Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Jonathan_S47 on June 17, 2006, 09:12:31 pm

Title: An Experiment
Post by: Jonathan_S47 on June 17, 2006, 09:12:31 pm
(http://www.game-warden.com/starfox/Non_SF_related_stuff/JS47/Battle1.jpg)

This is a screen shot from a little project I am playing with. Using Lightspeed’s weapon dump as a basis I am overhauling FS2 weaponry and capital ship load outs.
Title: Re: An Experiment
Post by: Mars on June 17, 2006, 09:22:11 pm
Are you trying to maintain balance?
Title: Re: An Experiment
Post by: Unknown Target on June 17, 2006, 09:23:06 pm
Beams?
Title: Re: An Experiment
Post by: Scooby_Doo on June 17, 2006, 09:25:35 pm
Oh wow, I really like some of those effects
Title: Re: An Experiment
Post by: Jonathan_S47 on June 18, 2006, 05:38:58 pm
UT: The cruisers still have beams they just weren’t firing at the time I took that screen shot.

Mars: I intend to create a “balance” but it is going to be a bit different than Retail FS2.
Title: Re: An Experiment
Post by: Gregster2k on June 19, 2006, 12:52:55 am
Interesting. I wanna try this thingy sometime :drevil:

They say not to muck with things that can screw up missions...but I say go for it if it makes things interesting hee hee hee >:b it would get my download.
Title: Re: An Experiment
Post by: Prophet on June 19, 2006, 01:26:42 am
What exactly have you done? I see you have done something about the useless blobs (yay! :yes: ) But what else?
Title: Re: An Experiment
Post by: Scooby_Doo on June 19, 2006, 02:38:12 am
I still wish blobs could have the option to face yourself, some of the effects just don't look good all distorted.
Title: Re: An Experiment
Post by: Wanderer on June 19, 2006, 02:54:11 am
You can make 'better' large blobs by using round weapon glows and setting the lenght to minimum (zero to close to it) and then attaching trail to the effect.
Title: Re: An Experiment
Post by: Raptor on June 19, 2006, 06:25:53 am
UT: The cruisers still have beams they just weren’t firing at the time I took that screen shot.

Mars: I intend to create a “balance” but it is going to be a bit different than Retail FS2.


Sounds like wnat I did a while ago.  Used Excel to create a series of tables for each kind of FS primary weapon, where EVERY value was based in some way on the damage rating.  Plus a few additions... like railguns/mass drivers/gauss cannons (the model I made for those turrets is more Railgun like) and plasma pulse weapons for the different eras (FS1, FS2 and post Capella for the Terrans, FS1 & FS2 for the Vasudans.  The Shivans use the same all the time.)

It was also intended to go with a new weapons fit for all capships.  I know purists would scream about balance but frankly some of the original weapon loadouts were rubbish!

Course, I also think that several ships could do with a total returreting....
Title: Re: An Experiment
Post by: Colonol Dekker on June 19, 2006, 06:50:34 am
"cough ATEN cough"
Title: Re: An Experiment
Post by: Prophet on June 19, 2006, 08:49:13 am
The only thing wrong in aten are the turret hitpoints and the weaponry. Keeping the beams but changing rest in to flaks and morningstars and do you have a fighter supression cruiser or what.
Title: Re: An Experiment
Post by: NGTM-1R on June 19, 2006, 10:44:04 am
The Aten's problems go deeper then that; weapons placement.
Title: Re: An Experiment
Post by: Colonol Dekker on June 19, 2006, 10:47:50 am
Its the best looking Vas light cap in my eye. Cr4p or not its got style :D
Title: Re: An Experiment
Post by: Jonathan_S47 on June 19, 2006, 11:21:04 am
What exactly have you done? I see you have done something about the useless blobs (yay! :yes: ) But what else?

Yeah, the jpg compression killed quit a bit of that image so I should have elaborated a bit more. It’s a TC of all of the FS2 ships to what I feel would be a more realistic load out. The Fenris and Leviathan both got a massive returreting and now have 59 turrets overall instead of the original 9.

(http://www.game-warden.com/starfox/Non_SF_related_stuff/JS47/UFenris_MV.jpg)

Capital ships get a really good spread of weaponry this time from defensive weapons that have a high rate of fire & $Fof to anti-cap weapons that have a long range.

(http://www.game-warden.com/starfox/Non_SF_related_stuff/JS47/FenrisFight.jpg)

As you can see it is a major change to FS2 that won’t be compatible with retail missions but that’s not the point. It’s a still ongoing WIP but I plan on eventually release a version for people in the community to play with.  ;)
Title: Re: An Experiment
Post by: Prophet on June 19, 2006, 01:29:39 pm
Oh no, thats a major turn off mor me :no:
I rather have quality over quantity. Whats the point of taking out a turret when there's a bazillion of those peashooters pouring **** all over you? Taking out a powerful dangerous turret knowing that it really makes a difference creates a feeling of accomplishment. And with fever turrets you can learn the weaknesses of the hull and plan a bit your approach. With these new variants it doesn't matter since you're up against this object that is spewing death from every crevice.

So this really isn't doing it for me.
Title: Re: An Experiment
Post by: Solatar on June 19, 2006, 01:44:18 pm
A Fenris/Leviathan with say..16 turrets or something (keeping those nice multip-part ones you put on the deck :D ) would be manageable, but 59...? Even an upgunned Orion shouldn't have 59 (maybe like..24 or 36 at the MOST ).
Title: Re: An Experiment
Post by: NGTM-1R on June 19, 2006, 02:06:14 pm
GTC DOOM ON YOU-class.
Title: Re: An Experiment
Post by: neoterran on June 19, 2006, 02:47:31 pm
kind of ridiculous...
Title: Re: An Experiment
Post by: Mars on June 19, 2006, 04:23:05 pm
Command: Alpha one! Take out the main  beam turrets on that cruiser before it rips up that convoy!

Directive: Take out beam turrets (20)
Title: Re: An Experiment
Post by: Jonathan_S47 on June 19, 2006, 05:08:25 pm
You guys are jumping to conclusions way too soon. A fair number of those turrets fire “fusion mortar” like weapons that don’t attack fighters or bombers. And like I said this is an experiment I am working with and the ships are armed that way for a reason. When I do a public release people will be free to do whatever they want with it. If they want to strip the Fenris/Leviathan of some of it’s armament that’s fine with me. I *don’t* recall of putting a gun to your heads saying that you have to download it and like it.

