Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lightspeed on April 08, 2004, 10:28:09 pm
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Alright, call it an early easter egg...
I've been talking about it and....
After having everything finally sorted out I can at last release yet the next weapon effects release featuring completely finished primary weapon effects!
(http://www.penguinbomb.com/lightspeed/Screenshots/wprls/Akheton.jpg)
(http://www.penguinbomb.com/lightspeed/Screenshots/wprls/Shivmeg.jpg)
This new build contains:
- Complete Primary weapon effects (with impact effects and everything!)
- 8 brand new shivan weapons with lots of variety
- SCP-ified weapon behaviour
- Bug-fixed tables (no more FRED warnings - yay :) )
Links:
Check out the full preview galleries on Milliways* (http://www.penguinbomb.com/lightspeed/FS2Web_weapons.html)
Download the Weapon effect release v0.5a with COMPLETED PRIMARY EFFECTS (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.5a.zip)
* this is a must - i spent over an hour doing the bl**dy thing :D
Screenshots/Comments/Requests/etc wanted :nod:
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Holy **** dude!
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Guess I'll have to put my beam effects on your table now, but thats ok, because i'm redoing them anyway (beam origins were too big)
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I suggest these effect changes:
Prometheus S -> Morning Star
I wonder if these two were actually supposed to be switched in the first place, because the S looks a lot closer to the Morning Star and vice versa.
Morning Star -> Prometheus R
With a little more blue added in, this effect looks virtually identical to the S
Prometheus R -> Prometheus S
This looks right on the money...just for the Prometheus S
Edit: Beautification
Edit 2: After installing these effects, the Tempest no longer appears in the weapon loadout screen of the SP campaign...
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Question: have you ran this through a debug build yet? >.>
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Originally posted by WMCoolmon
I suggest these effect changes:
Prometheus S -> Morning Star
I wonder if these two were actually supposed to be switched in the first place, because the S looks a lot closer to the Morning Star and vice versa.
Morning Star -> Prometheus R
With a little more blue added in, this effect looks virtually identical to the S
Prometheus R -> Prometheus S
This looks right on the money...just for the Prometheus S
You do of course realize that the labels are under the previews, not over them don't you?
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so how do you keep the lasers from always facing you? some SCP thing i don't know about? or do they? i haven't tried them in-game.
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Originally posted by StratComm
You do of course realize that the labels are under the previews, not over them don't you?
No, I don't. :p Ignore all that, except for my 2nd edit. Well, the Prometheus R could still stand to be a little bluer, there really isn't much difference between the two...but then I've only tried the R in-game so far.
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these r great dude, cant wait till the final comes out. Ive done some beam apature effects myself and they have been given oodles of complements (the lucifer bathing in beam fire (yes it looked on fire)...
those were so many moons ago...
but dude GREAT WORK.
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nice, i'll try it out later. Are these Carl's impact effects or yours?
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Originally posted by ChronoReverse
Question: have you ran this through a debug build yet? >.>
hehe...you are hinting at the QutRob no?
LightSpeed, it has been mentioned before in the media vp thread, but the QutRob is missing a texture for it's 4th LOD...
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WOW:eek: :eek2: :eek:
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There is a problem with the beamglows.
The glow in front of your fighter. So you can only see the light.
(Go into the light :) )
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:lol: The SUTEKH Laser. I wonder where inspiration for that name came from... :rolleyes:
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*modem dies after opening up Milliways*
Hmmm, you named one of the Shivan weapons "SUTEKH"? Interesting... ;)
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*Downloads*:)
Hmmm, you named one of the Shivan weapons "SUTEKH"? Interesting...
:lol:
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Originally posted by kasperl
nice, i'll try it out later. Are these Carl's impact effects or yours?
mine.
Read the supplied readme.
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Originally posted by WMCoolmon
Edit 2: After installing these effects, the Tempest no longer appears in the weapon loadout screen of the SP campaign...
That's odd. I'll try it.
so how do you keep the lasers from always facing you? some SCP thing i don't know about? or do they? i haven't tried them in-game.
