Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: Al Tarket on August 09, 2008, 01:13:27 pm
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oh.. i hate to disappoint but the campaign in this version, raider wars has a lot of bugs in it, some sections in the voice acting are prematurly cut off and some sections not even voice acted out. the woman who plays the admiral on the scyulla is so quiet i can barely make out what she is saying. their are a few graphic glitches and some misreadings such as one example of the raider fighter, it says very good maneuverability and it moves like its attached to a bus turning a tight corner with some speed which contradicts what this is saying saying.
in fred tbp version i do not have a clue how to warp in a raider carrier with the 18 fighters docked and make them undock and fight. i saw a very funny thing happen when they couldn't undock. the whole carriers top speed increased and bounced around ships and jumpgates.
in fred again the nameplates on the Omega destroyers and omega x destroyers are either limited or non existant. i can think of a few destroyers off the top of my head that should of been added, not least the Alexander which survived from that EA attack on babylon 5 to the end of president clarks regime, and a valiant effort from the churchill and pollux.
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in fred tbp version i do not have a clue how to warp in a raider carrier with the 18 fighters docked and make them undock and fight. i saw a very funny thing happen when they couldn't undock. the whole carriers top speed increased and bounced around ships and jumpgates.
well, this is not possible due to the limitations of the engine
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It might actually be possible but not in any conventional thinking. If you are already able to get the ship to show up with them and the only problem is undocking then you could possibly fake it by removing the carrier using ship-vanish and placing another one right where it was.
Note this is a theory and never been tested.
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has just been tested and for me it does not work. the fighters disappear along with the carrier. well i might as well undock them and warp the carrier in seperate unless someone more experienced with fred can take on this theory.
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The sound problems sound like a problem on your end. The commander of the scylla comes out perfectly on two of my pc's and hers is the best voice acting I've seen so far. Gave me goosebumps. :)
And on the docking with the carrier, make sure the initial order for the fighters is for them to play dead. A fighter can drag around a capital ship if it's docked to it and starts turning.
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it does not matter, their is a serious flaw with the carrier itself, the fighters look attached but when you get close the spinning middle dock and big dock rings are spinning but the fighters are not attached and going around.
i tried destroying the subsystem and re enabling the subsystem after jump in to see if the fighters would undock, no luck.
its not my end, i know this because no matter how loud i put my sounds hers is too low, but everyone elses are coming in clear and loud.
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in fred tbp version i do not have a clue how to warp in a raider carrier with the 18 fighters docked
It won't work no matter how hard you try. So don't bother. As for your other comments, sometimes perfection just isn't an option.
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Yep :nod: a Heckload of great possibles beats zero impossibilities.
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So, guess you can just fake it. Have the carrier and zephyr's be invisible somewhere way out of range. Then create the warp-effect, move the raider carrier there, face it in the right direction and send it to a waypoint where it undocks?
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clever faking is so great, just look at my campaigns :lol:
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I thought the Scylla had very good voice acting.
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It did. He's just saying it was quiet. Which, point of fact, it was. Unfortunately we could not get the samples we were given any louder without ruining quality.
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It might actually be possible but not in any conventional thinking. If you are already able to get the ship to show up with them and the only problem is undocking then you could possibly fake it by removing the carrier using ship-vanish and placing another one right where it was.
Note this is a theory and never been tested.
that does not work ....
but I've my own way to make this work ... and that's way it works ;)
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i have other problems with this campaign.
the background of the debreifing screen. when you got grey writing up there, you cant see parts of it because some of the background is also grey.
the drakh mothership takes 2 minutes for it to finish exploding and a further 5 minutes to explode and break up, it also takes less longer with the planet killer but that planet killer still has a long explode and break up time.
the whitestar camera is not of my liking so the crosshair is off by a bit, so i am missing fighters, raiders and other small ships because of it. the other problem is that neutron beam, when you take down any ship or fighter with that beam, it doesn't count towards your kill score.
The g'quan has holes in the damage hit, i recently fired a whitestar beam into the forward undersection of that ship and never hit the ship, went right through it like it was not their.
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i have other problems with this campaign.
the background of the debreifing screen. when you got grey writing up there, you cant see parts of it because some of the background is also grey.
I believe someone made an alternate background. Might want to look for that.
the drakh mothership takes 2 minutes for it to finish exploding and a further 5 minutes to explode and break up, it also takes less longer with the planet killer but that planet killer still has a long explode and break up time.
Try setting the kamikaze flag and/or use a special explosion. Time to die is based on the size of the explosion. Kamikaze overrides this at least for special explosions.
the whitestar camera is not of my liking so the crosshair is off by a bit, so i am missing fighters, raiders and other small ships because of it. the other problem is that neutron beam, when you take down any ship or fighter with that beam, it doesn't count towards your kill score.
That has to do with the way the FS2 engine works. Damage done by beam weapons on cap ships doesn't count towards kills. If the ship is a gunship the game treats it's beams as capital ship weapons. You can work around this by making a TBM with the Whitestar as a fighter instead of gunship.
The view is what it is. Remember this is a small capital ship.
The g'quan has holes in the damage hit, i recently fired a whitestar beam into the forward undersection of that ship and never hit the ship, went right through it like it was not their.
I know there are a few holes in some of the ships due to the POF conversion but this is the first I've heard of the G'Quan having one. The Whitestar beam will go through a ship. Are you sure it didn't do any damage as it was going through? Did you destroy a subsystem?
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Al Tarket. Go play something else. Please.
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As for the loooong explosion time, (if i`m correct) you can change that in the ships table.
But why, I like the Babylon Project as it is. :D
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TBP IS FINAL AND WILL NOT BE CHANGED. Thus this list of complaints is really quite pointless. Thread locked.