Mars: The Fenris and Leviathan still have the same number of beam weapons as they always had.

Solatar: Raptor made those multipart turrets that I am using. I disagree with you though about how many turrets the ships should have. I know you have your opinion and I respect that. I just feel differently about it.
Title: Re: An Experiment
Post by: Mars on June 19, 2006, 05:11:28 pm
Your right... I'm sorry.

I look forward to playing this.
Title: Re: An Experiment
Post by: Solatar on June 19, 2006, 09:02:13 pm

Solatar: Raptor made those multipart turrets that I am using. I disagree with you though about how many turrets the ships should have. I know you have your opinion and I respect that. I just feel differently about it.

Well, I'll admit 59 turrets would be kinda cool (we can both agree, however, that 9 is kinda low) because you can add extrememely varied armaments. But can the game even work with something like 150 or so destroyer turrets? (estimate, don't know exactly what you're planning)

Although on second thought, it can't be TOO hard for me to delete a few turrets (I like most of them actually).
Title: Re: An Experiment
Post by: Gregster2k on June 19, 2006, 10:49:01 pm
I *don’t* recall of putting a gun to your heads saying that you have to download it and like it.

If I shoot them for you does that mean you'll finish this faster? :X *me wants, me wants!!*
Title: Re: An Experiment
Post by: aldo_14 on June 20, 2006, 04:59:32 am
A Fenris/Leviathan with say..16 turrets or something (keeping those nice multip-part ones you put on the deck :D ) would be manageable, but 59...? Even an upgunned Orion shouldn't have 59 (maybe like..24 or 36 at the MOST ).

Personally, I love the idea of stupidly overgunned ships.  I know it's really against the whole balance and whatnot of FS1/2, but it would/does look cool :D
Title: Re: An Experiment
Post by: Colonol Dekker on June 20, 2006, 05:21:38 am
Look at SL its ships had maybe only 12 turrets, but cos they were effective it didnt matter, So when this Chap gets the balancing right it should turn out cool :D

I for one am waiting for the balanced release with eagerness.
Title: Re: An Experiment
Post by: Solatar on June 21, 2006, 06:17:35 pm
A Fenris/Leviathan with say..16 turrets or something (keeping those nice multip-part ones you put on the deck :D ) would be manageable, but 59...? Even an upgunned Orion shouldn't have 59 (maybe like..24 or 36 at the MOST ).

Personally, I love the idea of stupidly overgunned ships.  I know it's really against the whole balance and whatnot of FS1/2, but it would/does look cool :D

lol, I'll concede that it'd look pretty damn cool.
Title: Re: An Experiment
Post by: Jonathan_S47 on June 21, 2006, 09:54:01 pm
can the game even work with something like 150 or so destroyer turrets? (estimate, don't know exactly what you're planning)

I am aware that there is a subsystem limit of ~100 on ships and have though of a work around for that. I don’t know if it has been implemented yet but I asked WMC about increasing the firing points for turrets from 4 to 10.

If I shoot them for you does that mean you'll finish this faster? :X *me wants, me wants!!*

Nope, between job hunting, SoL mod stuff, ext. it’s going to take me a while till I get to the first release.
Title: Re: An Experiment
Post by: Solatar on June 21, 2006, 11:09:16 pm
Cool then, just wanted to see if you had a plan. You could also see about getting primary and secondary weapons slots to work on capships, and have any forward facing turrets (static ones, obviously) be primaries. If that works for your way of balancing, I dunno.
Title: Re: An Experiment
Post by: Raptor on June 22, 2006, 03:37:03 am
To be fair to J_S47, I too increased the number of turrets on the Fenris/Leviathan on my HDD... :nervous:

Fenris, with 12...
(http://img141.imageshack.us/img141/2756/fenrisregun5fz.jpg)

And the Leviathan with 16, since it should have more guns than a Fenris...
(http://img155.imageshack.us/img155/1361/levregun2kf.jpg)

For me, the Orion should have AT LEAST 3 dozen turrets, though the Aeolus has about the right number.  Same with the Deimos, though the placement could be better.  Don't really have a opinion on the Hecate.

Collossus is actually UNDER gunned.  The cut scene gives 84 turrets, but the model only has 63... with an extra heavy beam cannon... :wtf:

I hope the 110 submodel limit has been removed/increased (I'd expect so, with the new 'detail sub-object' code thing), otherwise my Hera is going to have to go on a diet... :(

but I asked WMC about increasing the firing points for turrets from 4 to 10.

That would be handy for me, and the Hera :nod:
Title: Re: An Experiment
Post by: tobiwan81 on June 22, 2006, 04:55:30 am
oh yes please, more guns on Destroyers and the Collie.

Yes that wil make them harder to kill, but I think they NEED to be harder to kill!
Title: Re: An Experiment
Post by: TrashMan on June 22, 2006, 03:40:44 pm
I did something similar - alltoguh I didn't change teh turert numbers...much (So the Typhon and Orion got a total of 28 and the Hecate has 4 more...not big a deal)

The thing is I took stock weaponry and tweaked it. While I did make new weapons, the ship and tables were still usable when playing a normal FS2 campaign. It does change hte balacne quite a bit, but all missions ( except for one) are playable normally.
The one that doesn't work out is the one where you lure Kolth..the cruiser gets tagged by the Repulse becosue of the new big range the Terran Huge Turrets get :D


A dun experiment, but my anti-fighter weaponry on capship doesn't come close to yours (alltough it should)
Title: Re: An Experiment
Post by: Jonathan_S47 on June 24, 2006, 09:02:35 am
Tobiwan81: That will happen most defiantly. 16 guns on a 2Km Destroyer is WAY too low and the Collie can’t really use most of its turrets.

TrashMan: the main anti-fighter weapon that the Fernis & Leviathan are using is the PL-3 ‘Nova’ from Lightspeed’s weapon dump.
Title: Re: An Experiment
Post by: Solatar on June 24, 2006, 09:33:04 am
Isn't that the really really strong one?
Title: Re: An Experiment
Post by: TrashMan on June 24, 2006, 04:23:33 pm
Han't checked Teh weapons pack so I wouldn't know how stong that Nova would be.

