Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Bryan See on December 03, 2019, 10:18:44 am

Title: [WIP] Rekt Galaxies
Post by: Bryan See on December 03, 2019, 10:18:44 am
I hate to say this but Shattered Stars has become a terrifyingly daunting prospect. I've been working on a mod that is set in the same universe as Mortal Engines (the 2018 movie itself, not the books of which it is based). I know this is anything but a Mortal Engines videogame (https://www.fandom.com/articles/mortal-engines-videogame), but it requires FreeSpace 2 retail, because it needs MediaVPs to run due to the nature of being a FS2 campaign.

The campaign is divided into three Acts. Each Act consist of 10-15 missions and will take approximately 2-4 hours to complete. I might consider orienting each Act around a particular theme or set of technologies or both without undermining the whole story.

The fleets I am using for this mod at the moment are those from the Ancients of Ancient-Shivan War, the Cylons from Diaspora, and the pre-existing ones from FS1 and FS2, with the exception of all Terran ships (excluding certain ones, i.e. debris).

What I am doing is careful. I am trying to provide the closure and epilogue to the film, for those who (allegedly) enjoyed it, and think the film will gain a cult following and become a once-off look into the world of Mortal Engines that may not happen ever again.

I expect you know the appropriate course of action regarding these matters, and I leave you to it. You can create a game set in the Mortal Engines movie universe, but as long as it doesn't concern the characters and moving cities on Earthbut stick to its film canon. This means space is the only avenue we are going to explore. And it may be accomplished via mods of not just FreeSpace 2, but... other space games such as Nexus: The Jupiter Incident, Sins of a Solar Empire, Homeworld, and Freelancer, to name a few as well. I honestly think Scott Manley is going to be excited about this.

This is only an idea, and is preliminary. This thread may change and be updated, as I will only start work on it when I finished something small, perhaps one or two.

EDIT: I've removed the direct Mortal Engines reference front and center from its title. But the setting remains unchanged: It is set within the Mortal Engines movie universe itself. As such it will take place before, during and after the events of the film which stretched through four days.

EDIT #2: I've changed the name to "Rekt Galaxies" because the former name sounded more like Shattered Stars, as per Nightmare.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Nightmare on December 03, 2019, 10:59:53 am
Didn't you said that you were working on a campaign that dealt with the adventures of Kappa wing? I'd focus on that one- nobody is expecting you to finish Shattered Stars anytime soon, or to start another project.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Rhymes on December 03, 2019, 11:11:37 am
So you finally realized that Shattered Stars was way too large a project for a first-time modder. . . so you decide to start another project that's way too large for a first time modder.

You ever hear the definition of insanity?
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 03, 2019, 11:16:53 am
Didn't you said that you were working on a campaign that dealt with the adventures of Kappa wing? I'd focus on that one- nobody is expecting you to finish Shattered Stars anytime soon, or to start another project.
Nightmare, I'm working on a campaign that dealt with the adventures of Kappa wing. Heed the words below:
Quote
This is only an idea, and is preliminary... I will only start work on it when I finished something small, perhaps one or two.
So you finally realized that Shattered Stars was way too large a project for a first-time modder. . . so you decide to start another project that's way too large for a first time modder.

You ever hear the definition of insanity?
I am merely posting an idea.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Nightmare on December 03, 2019, 11:36:13 am
TBH you should consider to keep it an idea.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 03, 2019, 12:04:35 pm
TBH you should consider to keep it an idea.
I did consider. This IS an idea. The thread's title has explictly said, and notice the word "[IDEA]" in it.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: NeonShivan on December 03, 2019, 01:05:39 pm
Now while I do appreciate great ideas and contributions to the artistic creations of mankind, but, why did you make a forum post for an idea?
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Nightmare on December 03, 2019, 01:07:33 pm
To check whether there's interest in that? Not that I'd assume to see 1 "yes" though.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 04, 2019, 12:15:32 am
Now while I do appreciate great ideas and contributions to the artistic creations of mankind, but, why did you make a forum post for an idea?
Because I wanted to do something after I finish something small in order to progress as a first-time modder. Over the past several years, I've been experimenting such. And I wanted to finish that Kappa campaign. Furthermore, I wanted to take Lepanto's advice on beta-testers.

To check whether there's interest in that? Not that I'd assume to see 1 "yes" though.
Oh yes, there will be Ancients, Vasudans, Shivans and many more. And because this mod takes place within the Mortal Engines movie universe, the surviving characters are long dead and the Earth they are on is no more.

As Nightmare says, it is still an idea. I'm keeping it.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Colonol Dekker on December 04, 2019, 01:08:21 am
I'm not interested.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: The E on December 04, 2019, 01:41:08 am
Oh yes, there will be Ancients, Vasudans, Shivans and many more. And because this mod takes place within the Mortal Engines movie universe, the surviving characters are long dead and the Earth they are on is no more.

Hang on, a mod idea where it's set in the faaaar future of another setting, so far in fact that anything that made that original setting interesting is long gone?

Where have I heard that before?

Oh right, it's literally every idea you've ever had.

Quote
As Nightmare says, it is still an idea. I'm keeping it.

Please, do keep that idea. I don't think anyone else is remotely interested in it.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 04, 2019, 03:21:36 am
Oh yes, there will be Ancients, Vasudans, Shivans and many more. And because this mod takes place within the Mortal Engines movie universe, the surviving characters are long dead and the Earth they are on is no more.

Hang on, a mod idea where it's set in the faaaar future of another setting, so far in fact that anything that made that original setting interesting is long gone?

Where have I heard that before?

Oh right, it's literally every idea you've ever had.

Quote
As Nightmare says, it is still an idea. I'm keeping it.

Please, do keep that idea. I don't think anyone else is remotely interested in it.

If you take a look at the Portal games, which take place in the same universe as Half-Life, you'll notice there are tenuous ties which exist only to support its universe (especially the Borealis stuff that appeared in Half-Life 2: Episode Two and Portal 2).

This may be the case, as with some of which I don't have anything to say about at the moment. As Gabe Newell said: "If you are involved in a game, everything ends up being a set of trade-offs. Anything in a game is a sacrifice of things not in the game."

That being said, Tom and Hester are all gone, as do all of the surviving characters from the 2018 film. And the world they are on is nothing but dust in space.

As I said I'm keeping the idea until I finished something small.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Nightmare on December 04, 2019, 05:19:07 am
could you name the differences between this and shattered stars
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 04, 2019, 06:28:07 am
could you name the differences between this and shattered stars

The differences between this and Shattered Stars are immense, although it involves ALL FreeSpace ships.

Both take place in the distant future. While Fractured Suns takes place in the Mortal Engines movie universe, Shattered Stars doesn't.

In terms of technical, Shattered Stars has a lot to do with the future of virtual reality (VR) as well as possible future FSO engine features, such as PhysX integration. Fractured Suns doesn't need these aforementioned ones at the moment.

Fractured Suns is an intermediate step between my Kappa campaign and Shattered Stars, as well as FreeSpace Reunited.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 04, 2019, 12:58:49 pm
The E's acknowledgement makes it clear that this mod is set thousands of years after the events of the Mortal Engines movie (whose universe is being used as its setting for its entirety). This is where in fact anything that made that original setting interesting is long gone and there is a reason for it which I can't tell you.

Regardless, there will be no Terran ships. And the Ancients (not the Mortal Engines' Terran equivalent) will serve as their replacement.

As for the idea itself, playing as an Ancient pilot, expect battles with the Shivans in the far future of the Mortal Engines movie universe.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Nightmare on December 04, 2019, 01:08:23 pm
This is where in fact anything that made that original setting interesting is long gone and there is a reason for it which I can't tell you.

Thousands of years after Terrans are extinct, a new species known as "the Ancients" now rules the galaxy. Aye Aye. Probably you should put the "idea" away (alone because you changed like 90% of the plot), because if you ever wanted to make this reality it is many milennia away from being released anyway.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 04, 2019, 01:19:42 pm
This is where in fact anything that made that original setting interesting is long gone and there is a reason for it which I can't tell you.

Thousands of years after Terrans are extinct, a new species known as "the Ancients" now rules the galaxy. Aye Aye. Probably you should put the "idea" away (alone because you changed like 90% of the plot), because if you ever wanted to make this reality it is many milennia away from being released anyway.

Thanks for that. And I'd like to note that this could go well with The E's statement about a mod idea where it's set in the far future of another setting, so far in fact that anything that made that original setting interesting is long gone. I'd liked the concept. 1 point for Nightmare :)

But it is still set in the Mortal Engines universe (the movie itself, not the books of which it was based).

And, Nightmare is right. Because I'm still working on something small. I want to make sure it takes its time to ensure that this shocks and awe all of you upon release.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: The E on December 04, 2019, 01:56:21 pm
Thanks for that. And I'd like to note that this could go well with The E's statement about a mod idea where it's set in the far future of another setting, so far in fact that anything that made that original setting interesting is long gone. I'd liked the concept. 1 point for Nightmare :)

Bryan. No. Stop. The statements I made were criticisms. They are things that I think are wrong and bad, they are mistakes that you are making over and over again without ever seeming to learn from them.

