Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on February 13, 2005, 05:09:56 am
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beta version of my mod available for d/l, go test things.
go play and find many bugs (//www.game-warden.com/nukemod-cos/Nukemod/nukemod021305.zip)
by the way taylor's latest build is the most stable. a few features have been commented out of the tables, such as submodel animations and show weapon support. theese may be uncommented for testing. im gonna compile a list of compatable builds eventually.
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:bump:
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FYI: I removed my mission files as they weren't supposed to be included yet. :p So anyone testing needs to use FRED to make missions first. I'll make some quick ones for it soon.
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There's some nice stuff in there. I'll have to take a closer look :)
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Originally posted by Axem
FYI: I removed my mission files as they weren't supposed to be included yet. :p
Hehe, got them. :)
I shall use them wisely. But I had not time to check the mod out yet.
Will I spoil all fun if I play them anyway?
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20 Megs????? What has it got?
Edit: Stupid Question seen as I'm downloading it.
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Originally posted by DaBrain
Hehe, got them. :)
I shall use them wisely. But I had not time to check the mod out yet.
Will I spoil all fun if I play them anyway?
If you reeeeeally want to, go ahead. I can't stop you. The first 6 missions are safe enough spoiler wise, though extremely buggy and unbalanced.
Just uh, don't read that txt in the missions folder, that has the entire storyline to the campaign. :nervous:
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yea, i sorta screwed up there axem. i havent actually tested the missions with those tables btw, so no gaurantee that anything will work. big thing with the tables, i rearanged the ship order, sorting them by spiecies, then by size and/or class. i also pulled a few less stable weapons out of the the weapons table. there are a few more that will be pulled as well. ones that are either unstable or unbalenced to hell. i could make weapons till the sun exploded but im limited by how long it takes to make interface art. the 3d interface features i hope will solve this problem, however i will need to create interface models for all the weapons instead. il probibly just recycle the ones i made for quake :D il make 2 models, the htl unfriendly one to be used in the interface, and a partial for showwep support. id like to recycle the models used in the rendered art but some of those have polycounts in the 100k range and use alot of materials and submodels and would essentially kill htl.
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hey, can somone news this? its kinda prolific mod with alot of cool things in it.
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if you put some pretty screenies up, I'm sure steak'd highlight it...
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anyone whos 'testing' (yea right) the mod, post your screenies. we can make it a contest sorta thing. whoever has the best screenie can maybe* get a chance to have said screenie apear in the hilights.
*assuming the awacs wants to
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*cough* splash screen *cough*
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it would have to be a really good screenie :D
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Originally posted by Nuke
*assuming the awacs wants to
* Assuming HLP 2.0 will accept the highlight I put in...
/me downloads
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Yellow Bellied! (http://www.mts.net/~jmsrmr/narfin/fs2/axm_cowards.fs2)
This takes place sometime before the main campaign starts. It doesn't really connect with the main campaign too much, but it introduces you to some of the characters and factions.
If all goes as well, you'll have another demo mission weekendish...
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*downloads beta*
*is going to die violently*
Click me 1! (http://img167.exs.cx/img167/7351/scary4rb.png)
Click me 2! (http://img167.exs.cx/img167/7849/claws2ox.png)
Click me 3! (http://img107.exs.cx/img107/9545/sideshot1qh.png)
:jaw:
Their are no words that can describe how awsome that juggernaught looks!
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Originally posted by Falcon
*downloads beta*
*is going to die violently*
Click me 1! (http://img167.exs.cx/img167/7351/scary4rb.png)
Click me 2! (http://img167.exs.cx/img167/7849/claws2ox.png)
Click me 3! (http://img107.exs.cx/img107/9545/sideshot1qh.png)
:jaw:
Their are no words that can describe how awsome that juggernaught looks!
holy ****, i think im gonna cry. thats just beautifull. i know i designed her but it doesnt look that good in my computer. i gotta ask what vps you are using and what your specs are and what api you are on. im using the latest zpack only, which i assumed had everything.
i like #1 the best, somone get that in the hilightes, i like 3 too but some of the ship is cut off. shes still not done. i need to do something about the transparent subobject problem, il simply make them invisible and glowpoint them. i want to use subobject animations on the fighterbay doors and the big mass driver turret. i want to make the turret a child of the stinger, so that when it folds out the turret will inherit the motion. not sure if the geme engine supports that though. also this ship will get a major glowpoint job.
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I'm using the MV_ VP files and using these launcher settings:
-spec_point 0.6 -spec_exp 11 -spec_static 1.2 -spec_tube 0.4 -ambient_factor 75 -jpgtga -d3dmipmap -nomotiondebris -rlm -cache_ani
Im also using a:
450 mhz AMD k6 CPU
320 mb's RAM
Radeon 9000 with Catalyst 5.2
Using OpenGL to play the game :)
and using Lightspeeds nebulas, his Freespace 2 - Build 12 - developer/reference build highres-animations, also his ShineLT-build20.0, and also Bobboau-Lightspeed hybrid Thruster Effects.
EDIT: Not to mention I was playing on a resolution of 1600x1200
and also I was flying the ship :devil:
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:bump:
i need bug reports people! i need to know about:
people's framerates vs system specs
any model instabilities or colision errors
any other model bugs
stability suggestions
balence suggestions
compatable scp builds
anything else of importance
also take note that im trying to use alot of scp features, coders may want the mod for bug testing. compatablility for new experimental features have been commented out of the tables for stability/compatability, mostly bobboau's stuff.
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:bump:
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Here's the scrapped intro cutscene if anyone wants to see it. It doesn't use any of those fancy cutscene sexps, so excuse the jitteryness of some of the shots.
Download these three files and put them where they belong.
ships.tbl (http://www.mts.net/~jmsrmr/narfin/fs2/NukeMod/ships.tbl)
blank.pof (http://www.mts.net/~jmsrmr/narfin/fs2/NukeMod/blank.POF)
oldcosintro.fs2 (http://www.mts.net/~jmsrmr/narfin/fs2/NukeMod/oldcosintro.fs2)
Then fire up FS2 and watch away.