I basicly just pimed the ROF of terran turrets, made terran anti-bomber turrets (slower but more powerfull), made Medium and Heavy (Huge) Terran Turrets (target only capships, BIG damage).
I also made a gattling point fefense cannon that tears bombs and fighters to shreads, but I havn't put it on any stock ship :D
I think I put that weapons pack for DL on Hades Combines but I can't realyl remember..
Title: Re: An Experiment
Post by: Turambar on June 24, 2006, 05:57:57 pm
i'd go for more guns, but more guns balanced and on everything, and with higher hit points.

that way we get less game frakkage, but more of the excitement of having all this energy flying around everywhere.
Title: Re: An Experiment
Post by: Jonathan_S47 on June 24, 2006, 07:34:28 pm
Isn't that the really really strong one?

If you’re in a scout fighter maybe. When you first see the table entry it may seem super powerful.

$Velocity:         620.0
$Fire Wait:          0.12
$Damage:         35
$Damage Type:      Laser

But hold on.

$Armor Factor:      0.55
$Fof:                           0.2

So this weapon does only a little more than ½ damage on a ships hull. This is also further effected by my armor.tbl that changes the damage even more. Also the Fof value effects the accuracy of the weapon.

In a test mission I had 3 wings (4 per wing) of Medusa bombers attack a Fenris. The last time I tested it the medusa wings destroyed the Fenris and only lost 4 ships.
Title: Re: An Experiment
Post by: Solatar on June 24, 2006, 10:27:07 pm
No, that's my mistake. I mistook it for one of the uber weapons near the end of the list.
Title: Re: An Experiment
Post by: Knight Templar on June 26, 2006, 12:12:47 am
Oh no, thats a major turn off mor me :no:
I rather have quality over quantity. Whats the point of taking out a turret when there's a bazillion of those peashooters pouring **** all over you? Taking out a powerful dangerous turret knowing that it really makes a difference creates a feeling of accomplishment. And with fever turrets you can learn the weaknesses of the hull and plan a bit your approach. With these new variants it doesn't matter since you're up against this object that is spewing death from every crevice.

So this really isn't doing it for me.

Sounds exactly like an Aelous to me.
Title: Re: An Experiment
Post by: Prophet on June 26, 2006, 04:28:48 am
Sounds exactly like an Aelous to me.
Then you have much to learn.
Title: Re: An Experiment
Post by: Eishtmo on June 26, 2006, 06:16:43 pm
Quantity has a quality all its own.
Title: Re: An Experiment
Post by: Taristin on June 26, 2006, 08:20:27 pm
I'd have to argue that these more turrets makes the game more how it should be. Where fighters arent matches for capital ships at all. In fact, a fighter enterring a cap ship's range would be a deadly stupid idea like this. Taking ot a turret on them would be even more of an accomplishment.
Title: Re: An Experiment
Post by: TrashMan on June 27, 2006, 04:27:26 pm
If you ask me what should be done is the following:

1. Double the damage of every missile weapon in the game.

2. Double (or quadripple) the size of every missile (or halve/ cut by 1/4  the bank capacity)

3. Increase ROF of laser turret oin capship

4. Increase damage and range for anti-capital lasers/missiles

5. Give capship lonb-range anti-fighter missiles

6. Increase fighter speed by at least 20%
Title: Re: An Experiment
Post by: Jonathan_S47 on June 27, 2006, 10:31:09 pm
You can’t really mess with the speed of the ships. Anything over 100 m/s and the AI starts to have problems.
Title: Re: An Experiment
Post by: TrashMan on June 28, 2006, 05:19:26 pm
It can handle up to 140..alltough that's pushing it -* not only for hte AI but for the player allso

120 for the fastest fighter IS a 20% increase and it manages ot handle that...
Title: Re: An Experiment
Post by: Trivial Psychic on June 29, 2006, 11:07:26 pm
To be fair to J_S47, I too increased the number of turrets on the Fenris/Leviathan on my HDD... :nervous:

Fenris, with 12...
(http://img141.imageshack.us/img141/2756/fenrisregun5fz.jpg)

And the Leviathan with 16, since it should have more guns than a Fenris...
(http://img155.imageshack.us/img155/1361/levregun2kf.jpg)

You gonna make those available for download?  ;7
Title: Re: An Experiment
Post by: Raptor on June 30, 2006, 03:38:09 am
You gonna make those available for download?  ;7

I would right now, except FileH appears to be down ATM. :mad:
Title: Re: An Experiment
Post by: aldo_14 on June 30, 2006, 04:37:14 am
If you ask me what should be done is the following:

1. Double the damage of every missile weapon in the game.

2. Double (or quadripple) the size of every missile (or halve/ cut by 1/4  the bank capacity)

3. Increase ROF of laser turret oin capship

4. Increase damage and range for anti-capital lasers/missiles

5. Give capship lonb-range anti-fighter missiles

6. Increase fighter speed by at least 20%

Albeit it wouldn't actually be Freespace then, but something else.   i'm quite fond of the overgunned, stupid dangerous ships idea myself, the only problem is that I'd feel obliged to have a big 'I know this isn't really correct but it's cool' disclaimer when actually using it.
Title: Re: An Experiment
Post by: Scooby_Doo on June 30, 2006, 05:21:08 pm
Check out my cap ships and their turrets,  while not as many as you have, they fire much faster and dual barreled.  They don't do a whole lot of damage individually, but they do add up.  Oh and set FOV to about 1, nothing quite as scarey as bolts flying past your face GACK!
Title: Re: An Experiment
Post by: Mars on July 01, 2006, 02:15:12 pm
You know, if somone did for the Orion what TP has done for the Fenathan cruisers, I would love them forever.
Title: Re: An Experiment
Post by: TrashMan on July 01, 2006, 04:34:39 pm
How many turrets would you like?
Title: Re: An Experiment
Post by: Mars on July 01, 2006, 05:45:32 pm
Just enough to bring it up to FS2 standards, so about 30
Title: Re: An Experiment
Post by: Raptor on July 02, 2006, 03:45:39 am
Just enough to bring it up to FS2 standards, so about 30

Go for 36-38.  That way the tech description just needs to be altered to say '...over three dozen death dealing turrets...'

At least, that's what I'd do...
Title: Re: An Experiment
Post by: Mars on July 02, 2006, 10:36:30 am
We don't want to make it too much better than the Hecate, which, after all is supposed to be better than the Orion.
Title: Re: An Experiment
Post by: Trivial Psychic on July 02, 2006, 07:49:55 pm
You know, if somone did for the Orion what TP has done for the Fenathan cruisers, I would love them forever.
I did nothing.  It was Raptor, and he already made an up-gunned Orion, back before Bob's Hi-poly version, but it has better-looking turrets than the standard.
Title: Re: An Experiment
Post by: Jonathan_S47 on July 03, 2006, 10:48:56 am
His turrets also behave better than the ones on Bob’s Orion and even the :V: original. The Orion had a problem where the turrets would fire just fine for a few seconds then suddenly quit and do nothing. Raptor’s Orion had no trouble with them.

