CP5670 for that list
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 02, 2006, 09:50:06 am
As in ship types(i.e Orion), not like NTD Repulse.  :lol:

And Dekker, you don't qualify! :p
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 02, 2006, 10:07:59 am
Buut they fly spaceships................. :(
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: mr.WHO on June 02, 2006, 10:52:18 am
I just want to say that we're closing to next release. We don't have a release date but it's fairy close.

what will be new:
-more FS2 ships (all combat ships/fighters/bombers exept NTF Iceni)
-more art stuff like icons and main menu tweaks
-working shields
-much better ballance

(http://img417.imageshack.us/img417/2772/menu2cf.jpg)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: S-99 on June 02, 2006, 02:51:57 pm
That screen is kickass for an intro.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: [Wolf]Maverick on June 05, 2006, 03:16:47 am
Hi, today i tried the mod for the first time but it didn't work
i install HW2, unzip the FSNA.big in the Data Folder and add the -mod FSNA.big with the " to the shortcut but the mod doesn't start.
Sometimes my monitor goes black for a moment but than it goes back to the desktop
Whats wrong?

Mav
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 05, 2006, 06:11:02 pm
You need the Homeworld 1.1 patch.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 06, 2006, 03:35:56 am
Hey guys, the GTA + PVN work fine, but the shivans GTVA dont do a thing, in fact the game crashes + i dont get a FSNA splash screen/main menu. My HW2 is patched up to date, are there any other files i need?
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: mr.WHO on June 06, 2006, 06:03:31 am
@Dekker: go to skirmish screen-->find gamemode button (top right corner)---> change from deatchmatch to FSNA gamerules.

BTW don't forget to swith ON the research (this will prevent you from some minor bug).


=====IMPORTANT=====

New release (with almost all Fs2 stuff) has beed bugtested and bugfixed and will be released in the few days.

Stay it touch:

http://freespacenewage.proboards36.com/ (http://freespacenewage.proboards36.com/)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 06, 2006, 06:08:16 am
WOOT! Many thanks Mr:WHO, Still waiting on the dotorate i take it :)
cheers i've been following FSNA for a while (lurker) And its great to see its still going strong.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Wanderer on June 06, 2006, 09:17:32 am
I tried to go through mission files to check HoL and NTF ship classes... (dunno if you still need this info)

HoL
Ankh
Edjo
Anubis
Thoth
Horus
Osiris
Seth
Isis
Satis
Ma'at
Aten
Typhon
VAC 4
VC 3
Ulysses (?!?)
Arcadia (?!?)

I didnt search through multiplayer missions though.. only quick checks through normal FS1 campaign and Operation Templar stuff

NTF
Alastor
Hercules
Loki
Ulysses
Myrmidon
Hercules Mk II
Zeus
Medusa
Argo
Triton
Poseidon
Faustus
Fenris
Leviathan
Aeolus
Deimos
Orion
Hecate
TC 2
TAC 1
Boadicea
Iceni
Hygeia

Again just quick checks through main FS2 campaing and some of the other missions...

I may have missed a few though
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 06, 2006, 09:18:31 am
??? Theres a single player campaign too>>>>??????
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Wanderer on June 06, 2006, 09:20:43 am
I mean i didnt go through all the multiplayer missions... just operation templar thingye.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 06, 2006, 09:29:21 am
Is there a single player game??, with most HW mods i stick to instant action....
If theres an SP camp great..........
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: mr.WHO on June 06, 2006, 11:17:57 am
No we don't have a SP campaign...yet.

Right now we have fully operational skirmish.

After this release we plan to work on SP missons and campaigns. We even have contact with guy who know how to do missions for HW2 so i thinkit should be swift job.

...and thanks after we ran out of modelers I wondered about what we can do for next release. Now you remind me that we still have SP to do :D.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 07, 2006, 03:23:30 am
--update---
I set the game to FSNA rules, When i select GTVA it says your fleet has been destroyed as soon as the game starts. Likewise when i set an AI as shivan it says you are victorius as soon as it starts, Whats the latest version of FSNA, i got the one from your website  about two weeks ago.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: NGTM-1R on June 07, 2006, 03:48:02 am
You might want to check the readmes...

