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General FreeSpace => FreeSpace Discussion => Topic started by: MatthTheGeek on May 31, 2010, 03:27:14 pm

Title: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on May 31, 2010, 03:27:14 pm
Those hanging around on the IRC channel do know already about this, so yes, I'm working on my own FS total conversion for Homeworld 2. I know, there is already an old released FS mod (http://www.moddb.com/mods/freespace-a-new-age), but it's dead, unfinished and not satisfying. I know, there is another in the making (http://www.moddb.com/mods/freespacefleet-command), but let's say I do not like his style.

Anyway, I wanted to do my own, making things myself. I'm using FSU materials, but you can be sure I'm crediting everyone that need to be credited. I'm making this for fun, this is not a race or a competition with the two other mods. I'm aiming to make this as close to FS as possible in term of gameplay, feeling and look, while doing the changes required for a HW-like RTS.

Keep in mind the early WIP status : I've only been working on it for 4 days !

A few WIP pics :
(http://img228.imageshack.us/img228/3003/ss00014.th.jpg) (http://img228.imageshack.us/img228/3003/ss00014.jpg)(http://img80.imageshack.us/img80/5377/ss00017g.th.jpg) (http://img80.imageshack.us/img80/5377/ss00017g.jpg)(http://img241.imageshack.us/img241/3037/ss00018.th.jpg) (http://img241.imageshack.us/img241/3037/ss00018.jpg)
(http://img340.imageshack.us/img340/2503/ss00019.th.jpg) (http://img340.imageshack.us/img340/2503/ss00019.jpg)(http://img84.imageshack.us/img84/1715/ss00022.th.jpg) (http://img84.imageshack.us/img84/1715/ss00022.jpg)(http://img704.imageshack.us/img704/3571/ss00024.th.jpg) (http://img704.imageshack.us/img704/3571/ss00024.jpg)
(http://img171.imageshack.us/img171/9338/ss00025t.th.jpg) (http://img171.imageshack.us/img171/9338/ss00025t.jpg)(http://img517.imageshack.us/img517/1523/ss00026.th.jpg) (http://img517.imageshack.us/img517/1523/ss00026.jpg)(http://img580.imageshack.us/img580/6673/ss00027.th.jpg) (http://img580.imageshack.us/img580/6673/ss00027.jpg)

And a couple of WIP videos :
(http://video.xfire.com/2c3bf9-4.jpg) (http://fr.xfire.com/video/2c3bf9/)(http://video.xfire.com/2c5f13-4.jpg) (http://fr.xfire.com/video/2c5f13/)

Link to game files (http://www.mediafire.com/?mzmnyj0f1mm) for those who have the game. Install instructions in the Readme.
Last updated : 24th June 2010.

Now I want comments, criticism, remarks, anything. All feedback from the community is appreciated, I want it to be made by a FS fan, for FS fans :).

EDIT : Content of the Readme for the times I forget to put it in :p
Code: [Select]
------------------------------------
Install instructions
------------------------------------

Make sure you have HW2 v1.1 installed correctly, and that you are not using another non-.big mod.

Drop the content of this file (the art, ship, weapon etc folders) in you Homeworld2/Data folder.

Add -overridebigfile to your HW2 shortcut.

Enjoy.

------------------------------------
Credits
------------------------------------

FSU team for most of the materials (meshes, textures, effects).
starwolf1991 for the ASW subspace effects.
Trashman for the Orion BGreen turret.
Aldo and Woomeister for the GTFr Demeter.
Volition for some other materials (sounds, a few effects) and for the awesome game they made.
Relic for the game engine, and the equally awesome game they made :).
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: The E on May 31, 2010, 03:33:45 pm
For just 4 days' work, this is looking pretty awesome. Good job.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: SpardaSon21 on May 31, 2010, 03:59:42 pm
So MatthTheGeek, what don't you like about BloodFleet's FS2 mod?  Have you said anything to him about it?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 01, 2010, 06:49:40 am
Basically, the fact he is just remaking HW2 with FS ships. I'm working the other way around. I want mine to feel FS, not just feel HW2 with FS ships for fun.

Well, also, the fact he put team colors EVERYWHERE. Dude, the Hatshepsut is retarded in purple.

And last but not the least, he put "lol" in the description of his mod. I can't possibly have respect for this mod after that.

j/k.

Alright, seriously now, I'm not working with him mainly because I want to make this mod on my own. Like a pet project. I've talked with him, and like I said, I don't want to turn this into a competition.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Fury on June 01, 2010, 07:03:16 am
Well, also, the fact he put team colors EVERYWHERE. Dude, the Hatshepsut is retarded in purple.

And last but not the least, he put "lol" in the description of his mod. I can't possibly have respect for this mod after that.
This is no joking matter. :(
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Dragon on June 01, 2010, 10:05:30 am
Are you talking about FS: A New Age?
As I recall, it didn't had too much team colors and was pretty good in the terms of gameplay.
The only problem I had with it is that it used lo-poly models.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 01, 2010, 10:13:17 am
Quote from: myself
I know, there is another in the making (http://www.moddb.com/mods/freespacefleet-command), but let's say I do not like his style.
Quote from: SpardaSon21
So MatthTheGeek, what don't you like about BloodFleet's FS2 mod?  Have you said anything to him about it?






So yeah, about A New Age, it's just old, dead and unfinished, but not really bad.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Akalamanaia on June 01, 2010, 10:45:23 am
If you need a helping hand with the AI, give me a call. I was the first AI coder for Freespace: A New Age(and pretty much trained the second one who rewrote the whole AI). You can find me at xfire as "Vemarkis".
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 01, 2010, 11:22:33 am
Yeah, AI is one of my biggest weaknesses. I've added you on Xfire, thanks for the help :)

EDIT : Been having fun with death fx. Most is retail HW2, some is from the HW@ mod, and I added a few FS shockwaves but they need more work to really fit in it.

(http://img697.imageshack.us/img697/5122/ss00029.th.jpg) (http://img697.imageshack.us/i/ss00029.jpg/)(http://video.xfire.com/2c8d57-4.jpg) (http://fr.xfire.com/video/2c8d57/)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 01, 2010, 04:48:53 pm
The FS shockwaves look....real bad in comparison to the flashy stuff already there.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 02, 2010, 12:55:32 am
That's what I've basically been thinking. I want to have them, but I have yet to find a way to implement them nicely.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: SpardaSon21 on June 02, 2010, 01:01:51 am
Have tons of shockwaves coming off destroyed vessels in cascading waves so it looks like its blowing up a piece at a time.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: mmm99 on June 02, 2010, 06:48:15 am
May I just be an idiot and say why didn't you use Star Wars Empire at war? Good game. But Im sure you have a good reason. Can I ask why?

I think this mod would fit into the existing game physics easy but then I havent played home world 2.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 02, 2010, 09:51:44 am
Hmm... maybe because, well, I have never even tried to mod EaW, and I've been modding for years ?

And at any rate, HW2 > EaW.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: The E on June 02, 2010, 09:57:02 am
They're different games, really. Empire at War is a strategy/tactics hybrid, while HW2 is all about tactics (There is no strategic element in HW2, no elaborate planet management etc).

An FS2 mod for EaW would be awesome, but a very different game indeed.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 02, 2010, 10:20:56 am
Quote
There is no strategic element in HW2
Wat

Seriously. There is no strategy involved in EaW. The guy with the biggest fleet win, period. Not comparable to HW2 at any degree.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: The E on June 02, 2010, 10:39:39 am
*Sigh*

Do I really have to explain the difference between "Strategic" and "Tactical"? Strategic: Make plans on the big scale. Assemble fleets, manage worlds, move chesspieces around. Tactical: Take control of one engagement, micro-manage each unit in that engagement to defeat the other guy's chesspieces.
I know this runs counter to the "Real-Time Strategy" label that gets pinned on what are essentially tactics games, but it's far closer to what you are actually doing.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: SpardaSon21 on June 02, 2010, 10:47:35 am
There's also the small matter of the EaW engine not supporting beams, except those hacked in as abilities that are based off the tractor and proton beam abilities, and they still have to use the exact same beam effect as those two.  Any beam weapons in EaW are just lasers that fire a long burst really, really fast.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Paladin327 on June 04, 2010, 02:47:49 am
There's also the small matter of the EaW engine not supporting beams, except those hacked in as abilities that are based off the tractor and proton beam abilities, and they still have to use the exact same beam effect as those two.  Any beam weapons in EaW are just lasers that fire a long burst really, really fast.

now we're just getting picky. i for one would love to see a freespace mod for EaW
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Scotty on June 04, 2010, 03:00:06 am
I imagine it'd be comparatively easy to make a late T-V War or Great War mod for EaW.  No beams to complicate things.  SSLs could be Protons beams, colored different.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 04, 2010, 01:34:34 pm
I imagine it'd be comparatively easy to make a late T-V War or Great War mod for EaW.  No beams to complicate things.  SSLs could be Protons beams, colored different.

If anyone wants to work on a FS1 mod for EaW, sign me up. I used to mod EaW/FoC fairly extensively. :P
I've been meaning to get back to it for some time.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 05, 2010, 10:48:47 am
Made progress on the Apollo. Thruster flares, and full primary armament complete (One bank of Avenger and one bank of ML-16). Shields are also fully functional. I've updated the link on the first post for those interested in testing.