(A shot of things to come and, please ignore the cheep muzzle flashes. They were just put in quickly for testing reasons.)

(http://www.game-warden.com/starfox/Non_SF_related_stuff/JS47/PPT7_MPT4.jpg)
Title: Re: An Experiment
Post by: Raptor on July 03, 2006, 05:20:12 pm
Ah... nice to see someone using my up-gunned Orion, even with the persvaive infulance of Bob's 'Busy Bee' Orion!  Or is that one where you've borrowed the turret models and added new ones to the ship?

No, I'm not really a fan of Bob's HTL upgrade.  I did actually start work on my own, but I was told to abandon it.  Partly because I was trying to 'balance' the two sides to have equal mass each side of the engines.
Title: Re: An Experiment
Post by: pecenipicek on July 03, 2006, 05:29:57 pm
Ah... nice to see someone using my up-gunned Orion, even with the persvaive infulance of Bob's 'Busy Bee' Orion!  Or is that one where you've borrowed the turret models and added new ones to the ship?

No, I'm not really a fan of Bob's HTL upgrade.  I did actually start work on my own, but I was told to abandon it.  Partly because I was trying to 'balance' the two sides to have equal mass each side of the engines.
you shouldnt have abandoned it. that way people would have two different ships to choose from. bobs orion is both too busy and too dark to have that feeling of the good ole orion. perhaps an orion mkII, but it isnt really nice right now.
Title: Re: An Experiment
Post by: Mars on July 03, 2006, 10:09:53 pm
Weren't there 5 HTL Orions running around at some point?
Title: Re: An Experiment
Post by: Raptor on July 04, 2006, 04:34:20 am
you shouldnt have abandoned it. that way people would have two different ships to choose from. bobs orion is both too busy and too dark to have that feeling of the good ole orion. perhaps an orion mkII, but it isnt really nice right now.

Well, I'm pretty sure I still have the scene file containing it.  I did at one point start turing it into a 'dreadnought' - reduce fighterbay for more armour & guns, but then I restarted work on my Hera...

Here's the thread where I was posting my work:
http://www.hard-light.net/forums/index.php/topic,38542.0.html
Title: Re: An Experiment
Post by: Darius on July 04, 2006, 08:01:37 am
Sorry to throw the thread further off-topic...

But what happened regarding this Orion (http://www.hard-light.net/forums/index.php/topic,11629.0.html)?
Title: Re: An Experiment
Post by: Jonathan_S47 on July 04, 2006, 12:06:02 pm
Or is that one where you've borrowed the turret models and added new ones to the ship?

Nope, that’s your up-gunned Orion. I haven’t gotten around to re-gunning the Orion yet. I am glad to here you still have the Orion you were working on. Bob’s HTL Orion just won’t work for this project. If you ever release your Orion model I would defiantly use it.  ;7
Title: Re: An Experiment
Post by: Raptor on July 04, 2006, 03:44:11 pm
Sorry to throw the thread further off-topic...

But what happened regarding this Orion (http://www.hard-light.net/forums/index.php/topic,11629.0.html)?

THAT was Ryx's uber-mega-stupidly-high poly render model.  That level of detail will never reach FS.  Not as far as I know... :nervous:

I'll dig out that Orion scn at some point, but I don't think there is much more I can do with it.  It's pretty much at the point of texturing, and I'm afraid I'm no texturer.  Turrets yes, whole ships...  :o :(

I can try.  Maybe using a UVmap... :doubt:
Title: Re: An Experiment
Post by: TrashMan on July 04, 2006, 04:12:24 pm
Just enough to bring it up to FS2 standards, so about 30

Well, my Orion and Hecate on hades Combine got 30 and 32 turrets respecitvly.
The upturreted Typhon is not there, but I can send it over, it has 29 turrets or so...

b.t.w. - how do you import glowpoints?
I have started to add glowpoint on all my ships (tehy really do improve it so much) Hecate starts to look realy fancy now, but I tried to import the glowpoints from the HTL orion into my OrionAdv, but PCS keeps chrashing.

What's hte latest PCS version anyway?
Title: Re: An Experiment
Post by: TrashMan on July 04, 2006, 04:32:40 pm
Here you go:

Heavy Destroyer Orion Mk2
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=206

My HTL Orion (upturreted)
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=198

My HTL Hecate (with 4 more turrets)
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=225

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/Typhon2.pof.rar (http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/Typhon2.pof.rar)

Title: Re: An Experiment
Post by: Harbinger of DOOM on July 04, 2006, 05:39:32 pm
sexy.
*downloads*
Title: Re: An Experiment
Post by: Getter Robo G on July 04, 2006, 07:43:20 pm
I still hope someone will get Rxy's turrets down to fs2 count levels.

Plus remember Hamano's Orion?  :yes:
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 04, 2006, 10:25:28 pm
Yeah, Ryx's Orion was looking very good. Its too bad it was too high-poly for FS2. Hopefully someone who has time to kill (LOTS of time) will make it a bit less .... detailed (never thought I'd say that). :)
Title: Re: An Experiment
Post by: TrashMan on July 05, 2006, 04:06:26 pm
If you liked the above links you'll like them even more once I finish adding glows to all of them..

Hecate is nearly done:D

Title: Re: An Experiment
Post by: Mars on July 06, 2006, 12:18:21 am
Here you go:

Heavy Destroyer Orion Mk2
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=206

My HTL Orion (upturreted)
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=198

My HTL Hecate (with 4 more turrets)
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=225

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/Typhon2.pof.rar (http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/Typhon2.pof.rar)



Sexy Trashman  :yes:
Title: Re: An Experiment
Post by: TrashMan on July 06, 2006, 04:35:48 pm
HEre, try this:

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/OrionMk2F.rar

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/Lancer.rar

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/HecateAdvV3.rar


This are the pofs of the ships to which I added glows so far. You'll still have to get the textures from the old version on Hades-Combine.

But they look much nicer.. they have running light and signal lights and other lights.
Title: Re: An Experiment
Post by: neoterran on July 06, 2006, 07:18:30 pm
what the - whoa !... Bring back the Orion fight! Will bob be pissed ?