If you select a fleet that doesn't exist in that time period, depending on which side it's on, you can instantly win/lose.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 07, 2006, 03:52:59 am
Shivans though, they exist in post FS2 , and the great war right? I've tries GTVA in the rebubuilding period too and it gave me the same thing...  :(
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 07, 2006, 07:49:59 am
There will soon be a new release, and it should work no problem for you Colonel Dekker, but if your real desperate to play some battles, get my AI Update thats avaible here: http://fsna.araich.nl/FSNA.rar

All races work in all periods in that version, atleast last time i tried. If they don't, i suspect you do not have the Homeworld 1.1 patch then.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 07, 2006, 08:10:35 am
I'm on th elatest Ver of HW2, Another point i shouldhave mentioned is that while the enemy harvest properly, they dont really attack me at all. Is that standard? + Should there be a research tree for the races ?(I can build all fighters and cruisers immediately)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: mr.WHO on June 07, 2006, 08:29:54 am
Get the AI upgrade of wait few days for next release (which should be very close as Akalamaia tested the latest internal release and aproved it rto release).
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 07, 2006, 08:33:13 am
Cool,
Keep up the great work......  :yes2: :pimp: :yes:
many thanks
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 07, 2006, 09:06:18 am
mr.WHO i said i was content with it, didn't say its ready for release.

I just came out of a bug testing session, and most of the bugs should be squished now. Depending on when unfunf sends me the fixes, and i test those fixes, the release can be really soon, or just soon.


[edit]
The release is out, thanks for the hosting xixmeister.
http://fsna.araich.nl/FSNA.rar

Unfunf & mr. WHO done most of the work for this release, i was just a advisor this time.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: mr.WHO on June 07, 2006, 04:50:58 pm
here is my little review of new release:

Quote
I set second greate war, me as GTVA, enemy as NTF, start game and then...SHOCK, FRAKKING SHOCK! Aken Bosh himself must have been in command of that fleet   :D
NTF started to pump out fighters and bombers like mad. Then he set defence positions near destroyer and easily took my advance but less numerous bomber attack, then he decimated my criuser attack wing so I made decision that it's time to bring out the heavy guns. My Hecate jump out just outside of Orion fire range and what I see? large NTF bomber force make attack on my destroyer. Meanwhile they called in second Orion and Deimos corvette (that took part in assault on my destroyer).

For the first time in my life I was so happy that AI gave me a little whoopass. My Freespacer heart is full of joy (not to mention that shields work almost like in FS)  :D :D :D   
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 10, 2006, 06:21:57 am
For those who liked this release, the next release will be even sweeter..


Features include
-Fixed the Hatshepsut's Fusion Mortars(hopefully), now they shouldn't fire on its own hull
-Moloch might finally get a use for its fighterbay(don't count on it yeat though)
-Salvaging might become a option(hopefully)
-All Species now have the right engine sounds for right ships, nomore will your Shivan fighter have the same sound as a Terran Fighter.
-AAAF, and SAAA soundbug fixed, now the correct sound effects should play for both.
-Sound effects for Kayser, Shivan Mega Laser, Shivan Heavy Laser, Shivan Megafunk Turret added
-Erroneus ship speeds fixed, now all ships should have their correct speeds
-New Music
-AAAF, and SAAA accuracy increased
-Sred damage corrected
-SGreen/BGreen(can't remember wich it was atm) damage corrected
-Hatshepsut now has its SVas, placeholder used to be a VSlash
-Fighters colliding with each other in combat should hopefully now be fixed
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 18, 2006, 08:17:27 pm
Unfunf and i need help with turret firing angles.

How does FS2 determine the turret firing angles, or where does it define them?
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Wanderer on June 18, 2006, 11:53:24 pm
Firing angles and their related normal vectors are defined in model files (.pof). You need to use modelview or pcs to access that stuff. With modelview... open a model (all stock fs models are found from sparky_fs2.vp) and click 'POF-Editor'. To get firing angles click 'Submodels' tab and then select turret from the list on the right. To get normals click on the 'Turrets' tab.

