Hard Light Productions Forums
FreeSpace Releases => Mission & Campaign Releases => Topic started by: karajorma on March 31, 2007, 03:56:39 pm
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Omni posted it in modding but not everyone looks there so....
http://www.hard-light.net/forums/index.php/topic,46285.msg944202/boardseen.html#new
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God Bless you BTRL Team!
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Gods bless you fraking Cylon sympathizer!
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Said by the man who wrote a Cylon SP mission :D
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Takes one to know one ;)
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Wait a second.
If I download this, will I get a pop-up that says "HAHA YOU JUST DOWNLOADED 400 MEGABYTES OF HORSE PORN!!! APRIL FOOLS!"? Cause that would be bad.
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First, I laugh at your statement.
Second, I assure you it's real. :P
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Wait a second.
If I download this, will I get a pop-up that says "HAHA YOU JUST DOWNLOADED 400 MEGABYTES OF HORSE PORN!!! APRIL FOOLS!"? Cause that would be bad.
I was having fun tooling around in the training mission last night, and I'm pretty sure I didn't stumble across any horse-on-horse action. :p
From the little I saw of things, it looks like you guys did an amazing job with this. I've never really started watching BSG (maybe one of these years...), but from the little I've seen of its space battles, it seems as though you completely nailed the feel of combat. Unfortunately, I was experiencing a rather nasty audio popping/skipping problem last night, so I didn't go any further than training; I'm hoping I can figure out what's up today and see the rest of it.
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i already finished it, i just had to put up with the audio problems. demo was fun, cant wait for the full version. kind of annoyed though, the dl took 3 hours from file front
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So you experienced audio issues too? Hmm...I'm going to go ahead and submit a Mantis report, then. No need to derail a release thread with technical complications.
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Too damned short! :D
and you could have included some extra ships for us to play with in FRED...
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Too damned short! :D
I would have loved to have included more missions but you only need to crack the VP open to see the sheer amount of work those 3 SP ones took. :)
and you could have included some extra ships for us to play with in FRED...
Actually we couldn't. We have a lot of half finished models with holes in them. You basically got everything we could include. We're trying to see if we can add more when 3.6.10 comes out though.
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I would have loved to have included more missions but you only need to crack the VP open to see the sheer amount of work those 3 SP ones took.
Holy crap that must have suck making them! :ick:
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Too damned short! :D
I would have loved to have included more missions but you only need to crack the VP open to see the sheer amount of work those 3 SP ones took. :)
I guessed as much after replaying a mission and getting a different chatter :D :yes:
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Holy crap that must have suck making them! :ick:
Not really. I get a peverse pleasure out of making hard missions. The more difficult to FRED the better. :)
The only drawback is that it slows me down. But I've always prefered quality to quantity when it comes to the number of missions in an SP campaign.
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Actually we couldn't. We have a lot of half finished models with holes in them. You basically got everything we could include. We're trying to see if we can add more when 3.6.10 comes out though.
wouldn't it technically be 3.7.0? since technically you would carry the 1? sorry, couldn't resist, and unless the SCP team is willing to ignore basic math... :P
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If you're talking about basic maths why are you failing to notice that your proposed numbering system has more than one decimal point? :p
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true enough. time to go eat a big slick of humble pie.
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You know, I don't know why anyone activated the cockpits (show ship?) while that looks really cool (did so myself)?
[attachment deleted by admin]
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probably because it obstructs your vision if they get below you, although, if your fast enough...
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We thought the ones we had were too ugly to make a standard feature. We'll be activating them in the full game as an optional extra of course :)
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Finally! :eek:
*pounces*
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This mod is godlike. Highly recommended. :yes:
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I have already uploaded a mirror of the windows installer onto HC and am currently doing the mac one, but is it possible to get the linux version (no one is seeding the torrent) for mirroring purposes?
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There should be links to it on the release thread even if the torrents are quiet now.
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Well, I'm really impressed by the voice acting, although I had some difficulties to understand everything in the middle of a fight (I'm just too bad in understanding spoken english language).
There's just one thing I dislike: I think that the "bullets" you're firing could be smaller, they're a little bit too big.
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I don't think they are too big.
Ever seen an autocannon firing? Or even high caliber machine gun with tracers? They aren't quite as prominent as the BtRL rounds, but then again I've only seen up to 20mm Bofors autocannon, and the tracer rounds were rather big and scary looking enough in bright daylight even. I think they would be pretty impressive against the darkness of space.