PS. Those files in your second post - the new ones - are all giving me corrupt errors.
Title: Re: An Experiment
Post by: Gregster2k on July 06, 2006, 07:52:46 pm
I say we take all the Orions out there, chop off all the coolest parts of each of them, and make a FrankenOrion.  :nervous:
Title: Re: An Experiment
Post by: Raptor on July 07, 2006, 05:30:42 am
I say we take all the Orions out there, chop off all the coolest parts of each of them, and make a FrankenOrion.  :nervous:

Ah, but everyone has different opinions of what is the 'coolest' part of each one...
Title: Re: An Experiment
Post by: Colonol Dekker on July 07, 2006, 06:32:33 am
How about whacking  Hades Engines onto a Hecate and ticking an Orions nose on the fron of it too..   (sarcastic)
Title: Re: An Experiment
Post by: TrashMan on July 07, 2006, 07:56:13 pm
what the - whoa !... Bring back the Orion fight! Will bob be pissed ?

PS. Those files in your second post - the new ones - are all giving me corrupt errors.

&%#$*@!!!! Damn server...I feared this would happen. For some reason the connection broke 10 times during data transfer. Well, I'll try uploading again tomorrow...
Title: Re: An Experiment
Post by: StratComm on July 07, 2006, 09:07:16 pm
Ah... nice to see someone using my up-gunned Orion, even with the persvaive infulance of Bob's 'Busy Bee' Orion!  Or is that one where you've borrowed the turret models and added new ones to the ship?

No, I'm not really a fan of Bob's HTL upgrade.  I did actually start work on my own, but I was told to abandon it.  Partly because I was trying to 'balance' the two sides to have equal mass each side of the engines.

The reason you were told not to persue it was twofold.  One, we don't need tons of versions of the same ship running around, as it just confuses people.  When bugs come up with the model (as they inevitably do) it's a real pain to figure out which one is the problem if there are a half dozen or more of.  And the fact that people aren't really fond of Bob's Orion is somewhat irrelivant, as that model itself has been renovated at least twice visually (there are many more versions for other reasons).  It's also very hard to address balance issues when there are a lot of versions as inevitably there are differences in placement and ease of distruction of turrets, subsystems, etc.  Secondly, a "rebalanced" Orion would cause problems with placement (again, subsystems in particular, but also larger geometric features).  As a "new" design or a refit that's fine, but if it goes in to a media VP then it becomes a problem as it can affect existing missions in ways that are impossible to prevent.
Title: Re: An Experiment
Post by: Scooby_Doo on July 08, 2006, 12:47:24 pm
Sounds like some of my work LOL  :lol:
Title: Re: An Experiment
Post by: TrashMan on July 08, 2006, 05:17:56 pm
Allright - now it should be fixed.

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/OrionMk2F.rar

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/Lancer.rar

http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/HecateAdv3.rar

I also added the OrionAdv with glows:
http://www.hades-combine.com/web/hosted/fow/ShipsTexturesTables/OrionAdv.rar
Title: Re: An Experiment
Post by: neoterran on July 10, 2006, 07:16:32 pm
404 not found

The requested resource could not be found.

On the hecate.
Title: Re: An Experiment
Post by: TrashMan on July 11, 2006, 02:52:11 am
Fixed...there was a extra v in hte name...
Title: Re: An Experiment
Post by: Raptor on July 11, 2006, 02:40:45 pm
Just to let you all know, here's my two upgunned cruisers.  Thanks to Hades Combine:

EDIT: Link removed.  New one will be posted later.

They were based on VA's tweaked HTL Fenris, so I have not included his textures.  Just the new stuff needed.

Title: Re: An Experiment
Post by: Solatar on July 11, 2006, 08:58:34 pm
Download Failed.
Title: Re: An Experiment
Post by: Gregster2k on July 11, 2006, 11:01:00 pm
I am liking all this fun stuff :3
Title: Re: An Experiment
Post by: Raptor on July 12, 2006, 05:42:03 am
Download Failed.

Argh, sorry my fault.  Name error.

Fixed now.  Use new above link.
Title: Re: An Experiment
Post by: Solatar on July 12, 2006, 09:32:59 am
Cool...downloaded. I'll play with them when I get home from work.
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 12, 2006, 07:55:17 pm
Dang, you rock.
This stuff ain't leavin' my Freespace2 folder for sure. ;)
Title: Re: An Experiment
Post by: Solatar on July 14, 2006, 12:34:25 pm
Can you include the textures? I've found VA's textured ones, but I still can't get all the textures to show.
Title: Re: An Experiment
Post by: FireCrack on July 16, 2006, 02:23:17 am
Personaly, i've always wished capships made better use of missiles, they always seemed lacking in that area....
Title: Re: An Experiment
Post by: Raptor on July 16, 2006, 12:00:21 pm
Personaly, i've always wished capships made better use of missiles, they always seemed lacking in that area....

Why?  Missiles take up space, lots of it if you want an effective amount for in battles, and they can be shot down, have low time-to-target counts, material costs, the simple risk of storing a lot of high explosives just beneath your own hull...

Not to mention the whole idea of firing missiles in space, where there is no air for them to adjust their aim ;)

Quote from: Solatar
Can you include the textures? I've found VA's textured ones, but I still can't get all the textures to show.

I could, but then the download would become very large.  Large enough that Hades Combine refuses to accept it... :(
Title: Re: An Experiment
Post by: Solatar on July 16, 2006, 12:30:57 pm
Hmm...Well, I'll try renaming a bunch of stuff then. :)
Title: Re: An Experiment
Post by: Gregster2k on July 16, 2006, 05:47:15 pm
Personaly, i've always wished capships made better use of missiles, they always seemed lacking in that area....

Why?  Missiles take up space, lots of it if you want an effective amount for in battles, and they can be shot down, have low time-to-target counts, material costs, the simple risk of storing a lot of high explosives just beneath your own hull...

Not to mention the whole idea of firing missiles in space, where there is no air for them to adjust their aim ;)

Quote from: Solatar
Can you include the textures? I've found VA's textured ones, but I still can't get all the textures to show.