Perhaps helpfull wiki page (http://www.hard-light.net/wiki/index.php/Category:Tools)
Karajorma's FreeSpace FAQ (http://homepage.ntlworld.com/karajorma/FAQ/intro.html)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 19, 2006, 03:59:03 am
Urk! sorry to be the bringer of bad news, I DL'd the latest(?) from the above link, and in the FS2 timeline, my base ship (vasudan) is a typhon, If thats normal WoooT! and sorry for the mix-up, If not. Wheres the Hatsepsut mentioned? :confused:
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 19, 2006, 09:17:38 am
You get a Typhon if you choose PVN, though don't mistake it for the Vasudan part of the GTVA, its HOL ship your having if you started with a Typhon, so it doesn't have beams.

Choose GTVA to be able to build the Hatshepsut. It doesn't have docking paths though so don't try to dock fighters with it.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 19, 2006, 09:19:46 am
Meh, i started with an Orion and a typhon at teh same time.
Im sure it was the second invasion timeline. and Post capellan era also.
If it works fine on other systems, i'll just re-install hw, take AFF and starshot off, then put FussNah (phonetics) back on.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 19, 2006, 09:20:52 am
If you started with a Orion, and Typhon thats either rebuilding period, or the first great war if you chose GTVA.  :nod:
Rebuilding period doesn't have beam capable ships atm, though when we start implementing research in, you will be able to research beam cabable ships in RB.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Colonol Dekker on June 19, 2006, 09:23:50 am
Nice one, Does the Lucy put an appearance or the Sath at any point?
I have to admit i just skimmed the surface on this but its 'tres magnifique' already..
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Akalamanaia on June 19, 2006, 10:21:44 am
Sathanas is buildable, as is the Lucifer.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod) UPDATE
Post by: Rico on June 11, 2007, 06:28:23 am
FSNA mod is still alive  :yes:
Just letting the community know that the mod hasn't died, however it has been quiet due to lack of needed talents, if anyone can help in these area's the mod can continue and finish as we planned  :nervous:

We need:

HODers
Coders (Critical)
Scripters

Any help will be apreciated  :nod:

Thankyou,
Rico
FSNA
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: dude on September 11, 2007, 07:54:14 pm
the ntf never ever had hecate destroyers. in the usermade missions they did, but not ever in the campain
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod) UPDATE
Post by: wdarkk on September 12, 2007, 08:37:45 am
FSNA mod is still alive  :yes:
Just letting the community know that the mod hasn't died, however it has been quiet due to lack of needed talents, if anyone can help in these area's the mod can continue and finish as we planned  :nervous:

We need:

HODers
Coders (Critical)
Scripters

Any help will be apreciated  :nod:

Thankyou,
Rico
FSNA

RRGH. Once I get out from under my current university troubles, I'll see if I can help you. This looks really sweet.

Is it possible to run this on the Mac version of HW2?
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Rico on September 12, 2007, 12:17:44 pm
As far as I know the mac version works differently to the Windows version. Duelron was asking for someone to send the mac version's files so he could look into making a mac version, as far as i know it was never done. PM him on our forums to find out if he's on it  :)
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: übermetroid on December 16, 2007, 09:44:57 am
So....  Whats the current level of this mod?
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: G0atmaster on December 16, 2007, 04:44:53 pm
That's what I was about to ask.  Is it playable yet?
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: colecampbell666 on December 16, 2007, 08:26:59 pm
Why do people keep bumping these? This is like the 12th one in a few days.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Rico on December 17, 2007, 01:55:17 am
I stopped coding since Duelron had returned and expected him to continue working on it, however it apears that he has gone MIA again (stupid klingon cloaking device  :hopping:), I'll see what I can do  :drevil:
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: S-99 on December 18, 2007, 05:20:04 pm
Better hope the other guy doesn't speak klingon as well. This is an exciting mod, i will buy homeworld 2 only for this mod. :yes:
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: Polpolion on December 19, 2007, 04:13:09 pm
And PDS...
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: General Battuta on December 20, 2007, 12:36:42 pm
I was on the PDS dev team. That thing is a train wreck. The early versions were good but of late...well, Tel is a megalomaniac, and having run the project into the ground he has now abandoned it for some MMO.
Title: Re: Freespace: New Age v0.2 (Homeworld 2 mod)
Post by: S-99 on December 22, 2007, 07:04:36 am
 :lol: That's good stuff. Reminds me of what happened to the stargate sg1 fps that was in development. The sg1 game got ran into the ground permanently, i hope this mod does not.

The other thing is that mmo's are not fun.