Perhaps they *could* be toned down a bit but I don't think it's in any way necessary, and it would reduce the oomph factor of the graphics, so... go figure. :p
Some sound effect changes would be better in place. The western revolver bullet ricochet sound comes to mind first, then the actual gunfire sound volume/balance... and the debris flyby/hit sound could have more volume, now it's hardly heard over the engines and it's such an excellent effect otherwise...
Heres's some footage (http://www.youtube.com/watch?v=OXg6J9upaCg) of 30mm tracer rounds in broad daylight... keep a close eye on close-ups as they hit the tank(s), and remember that they actually appear brighter to eye than to camera. If anything, the rounds should have higher velocity if you want them to match what you see with GAU-8 Avenger rounds, but the muzzle flashes and tracer sizes are in my opinion pretty good as is. And i also don't think big velocity changes are necessary at all, because the gun balance is actually pretty good already.
Avenger is such a horrific thing... Small and compact, only the size of a small car (but longer). :mad2:
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You need to work on the slide and vertical slide a bit more, because at speed they really aren't noticible. I kicked both a couple of times trying to get a better angle on somebody to no real effect.
I would also recommend you change the default zeroing on the guns for the Mark VII to about 600m, if they've got any zeroing on them. (I honestly couldn't detect it but recall there was supposed to be.)
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You need to hold them down - they're not going to make much difference if you just hit them once. Try sitting still and moving using only your thrusters, and you'll see how powerful theyr eally are.
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You need to hold them down - they're not going to make much difference if you just hit them once. Try sitting still and moving using only your thrusters, and you'll see how powerful theyr eally are.
Did that in the trainer, but at speed the effect is totally unnoticible except after a minute or more.
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The trainer somehow has different flight characteristics than other missions. I don't know how that works, but the lateral speed seems more limited in the training mission... :lol:
Try playing some other mission than the trainer, and check how fast does your ship travel sideways/vertically after pressing some of the thrusters for two seconds, starting from a complete standstill? They should be going at about 60-70 m/s at the selected direction. If it's substantially less, then something is wrong. It should be plenty noticeable all right...
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I've been watching the Season 2.5 DVDs again, and I think I've noticed a descrepancy between the show and the conversion.... Can anyone point me to a scene where the "gun" on the top wing of the Mark VII Viper fires? I don't know what that extra device is supposed to be, but I can't recall seeing it spewing hot death at the toasters. It could easily be my eyes and mind playing tricks on me again, but this seems like something worth double-checking.
My only other complaint came about while I was just goofing around in the single-player campaign. Out on the mission to give Scar his iconic 'upgrade,' I decided to plow head-long into one of the large asteroids at best speed, just to see if it was suitably suicidal. Unfortunately, the spectacular explosion that I hoped for was not to be, as I clipped right through the asteroid's surface, then clipped into the tunnel through the center, and clipped through the wall, into the solid part of the asteroid again. I tried approaching from several different angles, and the asteroid seems to only be a visual barrier.
Aside from these rough bits, I've been amazed by the MOD. The dogfighting, at the very least, captures the show near-perfectly. All I need now is a system of pulleys and motors to yank me around in my chair, so that I can feel those gut-wrenching G-forces in high-speed turns. Well..... That and a mission based on the battle in "A Measure of Salvation." Assault Raptors and a line with enough Raiders that you just can't miss, when you pull the trigger? Yes, please.
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The asteroid is basically either an engine or converter problem. We're trying to find out which at the moment. Bits of it are solid though so don't start expecting all of it to be fly through :)
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The 3DS Max exporter sometimes just won't produce a solid model, while on other models it works near perfectly. I haven't figured out what exactly causes the errors.
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The trainer somehow has different flight characteristics than other missions. I don't know how that works, but the lateral speed seems more limited in the training mission...
I noticed that as well, no bloody idea why though.
I've been watching the Season 2.5 DVDs again, and I think I've noticed a descrepancy between the show and the conversion.... Can anyone point me to a scene where the "gun" on the top wing of the Mark VII Viper fires? I don't know what that extra device is supposed to be, but I can't recall seeing it spewing hot death at the toasters. It could easily be my eyes and mind playing tricks on me again, but this seems like something worth double-checking.
It was animated early in the show, but they stopped because of cost/rendering time reasons.
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According to the Battlestar Wiki (http://en.battlestarwiki.org/wiki/Viper_Mark_VII), the third gun is there but not used much.