Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on November 08, 2003, 02:27:16 pm

Title: INF Dev Shots
Post by: Woomeister on November 08, 2003, 02:27:16 pm
Basically a thread to show off misc stuff.

(http://www.3dap.com/hlp/hosted/inferno/selketshine.jpg)
Selket shine mapped


Cutscenes:
(http://www.3dap.com/hlp/hosted/inferno/introshot01.jpg)
(http://www.3dap.com/hlp/hosted/inferno/introshot02.jpg)
Updated intro

(http://www.3dap.com/hlp/hosted/inferno/solcuta.jpg)
(http://www.3dap.com/hlp/hosted/inferno/solcutb.jpg)
Early test shots of next cutscene
Title: INF Dev Shots
Post by: Taristin on November 08, 2003, 02:33:08 pm
(http://www.volitionwatch.com/vwbb/images/smilies/jawdrop.gif)
Title: INF Dev Shots
Post by: Gloriano on November 08, 2003, 02:54:59 pm
wow:eek2:
Title: INF Dev Shots
Post by: Woomeister on November 08, 2003, 04:08:41 pm
(http://www.3dap.com/hlp/hosted/inferno/earthbg1.jpg)
(http://www.3dap.com/hlp/hosted/inferno/earthbg2.jpg)
First attempt at turning the cutscene planet into a FS2 bg, just in case we can't use the Earth model once HT&L is back in the INF exes.
Title: INF Dev Shots
Post by: Taristin on November 08, 2003, 04:28:00 pm
You'd have to use the 32-bit tag to get rid of the banding, though, eh?  Oh well, it is awesome. Truly stunning.
Title: INF Dev Shots
Post by: Woomeister on November 08, 2003, 04:44:56 pm
Can't use 32 bit as it shouldn't be in the INF exes yet.

IIRC in DX there's a 30km rendering limit and in OGL it's 100km, so in standard HT&L exes the Gargant and Earth models won't work in DX and the Earth model won't work in OGL.
(last time I checked those where the limits anyway)

Once HT&L is re-enables in the INF exes, both limits will be 100km

The Earth model is real size so blows the limit away :D
Title: INF Dev Shots
Post by: StratComm on November 08, 2003, 05:56:41 pm
Does this limit cause knossos 3 to be invisible in the main campaign?  Just thinking there is some kind of bug happening there if that's the case.  Not that it has anything to do with this thread.

And Woo, that Earth is amazing.  Desolate and overpopulated, just like I'd have expected it to be.  Banding or no banding, I'd say leave this as the earth image, unless at some point you intend to blow it up.  Also, couldn't Earth be inserted into a background POF instead of putting it in mission?  Seems like that would take care of the distance culling issue.
Title: INF Dev Shots
Post by: phreak on November 08, 2003, 05:58:52 pm
yes knossos 3 is gone. but as stated before, there has to be a far clipping plane for t&l to even function
Title: INF Dev Shots
Post by: StratComm on November 08, 2003, 06:14:02 pm
Yeah it seems like since that's the most-distant object in the original game the distance limit should have originally been set to that distance.  Although it's sort of a nuicance rather than a real problem, since you rarely actually look at said knossos under normal play conditions (you see it when you jump in but that's about it)
Title: INF Dev Shots
Post by: Woomeister on November 08, 2003, 06:17:32 pm
Quote
Originally posted by StratComm
And Woo, that Earth is amazing.  Desolate and overpopulated, just like I'd have expected it to be.  Banding or no banding, I'd say leave this as the earth image, unless at some point you intend to blow it up.  Also, couldn't Earth be inserted into a background POF instead of putting it in mission?  Seems like that would take care of the distance culling issue.


That current Earth is a 1024*1024 256 colour pcx background, but I can make a 720 poly smaller Earth model with a 2048*2048 version of the map.