You can't take something like Mortal Engines, remove all that is unique and interesting about the setting (which are, in order, the characters and the massive metaphors that are the traction cities), and then still claim that whatever you came up with is still connected to whatever you started out with.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 05, 2019, 05:04:20 am
Thanks for that. And I'd like to note that this could go well with The E's statement about a mod idea where it's set in the far future of another setting, so far in fact that anything that made that original setting interesting is long gone. I'd liked the concept. 1 point for Nightmare :)

Bryan. No. Stop. The statements I made were criticisms. They are things that I think are wrong and bad, they are mistakes that you are making over and over again without ever seeming to learn from them.

You can't take something like Mortal Engines, remove all that is unique and interesting about the setting (which are, in order, the characters and the massive metaphors that are the traction cities), and then still claim that whatever you came up with is still connected to whatever you started out with.

Though I apologise for making over and over again without ever seeming to learn from them, I would like to ask: Why not set in the same universe as the 2018 Mortal Engines movie, but set thousands of years after its events? Mortal Engines takes place 1000 years after the present time, and this mod takes place 10,000 years after the film.

As with Portal and Portal 2, why not relegate any Mortal Engines-related references into a tech room database?
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: theperfectdrugsk on December 05, 2019, 05:53:23 am
If the references to ME are only in the techroom... Then what's the point?  You're basically handicapping yourself in terms of the in-game universe you could create.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Colonol Dekker on December 05, 2019, 06:30:37 am
Agreed.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: The E on December 05, 2019, 06:34:35 am
Why not set in the same universe as the 2018 Mortal Engines movie, but set thousands of years after its events? Mortal Engines takes place 1000 years after the present time, and this mod takes place 10,000 years after the film.

Okay, Bryan, I am going to try and explain this to you in very simple terms.

The reason why this is a bad and terrible idea is because you are trying to deceive people. You say "This game takes place in the Mortal Engines universe!" in the hope that people who liked that universe are going to be interested in checking out your work.

But what happens if they do? They see that you lied to them. Because, by setting it "10000 years in the future", it is no longer the Mortal Engines universe. There is nothing that connects what you actually did with what you claimed to have done.

So now, not only do you have a bad and terrible game (because, Bryan, you do not have the skills to make a good game yet), you have also pissed off the people who would, presumably, be the most interested in what you had to say.

Do you wish to have a reputation as a liar, Bryan? Do you want to be seen as someone who makes promises with no intention of ever keeping them? Because this is how you get that reputation.

Quote
As with Portal and Portal 2, why not relegate any Mortal Engines-related references into a tech room database?

What's the point of doing that? When Valve decided to connect Portal and HL2, that was a neat little easter egg, something they could do at that point because, unlike you, Valve had a large and hungry fanbase that they could please that way without much effort on Valve's part. Portal, as a game, had to stand on its own merits first and foremost, and it did. In other words: The Portal games were successes largely on their own merits. They were not advertised as "A new game series in the Half-Life universe".

You, on the other hand, are putting the Mortal Engines connection front and center. You are coming right out and say "This game connects to Mortal Engines". This goes back to the point I made above: If you do that, you will disappoint people because they will think you lied to them. If that's what you want to do, fine, go on and lie as much as you want.

But do not expect to be welcome here or anywhere else if you do.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Nightmare on December 05, 2019, 09:57:13 am
If the references to ME are only in the techroom... Then what's the point?  You're basically handicapping yourself in terms of the in-game universe you could create.

It seems that Bryan is simply more interested in creating low-quality fanfics (actually unrelated to the source material) rather than anything original stuff, whether it's good or bad.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: General Battuta on December 05, 2019, 11:10:49 am
I fully support this project and can't wait to see what's cookin.
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Colonol Dekker on December 05, 2019, 11:22:17 am
I fully support this project and can't wait to see what's cookin.

Tut.gif
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: theperfectdrugsk on December 05, 2019, 11:33:05 am
Where's that Michael Jackson popcorn gif when you need it...
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Rogue Assassin04 on December 05, 2019, 01:56:13 pm
You ever hear the definition of insanity?

I do have a definition:

Quote
Vaas: Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same ****ing thing... over and over again expecting... **** to change... That. Is. Crazy. The first time somebody told me that, I dunno, I thought they were bull****ting me, so, I shot him. The thing is... He was right. And then I started seeing, everywhere I looked, everywhere I looked all these ****ing pricks, everywhere I looked, doing the exact same ****ing thing... over and over and over and over again thinking 'this time is gonna be different' no, no, no please... This time is gonna be different, I'm sorry, I don't like... The way...

[Punches crate aside violently. His agitation towards the player character is visibly growing]

... you are looking at me... Okay, Do you have a ****ing problem in your head, do you think I am bull****ting you, do you think I am lying? **** you! Okay? **** you!... It's okay, man. I'm gonna chill, hermano. I'm gonna chill... The thing is... Alright, the thing is I killed you once already... and it's not like I am ****ing crazy. It's okay... It's like water under the bridge. Did I ever tell you the definition... of insanity?

https://www.imdb.com/title/tt2321297/characters/nm3103126

:P
Title: Re: [IDEA] Fractured Suns, a FreeSpace 2 campaign / Mortal Engines Space Combat Game
Post by: Bryan See on December 08, 2019, 01:55:38 pm
I fully support this project and can't wait to see what's cookin.

Battuta, I agree with you 100% :)

And to those who mention "insanity", there is no insanity. I've started something small. The one, which is called Lost in the Mist (https://www.hard-light.net/forums/index.php?topic=96106.0) revolves around Kappa. It is well within FS2 territory and without any custom-created assets and voice acting. From there I will progress from there.

This project will eventually bridge the gap towards Shattered Stars.
Title: Re: [IDEA] Fractured Suns
Post by: Bryan See on December 20, 2019, 02:15:52 pm
I have some idea about an atmospheric mission, which may be part of that campaign. The player is to engage enemy fighters within the atmosphere. I hear that you created atmospheric missions before.

And since Fractured Suns takes place within the same universe as the Mortal Engines film, somewhere towards the end, there is a crossover, spoiler alert.

Spoiler:
There will be a segment where you are required to shoot down the airship, the Jenny Haniver, crewed by Tom and Hester following the stopping of the Traction City of London at the end of the film.
Title: Re: [IDEA] Fractured Suns
Post by: Nightmare on December 20, 2019, 02:22:04 pm
Are you going to model that airship yourself?
Title: Re: [IDEA] Fractured Suns
Post by: Bryan See on December 20, 2019, 02:25:41 pm
Are you going to model that airship yourself?
Yes.

EDIT: I've got the reference pictures from Twitter. It is in the attachment.

[attachment eaten by a Shivan]
Title: Re: [IDEA] Fractured Suns
Post by: Nightmare on December 20, 2019, 02:28:10 pm
I c, good luck with that.
Title: Re: [IDEA] Fractured Suns
Post by: Colonol Dekker on December 20, 2019, 02:49:57 pm
It's set 10 bajillion years after the film isn't it?  How can you engage the airship 😑
Title: Re: [IDEA] Fractured Suns
Post by: Bryan See on December 20, 2019, 02:55:43 pm
It's set 10 bajillion years after the film isn't it?  How can you engage the airship 😑
It is not set billions of years after that, actually. It is set within the timeframe of a month. Maybe days before the film takes place and overlaps its events. Maybe that far future setting is actually a ruse to tease the actual, true setting within the movie universe.
Title: Re: [IDEA] Fractured Suns
Post by: Nightmare on December 20, 2019, 03:11:56 pm
So you want to make this reality? It seemed like was just another "idea" you had.
Title: Re: [IDEA] Fractured Suns
Post by: Bryan See on December 21, 2019, 01:36:13 pm
So you want to make this reality? It seemed like was just another "idea" you had.
Oh, yes. Little bit by little bit. And plus, it was partly inspired by the Battle of Exegol in the final Star Wars film. Star Wars is one of the biggest influences on the Mortal Engines movie, whose universe is being used as a setting for this.

The first WIP screenshot of an aerial battle mission is in the attachments. In it, the Ancients are preparing to attack and destroy the airship during the battle. Players must destroy the airship in order to progress.

And some spoilers.

Spoiler:
The mission opens with the last lines from the film, spoken by Tom Natsworthy and Hester Shaw onboard the deceased comrade Anna Fang's airship, the Jenny Haniver, which is not shown. These two die during the ensuing battle.

Technical wise, all ships in this mission are affected by gravity. This "affected by gravity" flag is something that requires a physics engine. I prefer the now-open sourced PhysX (https://developer.nvidia.com/physx-sdk) to work with desired results. In the meantime, I continue work.

And this is the 15th mission.

[attachment eaten by a Shivan]
Title: Re: [IDEA] Fractured Suns
Post by: Nightmare on December 21, 2019, 01:52:03 pm
Interesting. One thing though: Fractured Suns sounds very similar to Shattered Stars, so you could have a more original name for your new project as people who don't follow your modding career closely might think that they are one and the same. "Rekt Galaxies" would be an awesome and fitting title. :)
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 21, 2019, 02:19:24 pm
Interesting. One thing though: Fractured Suns sounds very similar to Shattered Stars, so you could have a more original name for your new project as people who don't follow your modding career closely might think that they are one and the same. "Rekt Galaxies" would be an awesome and fitting title. :)
I changed the title. And I intend it to be a series of episodic campaigns released on a far shorter frequency. That mission is the concluding one for Episode 1. Episode 2 will presumably takes place after that. I think the Knossos launcher should be updated to handle episodic campaign releases.

The setting remains with that 15th mission. As such, it still takes place within the same universe as Mortal Engines (the 2018 film itself, not the novels themselves of which it's based).