In term of secondaries, I'll probably set up MX-50s against fighters/bombers and Furies against larger targets.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Titan on June 05, 2010, 11:01:20 am
You EaW guys are forgetting that EaW is space and ground combat. Dunno how that would work, though there's single player space skirmish. But where's the fun in that?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 05, 2010, 12:20:59 pm
You EaW guys are forgetting that EaW is space and ground combat. Dunno how that would work, though there's single player space skirmish. But where's the fun in that?

Oh right. :P
Well, noone plays land anyway. Though it would still work if we got terran marines, vasudan marines, and shivans (and have the battles take place...on ships...(change the maps :P)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 06, 2010, 11:25:17 am
Two more ships ingame :
(http://img210.imageshack.us/img210/5915/ss00036.th.jpg) (http://img210.imageshack.us/img210/5915/ss00036.jpg) (http://img571.imageshack.us/img571/5418/ss00035.th.jpg) (http://img571.imageshack.us/img571/5418/ss00035.jpg)

The Zephyrus will be the harvesting unit, I've already started turning asteroids into dust coulds/nebulae.

The Arcadia will be the main production/repair station of the GTA. External Polaris/Ganymede will be available as buildable subsystems.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 06, 2010, 01:04:05 pm
So Arcadias are like...shipyards once upgraded? :D
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 06, 2010, 02:40:52 pm
Yeah, bscly.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 07, 2010, 07:14:28 am
I came up with the idea! :D
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 07, 2010, 08:05:29 am
Yes he did.

While we're on that topic, what do you think I should do with the destroyers ? Only be able to dock fighters for repair isn't too useful (especially since the AI never dock fighters), carrying them is irrelevant because all ships can make subspace jumps, and building fighters directly from them looks a bit overkill. Suggestions ?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Scotty on June 07, 2010, 08:43:55 am
Would you be able to set a local pop cap from each Destroyer?  That might be a way to limit the overkill of just being able to build them, and building them could always be fluffed as prepping them for launch.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 07, 2010, 05:33:26 pm
Perhaps do something akin to the keeper destroyer in the old FX mod, you can build the fighters you want and they stay docked until your ship enters combat, then they automatically launch and attack on their own (the wold b more like drones but at least you won't have to manage them)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 07, 2010, 07:22:31 pm
Perhaps do something akin to the keeper destroyer in the old FX mod, you can build the fighters you want and they stay docked until your ship enters combat, then they automatically launch and attack on their own (the wold b more like drones but at least you won't have to manage them)

This sounds good. You probably want to cap the amount of fighters you can build/store per destroyer.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 08, 2010, 12:03:20 am
Well obviously you would, but you wouldn't have a global limit for fighters, bombers but for the ships that can build them, this way you can build the max amount of strikeraft for caps.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 08, 2010, 12:06:38 am
I'll probably end up doing something like that, but that need some heavy scripting and that's something I have yet to learn.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 08, 2010, 12:10:59 am
I'd feel it more canon if they were built elsewhere, then transferred to a destroyer.
 
I remember command briefings along the lines of "we've just recieved a shipment of xyz, enjoy" if they need to be built from an Arcadia module I guess that'll have to suffice in lieu of canon production facilities.
 
Looking great though. Research tree will be sod. I'm hoping we'll need to research default loadout weapons ie cyclops before the bombers can come online etc.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 08, 2010, 12:57:14 am
I'd feel it more canon if they were built elsewhere, then transferred to a destroyer.
 
I remember command briefings along the lines of "we've just recieved a shipment of xyz, enjoy" if they need to be built from an Arcadia module I guess that'll have to suffice in lieu of canon production facilities.
 
Looking great though. Research tree will be sod. I'm hoping we'll need to research default loadout weapons ie cyclops before the bombers can come online etc.
Did you even read the thread?

While we're on that topic, what do you think I should do with the destroyers ? Only be able to dock fighters for repair isn't too useful (especially since the AI never dock fighters), carrying them is irrelevant because all ships can make subspace jumps, and building fighters directly from them looks a bit overkill. Suggestions ?
Though your post does give me an idea, how about building the fighters from the Arcadia and having them automatically warping to a destroyer with free slots and docking, and then it becomes automated et etc?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 08, 2010, 01:16:54 am
Yep. I did read it. I read it all. In the first few posts it says it's a Freespace mod  for Freespace fans.
 
Hence my canon comment ;p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 08, 2010, 02:47:36 am
Yep. I did read it. I read it all. In the first few posts it says it's a Freespace mod  for Freespace fans.
 
Hence my canon comment ;p
Well uh, no one was saying it wasn't canon.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 08, 2010, 02:52:21 am
I don't understand why you asked me if I read the thread then.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 08, 2010, 03:11:19 am
I'm not so sure about fighters only being "stored" on ships. Thanks to the subspace drives fighters could start from a base or ship several jumps away (in terms of HW from off the current battlefield). And the Arcadia surely has it's own fighter complement too.
Would it be possible to limit the fighers ammunition, to force the player to periodically dock the fighters to a base or capitol ship to keep them effective?
If not, perhaps re-introducing fuel for fighters like in HW1 might be a good idea.

Come to think of it, you didn't mention destroyable subsystems so far. Will it be possible to shoot some of the weapons off of capships?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 08, 2010, 06:39:28 am
I'd feel it more canon if they were built elsewhere, then transferred to a destroyer.
 
I remember command briefings along the lines of "we've just recieved a shipment of xyz, enjoy" if they need to be built from an Arcadia module I guess that'll have to suffice in lieu of canon production facilities.
That's also how I feel, but then the carrier function of the destroyers become pretty useless - and in the FS1 era, the destroyers would become just totally useless. Like I said, because all ships can jump anywhere in the battlefield, carrying ships is irrelevant from a gameplay point of view.

But I plan to have supply freighters periodically jump in and depose resource at the Arcadia (and maybe between the Arcadia and the destroyers too), giving a consistent use for the freighters, providing another resource source, forcing the player to protect the convoys and creating a "ships parts are made elsewhere and assembled in the Arcadia" explanation :)

Though your post does give me an idea, how about building the fighters from the Arcadia and having them automatically warping to a destroyer with free slots and docking, and then it becomes automated et etc?
Yeah, but I just don't want automated fighters. FS is originally a space shooter, in which fighters prevails. I want the player to have full control of the fighters, be able to coordinate fighter/bomber strikes, escort and such.

Anyway, something that should be doable script-wise is making the destroyers increase the fighter pop cap.

Yep. I did read it. I read it all. In the first few posts it says it's a Freespace mod  for Freespace fans.
 
Hence my canon comment ;p
And you're absolutely right. I am very concerned about canon and keeping a true Freespace feel, not only a "omg freespaice ships in HW dat's cool" feel.

Would it be possible to limit the fighers ammunition, to force the player to periodically dock the fighters to a base or capitol ship to keep them effective?
Ammunition capacity wouldn't be really easy to achieve. Making single-use weapons is definitely doable though (making it a special weapon like the scout EMP in HW2 and giving it a veeery long recharge time), and I may do that for Harbringer/Helios warheads.
However the "periodically dock" idea is something I will dig up. It should be possible to force (via scripting) the fighters to dock periodically to the nearest docking ship for R&R. And that will definitely make the fighterbays of the destroyers useful. That may also enable me to introduce the support ships (Centaur, Hygeia) into the gameplay.

If not, perhaps re-introducing fuel for fighters like in HW1 might be a good idea.
People have tried that, but it's just impossible to set up a non CPU-expensive system for this with the tools we have.

Come to think of it, you didn't mention destroyable subsystems so far. Will it be possible to shoot some of the weapons off of capships?
That's already done, good sir :p. Each and every turret is targetable and damageable. However I made them so they can't be destroyed, only deactivated for a time, so they will regenerate over time and the player won't have to deal with a subsystem management menu for each capital ship. That's also basically how I dealt with shields (invisible subsystem around the ship that regenerate over time). I have yet to turn engines (and maybe weapons and other subsystems) into subsystems, because I need a mesh for them - I have enough things to do before I work further on that though.



Also, something that prevails in FS are the cargo depots. Any suggestion about how to integrate them cleverly into the gameplay ?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 08, 2010, 07:31:01 am
What about as a resource point?
 
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 08, 2010, 08:12:40 am
You mean, putting neutral cargo depot in the middle of the map that anyone can grab ? That seems a bit off.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 08, 2010, 08:59:41 am
Quote
Ammunition capacity wouldn't be really easy to achieve. Making single-use weapons is definitely doable though (making it a special weapon like the scout EMP in HW2 and giving it a veeery long recharge time), and I may do that for Harbringer/Helios warheads.
Is it possible to make something like the missiles of the Fighters in Cataclysm? That the special ability weapons don't recharge by temselfs, but only on landing?

As for the depots, how about placing them with the convoys and give them an aura that increases regernation speed of subsystems and shields? If that's not possible you can use them as resuply points for the fighters, like an immobile Hyegia/Centaur, but with multiple docking points.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 08, 2010, 09:05:47 am
Is it possible to make something like the missiles of the Fighters in Cataclysm? That the special ability weapons don't recharge by temselfs, but only on landing?
That's exactly what I meant with "single use-weapons". The recharge rate is reset when docking. I've already done that for the Homeworld Universe mod, so I'm definitely able to implement that.