I suppose both could be used depending on which would fit best in the mission.
Title: INF Dev Shots
Post by: Woomeister on November 08, 2003, 06:32:44 pm
(http://www.3dap.com/hlp/hosted/inferno/earthpof1.jpg)
(http://www.3dap.com/hlp/hosted/inferno/earthpof2.jpg)
720 poly, 60km earth with 2048*2048 map, also glowmapped cities.
Title: INF Dev Shots
Post by: phreak on November 08, 2003, 06:40:48 pm
you may want to put more glow through Southeast Asia and China
Title: INF Dev Shots
Post by: aldi on November 08, 2003, 06:59:03 pm
WOW the pics look great.
Title: INF Dev Shots
Post by: Bludlust on November 08, 2003, 07:00:21 pm
Quote
Originally posted by PhReAk
you may want to put more glow through Southeast Asia and China


I second that. India and China have 2 billion ppl together, and altho they may not all haev electricity, they are certain to have more than the piddy 240 odd million of USA.
Title: INF Dev Shots
Post by: Woomeister on November 08, 2003, 07:06:01 pm
That Earth map is a composite of 4 different Earth maps, one is a nighttime light shot, and it's what I used as the glowmaps file. It's not my fault if they didn't turn their lights on when the image was taken :D
Title: INF Dev Shots
Post by: StratComm on November 08, 2003, 07:37:38 pm
Actually right now they don't have lights.

But I am assuming the aridness/dead nature of the landmasses is more than accidental, so perhaps you could explain the lack of lighting in that region to population dieout as a result of overpopulation.  However, as this takes place fairly far into the future, I would suggest making amendments to the nightside lights.  Assuming no major wars (as we can since the eastern seaboard of the US is fairly obviously intact), the American continent is going to be much more urbanized than that.  Some lights in the oceans would be a plus too (sea colonies) but that's more of a personal choice.

Also, I couldn't help but notice that the earth shot you've got in the first post (with the moon) has earth illuminated from its north pole.  Not to be overly critical, but that ain't gonna happen.  It is an awesome shot, just rotate earth so that it isn't illuminated quite like that.  Otherwise, I need a better jaw smily than I have ever seen to describe most of that stuff.
Title: INF Dev Shots
Post by: Ypoknons on November 09, 2003, 01:47:15 am
Love the way you're intergrating the SCP into the mod. Earth is just amazing - I really like HTL, but right now without earth some missions just suck.

Agreed about earth though - can you get more lights? Earth's industrialization probably won't be turning back barring any major disasters.
Title: INF Dev Shots
Post by: Woomeister on November 09, 2003, 06:06:54 am
Quote
Originally posted by StratComm
Actually right now they don't have lights.

Also, I couldn't help but notice that the earth shot you've got in the first post (with the moon) has earth illuminated from its north pole.  Not to be overly critical, but that ain't gonna happen.  It is an awesome shot, just rotate earth so that it isn't illuminated quite like that.  Otherwise, I need a better jaw smily than I have ever seen to describe most of that stuff.


I can easily move the light a bit, it was more of a test of the Earth and Moon maps to see if they looked good, the actual 'cutscene' is a very quick 3 second flyby at the moment.

Using the SCP texture replace can allow the Earth model to be used as other planets too, though I'll make a smaller mesh for the moon...
Title: INF Dev Shots
Post by: DeepSpace9er on November 09, 2003, 09:24:33 pm
Seems like you've been pretty busy lately woo :)  Cant wait to see what the finished product looks like. Oh and while your at making cutscenes, why not tease us a little more with an R2 Inferno Trailer. ;7
Title: INF Dev Shots
Post by: Setekh on November 10, 2003, 01:49:25 am
Welcome to the highlights, dude. Beautiful stuff. :)
Title: INF Dev Shots
Post by: Woomeister on November 10, 2003, 03:26:03 am
Quote
Originally posted by DeepSpace9er
why not tease us a little more with an R2 Inferno Trailer. ;7

Kind of pointless until we have the new weapons and missions sorted, also I'd need a faster INF exe to try and get a decent framerate for fraps.
Title: INF Dev Shots
Post by: TrashMan on November 10, 2003, 11:28:29 am
SAy, is the Earth model gonna be released?:wink:
Title: INF Dev Shots
Post by: phreak on November 10, 2003, 11:29:18 am
its in the chapter 1 VPs
Title: INF Dev Shots
Post by: Woolie Wool on November 10, 2003, 11:29:59 am
Quote
Originally posted by Woomeister

Kind of pointless until we have the new weapons and missions sorted, also I'd need a faster INF exe to try and get a decent framerate for fraps.