I could, but then the download would become very large.  Large enough that Hades Combine refuses to accept it... :(

Missile capacity? MISSILE CAPACITY? These capships are HUGE!!! I would think that missiles wouldnt be hard to store in a mere Fenris :X
No air for them to adjust their aim? If the Apollo spacecraft can adjust its trajectory, a missile in the year 2367 would surely be able to.
Title: Re: An Experiment
Post by: FireCrack on July 16, 2006, 05:57:42 pm
^Yeah, realisticaly missiles are the most practical weapons in space... some would go so far as to say the only practical space weapons...
Title: Re: An Experiment
Post by: Gregster2k on July 16, 2006, 08:17:13 pm
Of course. There are some cases where all the lasers in the galaxy cannot make up for a good guided missile ramming itself up a tailpipe. It was proven in Star Trek VI, when Spock and McCoy hot-wired a photon torpedo to track the engine exhaust of a cloaked Klingon Bird-of-Prey. Therefore, I fully welcome the idea of slamming hundreds more little blob and missile launchers on existing ships and rebalancing them :X Might redefine the very notion of "being caught in the crossfire" during capship combat, LOL
Title: Re: An Experiment
Post by: WMCoolmon on July 17, 2006, 12:28:25 am
It was proven in Star Trek VI

I hesitate to call a deus ex machina plot device working in one movie as "proof" that missiles are the only good space weapons...
Title: Re: An Experiment
Post by: Raptor on July 17, 2006, 01:41:21 am
My last comment, about the lack of air for guidance, was intended to be humorus.

Yes, in certain situations missiles can be the best weapon, but I still disagree that in an era of plasma cannons and high energy lasers (the beam cannons), that missiles are really effective.

Another flaw I forget to add is that they can be shot down (with a good enough targeting system).  Sure, you might be able to do the same to a cloud of plasma...

Basically, lets all agree to disagree, hmm?
Title: Re: An Experiment
Post by: Xeandra on July 17, 2006, 03:47:06 pm
Actually a ball of plasma would be easier to evade/shoot down then a missile, after all, unlike a missile, it has a strait trajectory. Even todays missiles(at least some) change their heading all the time in order to awoid being shot.
Title: Re: An Experiment
Post by: Getter Robo G on July 17, 2006, 05:08:22 pm
Question, how would you shoot down plasma? Wouldn't most weapons pass through it or get destroyed while it may still has enough energy/momemtum to get to the target? (not as up on my plasma as I should be..)

Title: Re: An Experiment
Post by: Gregster2k on July 17, 2006, 05:59:45 pm
Question, how would you shoot down plasma? Wouldn't most weapons pass through it or get destroyed while it may still has enough energy/momemtum to get to the target? (not as up on my plasma as I should be..)

A spring-powered giant liquid nitro ice cube mortar launcher. Plasma is hot. Therefore, nitro + ice + plasma = cool. Therefore, Ice + plasma = no more plasma! Right? XD
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 17, 2006, 08:50:20 pm
Just to let you all know, here's my two upgunned cruisers.  Thanks to Hades Combine:

http://hades-combine.com/web/index.php?ind=downloads&op=download_file&ide=231&file=RCruisers.rar

They were based on VA's tweaked HTL Fenris, so I have not included his textures.  Just the new stuff needed.


Where do I get his tweaked fenris?
I've searched for it, but no dice.....
Title: Re: An Experiment
Post by: Raptor on July 18, 2006, 02:24:41 am
Where do I get his tweaked fenris?
I've searched for it, but no dice.....

Here's the thread where he released it:
http://www.hard-light.net/forums/index.php/topic,35384.0.html

Also in there is his HTL Triton, and the HTL Aeolus that I started, he finished.
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 18, 2006, 03:19:08 am
hmmm, I'll see if it works.
*edit*
Grrrrrrrrrrrr :mad: :hopping: :ick: :confused: :eek2: :wtf:
http://img155.imageshack.us/img155/2066/screen0000nb5.png
OMG, What did I do wrong?!
I put the textures in the maps folder, the .pofs in the models folder,
and used POFCS to direct the model to use the correct textures......
Not sure why I had to do the last part, but.....
When I just plop them into the directories without any unessential editing.....
http://img215.imageshack.us/img215/5905/screen0001qp9.png
Well.... you get the idea.
HELP?! :sigh:
Title: Re: An Experiment
Post by: Raptor on July 18, 2006, 06:35:00 am
Errr... I don't have a clue what's going on there... :nervous:  Let me check the versions on my HD...
Title: Re: An Experiment
Post by: Raptor on July 18, 2006, 07:39:08 am
Hmmm, this is odd...

Doesn't show up in the techroom (nothing new here, more than half the ships in my tbls ever do, even with the 'in tech database' flag), but they do work in game...

...But it appears that there is something screwy woth LOD1.  LOD0, 2 and 3 and the debris works fine, as do the new bits I bit on (such as a remapped radar dish).  It's just that first LOD. :wtf:
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 18, 2006, 09:28:09 am
weird.
:(
Hmmm.
Strange how no one else is posting about this..... :wtf:
Title: Re: An Experiment
Post by: Raptor on July 18, 2006, 10:32:13 am
weird.
:(
Hmmm.
Strange how no one else is posting about this..... :wtf:

Either no one else is suffering the flaws, or no one else has tried it...

Oh, and I found that my ship tbl entry was slightly wrong  :mad:  I'll update that if I manage to fix this bug.
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 18, 2006, 10:52:36 am
Thanks for taking the time to fix this. :)
I hope you find out whats going on with it.
*get back to de-bugging modified FS2 campaigns*
Title: Re: An Experiment
Post by: Xeandra on July 18, 2006, 02:27:08 pm
Question, how would you shoot down plasma? Wouldn't most weapons pass through it or get destroyed while it may still has enough energy/momemtum to get to the target? (not as up on my plasma as I should be..)
You would have to use another plasma cannon to shoot it down, most likely with a some what larger one. (At least thats what they used in another scify story and that sounds cuite right to me :nervous:)

EDIT: didn't notice there were so many post after Getter's, so it looked kind of out of place, sorry.
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 18, 2006, 02:54:57 pm
???
Are you sure you're in the right thread?
Title: Re: An Experiment
Post by: Gregster2k on July 18, 2006, 03:06:12 pm
Question, how would you shoot down plasma? Wouldn't most weapons pass through it or get destroyed while it may still has enough energy/momemtum to get to the target? (not as up on my plasma as I should be..)
Nah, its the right thread. It's a reply to GRG's post on Page 4.
Title: Re: An Experiment
Post by: Jonathan_S47 on July 18, 2006, 03:40:53 pm
It’s way off topic though which is getting pretty common on threads around here. :p  Anyway since someone brought up the part about missiles I think I will elaborate on part of what I am thinking for this project.