I am sure General Battuta will approve it since he supported this project in the first place. And I hope others will follow suit.
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on December 21, 2019, 02:22:06 pm
nice :yes:
Title: Re: [WIP] Rekt Galaxies
Post by: General Battuta on December 21, 2019, 02:39:39 pm
This is advanced modding.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 21, 2019, 02:57:13 pm
nice :yes:
This is advanced modding.
Thank you all :)

In the next few days, I'm going to create a ModDB page about it.
Title: Re: [WIP] Rekt Galaxies
Post by: Cyborg17 on December 21, 2019, 08:25:09 pm
*looks around*

Knossos basically already does support episodic campaigns, as long as they can be in the same mod, you can have many missions and campaigns within them.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 23, 2019, 02:25:03 pm
Thanks for the heads-up.

Even though that mission is far from finished, I've played the first part. The thing I enjoyed is the dogfight with the man-made airship (I've got the reference pictures of the Jenny Haniver airship from Nick Keller (https://www.facebook.com/181459148657029/posts/the-jenny-haniver-from-mortal-engines-piloted-by-anna-fang-jihaeofficial-this-wa/1595953337207596/) and I'll begin modelling momentarily. This is something that it requires both PhysX and COLLADA support, though I am using POF as a temporary placeholder).

The result I intended is a Battle of Exegol-style battle in Earth's atmosphere.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 24, 2019, 07:10:32 am
Everyone, the ModDB page for the mod has went up (https://www.moddb.com/mods/rekt-galaxies/). Check it out.
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on December 24, 2019, 07:19:13 am
Are you going to make a banner for this too?
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 24, 2019, 08:17:00 am
Are you going to make a banner for this too?
Yes.
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on December 24, 2019, 10:50:54 am
Are you going to make a banner for this too?
Yes.

Is it going to be NSFW?

just to be sure
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 24, 2019, 02:15:56 pm
Are you going to make a banner for this too?
Yes.

Is it going to be NSFW?

just to be sure
Probably. With a lot of foul language. So, I decided that the game intro will say: "Due to the graphic nature of this game, player/pilot discretion is advised."

Plus, the ModDB page has been updated. The news post, "The Inaugural Update" has been un-archived.

I am very sure General Battuta, Nyctaeus and others will be pleased.
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on December 24, 2019, 05:20:56 pm
Quote
Probably. With a lot of foul language. So, I decided that the game intro will say: "Due to the graphic nature of this game, player/pilot discretion is advised."

Did you write the dialogs in the same style you used for Shattered Stars?
Title: Re: [WIP] Rekt Galaxies
Post by: spart_n on December 25, 2019, 10:17:37 am
Quote
Probably. With a lot of foul language. So, I decided that the game intro will say: "Due to the graphic nature of this game, player/pilot discretion is advised."

Did you write the dialogs in the same style you used for Shattered Stars?

personally i hope it's as good as Lost in the Mist. the dialogue used there was superb.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 26, 2019, 04:01:12 am
Quote
Probably. With a lot of foul language. So, I decided that the game intro will say: "Due to the graphic nature of this game, player/pilot discretion is advised."

Did you write the dialogs in the same style you used for Shattered Stars?
I wrote them much better than that.

personally i hope it's as good as Lost in the Mist. the dialogue used there was superb.

That's what I am striving for.

Plus, I've been toying with the idea/possibility of a Sins of a Solar Empire Rebellion mod that takes place in the same timeline as Rekt Galaxies and the same universe as the Mortal Engines movie, called "Sins of the Rekt Galaxies." That will only come sometime after the release of either Episode 1 or Episode 2.
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on December 26, 2019, 11:21:35 am
But I liked the dialog regarding the Brahman council, in terms of pure entertainment that part was better than BP!
Title: Re: [WIP] Rekt Galaxies
Post by: Goober5000 on December 26, 2019, 05:57:49 pm
This is something that it requires both PhysX and COLLADA support, though I am using POF as a temporary placeholder).

The result I intended is a Battle of Exegol-style battle in Earth's atmosphere.

Will the calculations use Tait-Bryan angles?
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on December 27, 2019, 12:40:35 am
So now this idea is actually a project and never remained to be an idea.
So what happened to Shattered Stars? Is that ever gonna be finished? its well over 1 GB, and the game got lots of hate, cuz:
1) There were so many "updates" which could be done by just creating a changelog flie and could be uploaded OR could have 1 post right after the campaign details to keep the changelogs and the forums tidy
2) There was no solid gameplay, and most of the sarcasm that you have received, you take it as a compliment, and in-turn, when you do it that way, the mod is worse and ppl troll you more
3) Your obsession about the mortal engines idea is not really possible. If you were doing the same with FS2 timeline, yes, create a new timeline which is imaginary, yes. BUT trying to make a mortal engine continuity is just a mega project, i dont think a single person will buy it with your "many barks but no bite" type of untested releases.
4) If you perfect something small, think about all the possible ideas and views about how people may respond. Rather than trying to justify each action of yours will brew more hate and more opinions of you as a joke.

IF you are gonna look inwards, change and tell that "Yes, i need to somewhat listen to what people say, with an open mind," you can possibly make a really good campaigns

Your ideas are cool, but you need to properly convey them in the form of missions/campaigns.

I'm just saying this as a friend and i hope that you do not take it in the wrong way.

EDIT 1: And yes, PhysX is mostly for games that require a quick calculation for small objects like long hair in a breeze, and stuffs using like glass breaking and the shards scattering on floor, etc.
There is no requirement to implement the PhysX stuffs into FS engine. So please stopped being obsessed about the stuffs. The core FSO guys are gonna think and implement that
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 30, 2019, 02:33:13 pm
So now this idea is actually a project and never remained to be an idea.
So what happened to Shattered Stars? Is that ever gonna be finished? its well over 1 GB, and the game got lots of hate, cuz:
1) There were so many "updates" which could be done by just creating a changelog flie and could be uploaded OR could have 1 post right after the campaign details to keep the changelogs and the forums tidy
2) There was no solid gameplay, and most of the sarcasm that you have received, you take it as a compliment, and in-turn, when you do it that way, the mod is worse and ppl troll you more
3) Your obsession about the mortal engines idea is not really possible. If you were doing the same with FS2 timeline, yes, create a new timeline which is imaginary, yes. BUT trying to make a mortal engine continuity is just a mega project, i dont think a single person will buy it with your "many barks but no bite" type of untested releases.
4) If you perfect something small, think about all the possible ideas and views about how people may respond. Rather than trying to justify each action of yours will brew more hate and more opinions of you as a joke.

IF you are gonna look inwards, change and tell that "Yes, i need to somewhat listen to what people say, with an open mind," you can possibly make a really good campaigns

Your ideas are cool, but you need to properly convey them in the form of missions/campaigns.

I'm just saying this as a friend and i hope that you do not take it in the wrong way.

EDIT 1: And yes, PhysX is mostly for games that require a quick calculation for small objects like long hair in a breeze, and stuffs using like glass breaking and the shards scattering on floor, etc.
There is no requirement to implement the PhysX stuffs into FS engine. So please stopped being obsessed about the stuffs. The core FSO guys are gonna think and implement that

Shattered Stars has become a terrifying prospect, so I decided to undertake a low stakes project such as this. I remained coy whether that will bridge into a VR-based Shattered Stars, but I think it's possible, with Half-Life: Alyx causes high demand for VR headsets such as Valve Index and the HTC Vive. And I have to agree with you, but I think there is one shortcoming on the Knossos launcher. Everytime a user changes computers, Knossos will have to fetch from server to that newly switched computer.

If the core FSO guys are gonna think and implement PhysX, why don't they implement COLLADA?

And I wanted to make an update.

As 2019 draws to a close, ushering into the new year, I would like to give you an update. I've been posted a feature about the factions that is going to be featured in this mod.

The player faction is the Ancient-Vasudan Hegemony of Galactic Rim Worlds (AVHGRM), also known as the Ancient-Vasudan Galactic Rim Worlds (AVGRW), Galactic Rim Worlds (GRW), Ancient-Vasudan Hegemony (AVH), or simply the Hegemony. While the Ancients and Vasudans are identical to the ones in FreeSpace, there are differences yet to be revealed.

Given the episodic nature of Rekt Galaxies, the enemy faction of Episode 1 at the moment is the Cylon Empire, a power ruled by the Cylons, a cybernetic and robotic race that is previously known by the Hegemony as the Unknown Intellectual Mechanized Species. Potential enemy factions that may appear in future episodes include the Combine/Universal Union from Half-Life 2 and the Shivans.

Plus, an IMDB entry (https://www.imdb.com/title/tt11497698/) on the game is published.
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on December 30, 2019, 02:54:10 pm
If the core FSO guys are gonna think and implement PhysX, why don't they implement COLLADA?

But these lazy FSO weirdos haven't even implemented Vulkan-based rendering or geomod yet. At the rate they keep going, they'll never get anything done.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 30, 2019, 08:45:29 pm
If the core FSO guys are gonna think and implement PhysX, why don't they implement COLLADA?

But these lazy FSO weirdos haven't even implemented Vulkan-based rendering or geomod yet. At the rate they keep going, they'll never get anything done.

I'll see if I can do to help them. I know this takes time, but I'll try.

EDIT: I do not want to be bombastic. I want to be humble. But I don't want to end up greedy, or worse, like men such as Gabe Newell, Donald Trump, Boris Johnson, Jair Bolsonaro, Recep Tayyip Erdogan, and Benjamin Netanyahu to name a few.
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on December 30, 2019, 09:24:32 pm
I do not want to be bombastic. I want to be humble.