Use the -nospec parameter to disable specular lighting and your framerate will improve.
Title: INF Dev Shots
Post by: phreak on November 10, 2003, 11:34:02 am
and very soon he's going to get an inferno exe that would work with T&L.. as long as there isn't 24 textures per subobject
Title: INF Dev Shots
Post by: Woomeister on November 10, 2003, 11:40:18 am
I think 22 is our max...

with -nospec I get 20fps in m14 max when looking at anything
with spec it drops to 7-12 :D
Title: INF Dev Shots
Post by: Woomeister on November 10, 2003, 11:45:52 am
Quote
Originally posted by TrashMan
SAy, is the Earth model gonna be released?:wink:

No plans at the moment, need to make the Mars and Venus maps for it, make a smaller version with moon maps, and probably try to add debris so I can blow it up someday :D

Oh mview can't handle the large earth texture so you'll need to resize it down to 1024*1024 to view it, the full texture works fine in game though.
Title: Re: INF Dev Shots
Post by: Lightspeed on November 10, 2003, 02:42:48 pm
Quote
Originally posted by Woomeister

(http://www.3dap.com/hlp/hosted/inferno/selketshine.jpg)
Selket shine mapped


Wow, my shinemaps look really good on that model :nod: :yes:
Title: INF Dev Shots
Post by: Woomeister on November 10, 2003, 03:08:36 pm
Yep sure do :D
Title: INF Dev Shots
Post by: Taristin on November 10, 2003, 04:09:09 pm
Even better on my Kurruk. :D

Which I love, BTW, Woo. Ignore them, we're finding increasingly less good taste on the boards recently *hints to that car thread* ;) :D
Title: INF Dev Shots
Post by: deep_eyes on November 10, 2003, 04:21:15 pm
wouldnt earth look more like coriscant in the future? more cities of lights? especially in the more heavily populated areas around traditonally large populace locals... IE NYC, LA, Chicago etc.?

but overall wow. i am looking forward to Inferno, this mod is bangin!
Title: INF Dev Shots
Post by: DeepSpace9er on November 10, 2003, 05:25:13 pm
Why not have the Shivans pulverize the moon so much, it breaks apart and starts to fall towards earth. Then in one of the missions you have to blow up as much moon debris while trying to fight the Shivans trying to stop you :nod:
Title: INF Dev Shots
Post by: StratComm on November 10, 2003, 05:31:38 pm
I don't think earth needs to go to the coriscant levels of urbanization (it's still, we assume, the primary source for food for everyone in Sol after all) but I do think that traditional population centers (North America, Europe, Southeast Aisa) should be much more, well, urban.

As for the moon thing, all I can say is :wtf:  Or alternatively, no.  Please no.
Title: INF Dev Shots
Post by: SadisticSid on November 10, 2003, 05:44:00 pm
Don't worry, no is the word.
Title: INF Dev Shots
Post by: Trivial Psychic on November 10, 2003, 07:33:08 pm
Quote
Originally posted by PhReAk
and very soon he's going to get an inferno exe that would work with T&L.. as long as there isn't 24 textures per subobject


And how will you get around that 30Km distance rendering problem with HT&L you mentioned in the SCP FAQ thread?  Will it have something to do with that W-Buffer thing you mentioned in said post?

Later!
Title: INF Dev Shots
Post by: phreak on November 11, 2003, 12:35:20 am
nope w-buffering isn't supported on all cards.  i can always make the far plane just go out to 100km or so.  *has an idea* :drevil:
Title: INF Dev Shots
Post by: Trivial Psychic on November 11, 2003, 03:20:44 am
This is probably something best discussed within the SCP forum, but would it be possible to have a command line tag to change the far plane from its default of 30Km to whatever the campaign designer needs?  Or would it be possible to create an easy (that is easier than compiling one's own version of the code) program to modify certain preset values in the exe so that different campaigns can have something such as the far plane, automatically changed for their own named exe (such as the _INF, of course)?