As for the depots, how about placing them with the convoys and give them an aura that increases regernation speed of subsystems and shields? If that's not possible you can use them as resuply points for the fighters, like an immobile Hyegia/Centaur, but with multiple docking points.
Why not, but that still doesn't seem too "natural". I have to play with the idea a bit. I'm throwing that here, but I'm still nowhere near to implement that yet anyway.

EDIT : Maybe having supply depots scattered around the map for each player, defended with a few sentry guns (that belong to the player of course). Anyone can grab the cargo for resources with their freighters, but the enemy will have to find the depot and deal with the sentries first if they want to steal the cargo of a depot that isn't his.

EDIT2 : Zephyrus harvesting gas pockets. WIP of course.
(http://img171.imageshack.us/img171/6916/ss00038.th.jpg) (http://img171.imageshack.us/img171/6916/ss00038.jpg)

EDIT3 : Moar WIP !
(http://img28.imageshack.us/img28/2696/ss00041.th.jpg) (http://img28.imageshack.us/img28/2696/ss00041.jpg)

EDIT4 : And more again :
(http://img191.imageshack.us/img191/7208/ss00043.th.jpg) (http://img191.imageshack.us/img191/7208/ss00043.jpg)
No, that dish doesn't rotate yet.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 09, 2010, 12:56:34 pm
Though your post does give me an idea, how about building the fighters from the Arcadia and having them automatically warping to a destroyer with free slots and docking, and then it becomes automated et etc?
Yeah, but I just don't want automated fighters. FS is originally a space shooter, in which fighters prevails. I want the player to have full control of the fighters, be able to coordinate fighter/bomber strikes, escort and such.

Anyway, something that should be doable script-wise is making the destroyers increase the fighter pop cap.
Well, I hate to break it to you, but this ain't a space shooter, it's HW2 which is all about the mass of capital ships. :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 09, 2010, 01:03:31 pm
I already find mass of capital ships retarded in HW2 (I can win a 1vs2 fight against the CPU in Expert without building a single BC), so you can be sure I'll try to avoid such tactics in my mod. Easy to do for the FS1 era (we all know how useless capships are), it'll require a bit more balancing in the FS2 era. I just don't want people mass-producing Orions or Deimos.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 10, 2010, 06:47:17 am
Good, I liked how in HW1 strike craft were more useful. In HW2, once you get frigates you might as well just stop building strikecraft. :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 10, 2010, 06:54:13 am
Actually, frigates are just not durable enough in most circumstances. My favoured tactic in skirmish is Interceptor/Destroyer combo rush :p

EDIT : (http://img19.imageshack.us/img19/6513/ss00044.th.jpg) (http://img19.imageshack.us/img19/6513/ss00044.jpg)

(http://img194.imageshack.us/img194/4971/ss00045.th.jpg) (http://img194.imageshack.us/img194/4971/ss00045.jpg) (http://img63.imageshack.us/img63/9166/ss00046.th.jpg) (http://img63.imageshack.us/img63/9166/ss00046.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: General Battuta on June 10, 2010, 01:15:15 pm
Good, I liked how in HW1 strike craft were more useful. In HW2, once you get frigates you might as well just stop building strikecraft. :p

Frigates suck. Corvettes and fighters will asplode them. Anything bigger will eat them up like a tasty burger.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: FreeSpaceFreak on June 10, 2010, 04:20:26 pm
(http://img194.imageshack.us/img194/4971/ss00045.th.jpg) (http://img194.imageshack.us/img194/4971/ss00045.jpg)
Heh, seems like the bomb thrusters are just slightly misplaced... Some nice debris effects there though, even if it are just square faces.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Titan on June 10, 2010, 04:43:41 pm
(http://img194.imageshack.us/img194/4971/ss00045.th.jpg) (http://img194.imageshack.us/img194/4971/ss00045.jpg)
Heh, seems like the bomb thrusters are just slightly misplaced... Some nice debris effects there though, even if it are just square faces.

Isn't that debris field from vanilla HW2?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 10, 2010, 06:34:48 pm
Man, those planar shockwaves look TERRIBLE clipping the hull like that. Any way of making them render above what they're asploding on?

Of course, its the same as in FSO, but you don't really see them doing that that often as you're usually trying to well, not get shot up...so you don't really have the time to be irked by LOL SHOCKWAVE CLIPPING.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Mongoose on June 10, 2010, 10:18:29 pm
It's strange, but I didn't notice that at all.  I must be subconsciously used to it in FS. :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 11, 2010, 12:02:34 am
Heh, seems like the bomb thrusters are just slightly misplaced...
True, I'll have to fix that. Thruster and trails aren't fun to make, especially on objects as small as a Tsunami...

Heh, seems like the bomb thrusters are just slightly misplaced... Some nice debris effects there though, even if it are just square faces.
Isn't that debris field from vanilla HW2?
True, they are static objects present at the beginning on the map I'm using for playtesting. Maybe I'll use these kind of megaliths in the maps I'll make, such as Legion-like derelict Orion or any kind of debris or asteroids.
Man, those planar shockwaves look TERRIBLE clipping the hull like that. Any way of making them render above what they're asploding on?

Of course, its the same as in FSO, but you don't really see them doing that that often as you're usually trying to well, not get shot up...so you don't really have the time to be irked by LOL SHOCKWAVE CLIPPING.
Yeah, I definitely have to rework those. If I manage to have them not facing the player at all times, it'll look much better.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 11, 2010, 12:17:38 am
Isn't that debris field from vanilla HW2?
True, they are static objects present at the beginning on the map I'm using for playtesting. Maybe I'll use these kind of megaliths in the maps I'll make, such as Legion-like derelict Orion or any kind of debris or asteroids.

That would be badass.
Perhaps a wrecked Arcadia for Tombaugh/Riviera (if only for dramatic effect). :P
Space wrecks are great for atmosphere.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 11, 2010, 03:26:45 am
I though he was firing primaries too.
 
Also the debris is stock HW2 background stuff.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 11, 2010, 11:08:52 am
Moar eyecandy.
(http://img517.imageshack.us/img517/1346/ss00048.th.jpg) (http://img517.imageshack.us/img517/1346/ss00048.jpg)
Working on the FS2-era version now.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: FreeSpaceFreak on June 11, 2010, 11:30:07 am
Looking good now :yes:

Only, you misspelt "resources".
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 11, 2010, 12:04:05 pm
Only, you misspelt "resources".
French version of HW2 -> French spelling -> Ressources.

That string is dependant on the version of HW2 you run. I have made no modification of the UI.

That's why I usually deactivate the UI completely when I take a screenshot :)

EDIT : (http://img404.imageshack.us/img404/3451/ss00049.th.jpg) (http://img404.imageshack.us/img404/3451/ss00049.jpg)

EDIT2 : I have uploaded the current version in the first post. Building available from the Arcadia, although no dockpaths have been made yet. Rough AI implemented, although I didn't take the time to test it.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Akalamanaia on June 11, 2010, 03:55:11 pm
The AI does not do anything but collect resources on my end, I think I could have it fixed by tomorrow or sunday.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 11, 2010, 04:02:04 pm
This is probably because they don't have a large enough array of ships to play with - I know the AI will always try to build scouts at the beginning of the game. Thanks for the help though.

EDIT : (http://img29.imageshack.us/img29/1082/ss00050.th.jpg) (http://img29.imageshack.us/img29/1082/ss00050.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Akalamanaia on June 11, 2010, 04:13:04 pm
The amount of ship types has no affect on if the AI will build or not.

Theres some factors here

A)What are my current fighter, corvette, frigate, and capital demand?
B)What are my current counter fighter, corvette, frigate, and capital demand?(this is determined in part by scouting..you also have not defined a scout for the AI in CpuBuild which can affect this, it also needs to know there what ship is a scout besides classdef).

At least with your AI without my mods, the hw2.log is filled with stuff to do with subsystems, since the AI still has a demand for them but it has none to build..but at any rate, I should have fixed it locally soonish.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 12, 2010, 02:58:51 am
Don't hesitate to use HW2 ships as placeholders if needed, I'll convert the relevant ships to fill the gaps.

Been having moar fun with splosions : (http://video.xfire.com/2d79c0-4.jpg) (http://fr.xfire.com/video/2d79c0/)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Wanderer on June 12, 2010, 03:02:51 am
Oooh... Pretty
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 12, 2010, 03:29:58 am
(http://img824.imageshack.us/img824/8097/ss00051.th.jpg) (http://img824.imageshack.us/img824/8097/ss00051.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Wanderer on June 12, 2010, 04:01:08 am
Hmm... blinding effect is now possible in FS... and scripting can produce quite similar particle trails as in there.. I think (given there were would support for artists) that similar effects could be made on FS. Well.. perhaps not exactly similar but very much a like.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 12, 2010, 08:51:43 am
Good news, everyone ! Thanks to Akalamanaia's superb work, we now have a fully functional AI, at least for the FS1 faction. I've updated the link in the first post, enjoy :)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Thaeris on June 12, 2010, 12:21:04 pm
(http://img824.imageshack.us/img824/8097/ss00051.th.jpg) (http://img824.imageshack.us/img824/8097/ss00051.jpg)

Yeah, we need a better Angel...
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 12, 2010, 01:03:30 pm
There are models which need much more to be overhauled than the Angel IMHO. Me want HTL Hatshepsut !
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 12, 2010, 01:11:27 pm
Whatever happened to that thing in progress with SUPSERSEXYHUMPHUMPTURRETS?