Than just stick to messing around with modding FSO instead of breaking the engine.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on December 30, 2019, 09:58:08 pm
I do not want to be bombastic. I want to be humble.

Than just stick to messing around with modding FSO instead of breaking the engine.

I guess he should stick to making missions, rather than going way advanced all at once.

BTW, bryan, how good are you at C++?
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on December 30, 2019, 10:30:32 pm
I guess he should stick to making missions, rather than going way advanced all at once.

BTW, bryan, how good are you at C++?
Very good.

But I'm struggling on how to use CMake to compile FSO, without too much copying and editing.

This is something that it requires both PhysX and COLLADA support, though I am using POF as a temporary placeholder).

The result I intended is a Battle of Exegol-style battle in Earth's atmosphere.

Will the calculations use Tait-Bryan angles?

To answer that question, possibly yes.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 03, 2020, 08:37:07 am
I guess he should stick to making missions, rather than going way advanced all at once.

BTW, bryan, how good are you at C++?
Very good.

But I'm struggling on how to use CMake to compile FSO, without too much copying and editing.

This is something that it requires both PhysX and COLLADA support, though I am using POF as a temporary placeholder).

The result I intended is a Battle of Exegol-style battle in Earth's atmosphere.

Will the calculations use Tait-Bryan angles?

To answer that question, possibly yes.

"Very Good" is a relative term.

Can you show us a demonstration of a code of an application that you have made in C++ to show that?

Also, now you want to drag HL series into this mess of a story? Its a bad idea i think.
Like i told


I have a feeling that you will mostly ignore whatever I have said, by justifying why PhysX and all are required, why you want to make "Rekt Galaxies", and all the other reasons of why you refuse to the feedbacks and the pointers given.

But whatever. Its all upto you, and till date, you arent taken seriously because you:

You may not agree with what people said and what I said, but whatever, its your reputation, its your ideas, and its your attitude.
You need not justify anything, but you can reflect on what feedback the people/community gives, what you feel and what you want to do.

Even if the Combine, Cylons or Aliens comes down to earth to pass on the feedbacks given to you, i do not think that you will understand, but rather argue like a nagging wife with the same old opinions which are in your head.

This is not meant to show hate, or be hostile to you, but its just a last attempt by a person who has seen many posts by you, and you getting publicly humiliated on HLP and ultimately its your call. I still respect you as what a human deserves, but not as a good listener.

Have a good day mate, and good luck with the ambitious projects thats in your mind.

PS: Your ideas are cool, but start small and grow big ;)
Title: Re: [WIP] Rekt Galaxies
Post by: Nightmare on January 03, 2020, 10:42:34 am
Quote
But whatever. Its all upto you, and till date, you arent taken seriously because you:
...
Never play whatever you created
:eek2:
You're asking Bryan to play the stuff he created!? Damn, that's cruel.

Quote
PS: Your ideas are cool, but start small and grow big ;)

He actually started small- 2 weird mission campaign, then he quickly goes to finish his 200 mission campaign saga before anouncing Shattered Star Citizens the epilog of SC with Hester Shaw being CO of Squadron 42 and all assets and the whole sourcecode rebuilt y'know.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 04, 2020, 03:20:06 am
Quote
But whatever. Its all upto you, and till date, you arent taken seriously because you:
...
Never play whatever you created
:eek2:
You're asking Bryan to play the stuff he created!? Damn, that's cruel

Well, truth is both hurtful and cruel.

Quote
Quote
PS: Your ideas are cool, but start small and grow big ;)

He actually started small- 2 weird mission campaign, then he quickly goes to finish his 200 mission campaign saga before anouncing Shattered Star Citizens the epilog of SC with Hester Shaw being CO of Squadron 42 and all assets and the whole sourcecode rebuilt y'know.

if he started small, he wouldnt leave that "small" until everyone in HLP praises it as a perfection/masterpiece.
Even a tiny project needs to be perfect, doesnt matter if it is tiny or large.
Title: Re: [WIP] Rekt Galaxies
Post by: JSRNerdo on January 04, 2020, 05:46:40 am
I understand if you have to keep this information confidential for creative reasons, but I simply must ask: How many fade-out SEXPs will you be using in the entirety of this campaign?
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 04, 2020, 10:05:53 am
I understand if you have to keep this information confidential for creative reasons, but I simply must ask: How many fade-out SEXPs will you be using in the entirety of this campaign?
As many, but not excessively.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 15, 2020, 02:47:06 pm
I've just mulled the idea of recycling ideas that were originally going to be used in the pre-2018 Shattered Stars project, now named "Fractured Suns."

One of these ideas is a battle in Sol taking place concurrently with the film's final battle (the Mortal Engines movie features an air raid on London, a duel and a fight aboard Valentine's airship). But this battle is not about protecting Earth nor receiving any newscast transmissions during flight time. Though it will feature an air battle that takes place after the end of the film, which suggests that the Cylons have commenced attacking Earth, meaning that the Ancients and Vasudans have to wrestle the planet away from the invaders before attacking it for themselves, as well as engaging the Jenny Haniver airship during that, thus ensuring the fiery fates of Tom Natsworthy and Hester Shaw.

The other is the protagonist's faction, the Galactic Rim Worlds. Now the Galactic Rim Worlds of Rekt Galaxies is the Ancient-Vasudan Hegemony of Galactic Rim Worlds, or the Hegemony or the Hegemony of Galactic Rim Worlds. The Hegemony uses terms based on those of the Original Battlestar Galactica series of 1978, from yahrens to centons to microns.

As for the Authority, I have no idea for that moment on how it fits, but I am sure this will be explored in Episode Two. Episode One, whose title is still TBA, is what I am focusing on. It is the first in an opening trilogy of episodes, still untitled, which will conclude in Episode Three. I intend these episodes to be released at a more quicker and consistent pace without compromising quality.

Rekt Galaxies won't end at Episode Three. We have the Shivans and others.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 15, 2020, 02:57:12 pm
I've just mulled the idea of recycling ideas that were originally going to be used in the pre-2018 Shattered Stars project, now named "Fractured Suns."

One of these ideas is a battle in Sol taking place concurrently with the film's final battle (the Mortal Engines movie features an air raid on London, a duel and a fight aboard Valentine's airship). But this battle is not about protecting Earth nor receiving any newscast transmissions during flight time. Though it will feature an air battle that takes place after the end of the film, which suggests that the Cylons have commenced attacking Earth, meaning that the Ancients and Vasudans have to wrestle the planet away from the invaders before attacking it for themselves, as well as engaging the Jenny Haniver airship during that, thus ensuring the fiery fates of Tom Natsworthy and Hester Shaw.

The other is the protagonist's faction, the Galactic Rim Worlds. Now the Galactic Rim Worlds of Rekt Galaxies is the Ancient-Vasudan Hegemony of Galactic Rim Worlds, or the Hegemony or the Hegemony of Galactic Rim Worlds. The Hegemony uses terms based on those of the Original Battlestar Galactica series of 1978, from yahrens to centons to microns.

As for the Authority, I have no idea for that moment on how it fits, but I am sure this will be explored in Episode Two. Episode One, whose title is still TBA, is what I am focusing on. It is the first in an opening trilogy of episodes, still untitled, which will conclude in Episode Three. I intend these episodes to be released at a more quicker and consistent pace without compromising quality.

Rekt Galaxies won't end at Episode Three. We have the Shivans and others.

Get a working demo on atleast one mission and then post the next mission idea. Being pompous just shows that you're all talk and no show.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 17, 2020, 06:48:07 am
You asked for it, here's the screenshots I've posted on ModDB from Episode 1's first mission you asked. It's an escort mission. You defend the jump node in the Antares system with a Vasudan corvette and a cruiser escort.

(https://media.moddb.com/cache/images/mods/1/45/44425/thumb_300x150/Mission_01_WIP_2.png) (https://www.moddb.com/mods/rekt-galaxies/images/episode-1-mission-01-wip1)
(https://media.moddb.com/cache/images/mods/1/45/44425/thumb_300x150/Mission_01_WIP_1.png) (https://www.moddb.com/mods/rekt-galaxies/images/episode-1-mission-01-wip)

A full video playthrough is coming soon, as this is subject to quality control.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 17, 2020, 09:38:55 am
You asked for it, here's the screenshots I've posted on ModDB from Episode 1's first mission you asked. It's an escort mission. You defend the jump node in the Antares system with a Vasudan corvette and a cruiser escort.

(https://media.moddb.com/cache/images/mods/1/45/44425/thumb_300x150/Mission_01_WIP_2.png) (https://www.moddb.com/mods/rekt-galaxies/images/episode-1-mission-01-wip1)
(https://media.moddb.com/cache/images/mods/1/45/44425/thumb_300x150/Mission_01_WIP_1.png) (https://www.moddb.com/mods/rekt-galaxies/images/episode-1-mission-01-wip)

A full video playthrough is coming soon, as this is subject to quality control.

I asked for a demo, which means that i want to play a single mission. I dont want a campaign. just a single mission to see your quality of work and the attention to details.

I cannot judge a game by its screenshots. A SINGLE mission.... 1 mission, would be good to decide on your capabilities and your skills.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 17, 2020, 01:04:50 pm
You asked for it, here's the screenshots I've posted on ModDB from Episode 1's first mission you asked. It's an escort mission. You defend the jump node in the Antares system with a Vasudan corvette and a cruiser escort.

