Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Fate of the Galaxy News => Topic started by: chief1983 on January 14, 2011, 04:12:50 pm
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Visible progress that is. Just today, we got a Strike Cruiser in game.
(http://swc.fs2downloads.com/media/screenshots/Capships/Strike_Cruiser/Strike_lab.png)
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And soon there'll be a mission that features it... on SVN.
(Hoping to kick out a playable version tonight)
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And I'm hoping to FRAPS that mission, so I hope it's good :)
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engines SO GOOD
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I committed the said mission. I left a one/two-minute-long pause in the middle of the mission to let our Honorable Project Leader fly around the Strike Cruiser to show the model, as opposed to the forces that are striving to destroy it.
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Two pics from the mission:
(http://img705.imageshack.us/img705/8356/strk2.jpg)
(http://img16.imageshack.us/img16/605/strk3.jpg)
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Not loading the first for some reason but the second one is :jaw: keep up the good work guys
edit
:wtf: now image 1 is loading, still :jaw:
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Holy. ****.
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This makes me happy, sirs...
When something is finally released, you'll have done a truly remarkable feat: produced an actual Star Wars game since post-2000. :eek:
My question now is, what's with the bounding box about the cruiser?
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It's the HUD target box isn't it? Awesome HUD by the way.
(Thaeris, dude, if you are going to have a book for a sig please don't double space it. It takes up half my browser.)
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The HUD target box isn't properly surrounding the ship there, there may still be an issue with the all new HUD code and how it calculates that, or with the model's collision box.
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The bounding box thing is probably because detail-0 itself is pretty small and apparently the bounding box doesn't take subobjects into account. Easily fixable in the model.
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That,
is one fantastic looking Strike-Cruiser. And I love the HUD.
Bl**dy Fantastic work!
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Seconded on the engine part, how do you get the glow to shine on the hull?, is that engine rendered or you painted it over the texture?
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It's pre-rendered on the glowmap. Looks pretty dang good though.
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:jaw: Progress! GLORIOUS PROGRESS!!! Holy crap that is epic! :eek2:
Holy. ****.
Ditto. :nod:
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It's not the Geth!
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:eek: That looks great!
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looks warsy enough to pass.
looks quite good too.
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Strike cruiser looks good. Hope you don't mind me making some comments on the HUD, though - this is a subject that actually falls within the realm of my profession, so I find it hard not to go analyze it :) I realize it's probably not final, so if the following comments aren't helpful just ignore them.
First and foremost, I don't think that this "let's get rid of the stuff around the reticle and move it all down" thing works - it's way too busy at the bottom. There's too much information just bunched up on top of each other, making it hard to discern where one type of information ends and another begins at a quick glance. I would suggest grouping each kind of information together logically, and giving the groups some space between them so it's easier to make out what's what. For instance, I'd move the G,S,E gauges to the right of the shield status display, not separate them by it. The auto target, auto speed and similar icons are pretty big; decreasing their size a bit so there's some distance between them and the rest of the hud elements would help. The speed gauge should probably be moved somewhere else, if necessary back to the left of the reticle. The shield icons are placeholders I assume, they're identical to fs2 ones. Also, the radar display looks kind of weird without some sort of an outline to define it's borders, so I'd suggest adding one.
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Just FYI, the widescreen HUD has currently had more attention than the full screen. Here it is.
(http://img130.imageshack.us/img130/3329/picture1ji.png)
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Oh, that's much better. My only suggestion would be to group the G,S,E gauges together instead of separating them, and adding a border to the radar display. Other than that looks good. I can see you're not going to have fun adjusting the non widescreen version though :)
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Yeah, the fullscreen HUD is quite a mess right now (sorry TopAce!). Currently I have the ETS split by the shield icon so that all the Gun, Shield, and Engine stuff stays neatly grouped together (except for the actual weapons gauge which is something I only glance at occasionally), and because I love how the player shield icon looks right in front of your nose there. I'm certainly open to alternate suggestions for the positions though--as you know I'm on IRC pretty much all the time :)
The final radar gauge will indeed have a border, as well as some other changes chief has suggested. Thanks for the feedback!
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I'd like to see my suggestions before we call them final, I could be way off you know :)