On-Topic, D/Ling on my phone now for later transfer to my pc :D
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 12, 2010, 01:27:22 pm
What SUPSERSEXYHUMPHUMPTURRETS are you talking about ? :D
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: FreeSpaceFreak on June 12, 2010, 01:56:23 pm
The ones of which images were posted as an attachment, which was subsequently purged from the forum. But indeed, sexy they were.

/me wishes ragignoli would return and finish his work
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Rodo on June 12, 2010, 02:33:53 pm
Hmm... blinding effect is now possible in FS... and scripting can produce quite similar particle trails as in there.. I think (given there were would support for artists) that similar effects could be made on FS. Well.. perhaps not exactly similar but very much a like.

I would love to see some blinding explotion on FS, is it too hard to mod?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Dragon on June 12, 2010, 02:41:20 pm
There's a flashy deaths script which in the latest version may do that.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: BloodFleet on June 12, 2010, 04:56:52 pm
I'm just making mine the way I would see a Freespace RTS game being. I never said a purple Hatshepsut looked cool, nor did I say I was going purely for a Freespace look.

Perhaps this is somewhat helpful in a way. We have your true-to-FS style and my true-to-HW style.

oh and because it's apparently so annoying I changed the titles or whatever. Anything else? Don't worry I'm used to nitpicking or whatever it is.

Other than those differences it's still the same ships and the same weapons. We already talked about this stuff over xfire but I noticed this a little late I guess :P may as well let people here know that I know.



no need for drama  :doubt: ...don't...I hate it.

I don't know about you but this looks rather smexy imo http://media.moddb.com/images/mods/1/16/15405/ss05939.jpg
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Spoon on June 12, 2010, 05:00:01 pm
Let the drama begin!  :lol:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: SpardaSon21 on June 12, 2010, 06:08:12 pm
This can only be settled by Mortal Kombat with ML-16-equipped Apollos.

Preferably with the Mortal Kombat soundtrack playing in the background while we all spectate and place bets.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 12, 2010, 06:38:12 pm
Cough cough.
 
MatttheGeek.
Can I has install instructions for latest version please.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 13, 2010, 02:17:15 am
Hey, BloodFleet, what's up ? Feel free to have a look at my files and ask if there is anything I did and you'd like to know how, or stuff like that. On the other hand, I'd love to take a pick in your mod too, but it's your call.

@Dekker : true, sounds like I forgot the Readme... again.
I'm gonna put the content of the Readme in the first post. Sorry for that.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 13, 2010, 05:29:27 am
That's ok./me hugs.
 
Don't let I happen again.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 13, 2010, 07:46:18 am
(http://img63.imageshack.us/img63/1476/ss00052.th.jpg) (http://img63.imageshack.us/img63/1476/ss00052.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Snail on June 13, 2010, 07:49:30 am
Nice.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 13, 2010, 08:22:02 am
(http://img291.imageshack.us/img291/7904/ss00053.th.jpg) (http://img291.imageshack.us/img291/7904/ss00053.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Marcov on June 13, 2010, 09:22:03 am
Looks like I'll be installing Homeworld 2 just for this   :pimp:

Hope you'll include a Gargant in the future  :lol:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: SpardaSon21 on June 13, 2010, 10:56:52 am
You're should add BP's UEF (when it is released) and Inferno's EA (when INFSCP is done after Hell is frozen over), even if only as optional add-ons.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 13, 2010, 11:16:26 am
I have that in mind of course, but I'll be busy enough will all retail ships before that...
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: BloodFleet on June 13, 2010, 04:09:54 pm
When I release it you can look around in it if you want to, after all they aren't my ships they're Volition's stuff (well the SCP stuff is like half and half imo, half by V for the original and half for SCP team's upgrade)

I will play yours Matth if there is something I'm curious as to how it works I'll be sure to ask about it.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Marcov on June 13, 2010, 06:55:26 pm
So, which have you already done?

Aeolus?
Hercules?
Lucifer?
Deimos?
Perseus?
Ulysses?
Hattie?
Bakha?

Also, which era - Great War, or 2nd Incursion?

Just curious.  ;)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Shade on June 13, 2010, 07:36:29 pm
Quote
Also, which era - Great War, or 2nd Incursion?
This should be fairly obvious from the fact that beams are visible in the screenshots.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Scotty on June 13, 2010, 07:40:02 pm
We've also got screenies with Angels in them, and those are pre-Great War even.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: SpardaSon21 on June 13, 2010, 07:43:58 pm
Why can't it be both?

One game mode might be FS1, another might be FS2.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 14, 2010, 02:21:45 am
I've not done anything else that what you can see in the screenshots. Of course, you will have both GW-era and FS2 era. I've already both versions of the Fenris, Leviathan and Orion, but I'm mainly working on the GW-era for now. Once I've roughly completed the GW-era, or even before that, I'll move on the advanced features I planned (autodock, cargo depots, convoys...). Progress is slow but steady so far.

EDIT : (http://img443.imageshack.us/img443/9430/ss00055.th.jpg) (http://img443.imageshack.us/img443/9430/ss00055.jpg)

(http://img688.imageshack.us/img688/5641/ss00056.th.jpg) (http://img688.imageshack.us/img688/5641/ss00056.jpg)

(http://img715.imageshack.us/img715/5314/ss00057.th.jpg) (http://img715.imageshack.us/img715/5314/ss00057.jpg) (http://img532.imageshack.us/img532/647/ss00058.th.jpg) (http://img532.imageshack.us/img532/647/ss00058.jpg)

(http://img294.imageshack.us/img294/3364/beamcomparison.th.png) (http://img294.imageshack.us/img294/3364/beamcomparison.png) (http://img514.imageshack.us/img514/7982/ss00062.th.jpg) (http://img514.imageshack.us/img514/7982/ss00062.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: FreeSpaceFreak on June 18, 2010, 01:47:22 pm
Oh wow, you even mimicked the beamglow clipping plane issues :P
Looks as if the Herc is missing cockpit glass there...
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 18, 2010, 01:53:37 pm
HW2 can't handle transparency, so I had to choose between no cockpit or no glass. I choose no glass.

EDIT : (http://img820.imageshack.us/img820/8783/ss00063.th.jpg) (http://img820.imageshack.us/img820/8783/ss00063.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: headdie on June 18, 2010, 04:50:02 pm
fair enough, it all looks awesome up to date, shame I don't have hw2
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 18, 2010, 06:32:14 pm
Who needs glass when you have helmets.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 19, 2010, 10:08:32 am
(http://img717.imageshack.us/img717/9128/ss00064.th.jpg) (http://img717.imageshack.us/img717/9128/ss00064.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 19, 2010, 12:32:36 pm
Quote
Who needs glass when you have helmets.
People who are getting shot at I guess....
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Snail on June 19, 2010, 12:41:54 pm
If you get shot in the cockpit it's not really going to matter if there's glass there or not...
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 19, 2010, 01:43:31 pm
(http://img197.imageshack.us/img197/5121/ss00065.th.jpg) (http://img197.imageshack.us/img197/5121/ss00065.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Snail on June 19, 2010, 01:44:20 pm
Wait, no turrets on that?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 19, 2010, 02:19:04 pm
... sadly, not. It's gonna be able to salvage debris and cargo containers, and the HW2 engine don't allow a ship with these kind of abilities to have weapons. That's the kind of limits you have to deal with when modding a game which source code isn't released :|

EDIT : (http://img202.imageshack.us/img202/943/ss00069.th.jpg) (http://img202.imageshack.us/img202/943/ss00069.jpg) (http://img707.imageshack.us/img707/8896/ss00070.th.jpg) (http://img707.imageshack.us/img707/8896/ss00070.jpg)
(http://img256.imageshack.us/img256/3364/beamcomparison.th.png) (http://img256.imageshack.us/img256/3364/beamcomparison.png)
(http://img717.imageshack.us/img717/153/ss00077.th.jpg) (http://img717.imageshack.us/img717/153/ss00077.jpg)

EDIT 2: Custom backgrounds !
(http://img36.imageshack.us/img36/9537/ss00079.th.jpg) (http://img36.imageshack.us/img36/9537/ss00079.jpg)
... It's just too bad that this one is too high-res for my Intel integrated to handle. I'll have to rebuild smaller ones >.>
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 21, 2010, 03:05:26 am
Quote
If you get shot in the cockpit it's not really going to matter if there's glass there or not...
That really depends on the strength of the material used for the cockpit canopy and the power, speed and angle of the shot or piece of debris.
I'd rather have the glass (or whatever is used in FS) and the helmet, than just one of them, if I was sitting in that cockpit.

But since glass is translucant and the fighters are so small that you will only see the missing canopy when pausing and zooming in, leaving the glass away and keeping the pilots is the obvious choice.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 21, 2010, 05:04:52 am
Latest version has been uploaded, link in the first post.
I suggest to play on Kharam Wreck, given it's the only map I've really adapted for my mod so far. Be advised that the custom background on this map is REALLY GPU-extensive, so if you experience too much lag, just go in the leveldata/multiplayer/deathmatch and replace 2p_kharam_wreck.level with the 2p_kharam_wreck_orig.level found in the previous folder, in order to revert back to the standard HW2 background.