Try them in-game.
No, I don't. Ignore all that, except for my 2nd edit. Well, the Prometheus R could still stand to be a little bluer, there really isn't much difference between the two...but then I've only tried the R in-game so far.
Given that they looked EXACTLY identical in FS2retail I think the difference is more than enough :)
hehe...you are hinting at the QutRob no?
LightSpeed, it has been mentioned before in the media vp thread, but the QutRob is missing a texture for it's 4th LOD...
Hmm, might have forgotten to include it in the zip. Shouldnt cause problems though.
There is a problem with the beamglows.
The glow in front of your fighter. So you can only see the light.
(Go into the light )
I haven't changed anything with the beams... yet
The SUTEKH Laser. I wonder where inspiration for that name came from...
Easy. Shivan names = dark/evil gods. Now I added the following naming system:
Light lasers: God names that start with "A"
Medium lasers: God names that start with "C"
Heavy lasers: God names that start with "P"
Special weapons: God names that start with "V"
Mega lasers: God names that start with "S"
That, and I thought Sutekh sounds nice :)
*modem dies after opening up Milliways*
Sorry. I know its not quite modem-friendly, but I have plans to change some things to make them more modem friendly in the future. Might take some time though. Meanwhile get to the screenies following this link: Clicky (http://www.penguinbomb.com/lightspeed/Screenshots/wprls/) - You can look at individual screenshots from there without having to load them all at once.
And c'mon - I know there could be more activity in this thread (how about some screenshots for example) :p
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They're pretty damn good, and I especially like the following:
Akheton SDG
Maxim Impact
Kayser
Lamprey
Alouqua
Phanuel
Sutekh
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Very cool! Very cool! BWO may make use of these...I'll contact you if we are.
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Lightspeed man, you are one talented man...:nod:Excellent work.
BTW, I'll try and step on the missle production sometime soon, all will be properly UVmapped.;)
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:eek:
Lovely!
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Originally posted by Raptor
Lightspeed man, you are one talented man...:nod:Excellent work.
BTW, I'll try and step on the missle production sometime soon, all will be properly UVmapped.;)
Thanks :)
I'll make turret and capital ship weaponry first, so I'd be happy if I could start missiles after that :)
On a side note, I think we're running short on screenshots :p
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I was under the impression that the Shivans used only Indian gods (hence Shivans -> Shiva) Vasudans are Egyptian and Terrans are Greek (yeah Greeks!) with exceptions *cough Ulysses cough* But the good guys use bad god names too, like the Seth (God of Destruction) the Anubis (God of Death) the Hades (God of the Underworld) the Cerebrus (Hades's evil doggy) and I'm sure I missed some too, just keep with the Indian-Egyptian-Greek thing
GTVA Zorba! LOL
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You haven't been around long Turambar, so I'll let you in on a little secret. While it usually is possible to get enough actual Greek mythological names to name new stuff according to convention, it becomes increasingly hard to differentiate between ships. It's an order of magnitude harder with Shivan and Vasudan stuff because the names left are either trivial or impossible to pronounce (Hatshepsut was a stretch for a class name, and :V: decided to use the obvious Ra for the never-used Vasudan escape pod). When it comes to weapons, none in FS2 follow that convention except for the Prometheus and so naming them whatever you like is fine.
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Originally posted by Turambar
But the good guys use bad god names too, like the Seth (God of Destruction) the Anubis (God of Death) the Hades (God of the Underworld) the Cerebrus (Hades's evil doggy) and I'm sure I missed some too, just keep with the Indian-Egyptian-Greek thing
With the probable exception of the cerberus all of those were actually hostile craft at the time of naming so it makes sense.
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SF Scorpion, SF Dragon, SF Basilisk, SD Demon ... ;)
I really wouldn't take the naming issue too serious, you see...
Oh, and I really like this:
Shivan special issue. This is actually the weapon GTVA tried to replicate when they created the UD-8 Kayser cannon. They failed.