Later!
Title: INF Dev Shots
Post by: Woomeister on November 11, 2003, 03:29:15 am
We need a custom exe anyway since the number of ships we have far exceeds normal fs2.

(http://www.3dap.com/hlp/hosted/inferno/Gigasshine.jpg)
More shiny ships :D
Title: INF Dev Shots
Post by: Ypoknons on November 11, 2003, 03:36:19 am
We're doomed! :(

Very nice and scary Gigas, and it think that it'll be nastier if there are more Shivan red lines in the normal hull - right now, it seems the front to too red and the back has no red lines at all.
Title: INF Dev Shots
Post by: Woomeister on November 11, 2003, 03:47:02 am
It has a few custom red maps on the leg part, but I don't have shine maps for them so you don't notice them except in closeup pics.
Title: INF Dev Shots
Post by: Woomeister on November 13, 2003, 01:22:39 pm
(http://www.3dap.com/hlp/hosted/inferno/newicons01.jpg)
(http://www.3dap.com/hlp/hosted/inferno/newicons02.jpg)

Complete species icon set nearing completion. Ones shown are cruiser-destroyer ones.
Title: INF Dev Shots
Post by: Taristin on November 13, 2003, 05:17:17 pm
Quote
Originally posted by Woomeister
(http://www.3dap.com/hlp/hosted/inferno/newicons01.jpg)


KICK ASS! There's a Kurruk Icon!!!! *does happy dance*

Have any more shots of it in action?! :D:D:D
Title: INF Dev Shots
Post by: Galemp on November 13, 2003, 06:03:38 pm
Bleh, I still want to see this in place of that red on the Kurruk.
Title: INF Dev Shots
Post by: Taristin on November 13, 2003, 06:28:53 pm
I liked the blue Anuket miner02vtile04a I think...  Well, the blue glowy one...
Title: INF Dev Shots
Post by: Woomeister on November 14, 2003, 04:14:58 am
The Geb map is too pale for such a dark ship.

As for Kurruk shots, probably won't be any more until the weapons are replaced with the new ones.
Title: INF Dev Shots
Post by: Woomeister on November 14, 2003, 04:17:59 am
(http://www.3dap.com/hlp/hosted/inferno/persgpoint.jpg)
Glowpoints added to some fighters, the capships won't get them though.
Title: INF Dev Shots
Post by: Woolie Wool on November 14, 2003, 11:11:28 am
Does the Nemesis SD in the background have green engine trails?
Title: INF Dev Shots
Post by: SadisticSid on November 14, 2003, 01:01:43 pm
Yeah, that's the EA's engine trail effect enabled by the new species code, I believe.
Title: INF Dev Shots
Post by: Woomeister on November 14, 2003, 01:33:18 pm
The EA icons too are in because of the species code. They'll have their own icons this time :)
Title: INF Dev Shots
Post by: Woolie Wool on November 14, 2003, 01:47:11 pm
Quote
Originally posted by SadisticSid
Yeah, that's the EA's engine trail effect enabled by the new species code, I believe.


Cool. I'll probably use those trails in the Starforce mod because SIA engine glows are green. I'm using the regular 3d engine trails right now and I made a green thruster01 for them.
Title: INF Dev Shots
Post by: Setekh on November 14, 2003, 05:40:51 pm
Looking great, Woomeister. :yes: Just out of curiosity (and I thought this before but this reminded me), why are you doing the icons FS1-style and not FS2-style? :)
Title: INF Dev Shots
Post by: Taristin on November 14, 2003, 05:41:43 pm
Because they looked better?

I think so atleast.
Title: INF Dev Shots
Post by: DeepSpace9er on November 14, 2003, 06:07:04 pm
FS2 icons even need work... how about full 3d representations of them on the map screen. That would look more 24th century.
Title: INF Dev Shots
Post by: IceFire on November 14, 2003, 10:32:26 pm
That'd be cool...like WC3, 4, and Prophecy.
Title: INF Dev Shots
Post by: Woomeister on November 15, 2003, 06:09:05 am
Quote
Originally posted by Setekh
Looking great, Woomeister. :yes: Just out of curiosity (and I thought this before but this reminded me), why are you doing the icons FS1-style and not FS2-style? :)

Two reasons.