EDIT : (http://img199.imageshack.us/img199/5919/ss00080.th.jpg) (http://img199.imageshack.us/img199/5919/ss00080.jpg) (http://img339.imageshack.us/img339/222/ss00081.th.jpg) (http://img339.imageshack.us/img339/222/ss00081.jpg)
(http://img713.imageshack.us/img713/5299/ss00083.th.jpg) (http://img713.imageshack.us/img713/5299/ss00083.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Locutus of Borg on June 21, 2010, 12:24:48 pm
the file is busted, every time I try to extract I get an error
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 21, 2010, 12:45:10 pm
the file is busted, every time I try to extract I get an error


^This.......... :mad:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 21, 2010, 12:57:31 pm
Get 7zip, winrar has issues when extracting some kind of 7z files.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 21, 2010, 01:00:30 pm
Ahah!

Okee Dokee............ :yes:/me goes to find 7zip
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: NeoKnight on June 21, 2010, 01:33:14 pm
Are you planning to make this a standalone in the foreseeable future? I'm inferring that a standalone isn't possible due to technical issues involving the lack of a released source-code, but I know nothing about Homeworld and nor do I have it. Which is why I'm asking.  :)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 21, 2010, 01:36:05 pm
Yeah, can't do a stand-alone without the executable, so everyone wanting to play will have to buy the game. Sorry mates, but not all games can be as awesome as FSO :D

(http://img709.imageshack.us/img709/8758/ss00092.th.jpg) (http://img709.imageshack.us/img709/8758/ss00092.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: NeoKnight on June 21, 2010, 01:43:57 pm
Well then, I might buy HW2 just to play this mod...and so that I won't be totally clueless if when The Apocalypse Project gets released.  ;)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: General Battuta on June 21, 2010, 01:45:25 pm
Do yourself a favor and play Homeworld 1 first. It's not as moddable but it's a lot better.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: NeoKnight on June 21, 2010, 01:47:04 pm
Thanks for the advice, will do if I can find the money to spare for moar games.  :yes:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 21, 2010, 02:00:09 pm
HW1 is about as old as FS2, so you won't ruin your credit card buying it, and you won't regret it. Handling and graphics are a bit less good than HW2, but gameplay, campaign and storyline (and storytelling !) are much better. Try HW Cataclysm too, a bit in a different spirit, but it's good and worth playing too.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 21, 2010, 02:21:50 pm
<saamtaw command>BURRRRNN!</saamtaw command>
 
By the way. My 7zip (just downloaded) is saying unknown compression method :(
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 21, 2010, 02:29:17 pm
Quite odd. I'm gonna reupload the latest version tonight, sit tight ;)

(http://img710.imageshack.us/img710/7812/ss00093.th.jpg) (http://img710.imageshack.us/img710/7812/ss00093.jpg) (http://img683.imageshack.us/img683/8081/ss00094.th.jpg) (http://img683.imageshack.us/img683/8081/ss00094.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: GoulMeister on June 21, 2010, 03:05:46 pm
getting the same error with 7zip and winrar
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 21, 2010, 04:06:08 pm
New version is up, rar this time. Link in the first page updated.

Oh and yeah, the AI should work with FS1, not tested with FS2. And of course don't expect FS2 to be balanced with FS1 at all. Again, play in Kharam Wreck, you'll be able to enjoy this new background you've been seeing in the few screenshots above :).

EDIT : (http://img24.imageshack.us/img24/8448/ss00095.th.jpg) (http://img24.imageshack.us/img24/8448/ss00095.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Scourge of Ages on June 21, 2010, 09:14:59 pm
Okay, I just played a few rounds. It's looking very promising, and I look forward to the finished product.

I noticed a few things though:
Similar to the Star Wars mod for HW2, the fighters all seem way too tiny, to the point of invisibility. And then everything seems to move way too fast, to the point that Ursas and Hercs seem to be flying and manuvering like Ulysses (would). Would it be possible to scale everything up by, say... 50% or even 100%? That should fix both problems, in my opinion.

And nothing was able to dock fighters yet. I assume that will be fixed down the line though.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: starwolf1991 on June 22, 2010, 12:41:57 am
I only just happened to notice this. This is might impressive stuff you got going here. I really like! And I like it even more how you are exploring both the FS1 and FS2 eras. I very much want to see how this progresses in the long run.

As much as I'd like to try, I might just hang back a bit for now, see how it goes. I do have a question though.

Where did you get the subspace bitmap shown in this image:
http://img340.imageshack.us/img340/2503/ss00019.jpg

It looks identical to the one I created and polished for ACT 1 of the Ancient-Shivan War, and that almost made me jump with fright.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 22, 2010, 03:11:16 am
Similar to the Star Wars mod for HW2, the fighters all seem way too tiny, to the point of invisibility. And then everything seems to move way too fast, to the point that Ursas and Hercs seem to be flying and maneuvering like Ulysses (would). Would it be possible to scale everything up by, say... 50% or even 100%? That should fix both problems, in my opinion.
One problem with the HW2 engine is that HUUUUUGE ships tend to have HUUUUUGE issues when manoeuvring. This is why all ships are currently about 50% their real size, and still the Orion is nearly as big as a Hiigaran battlecruiser. But yeah, I see your problem, and you're right. I think I'm more likely to decrease the maximum zoom distance (which I already did btw, but not enough it seems), that should fix the problem. And for Ursas/Hercs manoeuvring like Ulysses, I'll have a look at it, but the rotation speeds are exactly the same as in FS - I haven't touched the rotation accelerations though, given that I'm not exactly sure of the FS values for those ones.
Quote
And nothing was able to dock fighters yet. I assume that will be fixed down the line though.
Yep. Dockpaths are just a pain in the ass to do, but I'll have to take the time to do it someday.

Where did you get the subspace bitmap shown in this image:
http://img340.imageshack.us/img340/2503/ss00019.jpg

It looks identical to the one I created and polished for ACT 1 of the Ancient-Shivan War, and that almost made me jump with fright.
Hum, that's possible indeed. I just took the one that was hanging around in my MVP folder, but I remember now that I actually dropped the ASW effect in the MVP folder a while ago to enjoy it in every campaign. Now that you point it out, I should have asked you for permission, and probably would have if I realized it was the ASW effect. Well, consider that as an official demand :D. I'll remove it and use the standard MVP one if you want, of course.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: starwolf1991 on June 22, 2010, 03:52:43 am
I just ran a comparison of the MVP one and mine in FS to see which looked closer to the one in the image. It is my one you're using.

Don't worry about removing it from your mod. I'm glad that you actually enjoy using it. If you want to use it, you can. You have my permission. Please do make sure though you add me and the subspace effect to your credits list.

BTW, is it just the blue one you're using?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 22, 2010, 04:01:18 am
Yep, only the blue. The green is only used when travelling through a Knossos, right ? Anyway, I've added you to the credits. Thanks for the authorisation :)

EDIT : (http://img535.imageshack.us/img535/9531/ss00096.th.jpg) (http://img535.imageshack.us/img535/9531/ss00096.jpg)

(http://img268.imageshack.us/img268/959/menu0.th.png) (http://img268.imageshack.us/img268/959/menu0.png) (http://img534.imageshack.us/img534/1277/menu1k.th.png) (http://img534.imageshack.us/img534/1277/menu1k.png)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Satellight on June 22, 2010, 07:10:26 am
Hello everyone !

First of all, all my congratulations to MatthTheGeek for this extraordinary work (and in a so few time) making this conversion.
I've got a problem downloading  this mod: although the size indicated by the file .7z is correct, all the uncompressed files are 0 kb in size  :confused:

I use 7z then Winrar, and I got an "unvalid compression method" error  :( ...

Any idea ? I can't wait to try this !  ;7
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 22, 2010, 07:27:16 am
Still not working?
 
Any custom compression type stuff going on at your end Matt?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 22, 2010, 07:27:23 am
Download again with the link provided in the first post, I've reuploaded a more recent version in a .rar since then. Thanks for the compliments too :).
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Satellight on June 22, 2010, 07:51:42 am
"Merci beaucoup !"  :)

I tried again and it works now... Thank you very much ! As you can see, it was my first post... I get my internet connexion only recently, and I was totally amazed to discover this SCP project. Professional teams with 70 €'s ****ty games should learn from this passion... And BTW, I love HW & HW2 too !

Now I know what I'll do for the next weeks... switching between SCP & HL2   :D
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: GoulMeister on June 22, 2010, 10:58:43 am
I noticed the bgreen turret on the orion fs2 version has a new turret, is this a new one, havnt noticed it in fs2, but i havnt played it with the new mvp's yet, looks much better than the triple barrel one. the mod is shaping up very well, cant wait for the final version, only one problem was that the computer was very easy and they could build ursas and i couldnt. also the game ran very lagy mouse wise when i tried to run a different level. any chance of a 4 or 6 player level so i can play against multiple enemies  :yes:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 22, 2010, 11:48:21 am
Quote
I noticed the bgreen turret on the orion fs2 version has a new turret, is this a new one, havnt noticed it in fs2, but i havnt played it with the new mvp's yet, looks much better than the triple barrel one.
This one ? (http://img514.imageshack.us/img514/7982/ss00062.th.jpg) (http://img514.imageshack.us/img514/7982/ss00062.jpg) It's from the OHD Insania in Dawn of Sol...
...which reminds me that I haven't asked for their authorisation. Credits don't say who did this ship in particular. Can anyone point me to the right direction ?

EDIT : I've been told it may be from Trashman. Can he confirm ?

Quote
only one problem was that the computer was very easy
Be glad that you have AI at all. I'll see what I can do to improve them a bit.

Quote
they could build ursas and i couldnt.
Thanks for the bug report, fixed :).