(https://media.moddb.com/cache/images/mods/1/45/44425/thumb_300x150/Mission_01_WIP_2.png) (https://www.moddb.com/mods/rekt-galaxies/images/episode-1-mission-01-wip1)
(https://media.moddb.com/cache/images/mods/1/45/44425/thumb_300x150/Mission_01_WIP_1.png) (https://www.moddb.com/mods/rekt-galaxies/images/episode-1-mission-01-wip)

A full video playthrough is coming soon, as this is subject to quality control.

I asked for a demo, which means that i want to play a single mission. I dont want a campaign. just a single mission to see your quality of work and the attention to details.

I cannot judge a game by its screenshots. A SINGLE mission.... 1 mission, would be good to decide on your capabilities and your skills.
OK then, I'm working on a SINGLE mission. 1 mission. Which means, the first mission of Episode 1. But this thing needs time. It needs time. To ensure nothing goes wrong during gameplay.
Title: Re: [WIP] Rekt Galaxies
Post by: Mito [PL] on January 17, 2020, 02:06:04 pm
Sure. Work on it as long as you feel you need to. Better release something nice than something rushed.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 19, 2020, 02:17:50 pm
Sure. Work on it as long as you feel you need to. Better release something nice than something rushed.
This is what I am doing. I am doing whatever it's necessary.

Plus, there’s stuff in this mod/campaign that is visually never been in mods that came before (i.e. the custom SEXPs that has been introduced recently), and there’s certainly a bunch of game elements that have never been done before.

You will wait until I get this demo containing a single, well perfected and maximal quality mission. Watch this space.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 28, 2020, 01:58:53 pm
Rogue Assassin04, guess what I did. I made a single mission for a demo, which is going to be uploaded on ModDB as a pre-alpha release.

EDIT: This demo, as you say is pre-Alpha, and is not final representation of Rekt Galaxies Episode One.
Title: Re: [WIP] Rekt Galaxies
Post by: Colonol Dekker on January 28, 2020, 04:44:56 pm
If its not ready, DON'T RELEASE IT.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 29, 2020, 05:51:20 am
If its not ready, DON'T RELEASE IT.
Yeah. I know why it's not ready. It is the whole campaign, and one mission is NOT enough.

Everybody knows this. Even Tyler McVicker of Valve News Network knows this.

But this is a burn-it-down effort to create a space combat game set in the Mortal Engines movie universe.
Title: Re: [WIP] Rekt Galaxies
Post by: Colonol Dekker on January 29, 2020, 09:12:44 am
I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.

Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 29, 2020, 09:24:00 am
I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.



I get it. What does it mean for high (or maximal/maximum as I and others call it) quality? One that doesn't cause FSO to crash, and has to take advantage of newly introduced features in FSO.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 29, 2020, 10:35:15 am
I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.



I get it. What does it mean for high (or maximal/maximum as I and others call it) quality? One that doesn't cause FSO to crash, and has to take advantage of newly introduced features in FSO.

DUDE, MAKE A MISSION WHICH EVERYBODY (EVERYONE WHO CRITICIZED YOU) LOVE THE MISSION 1.

They shouldnt have a single shred of complaint from Mission 1.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 29, 2020, 10:57:30 am
I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.



I get it. What does it mean for high (or maximal/maximum as I and others call it) quality? One that doesn't cause FSO to crash, and has to take advantage of newly introduced features in FSO.

DUDE, MAKE A MISSION WHICH EVERYBODY (EVERYONE WHO CRITICIZED YOU) LOVE THE MISSION 1.

They shouldnt have a single shred of complaint from Mission 1.

This is exactly what I am making right now (this is the part where I recall what Tyler McVicker said about what Valve made is being ensured to be everybody inside the company love it, then followed by the outside community). Then, what should I do? Colonol Dekker said I don't release anything using pre-alpha or demo as an excuse for a less than perfect or not being perfect product regarding this campaign / mod.

There is truth to this rumor. Mission 1 is just a small part of the campaign itself.
Title: Re: [WIP] Rekt Galaxies
Post by: deathspeed on January 29, 2020, 10:59:12 am
A quality mission DOES NOT have to "take advantage of newly introduced features in FSO."  Don't pack so many advanced features in that the mission does not work or cannot be debugged.  Start with well-known basic features, then build up one feature at a time as you learn how features interact.

And it is more than just not crashing FSO - you must be able to complete the mission, without error flags, without hung-up objectives, with a clear ending.  I know that from a story standpoint sometimes not all objectives are achievable, but don't worry about those for this first mission.  Make sure there are clear exit criteria to finish the mission.  Play it yourself, repeatedly, doing unexpected things to try to break it, before releasing it as a demo.

And it should be fun.  That last one may be the most nebulous and the hardest.  But if you make a mission that people can finish, they can focus their feedback on how to make it more fun, instead of pointing out everything that does not work.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 29, 2020, 12:15:48 pm
A quality mission DOES NOT have to "take advantage of newly introduced features in FSO."  Don't pack so many advanced features in that the mission does not work or cannot be debugged.  Start with well-known basic features, then build up one feature at a time as you learn how features interact.

And it is more than just not crashing FSO - you must be able to complete the mission, without error flags, without hung-up objectives, with a clear ending.  I know that from a story standpoint sometimes not all objectives are achievable, but don't worry about those for this first mission.  Make sure there are clear exit criteria to finish the mission.  Play it yourself, repeatedly, doing unexpected things to try to break it, before releasing it as a demo.

And it should be fun.  That last one may be the most nebulous and the hardest.  But if you make a mission that people can finish, they can focus their feedback on how to make it more fun, instead of pointing out everything that does not work.
This is what I am exactly trying to do. I end up changing my mind after reading this. What ideas do I have in mind? I have decided that the first mission will include a high-quality variation of the Ancient-Shivan War welcome aboard, with "space nuggets" and some NSFW material thrown about. I don't want it to be similar to first missions of FS1, FS2, Blue Planet, Inferno and ASW, as well as others such as Wing Commander, Starlancer, and X-Wing to name a few, even to the very smallest part. I want to be unique. A battle, perhaps.
Title: Re: [WIP] Rekt Galaxies
Post by: Phantom Hoover on January 29, 2020, 12:59:58 pm
bryan is it possible that the nsfw material in this mod will include depictions of mammary spheres?
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 29, 2020, 01:25:28 pm
bryan is it possible that the nsfw material in this mod will include depictions of mammary spheres?
Possible, but I'm looking into it... But expletives.

The first mission would make use of world-building. Rekt Galaxies is set in the same universe as Mortal Engines movie, allowing its universe to be expanded. I expect fleeting references, with one exception - an air battle which takes place somewhere in the middle you talked about.

You start in outer space. There are at least two factions, plus one from a non-FreeSpace and non-Descent alien race. I prefer the Combine Empire or Universal Union from Half-Life 2. Future episodes will deal with possible alien races such as the Battura, the Bosconians and the Sadeen.

I thought episodic games allow for world-building and character development.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 29, 2020, 02:26:41 pm
bryan is it possible that the nsfw material in this mod will include depictions of mammary spheres?
Possible, but I'm looking into it... But expletives.

The first mission would make use of world-building. Rekt Galaxies is set in the same universe as Mortal Engines movie, allowing its universe to be expanded. I expect fleeting references, with one exception - an air battle which takes place somewhere in the middle you talked about.

You start in outer space. There are at least two factions, plus one from a non-FreeSpace and non-Descent alien race. I prefer the Combine Empire or Universal Union from Half-Life 2. Future episodes will deal with possible alien races such as the Battura, the Bosconians and the Sadeen.

I thought episodic games allow for world-building and character development.

Man, advice.

Dont post anything at all until the next update. Please. You are making a fool of yourself and throwing yourself in bad light.

Please. The next post should be mission 1, where you will have played that single mission to see if there are errors, bugs or any sort of problems. Let that mission be a basic one.

Do this please.
Title: Re: [WIP] Rekt Galaxies
Post by: deathspeed on January 29, 2020, 07:10:57 pm
Man, advice.

Dont post anything at all until the next update. Please. You are making a fool of yourself and throwing yourself in bad light.

Please. The next post should be mission 1, where you will have played that single mission to see if there are errors, bugs or any sort of problems. Let that mission be a basic one.

Do this please.

This, please.  Don't worry about world-building, Mortal Engines, non-FreeSpace IPs, or future episodes and races.  Just give us a basic, playable mission.  See what feedback you get,and where things go from there. 
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 30, 2020, 02:06:27 pm
@Rogue Assassin04: This is my next post that is about mission 1.

This mission will be more about scripted sequences involving capships and certain fighters. You cover a bomber wing, then fight off a mysterious enemy that's attacking both sides and hold off until reinforcements arrive.

The issues are a lack of dialogue, command brief (though it includes a brief welcome aboard message), briefing, debriefing, objectives, ship tabling and models (the non-Cylon ships that are being used are those UIMS I've converted from Star Ixiom and Galaxian3, with the exception of the Defiant ship which I've re-modeled from scratch).

This is the basic, playable mission I can give, deathspeed.

FYI, thank you for highlighting my problem that when I talk about things too far in advance, I am making a fool of myself and putting myself in a bad light, as well as a problem that I think that the twists and turns that I'm going through would probably drive people here at HLP more crazy than just being silent about it, until I can be very sure about what's happening next.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 30, 2020, 10:05:48 pm
@Rogue Assassin04: This is my next post that is about mission 1.