1. I prefered the FS1 style

2. I can do the 20 of these for every 1 FS2 style one
Title: INF Dev Shots
Post by: Setekh on November 15, 2003, 06:27:26 am
True dat, I understand perfectly. Keep it up. :)
Title: INF Dev Shots
Post by: Woomeister on November 15, 2003, 06:38:39 am
Current size for the entire mod is now 174mb, compared to the 250mb just for R1 :)
Title: INF Dev Shots
Post by: Setekh on November 15, 2003, 07:33:13 am
Phew... talk about a mod of gigantic proportions. In more ways than one, of course. ;)

Congrats on the 10k posts in the forum, btw. :nod:
Title: INF Dev Shots
Post by: Woomeister on November 15, 2003, 07:44:30 am
We've also blown the 2000 download mark

I got the 10k post :D
Title: INF Dev Shots
Post by: Setekh on November 15, 2003, 07:47:11 am
Moving on up, eh? Just wait till R2. :D
Title: INF Dev Shots
Post by: StarGunner on November 16, 2003, 01:10:08 pm
Quote
Originally posted by Woolie Wool


Cool. I'll probably use those trails in the Starforce mod because SIA engine glows are green. I'm using the regular 3d engine trails right now and I made a green thruster01 for them.


I got my own plans for that new speacis code, I got 4 of em in my mod and they all use different types of tech, as what gameplay will be like I can only say that it will be a much more powerfull story than the FS/FS2 ones, you actuly get to make a difference in battle.
Title: INF Dev Shots
Post by: Woolie Wool on November 17, 2003, 10:54:30 am
Quote
Originally posted by Woomeister

2. I can do the 20 of these for every 1 FS2 style one


:wtf: Making the FS1 types seems harder. I can take an Aurora screenshot of a capship with fullbright lighting, resize it, make it black and white, put some finishing touches on it so it looks okay shrunken down, make a few darker versions for the second frame and the fade ani, compile it with anibuilder and BANG. It's done. With FS1 style you have to draw a border and fill in the interior.
Title: INF Dev Shots
Post by: Culando on November 17, 2003, 11:53:54 am
Lets look here.
Quote
Originally posted by Woolie Wool
I can take an Aurora screenshot of a capship with fullbright lighting, resize it, make it black and white, put some finishing touches on it so it looks okay shrunken down, make a few darker versions for the second frame and the fade ani, compile it with anibuilder and BANG. It's done.

1.) Screenshot
2.) Cut out the ship
3.) Modify the cut out
4.) Finishing touches

vs.

Quote
Originally posted by Woolie Wool
With FS1 style you have to draw a border and fill in the interior.

1.) Get the model on your screen
2.) Draw it and color

The first plan is easier...how? Unless you have no artistic skill, I'd go with the FS1 icons. o_O Plus I just like the look of them better than FS2. Not as detailed, maybe, but it's just got that style.

Good work on those icons Woo. Though I'd redo the Apothes (sp?) icon, especially cause you're using that new model. The current one is ugly. XP
Title: INF Dev Shots
Post by: Woolie Wool on November 17, 2003, 12:05:25 pm
Ummm....you won't need to cut it out if you use a solid black background. Aurora renders ships with a black background.
Title: INF Dev Shots
Post by: Woomeister on November 17, 2003, 12:35:30 pm
FS2 icons require the palette to match otherwise they look crap, FS1 icons use 3 colours for the main icon and so are quite easy to make.
Title: INF Dev Shots
Post by: Woolie Wool on November 17, 2003, 01:02:11 pm
What image program do you use? I use a program that can save and load palettes. I use a greyscale palette for images like briefing icons.
Title: INF Dev Shots
Post by: Woomeister on November 18, 2003, 07:59:42 am
For most icons I use Corel Photopaint 10, though the briefing icons I used PSP7 to make.
Title: INF Dev Shots
Post by: Woomeister on November 19, 2003, 04:22:22 pm
Couple of screens since I was bored:
http://www.3dap.com/hlp/hosted/inferno/DEVBattle01.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle02.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle03.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle04.jpg
Title: INF Dev Shots
Post by: StratComm on November 19, 2003, 05:00:16 pm
What is that ship???  An adaption of one of the OTT designs?  I don't recognise it, though it looks pretty cool.  Also, why does that engine texture (the map, not the glow) look strangely familiar?