Quote
also the game ran very lagy mouse wise when i tried to run a different level. any chance of a 4 or 6 player level so i can play against multiple enemies
No idea for the lag, but I'll work on modifying more maps later.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 22, 2010, 01:20:16 pm
Yeah that's from Trashman's Orion, the turret at least.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 22, 2010, 04:03:38 pm
New version is up, link on the first post. There is now music ingame, but it tends to randomly loop back to the beginning of the track and I haven't found how to fix it yet. Building times have been reduced, and the AI tweaked to increase the pace of the gameplay. Enjoy :)

EDIT : I have adapted the FS2 intro to play as the HW2 intro, however I've noticed fps issues on my end. here is the link for those interested : http://www.mediafire.com/?zjyn1ydyz3i

EDIT2 : (http://img139.imageshack.us/img139/1354/ss00098.th.jpg) (http://img139.imageshack.us/img139/1354/ss00098.jpg)
GTFr Demeter (http://www.hard-light.net/wiki/index.php/GTFr_Demeter). So yeah, I know, it's not canon, it's ugly, but I need a mobile refinery - actually the AI needs it. This matter is not debatable. However, if anyone can find or wants to model a better ship for that role, go ahead :).

EDIT3 : Latest version is up on the first post. The AI should be a bit more aggressive. I won't be around here the next few days because of my oral exams, but I'll be back and kicking next week.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on June 24, 2010, 07:10:34 pm
oh how I wish I had HW2 right now...
:/ must find disc...
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: headdie on June 25, 2010, 02:48:22 am

 (http://img139.imageshack.us/img139/1354/ss00098.th.jpg) (http://img139.imageshack.us/img139/1354/ss00098.jpg)
GTFr Demeter (http://www.hard-light.net/wiki/index.php/GTFr_Demeter). So yeah, I know, it's not canon, it's ugly, but I need a mobile refinery - actually the AI needs it. This matter is not debatable. However, if anyone can find or wants to model a better ship for that role, go ahead :).



(http://www.hard-light.net/wiki/images/Gtlanemoi.jpg)
might i suggest GTL Anemoi (http://www.hard-light.net/wiki/index.php/GTL_Anemoi) it looks cool especially when using the BP reskin
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 25, 2010, 02:59:36 am
Not bad, I'll probably have to scale it down a bit, and I'll need a GW-era reskin too. Everyone agree on this one ?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Marcov on June 25, 2010, 05:07:04 am
Similar to the Star Wars mod for HW2, the fighters all seem way too tiny, to the point of invisibility. And then everything seems to move way too fast, to the point that Ursas and Hercs seem to be flying and maneuvering like Ulysses (would). Would it be possible to scale everything up by, say... 50% or even 100%? That should fix both problems, in my opinion.
One problem with the HW2 engine is that HUUUUUGE ships tend to have HUUUUUGE issues when manoeuvring. This is why all ships are currently about 50% their real size, and still the Orion is nearly as big as a Hiigaran battlecruiser. But yeah, I see your problem, and you're right. I think I'm more likely to decrease the maximum zoom distance (which I already did btw, but not enough it seems), that should fix the problem. And for Ursas/Hercs manoeuvring like Ulysses, I'll have a look at it, but the rotation speeds are exactly the same as in FS - I haven't touched the rotation accelerations though, given that I'm not exactly sure of the FS values for those ones.

So, you can't include the Colossus?

Or maybe it IS possible to fix the size accuracy problems?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Akalamanaia on June 25, 2010, 01:38:01 pm
Noticed a small bug related to the Demeter in the latest, the AI doesn't use it. I have located the bugs:

in classdef you need to add demeter into squadclass[eDropOff] (AI code depends on this, see function DoResourceBuild() in cpuresource.lua, you'll also notice a bit there that also looks for eSalvageDropOff squadclass ships there, for when you implement salvaging)

in cpubuild.lua, you forgot to re-add the kRefinery classifiers.
heres a fixed table for you:
function CreateBuildDefinitions()
   if (s_race == 1) then
   kCollector = GTA_ZEPHYRUS
   kRefinery = GTA_DEMETER
   kScout = GTA_ANGEL
   kInterceptor = GTA_APOLLO
   kBomber = GTA_MEDUSA
   kCarrier = GTA_FS1_ORION
   kShipYard = GTA_ARCADIA
   kBattleCruiser = GTA_ORION
   else
   kCollector = GTA_ZEPHYRUS
   kRefinery = GTA_DEMETER
   kBomber = GTA_MEDUSA
   kCarrier = GTA_ORION
   kShipYard = GTA_ARCADIA
   kDestroyer = HGN_DESTROYER
   kBattleCruiser = GTA_ORION
   end
end
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Titan on June 26, 2010, 08:28:51 pm
Not bad, I'll probably have to scale it down a bit, and I'll need a GW-era reskin too. Everyone agree on this one ?

Use the Demeter for FS1, Aenemoi for FS2
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 26, 2010, 08:33:11 pm
Agreed, and I think it would be passable to use the Loki as a FS1 scout due to the Angel being mighty hideous. FS2 could use the Pegasus or something.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hero_Swe on June 27, 2010, 02:08:59 am
Pegasus? Are you crazy boi?

The Loki was in development during FS1 right? Well, you can have it as a research option. Have it as a cheap scout/distraction fighter thingy
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 27, 2010, 11:43:49 am
What else would the Pegasus be used for? And what else could be used for scouting?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 27, 2010, 02:18:58 pm
I think the Loki shouldn't be a scout.
In the FS1 era it was somewhere between an interceptor and a space superiority fighter. It was fast, manouverable and could carry quite a punch (Banshees), but didn't have all that much survivability, once they were targetable.
For FS2 it could be used as a scout, but not for the great war.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Rodo on June 27, 2010, 03:29:57 pm
Loki is a scout both in FS1 and in FS2 eras alright, it's light, fast and it doesn't carry an extensive amount of weapons.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: headdie on June 27, 2010, 03:42:42 pm
as a ST era fighter it should be available as a late fighter tech recon, intercept fighter
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 28, 2010, 03:46:59 am
I think the Loki shouldn't be a scout.
In the FS1 era it was somewhere between an interceptor and a space superiority fighter. It was fast, maneuverable and could carry quite a punch (Banshees), but didn't have all that much survivability, once they were target-able.
For FS2 it could be used as a scout, but not for the great war.
It is stated in canon that the Loki was a scout fighter, I can't exactly remember where though (I think it's one of the tech descriptions).
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 28, 2010, 03:58:19 am
Even if it's canon that doesn't make sense....
The Loki has more shields and armor than the Valkyrie and the same main weapon compatibility (minus Shield Breaker). How does that make the Loki a scout when the Valk is an interceptor?
At least in my book a scout would be faster, less sturdy than an interceptor and barely armed at all, but with plenty of fuel and sensors. And a top notch subspace drive, so it can get away from enemies without a fight.

Besides in the missions of Silent Threat the Loki was used as a shock weapon rather than a scout. Even after the stealth was cracked, they still used it as interceptor/superiority fighter. And if I have the choice I take "mission-canon" over "techroom-canon" anytime. Especially when the techroom or backstory information doesn't make much sense, like in this case.

I guess in HW1 the role of the Loki would be very straight forward - the Kushan stealth fighter. But as far as I remember there is no such thing in HW2.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 28, 2010, 11:59:50 am
Perhaps they only used the Loki because it was the only fighter they had an abundance of?

Though you'll have to live with some canon not making sense because Argon is only found in Sol. :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 29, 2010, 07:37:59 am
So, you can't include the Colossus?
Of course I can, and I will. It's gonna be very large, but you're likely to not have more than one ingame, and the maps I'll make will probably be much larger than vanilla HW2 maps.

Use the Demeter for FS1, Aenemoi for FS2
Good idea. BTW, I have made a quick refinery-like reskin for the Anemoi : (http://img341.imageshack.us/img341/6428/anemoirefinery.th.png) (http://img341.imageshack.us/img341/6428/anemoirefinery.png). Looks good ?

Agreed, and I think it would be passable to use the Loki as a FS1 scout due to the Angel being mighty hideous. FS2 could use the Pegasus or something
No way, Angel is awesome, and is perfect as a scout given it's low combat effectiveness. The Loki will be used as a high-tech stealth interceptor in FS1 and recon (not stealth anymore) in FS2. Maybe I'll make a no-stealth light interceptor version if I throw in a NTF faction, but I'll see that later.

I guess in HW1 the role of the Loki would be very straight forward - the Kushan stealth fighter. But as far as I remember there is no such thing in HW2.
No such thing in vanilla HW2, yes, but that doesn't mean it can't be done with the engine. It's perfectly doable.