This mission will be more about scripted sequences involving capships and certain fighters. You cover a bomber wing, then fight off a mysterious enemy that's attacking both sides and hold off until reinforcements arrive.

The issues are a lack of dialogue, command brief (though it includes a brief welcome aboard message), briefing, debriefing, objectives, ship tabling and models (the non-Cylon ships that are being used are those UIMS I've converted from Star Ixiom and Galaxian3, with the exception of the Defiant ship which I've re-modeled from scratch).

This is the basic, playable mission I can give, deathspeed.

FYI, thank you for highlighting my problem that when I talk about things too far in advance, I am making a fool of myself and putting myself in a bad light, as well as a problem that I think that the twists and turns that I'm going through would probably drive people here at HLP more crazy than just being silent about it, until I can be very sure about what's happening next.

Bryan did you even try to read what i told?

Quote
Dont post anything at all until the next update.
The next post should be mission 1

I NEVER ASKED YOU TO TALK ABOUT MISSION 1. I asked you to post mission 1.

DO NOT reply to any posts or make a new post. If you want to reply to anything, or create a new post, it should JUST BE THE SINGLE MISSION.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 30, 2020, 10:50:57 pm
The first mission is at the attachment below, because the contents of this mission exceeds the maximum allowed length (50000 characters), sorry, Rogue Assassin04. It is developed with a custom-made, entirely new modpack (i.e. Ancient Shivan-War, Diaspora, etc.).

[attachment eaten by a Shivan]
Title: Re: [WIP] Rekt Galaxies
Post by: The E on January 31, 2020, 02:42:12 am
Bryan, if you want to convince people that you are actually a good mission designer or writer, it would help if the missions you make were, you know, actually designed or had at least some writing in them.
What you posted here is a small combat sandbox with some random ships thrown together. You didn't even bother to name the ships in them, and most of your events end in a "do-nothing".

Understand this: When we ask you to prove that you have something to offer aside from making bad posts and you give us a mission that is far, far worse than even the result of the FRED tutorial, our judgment of you as an incompetent buffoon whose only value is in being a reference for "things aspiring modders should not do" will not change.
Title: Re: [WIP] Rekt Galaxies
Post by: Colonol Dekker on January 31, 2020, 04:07:02 am

If its not ready, DON'T RELEASE IT.
I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.
Title: Re: [WIP] Rekt Galaxies
Post by: Rogue Assassin04 on January 31, 2020, 06:35:20 am

If its not ready, DON'T RELEASE IT.
I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.

Better to yell at the earth to stop rotating or yelling at a rock to move itself
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on January 31, 2020, 09:18:46 am
Bryan, if you want to convince people that you are actually a good mission designer or writer, it would help if the missions you make were, you know, actually designed or had at least some writing in them.
What you posted here is a small combat sandbox with some random ships thrown together. You didn't even bother to name the ships in them, and most of your events end in a "do-nothing".

Understand this: When we ask you to prove that you have something to offer aside from making bad posts and you give us a mission that is far, far worse than even the result of the FRED tutorial, our judgment of you as an incompetent buffoon whose only value is in being a reference for "things aspiring modders should not do" will not change.
I know. I'll try harder to improve based on yours.

While I acknowledge your understanding, the E, I think this is where my difficulty of explaining aspects of the campaign/missions constantly changing well during development arises. I do not want to waste time here discussing such any further. So, I am working on it and I currently have absolutely nothing to say about it (one of Valve's employees said that why they have nothing to say about Half-Life 3 is they didn't actively work on the game, but whereas I am), and that you will all be notified as soon as I have material I feel certain that I are ready to share. Until then, hang in there.

If not, what should I do?
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on February 04, 2020, 12:58:13 pm
Since my previous mission is nothing but "a small combat sandbox with some random ships thrown together," as The E put it, I have put up a mission that is an improvement over it. I've named the ships in them, and most of your events no longer end in a "do-nothing". Plus, it has dialogue (with expletives and profanity, NSFW), command briefs, debriefing and briefing texts to help flesh out the story and the world itself, which is the same(!) universe as the Mortal Engines movie.

Once again, this mission has the length of 74951, which is well beyond the limit of 50000, sorry.

[attachment eaten by a Shivan]
Title: Re: [WIP] Rekt Galaxies
Post by: Colonol Dekker on February 04, 2020, 02:01:40 pm
Once again, this mission has the length of 74951, which is well beyond the limit of 50000, sorry.

Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on February 04, 2020, 02:14:01 pm
Once again, this mission has the length of 74951, which is well beyond the limit of 50000, sorry.



Because there are aspects to this:

Firstly, there is quality control to this. I have to make sure everything works for all. I want to make sure it's maximally nigh-on perfect, and that needs time.

Secondly, there's bit of story development (characters especially) and world-building, with some obscure references.

Thirdly, it makes use of a checkpoint-based save system laid out by Axem.

Fourthly, it makes use of a cutscene in the beginning. There are use of fade-out SEXPs.

And fifthly, it does determine the branching of the mission via player decisions and outcomes.
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on February 05, 2020, 04:39:12 am
I've posted my first mission (https://www.hard-light.net/forums/index.php?topic=96093.msg1892763#msg1892763) but nobody seemed to answer. I offered my aspects behind this in the next post.

What do you say? What's next?
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on February 05, 2020, 02:30:35 pm
Work on the second mission plus one extra red-alert mission, a third mission, and possibly fourth, fifth, sixth, seventh and eighth missions have begun and I intend to put it on a fast track.

All of them take place in Sol, and somewhere around this time between Mission 4 and Mission 5, there's the point where the Mortal Engines movie begins with Salzhaken being eaten by London as surveyed by one of the Ancient forces, who also spotted Airhaven, Shan Guo and the Shield Wall. The sixth and seventh mission overlap with the movie's events, namely the skirmish with Shrike on Airhaven and the Anti-Tractionists' air raid against London as well as Thaddeus' attempted escape onboard his airship. The eighth mission takes place in the atmosphere, where a Battle of Exegol-like fight with Cylons occur, with a crossover with the Mortal Engines occuring here as a dogfight with the Jenny Haniver (the players are required to destroy it in order to advance). Beyond that, I'm still have nothing to say, but it will involve the Combine, with more other alien menaces are being teased.
Title: Re: [WIP] Rekt Galaxies (Spoilers)
Post by: Bryan See on February 07, 2020, 11:17:37 am
Here is the real, first mission. It has two branches, one is red-alert and a normal mission end. Spoilers ahead, please read with caution.

Spoiler:
Code: [Select]
#Mission Info

$Version: 0.10
$Name:  XSTR("The Death of History", -1)
$Author: Bryan See
$Created: 02/05/20 at 18:50:14
$Modified: 02/08/20 at 01:12:12
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("The 314th Griffins, ACa Zenobia, spearheads an armed reconnaissance mission in the asteroid field.", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 0
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 0
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 0.000000, 3474.555420, -5958.278809
+Viewer orient:
1.000000, 0.000000, -0.000000,
0.000000, 0.866025, 0.500000,
0.000000, -0.500000, 0.866025
+SquadReassignName: 314th Griffins

$Starting wing names: ( "Aleph" "Beth" "Gimel" )
$Squadron wing names: ( "Aleph" "Beth" "Gimel" "Daleth" "He" )
$Team-versus-team wing names: ( "Aleph" "Zayin" )

$Skybox Model: StarField.pof

$AI Profile: RG Ep1

#Sexp_variables

$Variables:
(
0 "!RG0101aStage" "0" "number"
1 "boolDerelictDeparted" "0" "number"
2 "boolDerelictDestroyed" "0" "number"
3 "saveexist" "0" "number"
)

#Cutscenes

$Fiction Viewer Cutscene: RGEp1_Intro.mp4
+formula: ( true )

#Command Briefing

$Stage Text:
 XSTR("Welcome

This is Admiral Im'halus, commanding officer of the $f ACa $f Zenobia. I extend a warm welcome to all new warriors, crew and young nuggets who have recently joined us in Deneb.

The $f Zenobia serves as flagship of Battle Group 28, based in the Crab Nebula. As some of our people's finest and strongest, you were predestined to join your fellow brothers and sisters serving the Empire's mighty navies today.

I know what thought may be residing within your minds. It may appear you are just a tiny piece of a vast dynasty. But in this empire, we are all the same. The role that everyone plays, our warriors as well as our citizens, is critical in maintaining our Empire.

Serve it well, and your name will forever be engraved in history and you will bathe in eternal glory.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Updates from the Front

We have some grave news. Imperial forces has launched Operation Clean Sweep, however their efforts have failed to halt the $h Cylon advance, despite propaganda to the contrary. The loss cut deep into our morale among those enlisted.

Intelligence reports the enemy have established their own territory abutting Imperial systems including Ross 128, Delta Serpentis and Beta Aquilae, where a major battle occured resulting in the loss of the $f GVD $f $f Chnum and twelve $f Vasudan warships.