EDIT: Oh, it's a rework of the Raiden.  Looks good, but seriously where did that engine texture come from.  It looks HW2-like, but crisper and more defined.
Title: INF Dev Shots
Post by: Woomeister on November 19, 2003, 05:16:17 pm
It's the ones Lightspeed did:
http://www.hard-light.net/forums/index.php/topic,18657.msg358314.html#msg358314

with a background glow from our own effects files.


It's a modified Raiden originally made for INF2. It wasn't to be used until OTT was complete. It has 39 turrets and will become a 2nd EA Corvette.
Title: INF Dev Shots
Post by: Taristin on November 19, 2003, 05:17:07 pm
Quote
Originally posted by Woomeister
http://www.3dap.com/hlp/hosted/inferno/DEVBattle03.jpg



Lol! Quite an ambitious ship I have there, eh?
Title: INF Dev Shots
Post by: Woomeister on November 19, 2003, 05:20:01 pm
Well it won the battle :D
Title: INF Dev Shots
Post by: StratComm on November 19, 2003, 05:23:05 pm
It had a little help, but from that angle a cruiser could go a long way toward destroying a Ravana anyway.  It's all in the tactics (which I'd like to see command make more use of for once).  :rolleyes:
Title: INF Dev Shots
Post by: Taristin on November 19, 2003, 05:24:27 pm
Quote
Originally posted by Woomeister
Well it won the battle :D


Hella-Coolness™! :D:thepimp:
Title: INF Dev Shots
Post by: Woomeister on November 19, 2003, 05:38:43 pm
Quote
Originally posted by StratComm
It had a little help, but from that angle a cruiser could go a long way toward destroying a Ravana anyway.  It's all in the tactics (which I'd like to see command make more use of for once).  :rolleyes:

Well I randomly placed them so it wasn't intentional. It wouldn't of lasted long if I'd put it in front of the Ravana :D
Title: INF Dev Shots
Post by: Woomeister on November 19, 2003, 05:46:25 pm
A wing of Ursa 2s move out
http://www.3dap.com/hlp/hosted/inferno/DEVBattle05.jpg
Running out of power, I need to boost the Ursa 2 energy reserves more :)
http://www.3dap.com/hlp/hosted/inferno/DEVBattle06.jpg
A Succubus firing a rapid Shivan cannon at me
http://www.3dap.com/hlp/hosted/inferno/DEVBattle07.jpg
A Succubus at top speed
http://www.3dap.com/hlp/hosted/inferno/DEVBattle08.jpg
Title: INF Dev Shots
Post by: Taristin on November 19, 2003, 06:36:11 pm
397?!... :eek2:
Title: INF Dev Shots
Post by: Galemp on November 20, 2003, 01:50:29 am
Hey, which Ursa II is that? I bet one of you textured Raven's...

yet, I posted my interpretation months ago, and nobody offered to texture it...

:blah: I've still got it laying around with some embryonics maps, but why bother finishing it now.
Title: INF Dev Shots
Post by: Woomeister on November 20, 2003, 04:01:00 am
If a mesh is released publically with a link, it is more likely to be textured by me than one I have to arrange to get. Also I like to do my own UV mapping and my own way of doing maps, which I can't always do if I'm mapping for someone else.
Title: INF Dev Shots
Post by: GT-Keravnos on November 20, 2003, 10:11:25 am
Ursa II is magnificent.