Anyway, lemmie show you how busy I was working for my exams this weekend :p [/irony] :
(http://img810.imageshack.us/img810/2354/ss00102.th.jpg) (http://img810.imageshack.us/img810/2354/ss00102.jpg) (http://img339.imageshack.us/img339/5628/ss00103.th.jpg) (http://img339.imageshack.us/img339/5628/ss00103.jpg) (http://img705.imageshack.us/img705/7662/ss00104.th.jpg) (http://img705.imageshack.us/img705/7662/ss00104.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: headdie on June 29, 2010, 07:54:37 am
Use the Demeter for FS1, Aenemoi for FS2
Good idea. BTW, I have made a quick refinery-like reskin for the Anemoi : (http://img341.imageshack.us/img341/6428/anemoirefinery.th.png) (http://img341.imageshack.us/img341/6428/anemoirefinery.png). Looks good ?




thumbs up here
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 29, 2010, 10:08:30 am
(http://img692.imageshack.us/img692/8826/ss00105.th.jpg) (http://img692.imageshack.us/img692/8826/ss00105.jpg) (http://img153.imageshack.us/img153/49/ss00106.th.jpg) (http://img153.imageshack.us/img153/49/ss00106.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on June 29, 2010, 11:56:17 am
I'm REALLY looking forward to getting a Hades in the FS1 era dooby doo.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 29, 2010, 01:09:28 pm
The Hades is likely to be a very-hard-to-build, Lucifer-counter ship. On the other hand, I think the Lucifer will be available without shields at first, and the shields will be a researchable upgrade and/or a buildable subsystem. The FS1-era Vasudans are gonna lack an anti-Lucifer ship though, or more precisely a ship with shields-piercing beams, any idea ?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 29, 2010, 01:27:39 pm
Maybe a researchable bomb that can pierce the shield and thus disable the subsystem that's creating it?
In terms of story that bomb is fitted with a jump-generator and right before impact on the shield it makes a short hop, coming out of subspace within the shield, thus circumventing the protection.

Or simply an early prototype of a beam that can be installed on a special Typhon, with less hittpoints and fewer other weapons, to reflect how unstable and unreliable the Typhons with beams are, due to compatibility problems between the beams and reactors mentioned in the Hatshepsut's Techroom describtion of FS2.
Quote
The process of retrofitting the older Typhon-class warships yielded vessels prone to system failures and reactor overloads.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: headdie on June 29, 2010, 01:34:30 pm
The Hades is likely to be a very-hard-to-build, Lucifer-counter ship. On the other hand, I think the Lucifer will be available without shields at first, and the shields will be a researchable upgrade and/or a buildable subsystem. The FS1-era Vasudans are gonna lack an anti-Lucifer ship though, or more precisely a ship with shields-piercing beams, any idea ?

aside from the fact that beams are a fs2 feature.  Might I suggest a Typhon blob cannon upgrade or give the PVF Anubis kamikaze attack like they have in the game but which can overload the Lucifer's shields.

Maybe a researchable bomb that can pierce the shield and thus disable the subsystem that's creating it?
In terms of story that bomb is fitted with a jump-generator and right before impact on the shield it makes a short hop, coming out of subspace within the shield, thus circumventing the protection. (I know non canon but I think they leave the smallest plot holes)

Or simply an early prototype of a beam that can be installed on a special Typhon, with less hittpoints and fewer other weapons, to reflect how unstable and unreliable the Typhons with beams are, due to compatibility problems between the beams and reactors mentioned in the Hatshepsut's Techroom describtion of FS2.
Quote
The process of retrofitting the older Typhon-class warships yielded vessels prone to system failures and reactor overloads.

I had those ideas but then started thinking in terms of plot holes

1. for the bomb why does this bomb or its successor not exist in FS2
2. beams were supposed to be developed a considerable time after fs1 Beam weapons were invented in 2355 (http://www.hard-light.net/wiki/index.php/Beam_weapon)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on June 29, 2010, 02:37:51 pm
Quote
1. for the bomb why does this bomb or its successor not exist in FS2
Simple. Because the Lucifer was a one-of-a-kind ship in FS1 and because of how hard it is to manufacture and maintain that bomb, only few have been build and are only given out in the right circumstance. Since in FS2 no capship with shields turned up, they didn't hand then out.

Now I guess someone will ask "how comes they don't just warp the bomb into the ships", but I thought a bit about that too. Maybe the bombs can manage a subspace-hop of only a few centimeter, just enough to get inside the shield, but not inside the ship. Or maybe it's impossible to open a portal in solid matter, or doing so would kina merge the armorplating with the bomb, peventing the bomb from exploding or somesuch.

Quote
2. beams were supposed to be developed a considerable time after fs1 Beam weapons were invented in 2355
Didn't the Hades have beams? I never played Silent Threat for FS1, only the FS2 adaption (and I mean the crappy one, not Reborn here) and there it has beams. I assume in the FS1 addon they had the "simulated beam" Shivan superlaser instead.
So the Wiki should probably read, since the GTVIs knowledge of how to build beamweapons was lost in the destruction of the Jotunheim and the Hades, the GTVA had to re-discover it, which they did in 2355.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: SpardaSon21 on June 29, 2010, 02:58:58 pm
Quote
2. beams were supposed to be developed a considerable time after fs1 Beam weapons were invented in 2355
Didn't the Hades have beams? I never played Silent Threat for FS1, only the FS2 adaption (and I mean the crappy one, not Reborn here) and there it has beams. I assume in the FS1 addon they had the "simulated beam" Shivan superlaser instead.
So the Wiki should probably read, since the GTVIs GTI's knowledge of how to build beamweapons was lost in the destruction of the Jotunheim and the Hades, the GTVA had to re-discover it, which they did in 2355.
Fixed that for you.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on June 29, 2010, 04:18:28 pm
I'd rather not go into ultra-special-subspace-bombs, rather something involving beam prototypes. Maybe a Sobek prototype ? It's said to be the first Zod ship designed with beams in mind, and is in development since the destruction of Vasuda Prime.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hades on June 29, 2010, 04:43:25 pm
Quote from: FreeSpace 2 Sobek Tech Desc.
Design of the corvette class GVCv Sobek began in the dark days after the destruction of Vasuda Prime by the Shivans in the Great War. The Vasudan navy wanted a vessel that could single-handedly counter powerful Shivan cruisers and provide critical support to Vasudan destroyers in battles against Shivan capital ships. The Sobek class fills those requirements admirably. Bristling with almost two dozen turrets, these corvettes are a terror to all vessels of cruiser size and below, while presenting a dire threat even to ships far larger than themselves.
It does say that it was made after the destruction of Vasuda Prime but it does not say that the Sobek was, in fact, made with beams in mind.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Mobius on June 29, 2010, 05:43:32 pm
The Mentu was designed with beams in minds, hence the completely different shape. (The fact that its beams are only a mirage ingame is another matter.)

About beam weapon technology: are there any canon sources stating that Terrans and Vasudans had to rediscover beam technology? I think it's much more plausible to assume that they gathered sufficient info from the GTI, even if the Hades was lost in combat.

Bosch claimed the GTVA "buried" the GTI's discoveries, which means that they knew them. It's almost certainly a reference to the experiments on Shivan specimens, but IMHO it may be a reference to beam technology as well. Perhaps the GTVA knew how to build beam weapons but decided to wait a while after the GTI Rebellion to make the inception of beams look more "natural".
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: -Norbert- on July 01, 2010, 04:08:29 am
Considering that they were expecting the Shivans to return any moment (at least for a while after the great war ended), that would be a rather stupid move.
I think it more likely that they had to at least fill in big gaps in the "beam-knowledge" even if they didn't have to start from scratch thanks to some GTI files.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on July 01, 2010, 05:30:19 am
(http://img25.imageshack.us/img25/7678/ss00110.th.jpg) (http://img25.imageshack.us/img25/7678/ss00110.jpg)
Couldn't possibly resist :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Titan on July 01, 2010, 03:10:10 pm
I luv how that looks better then the one currently in the MediaVPs :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: General Battuta on July 01, 2010, 03:23:11 pm
I luv how that looks better then the one currently in the MediaVPs :p

That's because it's a new model that was just released and will soon be in the MediaVPs.

Are you not paying attention?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Mongoose on July 01, 2010, 03:37:14 pm
See title. :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on July 01, 2010, 03:58:28 pm
Unless he's actually saying that it looks better than this (http://img28.imageshack.us/img28/715/screen0052.jpg), in which case...   :blah:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Titan on July 01, 2010, 07:31:14 pm
Right after I posted I ran into that thread. I was just too lazy to change it. I though he'd grabbed the model and put it into Homeworld 2, I didn't know the model was in Freespace as well.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on July 02, 2010, 01:34:24 am
Unless he's actually saying that it looks better than this (http://img28.imageshack.us/img28/715/screen0052.jpg), in which case...   :blah:
Hey, I do what I can with an outdated engine and an outdated graphic card ! :p
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: TrashMan on July 02, 2010, 04:44:51 am
Good idea. BTW, I have made a quick refinery-like reskin for the Anemoi KROM

Fixed that for you.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: headdie on July 02, 2010, 04:54:54 am
Good idea. BTW, I have made a quick refinery-like reskin for the Anemoi KROM

Fixed that for you.

in that case the wiki needs updating as it lists the ship as GTL Anemoi (http://www.hard-light.net/wiki/index.php/GTL_Anemoi)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: CSA-DarthVader on July 02, 2010, 08:00:08 am
Unless he's actually saying that it looks better than this (http://img28.imageshack.us/img28/715/screen0052.jpg), in which case...   :blah:
  Holy hairy balls of doom batman.... Thats an amazing render.... right? i mean its not a model in game is it?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: The E on July 02, 2010, 08:20:41 am
No, that model is ingame.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on July 02, 2010, 10:59:51 am
(http://img810.imageshack.us/img810/1275/ss00111.th.jpg) (http://img810.imageshack.us/img810/1275/ss00111.jpg) (http://img156.imageshack.us/img156/2446/ss00112.th.jpg) (http://img156.imageshack.us/img156/2446/ss00112.jpg)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on July 02, 2010, 04:47:30 pm
Good idea. BTW, I have made a quick refinery-like reskin for the Anemoi KROM

Fixed that for you.

in that case the wiki needs updating as it lists the ship as GTL Anemoi (http://www.hard-light.net/wiki/index.php/GTL_Anemoi)

Yes, it does.
The Anemoi is the BP re-name.
We should always go by the creator's name...which is Krom.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: General Battuta on July 02, 2010, 05:00:20 pm
Good idea. BTW, I have made a quick refinery-like reskin for the Anemoi KROM

Fixed that for you.

in that case the wiki needs updating as it lists the ship as GTL Anemoi (http://www.hard-light.net/wiki/index.php/GTL_Anemoi)

Yes, it does.
The Anemoi is the BP re-name.
We should always go by the creator's name...which is Krom.