If this keeps up at this rate, a $h Cylon victory will not only be inevitable, but also imminent in a few sectons.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Current Objectives

Our fleet will focus on what lies on the other side of the newly activated Deneb subspace portal. We must determine where the node leads and the extent of the $h Cylon presence there. Above all, we shall begin the push towards this system. We will have nothing to fear, no matter what they got. Our numbers will overcome them, and our weapons will bring swift death. If we must prevent the $h Cylons from abutting our systems, then we will do so and shall emerge victorious in the end. We always do.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Kato fighter

You are currently gifted with the privilege of flying the faithful $b Kato fighter, that has been in service ever since we first discovered subspace. While it may not be the most resilient in battle, it is very swift and her ability to use any of our armaments is unparallelled. With this privilege comes the ability to wield our light weapons. Choose wisely and true. They may just save your life.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 4
$start_stage
$multi_text
 XSTR("At 1133 standard centars, the $f ACa $f Zenobia and its battlegroup entered the newly activated subspace portal in Deneb and emerged to our current position in this unexplored star system. The $f Zenobia then began a full sensor scan of the system. What we have found is rather inconclusive and inconsistent. Since then, we have been unable to identify any single ship within the immediate vicinity, nor detect any traces of communication whatsoever.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 0.000000, 3474.555420, -5958.278809
$camera_orient:
1.000000, 0.000000, -0.000000,
0.000000, 0.866025, 0.500000,
0.000000, -0.500000, 0.866025
$camera_time: 500
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true )
$start_icon
$type: 26
$team: Friendly
$class: AG Knossos
$pos: 1005.817017, -9.341553, 146.177734
$label:  XSTR("Deneb Knossos", -1)
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 5
$team: Friendly
$class: ACa Akrotiri
$pos: -1136.253296, -9.341797, 76.005371
$label:  XSTR("Zenobia", -1)
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("This is where all of you come in. $f Zenobia $f Tactical has pinpointed several areas in the system where chances of discovering any trace of civilisation is likely. The 65th and 1116th have been sent to patrol the inner and outer system, respectively, while we scout the asteroid field in one of the largest planet's LaGrange points. The density of the field makes it a hazardous place, but it also scrambles any external sensor sweeps.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 0.000000, 3474.555420, -5958.278809
$camera_orient:
1.000000, 0.000000, -0.000000,
0.000000, 0.866025, 0.500000,
0.000000, -0.500000, 0.866025
$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 1
$Formula: ( true )
$start_icon
$type: 5
$team: Friendly
$class: ACa Akrotiri
$pos: 126.445351, -9.342041, 7.035156
$label:  XSTR("Zenobia", -1)
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("We will launch and explore the areas identified by $f Tactical. You will fly as $f Aleph $f 2, while I will be flying as $f Aleph $f 1. Your task will be to patrol and identify any ships found in the area. $f Zenobia $f Control will be uploading the NAV coordinates to your flight computer. Once you have arrived at the designated area, follow the pattern and keep your scans active at maximum.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 0.000000, 3474.555420, -5958.278809
$camera_orient:
1.000000, 0.000000, -0.000000,
0.000000, 0.866025, 0.500000,
0.000000, -0.500000, 0.866025
$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 2
$Formula: ( true )
$start_icon
$type: 1
$team: Friendly
$class: AF Kato
$pos: 11.429710, -9.341553, -38.292480
$label:  XSTR("Aleph", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("This is your first true combat assignment, so do not attempt to underestimate its importance, young nuggets. However, we do not yet know what we're dealing with, so stay alert. Keep your eyes peeled, and be prepared to face any unexpected developments.

Everyone, clear? Time to lock and load, people.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 0.000000, 3474.555420, -5958.278809
$camera_orient:
1.000000, 0.000000, -0.000000,
0.000000, 0.866025, 0.500000,
0.000000, -0.500000, 0.866025
$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 0
$Formula: ( true )
$start_icon
$type: 1
$team: Friendly
$class: AF Kato
$pos: 11.429710, -9.341553, -38.292480
$label:  XSTR("Aleph", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 1

$Formula: ( = @boolDerelictDestroyed[0] 1 )
$Multi text
    XSTR("The $h Cylon presence in the system was unexpected. Given the number of ships our wings have encountered, we knew an enemy basestar had to be lurking somewhere within. We haven't received any single explanation as to why they are here in the first place, given their movement. I think we'll be kept updated in due course.

Still, stopping the lone $h Cylon $h Heavy $h Raider from achieving its objectives demonstrated what we expect you as a warrior. By doing so, we disrupted their long-term plans.

We may be called in to reinforce the vessels attacking the $h Cylon basestar. Prepare for your next assignment, pilot.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

#Alternate Types:
$Alt: Unknown Class

#end


#Players ;! 1 total

$Starting Shipname: Aleph 2
$Ship Choices: (
)

+Weaponry Pool: (
"Pharnec" 4
"Crete" 4
"Wrath" 40
"Punisher" 400
)

#Objects ;! 10 total

$Name: Aleph 1 ;! Object #0
$Class: AF Kato
$Team: Friendly
$Location: -0.730223, 0.000011, -1894.401489
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "red-alert-carry" )
+Flags2: ( "no-subspace-drive" )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Aleph 2 ;! Object #1
$Class: AF Kato
$Team: Friendly
$Location: 8.186206, 3.008100, -2178.259766
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "player-start" "red-alert-carry" )
+Flags2: ( "no-subspace-drive" )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Aleph 3 ;! Object #2
$Class: AF Kato
$Team: Friendly
$Location: -20.359474, -33.545689, -2047.987061
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "red-alert-carry" )
+Flags2: ( "no-subspace-drive" )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Aleph 4 ;! Object #3
$Class: AF Kato
$Team: Friendly
$Location: 32.361729, 14.862584, -1993.345703
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "red-alert-carry" )
+Flags2: ( "no-subspace-drive" )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 8

$Name: Unidentified ;! Object #4
$Class: PyroGX
$Alt: Unknown Class

$Team: Unknown_Ally
$Location: -1016.246094, -353.571655, 10892.894531
$Orientation:
0.161728, -0.958887, 0.233196,
0.027963, 0.240665, 0.970206,
-0.986439, -0.150389, 0.065735
$AI Behavior: None
+AI Class: None
$AI Goals: ( goals ( ai-play-dead 200 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 48
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: sensors
$Damage: 100
+Subsystem: communication
$Damage: 100
+Subsystem: weapons
$Damage: 100
+Subsystem: navigation
$Damage: 100
+Subsystem: engine
$Damage: 100
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay
   "Reading signal"
   0
)
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "protect-ship" "no-shields" "no-arrival-warp" "hidden-from-sensors" "scannable" "red-alert-carry" "beam-protect-ship" "flak-protect-ship" "laser-protect-ship" "missile-protect-ship" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 30

$Name: Capricorn 1 ;! Object #5
$Class: Heavy Raider
$Team: Hostile
$Location: -631.054382, -353.571777, 10642.882813
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Virus infected
$AI Goals: ( goals ( ai-dock "Unidentified" "bottom dock" "Fighter Dock" 200 ) ( ai-ignore-new "Aleph 1" 199 ) ( ai-ignore-new "Aleph 2" 198 ) ( ai-ignore-new "Aleph 3" 197 ) ( ai-ignore-new "Aleph 4" 196 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Near Ship
+Arrival Distance: 765
$Arrival Anchor: Unidentified
$Arrival Cue: ( is-event-true-delay
   "02 - Cylons arrive"
   0
)
$Departure Location: Hyperspace
$Departure Cue: ( or
   ( has-docked-delay
      "Capricorn 1"
      "Unidentified"
      1
      ( functional-if-then-else
         ( skill-level-at-least "Medium" )
         ( functional-if-then-else
            ( skill-level-at-least "Hard" )
            ( rand 3 7 )
            ( rand 8 13 )
         )
         ( rand 14 19 )
      )
   )
   ( is-destroyed-delay
      ( rand 3 9 )
      "Unidentified"
   )
)
$Determination: 10
+Flags: ( "no-shields" "red-alert-carry" "don't-collide-invisible" )
+Flags2: ( "no-ets" )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Auriga 1 ;! Object #6
$Class: Meteor
$Team: Hostile
$Location: 1659.243530, -0.000488, 4517.007324
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Deckhand
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 13

$Name: Auriga 2 ;! Object #7
$Class: Meteor
$Team: Hostile
$Location: 1845.749878, -0.000488, 4498.202637
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Deckhand
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 13

$Name: Auriga 3 ;! Object #8
$Class: Meteor
$Team: Hostile
$Location: 1526.231812, -0.000488, 4415.240234
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Deckhand
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 13

$Name: Auriga 4 ;! Object #9
$Class: Meteor
$Team: Hostile
$Location: 1657.934082, -0.000488, 4443.701172
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Deckhand
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 13

#Wings ;! 2 total

$Name: Aleph
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Aleph 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Aleph 1"
"Aleph 2"
"Aleph 3"
"Aleph 4"
)
+Hotkey: 0
+Flags: ( )

$Name: Auriga
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Auriga 1

$Arrival Location: Near Ship
+Arrival Distance: 155
$Arrival Anchor: Capricorn 1
$Arrival Cue: ( has-arrived-delay 0 "Capricorn 1" )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Auriga 1"
"Auriga 2"
"Auriga 3"
"Auriga 4"
)
$AI Goals: ( goals ( ai-chase-wing "Aleph" 200 ) )
+Flags: ( )

