Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: Prophet on October 12, 2005, 06:24:40 am
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First off, just to make some people agitated, when will the next release be... you know, released? Will it be before christmas?
Now the real reason for this post...
What new things will we see in it? Forget the new ships. I'm interested in the new effects and features.
Will there be new effects like 3D shockwaves, impact effects, damage effects, weapon effects, sound effects?
Will there be new interface art? (mainhall & hud)
Will there be new music?
Will there be new wingmen personas? (other races)
Will there be new medal case & new medals? (other races)
Will there be gunship AI?
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When It's Done.
Yes.
No.
No.
No.
No.
No.
:p
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Could see that coming... I hope I at least made someone angry.
New effects other than 3D shockwaves?
Ok.
Ok.
Why not?
Why not?
Stupid SCP...
:p
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Maybe...
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It is far more likely to have full multi-species support in 3.4 rather than as early as in 3.3.
See above.
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So the next release is a ship pack with a few new effects... :doubt:
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Originally posted by Prophet
So the next release is a ship pack with a few new effects... :doubt:
Most likely yes, plus various POF fixes (new/corrected subsystem paths, docking points, etc.)
New interface, music, mainhall, personas, etc. would be nice to have, but are low priority. You're always welcome to contribute, if you have the motivation/skills to work on those things.
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What's wrong with the current mainhall?
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Nothing IMO, but if someone wants to do one with nicely rendered ANIs and the whole shabang ....I won't stop him ;)
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Originally posted by Prophet
So the next release is a ship pack with a few new effects... :doubt:
That pretty much sums up all Base releases. If you want something to play while the staff is working on EACW, you better open fred2_open. :)
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Btw, who did the TBP mainhall? I once tried to make one, didn't succeed - Very hard modding job. :(
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Originally posted by Mr. Fury
If you want something to play while the staff is working on EACW, you better open fred2_open. :)
I have... I am now finally finishing MitM2. I know it should have been finished long time ago... But I had a summer job, so didn't have time to FRED. It was summer afterall. When the job ended I felt lazy and desided to relax a couble of weeks. Then I suddenly had to go studying again, so I was little depressed about that... But now I have decided to get a hold of myself and pull my life together. Had to do a minor battle with the legion of un-cooperative FREDs though. It think I now have stable enought build.
It's not that I am requesting new mainhall, or the other things. But anything new and different is always exiting. Wouldn't you agree?
BTW. The new launcher has the "toggle features for The Babyln Project" option. Does it have any function yet? Does it do anything?
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Prepare to be flooded....with a few more questions. Any change to know what new weapons are available for the next release ?
I'm also interested in few ships and their development, mainly the Whitestar and Omega X. Any change we're going to see texture/model upgrade(s) ?
Speaking of Whitestar, what about the forward beam cannon, is it (finally) made player controlled ?
And as for the Omega X, it surely could use an animated skin, don't you agree ?
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Originally posted by Prophet
BTW. The new launcher has the "toggle features for The Babyln Project" option. Does it have any function yet? Does it do anything?
Its for the warps. In FS, the same warp effect is used for warpin/warpout, and special warp for Knossos warping. Using this flag, ships will use a different warp effect for jumping in (blue) from that of jumping out (yellow). IMHO, we need a better system, perhaps linked to multi-species, as there are a few species in B5 that use different warp-vortex effects (none of which are scheduled for inclusion at this point).
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lol well i've only been playing it for 2 days so i cant really complane on anything :D
Looks good from what i see, a some more missions maybe some cut sceen movies be good. Also a cockpit effect be nice see little instruments that we never use :shaking:
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Actually I'd like to see 3D cockpits too but I can't see that happening any time soon. Nobody seems interested in modifying the game engine to make it possible.
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Originally posted by IPAndrews
Actually I'd like to see 3D cockpits too but I can't see that happening any time soon. Nobody seems interested in modifying the game engine to make it possible.
We've had 3D cockpits for a while now...
http://www.sectorgame.com/aldo/media/devss/devScreen04.jpg
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ooo do we have some for B5 :D
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Originally posted by Goober5000
We've had 3D cockpits for a while now...
http://www.sectorgame.com/aldo/media/devss/devScreen04.jpg
But it's not yet possible to have a seperate cockpit POF, right ?
For the current implementation we'd need a Strarfury with a complete cockpit in it.
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Originally posted by Col. Fishguts
But it's not yet possible to have a seperate cockpit POF, right ?
For the current implementation we'd need a Strarfury with a complete cockpit in it.
Use detail boxing; obvious way is just to swap models in /out directly, the other is to have very precise details that are only visible in cockpit, like detail objects for switches, etc.
Or, if you can spare it, simply have LOd0 with the cockpit and LOD without (and without see-through exterior glass); that's obviously the worse option.
But IIRC the starfury, in particular, would have a pretty simple cockpit to make.
(NB: you do need a proper cockpit model, though; the one Sandwich posted is far too low res / low detail, because it was made before there was an internal view; likewise the pilot models, although you can't see their deformed claw hands and legs in the shot)
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You need a seperate cockpit pof for each ship. Also you need some way of tying the HUD guages to the 3D cockpit. Using the current HUD (floating in mid-air) in conjunction with a 3D cockpit is going to look rather silly. So no, we don't really have 3D cockpits already. We have a hack that allows a half-assed implementation of 3D cockpits :D
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Originally posted by IPAndrews
You need a seperate cockpit pof for each ship. /B]
Why?
Not that it's not preferable for organisation and soforth, but what reason makes it a necessity?
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It would not be very believable to have an Aurora cockpit while flying a Thunderbolt. They are different, ya'know?:)
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Originally posted by aldo_14
Why? Not that it's not preferable for organisation and soforth, but what reason makes it a necessity?
Because having the standard LOD0 of a model have a fully detailed internal cockpit model is ludicrously wasteful. Even if it's not a seperate pof the cockpit should be a seperate submodel and not a part of LOD0.
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Originally posted by IPAndrews
Because having the standard LOD0 of a model have a fully detailed internal cockpit model is ludicrously wasteful. Even if it's not a seperate pof the cockpit should be a seperate submodel and not a part of LOD0.
I already suggested workarounds for that above.
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Yes a workaround. Thus:
Originally posted by IPAndrews
We have a hack that allows a half-assed implementation of 3D cockpits :D
I think we are on the same page.
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So why not do it and then pull out the subobject if you get seperate pofs at a later date?
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Same page different book. Ok never mind. Forget I said anything ;)