The linked page is in fact the Anemoi. The Krom could get its own page with the original textures and tech description if you like. That page does note the original release name.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Droid803 on July 02, 2010, 05:35:43 pm
Yeah, and the link in the "custom ships" page should link to the Krom's page.

I feel retextures/retables should be linked from the original (and from the mods that use them), which would go a long way to clean up the page and reduce duplicates.

Anyhow, let us not derail the HW2 mod thread any further.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Locutus of Borg on July 04, 2010, 09:54:41 pm
Question for those of you that have tried this out.

I've been playing Complex for quite a few months and I really like it. How does this mod feel in comparison? The last FS mod I tried felt very empty. It had little character, and was also very buggy. Can I get an hour or two out of this or will it be that I can build a Sathanas/Colossus in about five minutes?

also, are there stations? :D
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on July 05, 2010, 01:45:21 am
For now this is very, very WIP, and the gameplay remains quite basic. Keep in mind that I've been working alone on this for just a month. Don't expect to see anything else than what is in the screenshots here. Lots of things are planned, but don't expect anything like Complex. Those guys are scripting freaks, most of the HW2 modding community doesn't have a bloody idea how to do half the things they did.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on July 05, 2010, 07:33:23 am
I've spent weeks  looking for my CD but I can't find it grumble grumble grumble.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Locutus of Borg on July 05, 2010, 10:34:48 am
Get a tasty bacon version of it
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on July 05, 2010, 01:37:56 pm
I literally don't know what you're talking about. :lol:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Locutus of Borg on July 05, 2010, 09:35:11 pm
The next guy will say "No"
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Mongoose on July 05, 2010, 10:32:27 pm
No.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: karajorma on July 06, 2010, 12:23:46 am
I heard there was a torrential rainstorm near where you live.

Yeah, the wind wailed like a banshee.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Spoon on July 06, 2010, 05:59:27 am
Dohohoho  :lol:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Locutus of Borg on July 06, 2010, 03:26:50 pm
lmao, touche kara
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: 134th Barracudas on July 06, 2010, 03:46:31 pm
I'm going to give this mod a try. If it works good it would be great! I always loved Homeworld, and obviously I love Freespace, meaning that Freespace + Homeworld = Fantastique!
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on July 06, 2010, 04:12:02 pm
Foamworld :yes:
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: galonrever on July 07, 2010, 06:24:38 am
that hatshepsut looks awesome! by far my favourite destroyer.

this all looks awesome guys, can't wait to give it a spin!
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Stormkeeper on July 08, 2010, 10:21:14 pm
Time to go dig up my HW 2 disc in preparation of this, I guess.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Mongoose on July 11, 2010, 01:31:20 am
I split off the EULA-related stuff to a thread in the Gaming forum.  Let's not clutter up the mod discussion with unrelated conversations. :)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: xixmeister on July 13, 2010, 02:51:48 am
Hi All!!

I was a former member of the FreeSpace New Age Project (FSNA) (which died due inactivity) but I still have the .big files which includes a lot of HODed ships etc.

Someone interested in it? Let me know!! It might be helpful for this mod :) Hopefully this mod won't die like the rest (yes, there was another mod called FreeSpace Fleet Command (FSFC) and I also have those .big files)


ok, FSFC has been resurrected as I can see
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: AndrewofDoom on July 14, 2010, 09:32:21 pm
So, I was hoping to enjoy this mod, but when I tried to play on Kharam Wreck (as supposed to), I get this:

(http://i13.photobucket.com/albums/a263/Royous/ss00012.jpg)

CANT SEE **** BRO.

But in all seriousness, I do have my version of homeworld 2 to be at 1.1 and I cleared any .big mod files and used the specified command line, so I'm stumped as to why this is happening.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on July 15, 2010, 03:24:10 am
Don't clear them.
 
Just use the -overridebig commandline.
 
Also, what the heck do the Ellysium and Posiedon do?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Hero_Swe on July 15, 2010, 05:04:46 am
Nothing right now, just placeholders until proper functions can be coded in.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Titan on July 17, 2010, 08:39:56 am
What would they be tho?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on July 18, 2010, 08:33:13 am
Elysium will be a boarding craft and a field repair ship, and the Poseidon will be a cargo and debris salvager.

AndrewofDoom : no clue what's wrong. If noone else have this issue, I guess the problem is on your side.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Satellight on July 18, 2010, 10:47:08 am

CANT SEE **** BRO.

But in all seriousness, I do have my version of homeworld 2 to be at 1.1 and I cleared any .big mod files and used the specified command line, so I'm stumped as to why this is happening.
Don't clear them.
 
Just use the -overridebig commandline.

I had the same problem... I change my graphic card (from 7950 GT to HD5670) and then it works. Maybe an nVidia issue ? Don't know which card you use.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on July 18, 2010, 11:05:29 am
Actually, Homeworld doesn't like Nvidia too much.
I've got dual mounted Geforce 8600GS's and the game's never recognised the drivers although it plays fine. It can still get laggy at the most odd moments.
 
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on July 18, 2010, 03:19:19 pm
The fact the games says it doesn't recognize your card means nothing, as it says that for all cards that are more recent than the game itself. That's pure retardedness.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Colonol Dekker on July 18, 2010, 03:26:09 pm
Yeah i know, but it laggggggggggggggs sporadically at everywhere bewtween full sensors manager and Fightercraft zoom.

Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Scourge of Ages on July 19, 2010, 02:51:58 pm
Yeah i know, but it laggggggggggggggs sporadically at everywhere bewtween full sensors manager and Fightercraft zoom.
I had a similar horrible problem the last time I played through the main campaign (with the Tactical Fleet Simulation mod, really excellent, you should all try it (on moddb.com (http://www.moddb.com/mods/tactical-fleet-simulator)).
If you're running a Nvidia card(s), make sure to set up a profile in the Nvidia control panel specifically for HW2, and turn off all the special Nvidia features, especially anti-aliasing, as this causes even the most powerful hardware to suffer heart attacks. If you can't turn them off, turn the features as far down as they go or switch them to "application controlled."
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: AndrewofDoom on July 20, 2010, 02:01:45 pm
Yeah, my laptop has a card that's based off of NVIDIA's 9600 chipset. So, if it's an NVIDIA issue, looks like I'll have to fire up my desktop just to play this (since it has an ATI card for it).
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Satellight on July 21, 2010, 05:42:56 am
I have also another graphic bug : on the nameplate's place on the Orion, I got a blank surface.

But that won't prevent me of playing  :D
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on July 21, 2010, 12:29:42 pm
I know about that bug, it's an issue with the mesh I haven't managed to fix yet.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Agba on August 05, 2010, 08:52:19 am
so its august the 5th ;)

any updates so far? dotn let us wait ;)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on August 05, 2010, 10:51:35 am
Been busy with a lot of stuff and haven't worked a lot on this mod. I don't intend to let it die though.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: xixmeister on October 04, 2010, 07:18:20 am
Been busy with a lot of stuff and haven't worked a lot on this mod. I don't intend to let it die though.
what's the status of this mod? It's almost 2 months ago since your last reply and I'm looking forward to another update with more capital ships :)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: General Battuta on October 04, 2010, 08:07:31 am
He's posted a lot of updates here. (http://www.hard-light.net/forums/index.php?topic=71485.0)
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on October 04, 2010, 01:44:00 pm
Yeah. You'd better have a look at Bloodfleet's mod if you want a retail FS2 to HW2 mod. I'm working on BP now - well, I'll start working back on it once Reach stops monopolizing my free time...
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: Charismatic on October 04, 2010, 06:08:17 pm
Unlikely
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: chief1983 on October 06, 2010, 10:08:27 am
Bring in all the ships you want!  FS2, FS1, Blue Planet, why not?
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: wdarkk on October 10, 2010, 10:51:09 am
Is there any way to run this mod on the Mac version of HW2? I don't think there's any way to add shortcut commands (although there could be, I'll have to check later).
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: chief1983 on October 10, 2010, 11:22:24 am
There are ways to add shortcuts to running a .app, but I forgot what they are.  My coworkers told me how to do it with Chrome's dev builds to enable the 3d hardware acceleration support, so I know it's possible.
Title: Re: FS2 RTS in the HW2 engine, Total Conversion
Post by: MatthTheGeek on October 10, 2010, 11:41:31 am
This should work on Mac, given that the main reasons for a mod not to work on Mac are scripts, which I haven't added yet. For more info about running mods on Mac, I point you to the Tanis Shipyard (http://forums.relicnews.com/forumdisplay.php?72-Homeworld-2-Tanis-Shipyards).