Dark and deadly!
Title: INF Dev Shots
Post by: Setekh on November 21, 2003, 03:16:46 am
Quote
Originally posted by Raa Tor'h
397?!... :eek2:


:eek2:

No kidding... gee, we need a new light missile class to fight those little buggers. ;)
Title: INF Dev Shots
Post by: Woomeister on November 21, 2003, 04:12:21 am
Well the sniper easily take care of them, and the hornet and shocker are good if timed right.

The Succubus itself needs new missiles, as it's too fast to obtain aspect lock :p
Title: INF Dev Shots
Post by: Goober5000 on November 21, 2003, 04:17:23 am
Pah.  I think the AI cheats, anyway... as soon as it's in aspect range, it attains aspect lock instantly. :nervous:
Title: INF Dev Shots
Post by: Woomeister on November 21, 2003, 04:21:45 am
Well the Succubus has never fired its missiles, so I'll make some Shivan heat seekers. It should be able to fire those more easily.
Title: INF Dev Shots
Post by: SadisticSid on November 21, 2003, 09:18:38 am
Quote
Originally posted by StratComm
It had a little help, but from that angle a cruiser could go a long way toward destroying a Ravana anyway.  It's all in the tactics (which I'd like to see command make more use of for once).  :rolleyes:


No amount of tactics will allow cruisers to take on heavy destroyers once they've been balanced! But nor will those destroyers have a chance against a bomber squad without escort wings, or better yet, a cruiser. :)
Title: INF Dev Shots
Post by: Gloriano on November 21, 2003, 09:29:02 am
Quote
Originally posted by Woomeister
Well the Succubus has never fired its missiles, so I'll make some Shivan heat seekers. It should be able to fire those more easily.


do they need missiles because that high top speed i think they don't need missiles but that just me
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 06:07:17 am
20 bomber assault on the Gigas

http://www.3dap.com/hlp/hosted/inferno/DEVBattle09.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle10.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle11.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle12.jpg
http://www.3dap.com/hlp/hosted/inferno/DEVBattle13.jpg
Title: INF Dev Shots
Post by: Taristin on November 25, 2003, 10:35:45 am
Devbattle10 is... well... eeeew :ick
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 10:38:35 am
It's a shield hit
Title: INF Dev Shots
Post by: Woolie Wool on November 25, 2003, 11:26:23 am
Only 30 m/s? The Notus is even slower than I thought.:eek:
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 12:52:32 pm
Why what where you expecting?
Title: INF Dev Shots
Post by: Woolie Wool on November 25, 2003, 01:00:56 pm
40 m/s.
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 01:02:12 pm
The Jotun is 40, and the Notus is far bigger.
Title: INF Dev Shots
Post by: Woolie Wool on November 25, 2003, 01:43:13 pm
The Jotun was 50 or so in R1 IIRC.
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 01:45:51 pm
Well it's 40 now, Ursa Mk II is 55.

The R1 stats for non used ships were not final, and most will probably be changed.
Title: INF Dev Shots
Post by: Taristin on November 25, 2003, 04:01:14 pm
Quote
Originally posted by Woomeister
It's a shield hit


Someone should re-do them... meef.
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 04:08:40 pm
I have 66 pof files to edit so I won't be doing it :D
Title: INF Dev Shots
Post by: StratComm on November 25, 2003, 04:10:30 pm
Yeah no kidding... that's WAY too big for a shield hit ANI.  Those things are what, 64x64?
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 04:13:06 pm
The size of the ani depends on the size of the polys, since this ship was already breaking the converter limits, there isn't thousands of polys in the mesh.
Title: INF Dev Shots
Post by: SadisticSid on November 25, 2003, 04:29:30 pm
As part of the new balance settings bomber speeds can be boosted far more by diverting power from weapons and shields to engines than doing so with fighters. It makes a lot of sense, since (most) fighters traditionally rely on speed and agility to fight, while bombers rely on firepower and shielding to accomplish their objectives.
Title: INF Dev Shots
Post by: Woomeister on November 25, 2003, 04:56:17 pm
Need to boost some of the power levels of the bombers, the Ursa and Notus kill their energy reserves using the Hastor in a couple of seconds.