I am creating what I call a “technological divide” between the fs1 and fs2 ships. The FS1 ships heavily use missile weapons while the FS2 era ships rely more on beam cannons. This will give “the feeling” of the fs1 era ships being old and becoming obsolete while still being quite effective in missions.
Title: Re: An Experiment
Post by: starbug on July 18, 2006, 03:42:52 pm
Just downloaded it and i'm getting the same problem as Harbinger of DOOM
Title: Re: An Experiment
Post by: Raptor on July 19, 2006, 02:46:58 am
Okay, I think I've fixed the bug.  Forget to include the LOD1 texture (and I had somehow lost it from my own maps folder... :nervous: )

The new file has the same name as the old one.  Use old link.  'Should' work now.  Also tbl entries updated.
Title: Re: An Experiment
Post by: Solatar on July 19, 2006, 01:34:05 pm
weird.
:(
Hmmm.
Strange how no one else is posting about this..... :wtf:



Either no one else is suffering the flaws, or no one else has tried it...

Oh, and I found that my ship tbl entry was slightly wrong  :mad:  I'll update that if I manage to fix this bug.

That's my exact problem. That's why I asked you to upload your textures.

EDIT: I'll try the new version out as time permits.
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 19, 2006, 02:03:18 pm
weird.
:(
Hmmm.
Strange how no one else is posting about this..... :wtf:



Either no one else is suffering the flaws, or no one else has tried it...

Oh, and I found that my ship tbl entry was slightly wrong  :mad:  I'll update that if I manage to fix this bug.

That's my exact problem. That's why I asked you to upload your textures.

EDIT: I'll try the new version out as time permits.
Don't bother, it ain't workin'.
All the files are the same as the old ones, and I didn't see those new maps you were talking about, Raptor.
Maybe you should re-host/post it?
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 19, 2006, 04:05:17 pm
Oh, and how can I place turrets like how you did?
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 19, 2006, 10:49:52 pm
Wait..... maybe you used the MediaVPs Fenris/Levy textures?
That has to be the only explaination, because VA's textures don't work, and those are the only other textures I can think of.
Title: Re: An Experiment
Post by: Solatar on July 19, 2006, 11:02:44 pm
Raptor, can't you post them on geocities or something? Or try to get special permission from the dudes at Hades Combine?
Title: Re: An Experiment
Post by: Raptor on July 20, 2006, 05:55:05 am
...
...
 :mad: :hopping:

Now I'm getting pissed off!

I tried to replace the file on Hades Combine, but it didn't do it.  Clearly it didn't before...

So I figured that it would be easier to simply remove the download and start afresh.  The link will be removed.

However, I keep getting an error when I submit! :hopping:  I'm pretty sure it's a combination of file size and my network connection (wireless).

I'll try again later, when I'm on the core computer (with the direct connection to the web).

I've never tried Geocites since I've heard rumours about them being... unreliable.  Besides, I expect they'd want money... something I'm a little short of ATM.

Har-D, to add new turrets to a ship, you would need to export the ship into Truespace (via PCS), add the new turrets there, then reconvert back into a pof.  After that, adding entries in the tbl file is easy.
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 20, 2006, 06:43:42 am
Quote
Har-D, to add new turrets to a ship, you would need to export the ship into Truespace (via PCS), add the new turrets there, then reconvert back into a pof.
*wince* nevermind.....
Quote
Now I'm getting pissed off!
I tried to replace the file on Hades Combine, but it didn't do it.  Clearly it didn't before...
So I figured that it would be easier to simply remove the download and start afresh.  The link will be removed.
However, I keep getting an error when I submit!   I'm pretty sure it's a combination of file size and my network connection (wireless).
I'll try again later, when I'm on the core computer (with the direct connection to the web).
You should try Rapidshare.
They host your file as long as it gets downloaded, so I should think it'll be online for a looooooong time ;)
http://www.rapidshare.de/
Title: Re: An Experiment
Post by: Raptor on July 20, 2006, 08:51:03 am
Okay, Hades still refuses to work, so I followed your link Har-D.  I've also broken the files in sections, so you'll need all three parts:

http://rapidshare.de/files/26405994/Cruiser01.rar.html
THe pof model for the Fenris.
http://rapidshare.de/files/26406251/Cruiser04.rar.html
The Leviathans model file.
http://rapidshare.de/files/26406863/Maps.rar.html
The maps and everything else.

Now this SHOULD work!
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 20, 2006, 12:41:47 pm
SWEET!!!!! Gonna try it now!

[edit]
IT WORKS!!!!!! HALLELUJAH!!!!!!!!!!!!!!!!!!!!
[/edit]
Title: Re: An Experiment
Post by: Vasudan Admiral on July 20, 2006, 05:25:13 pm
Strange how no one else is posting about this..... :wtf:
*Is on holiday* :p

Being on the other side of the planet from my FS install (and not being able to download anything from rapidshare - I'd suggest using freewebs or sommat) I can't check, but if I were to guess - I'd say you were using the the original release's textures with a later version's model, or vice-versa.
There were 3 releases in this order:
1) Original multiple largish separate textures version (slowest of the lot)
2) Merged map version (much faster - still had the trim textures separate from the main map though)
3) Optimised version (most recent, and the one currently in the media VPs. It merged all non-nameplate maps into one big map - including all the lod textures)

From the screenies, it looks like you're using the models from either #1 or #2 with the textures of #3.
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 20, 2006, 10:35:41 pm
I'd been using the Merged map version (with MediaVPs 3.6.8! :wtf: )  until Raptor posted a link to the release thread, so now I'm using a slightly modified version of your Fenris/Levy. BTW, Raptor, why did you map your fenris/levy differently? Why not just put the turrets on VA's Fenris and be done with it?
Title: Re: An Experiment
Post by: Vasudan Admiral on July 21, 2006, 03:27:14 am
Nono, he did use the fenris I'd mapped, but I think he made his upped turret version back when the one with the multiple maps was the only one around.

Oh, and the #2 version is the one in the 3.6.8 media VPs, with #3 being in the 3.6.9 ones in the Freespace Upgrade Project forum.
Title: Re: An Experiment
Post by: Raptor on July 21, 2006, 08:37:56 am
You know, even I'm not sure which one I used! :o

The original upgraded version was before the HTL Fenris was made.  It then got shifted around and reworked a while ago...