- Considering that the Kayser actually was the most powerful gun the GTVA had in FS2 retail, it sounds just like what was written on the backside of the FS2-box, that all those seemingly innumerable, undefeatable ships in FS1 were just a reconnaissance force ... :D
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Lightspeed, clean out your PM box.
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Originally posted by karajorma
With the probable exception of the cerberus all of those were actually hostile craft at the time of naming so it makes sense.
Well, the shivans did reprogram them that one time. (At least I think it was the shivans) and they were hostile...
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That was some group of Vasudan (or was it Terran) rogues. Actually the Cerberus is an upgrade to the Watchdog, so the name makes sense (Cerberus was the "watchdog" of the underworld). Then again the Hades was I think the official designation, so it does count. But there doesn't seem to be much attention paid to the good/evil theme overall.
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The Greek/Roman underworld wasn't really good or evil, it was just where everybody went when they died.
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Originally posted by Lightspeed
I'll make turret and capital ship weaponry first, so I'd be happy if I could start missiles after that :)
Say, before you start creating warship weapons, can I ask you to look at this?
http://www.angelfire.com/space2/raptorsnest/Warship_Plasmas.xls
(You'll need Excel to open it)
This my attempt to create a sensible range of weapons for arming warships. It has a range of sizes, 'calibers' i've called then (prefered numbers;) ), and all the weapons stats are derived from the damage of the weapon, with the exception of damage factors. I'm still not happy with the 'shot speed' entry though.
The file above only has Terran FS1 era weapons. I'm working on the rest:nod:
I do plan to include flak and beams weapons at some point.
Feedback would be nice.
Thanks
Was going to PM this, but since your PM box is full...
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Quick sidenote: How many messages can my PM box hold? If I transfer messages into other directories, will that act of freeing space in the main folder still prevent message deliveries if I've exceeded the maximum?
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Nope, it's a total limit. So clean out your sent box and probably remove all of the message tracking you've got on.
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What IS the limit though? How many messages can I hold?
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I'm of the opinion that it's around 50, but I really don't know. Send yourself PM's until it fills up if you're really curious.
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You guys might find it useful to archive old PMs in .txt format on your own computers - keeping things nice and clean online, you wouldn't have the trouble of full PM boxes that way...
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I think I wont change any actual cap ship weapons.
I'll simply change the looks.
While the turret lasers are pretty useless, changing them would change the whole game balance.
I'll maybe add a shivan weapon or two (at least a shivan flak) and that's it, stats wise.
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I don't know about any of you guys (Actually, I suppose I'm an extreme minority here, for more than one reason) but I personally would have liked the laser pulses to do more for the missions. I see the 158th screenshots, with nothing but loads of plasma discharges all over the place, and I've played FS2 with Sandwich's capship turret upgrade mod, and that's the effect I've always liked. Beams get so overdone by the community. Certain campaigns *cough* had so many beams and the like, that player participation was almost completely not needed. What happened to the good old days of bombing runs where you'd dodge pulse after pulse? Now it's 'fly within 1500 metres and get smacked no matter what'. :doubt:
Ok, Rant over.
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I agree 100% with you there Raa.
However, changing the whole system FS2 works would be kind of a total conversion - and i'm going for an effect upgrade here (for now).
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Hehe, what FS2 needs are capital laser turrets that fire as fast the fighter lasers fire. Now that would be a cool effect.
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I made an aeolus with nothing but Subach's once. I think I did it after I made that all tempest aeolus... :confused:
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I can't get it to work.
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Personally, I think an aeolus armed with nothing but cluster munitions and morningstar turrets would be the most hilarious cruiser.
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But a cruiser with nothing but a missile launcher and a few laser turrets should be able to fire laser at a faste rate. But perhaps the Flak was more efective at close range?
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*whispers* screeeeeeenshooooots.....
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You mean of the lasers, Ulala? Lightspeed's site is full of them. ;)
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Well, once I get that remade set finished, I'll release it so people can play...;)