Say VA, if you're sure you can't download from Rapid, whould you like me to send you the rar files direct?  That way, you could sort everything out and have a really optimsed version... :nervous:
Title: Re: An Experiment
Post by: Vasudan Admiral on July 21, 2006, 09:34:01 am
I would be able to open it in modview, but nothing more for at least 3 weeks - and even when I get back I expect to be rather busy sorry. However, I *think* this is the source file for the optimised version if you want to dump your turrets onto it and reconvert:
http://sectorfiles.net/ti-file-dump/VasudanAdmiral/UnconvertedShips/fenris-htl_highdetail.zip
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 21, 2006, 12:47:15 pm
BTW, Raptor, this is the one you used: http://www.hard-light.net/forums/index.php/topic,22178.0.html

Personally, I'd kind of fancy those Triton/Aeolus turrets of yours on the Fenris..... :D
*edit*
Scratch that, I like your Fenris turrets better. :D
I dunno WTH I was thinking..... ROFL

*off-topic*
I've been thinking, is there any way to toggle the "cycle" weapon flag on/off ingame?
Title: Re: An Experiment
Post by: Raptor on July 23, 2006, 01:39:53 am
Okay VA, I'll see about updating it.  Can't garentte when it'll be done though...

Say, would you mind if I chopped the model up to create a heavy cruiser based on the Fenris, like Hammono (?) did for his Ticogoarea (Argh, damn my spelling! :mad: )

Personally, I'd kind of fancy those Triton/Aeolus turrets of yours on the Fenris..... :D
*edit*
Scratch that, I like your Fenris turrets better. :D
I dunno WTH I was thinking..... ROFL

Yea, those turrets were intended to stand besides the new Orion triple turrets I made ages ago.  Man that was a long time ago... those ones are actually quite basic compared to the ones I'm making these days.

Don't have a clue about your last point (haven't yet used the flag!)
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 23, 2006, 03:25:34 am
The cycle flag is a weapon flag that makes the weapon muzzles fire one at a time, instead of both at the same time.
Title: Re: An Experiment
Post by: Raptor on July 23, 2006, 03:02:37 pm
I knew that, I just haven't used it yet :rolleyes:
Title: Re: An Experiment
Post by: Harbinger of DOOM on July 23, 2006, 03:39:59 pm
oh. It actually is better than the dual-fire mode when dogfighting.
At least thats what I think.
Title: Re: An Experiment
Post by: Raptor on July 26, 2006, 08:25:13 am
Now I'm fustrated... :mad:

I just spent the last hour and a half refitting that higher poly version of the Fenris you provided VA with my new turrets.

After some trouble with maps in wrong format and misnamed pof files, the darn thing still refused to work!  Corrupt or something...

Except... now even the older ones, which worked before, refuse to work! :hopping:

You sure you won't have the chance todo this instead?  I could just send you the new turrets for you to add on...
Title: Re: An Experiment
Post by: Vasudan Admiral on July 26, 2006, 02:01:50 pm
I'm sure - I can't do anything of that sort till I get back to Sydney, which is 2 weeks away, not counting the busy time I'll have upon arriving home.

The best I can do at this point is speculate.
Refusing to work - does that mean it opens in modview/PCS fine, but the game crashes when you try to load it? Or do you mean it crashed during conversion?  Need more info!
Title: Re: An Experiment
Post by: Raptor on July 27, 2006, 12:45:09 am
Refusing to work - does that mean it opens in modview/PCS fine, but the game crashes when you try to load it? Or do you mean it crashed during conversion?  Need more info!

The former.  Modelview/PCS loads fine, but as soon as I try to load a mission containing the ship...
'ERROR: Failed to load model file <>' (paraphrasing here)

Haven't tried in FRED yet.  I was under the impression that Modelview was more twitchy than FS, and that if it loads in Modelview it's fine... :wtf:
Title: Re: An Experiment
Post by: Vasudan Admiral on July 27, 2006, 04:26:07 am
That sounds like a pof data error of some sort then - can you view it in the techroom or the ship lab?

And I've always found modview to be far more forgiving than FS for all errors I've ever encountered, so it's not a good guage for telling if it will or will not work in-game.
It is however a good platform for finding errors. Send the pof over to me if you want, and I should hopefully be able to point you in the right direction. :)
Title: Re: An Experiment
Post by: Raptor on July 27, 2006, 02:14:25 pm
That sounds like a pof data error of some sort then - can you view it in the techroom or the ship lab?

No, but that's because the ship does not appear in the techroom list (along with like 75% of the ships in my tbl file, all of which have the 'in tech database' flag...)


Quote
It is however a good platform for finding errors. Send the pof over to me if you want, and I should hopefully be able to point you in the right direction. :)

Okay, I'll do that.  I'm certainly fresh out of ideas.
Title: Re: An Experiment
Post by: Vasudan Admiral on July 27, 2006, 04:57:13 pm
In the mainhall, press F3 to go to the lab - where you can view any model in the tables. It bypasses whether or not it is visible in the techroom completely. Awesome thing it is. :D
Title: Re: An Experiment
Post by: Raptor on July 28, 2006, 03:50:09 am
Ah thanks VA.  No one's yet (till now) told me how to access this ship lab thing (I guess since it came will I was away, and everyone thought everyone knew about it)

But I have to ask... surely the flag in question should work?  Is the techroom not good enough (aside from the aformentioned dissappearing ships thing)?
Title: Re: An Experiment
Post by: Vasudan Admiral on July 28, 2006, 04:31:28 am
The tech room display of the ship isn't big enough usually - and the lab allows you to check lods, take unhindered easy screenshots of only the model you want, display in wireframe  and I think edit table values from inside the game. Haven't tried that bit yet though.
Think of it as a small developers platform inside the game itself. :)
Title: Re: An Experiment
Post by: Colonol Dekker on July 28, 2006, 04:44:46 am
Scuse' the interruption. You aren't the original Vasudan Admiral are you?
Its been fraKKin ages.............
 :eek2:
Title: Re: An Experiment
Post by: Vasudan Admiral on July 28, 2006, 05:59:29 am
Errm, since what? Sectorgame you mean? I've been around the entire time since then you know - still got the same stupid name and all.  :sigh:
Title: Re: An Experiment
Post by: Colonol Dekker on July 28, 2006, 06:22:26 am
I remember you joining, [nostalgia] That was four years near enough.
[nostalgia] Nah i mean in general, i just havent noted a few peoples presence.

You still working on the bajillion mods IIRC?
Title: Re: An Experiment
Post by: Vasudan Admiral on July 28, 2006, 08:36:29 am
Still just TI actually, though I've done a few HTL models for the upgrade project too.
Actually, we still have about half the members I remember from the original Sectorgame popping up now and again, like Cerberal and GreyWolvesLeader and a few others.