#Events ;! 37 total

$Formula: ( when ( true ) ( do-nothing ) )
+Name: Initial Events
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( = @!RG0101aStage[0] 0 )
   ( do-nothing )
)
+Name: 00 - Check Saved Data
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( and
      ( or
         ( and
            ( is-event-true-delay
               "00 - Check Saved Data"
               0
            )
            ( true )
         )
         ( = @saveexist[0] 0 )
      )
      ( is-event-true-msecs-delay
         "Initial Events"
         1
      )
      ( = @!RG0101aStage[0] 0 )
   )
   ( script-eval "sm()" )
   ( modify-variable @!RG0101aStage[0] 1 )
)
+Name: Goto 01
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) )
+Name: Goto 02
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( = @!RG0101aStage[0] 1 )
   ( do-nothing )
)
+Name: 01 - Mission Start
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( true )
   ( send-message-list
      "Aleph 1"
      "High"
      "We have arrived"
      0
      "#Zenobia Control"
      "High"
      "Acknowledged Aleph"
      6705
   )
)
+Name: First comms
+Repeat Count: 1
+Interval: 1
+Chained: 1

$Formula: ( when
   ( true )
   ( add-nav-waypoint "NAV 1" "NAVWP1" 0 )
)
+Name: NAV setup
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when
   ( true )
   ( select-nav "NAV 1" )
)
+Name: Select NAV 1
+Repeat Count: 1
+Interval: 1
+Chained: 1

$Formula: ( when
   ( <
      ( distance "Aleph 2" "NAVWP1:1" )
      1000
   )
   ( set-nav-visited "NAV 1" )
)
+Name: Dir NAV 1
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Fly to NAV 1", -1)

$Formula: ( when
   ( true )
   ( restrict-nav "NAV 1" )
)
+Name: Restrict NAV 1
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when
   ( is-event-true-delay "Dir NAV 1" 0 )
   ( send-message-list
      "#Aleph 2"
      "High"
      "Reading signal"
      0
      "Aleph 1"
      "High"
      "Ack A2"
      6660
   )
)
+Name: Reading signal
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( is-event-true-delay
      "Fighter discovered"
      0
   )
   ( do-nothing )
)
+Name: Dir Signal
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Investigate signal", -1)

$Formula: ( when
   ( has-arrived-delay 0 "Unidentified" )
   ( deactivate-glow-points
      "Unidentified"
   )
)
+Name: Derelict setup
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( <
      ( distance "Aleph 2" "Unidentified" )
      2000
   )
   ( ship-visible "Unidentified" )
)
+Name: Fighter discovered
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( true )
   ( send-message
      "#Aleph 2"
      "High"
      "Confirmed"
   )
)
+Name: Confirmed
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when
   ( true )
   ( modify-variable @!RG0101aStage[0] 2 )
)
+Name: It's a trap
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when
   ( = @!RG0101aStage[0] 2 )
   ( do-nothing )
)
+Name: 02 - Cylons arrive
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( is-destroyed-delay 0 "Auriga" )
   ( do-nothing )
)
+Name: Dir Destroy Auriga
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Destroy Auriga", -1)

$Formula: ( when
   ( has-arrived-delay 0 "Capricorn 1" )
   ( send-message
      "#Aleph 2"
      "High"
      "Hostile contacts"
   )
)
+Name: Hostile contacts
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( true )
   ( send-message
      "Aleph 1"
      "High"
      "Going for Derelict"
   )
)
+Name: Going for Derelict
+Repeat Count: 1
+Interval: 1
+Chained: 6

$Formula: ( when
   ( is-destroyed-delay 0 "Unidentified" )
   ( do-nothing )
)
+Name: Dir Destroy Derelict
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Destroy derelict", -1)

$Formula: ( when-argument
   ( any-of
      "Aleph 1"
      "Aleph 2"
      "Aleph 3"
      "Aleph 4"
   )
   ( true )
   ( clear-goals "Capricorn 1" )
   ( add-goal
      "Capricorn 1"
      ( ai-evade-ship "<argument>" 200 )
   )
)
+Name: Clear Hvy Raider orders
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when
   ( has-docked-delay
      "Unidentified"
      "Capricorn 1"
      1
      0
   )
   ( do-nothing )
)
+Name: Derelict docked
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( and
      ( and
         ( has-docked-delay
            "Capricorn 1"
            "Unidentified"
            1
            0
         )
         ( not
            ( is-destroyed-delay 0 "Unidentified" )
         )
      )
      ( has-departed-delay 0 "Capricorn 1" )
   )
   ( send-message
      "#Aleph 2"
      "High"
      "Derelict + Cylon jumped"
   )
   ( modify-variable
      @boolDerelictDeparted[0]
      1
   )
)
+Name: Derelict + Cylon jumped
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( is-destroyed-delay 0 "Unidentified" )
   ( send-message
      "#Aleph 2"
      "High"
      "Derelict destroyed"
   )
   ( modify-variable
      @boolDerelictDestroyed[0]
      1
   )
)
+Name: Derelict destroyed
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( is-destroyed-delay
      0
      "Auriga"
      "Capricorn 1"
   )
   ( send-message
      "#Aleph 2"
      "High"
      "Cylons cleared"
   )
)
+Name: Cylons cleared
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( and
      ( is-destroyed-delay 0 "Auriga" )
      ( has-departed-delay 0 "Capricorn 1" )
   )
   ( send-message
      "#Aleph 2"
      "High"
      "Cylons cleared + 1 escaped"
   )
)
+Name: Cylons cleared + 1 escaped
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( or
      ( is-event-true-delay
         "Cylons cleared"
         6
      )
      ( is-event-true-delay
         "Cylons cleared + 1 escaped"
         6
      )
   )
   ( modify-variable @!RG0101aStage[0] 3 )
)
+Name: On to next mission
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( = @!RG0101aStage[0] 3 )
   ( do-nothing )
)
+Name: 03 - Mission end
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( and
      ( = @boolDerelictDestroyed[0] 1 )
      ( is-event-true-delay
         "03 - Mission end"
         0
      )
   )
   ( do-nothing )
)
+Name: Derelict destroyed?
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( true )
   ( send-message
      "#Zenobia Control"
      "High"
      "Return to base"
   )
)
+Name: Return to base
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when ( true ) ( do-nothing ) )
+Name: Fade out
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when ( true ) ( end-mission ) )
+Name: End mission
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when
   ( and
      ( = @boolDerelictDeparted[0] 1 )
      ( is-event-true-delay
         "03 - Mission end"
         0
      )
   )
   ( do-nothing )
)
+Name: Derelict departed?
+Repeat Count: 1
+Interval: 1

$Formula: ( when
   ( true )
   ( send-message
      "Aleph 1"
      "High"
      "We have arrived"
   )
)
+Name: Derelict gone
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when ( true ) ( fade-out ) )
+Name: Fade out
+Repeat Count: 1
+Interval: 1
+Chained: 6

$Formula: ( when ( true ) ( red-alert ) )
+Name: Red alert
+Repeat Count: 1
+Interval: 1
+Chained: 2

#Goals ;! 1 total

$Type: Primary
+Name: Destroy Cylons
$MessageNew:  XSTR("Search asteroid field", -1)
$end_multi_text
$Formula: ( or
   ( is-destroyed-delay
      0
      "Capricorn 1"
      "Auriga"
   )
   ( and
      ( is-destroyed-delay 0 "Capricorn 1" )
      ( has-departed-delay 0 "Auriga" )
   )
)

#Waypoints ;! 1 lists total

$Name: NAVWP1
$List: ( ;! 1 points in list
( -1032.767456, 861.076660, 5105.364258 )
)

#Messages ;! 15 total


$Name: We have arrived
$Team: -1
$MessageNew:  XSTR("Aleph wing has arrived in the asteroid field.  All fighters, assume formation.  We're going to get through this fast and clean.", -1)
$end_multi_text

$Name: Acknowledged Aleph
$Team: -1
$MessageNew:  XSTR("Acknowledged, Aleph.  We've transmitted the search pattern into your navigational computer.  There should be the first NAV point highlighted in your HUD.  Good luck.", -1)
$end_multi_text

$Name: Reading signal
$Team: -1
$MessageNew:  XSTR("I'm reading something... a faint energy signature.  Unable to trace the source, but it's coming from somewhere near our position.", -1)
$end_multi_text

$Name: Ack A2
$Team: -1
$MessageNew:  XSTR("My sensors just picking it up too, Aleph 2.  Let's go check it out and be on a lookout.", -1)
$end_multi_text

$Name: Fighter discovered
$Team: -1
$MessageNew:  XSTR("It's a derelict fighter!  It must have come from one of the terrestrial planets in this system...", -1)
$end_multi_text

$Name: Confirmed
$Team: -1
$MessageNew:  XSTR("Confirmed, it's a fighter from one of those planets.  Should we destroy it?", -1)
$end_multi_text

$Name: Hostile contacts
$Team: -1
$MessageNew:  XSTR("New hostile contacts!  Reading one Heavy Raider and four Meteor escorts.  What are they doing here?", -1)
$end_multi_text

$Name: Going for Derelict
$Team: -1
$MessageNew:  XSTR("They're going for the derelict!  They must have anticipated our presence!  We must stop them!", -1)
$end_multi_text

$Name: Derelict docked
$Team: -1
$MessageNew:  XSTR("They have docked with the derelict!  Stop them before they jump out!", -1)
$end_multi_text

$Name: Derelict + Cylon jumped
$Team: -1
$MessageNew:  XSTR("They've jumped!  With the derelict in tow.", -1)
$end_multi_text

$Name: Derelict destroyed
$Team: -1
$MessageNew:  XSTR("The derelict has been destroyed.  The Cylons wouldn't get anything from it after all.", -1)
$end_multi_text

$Name: Cylons cleared
$Team: -1
$MessageNew:  XSTR("All Cylon forces have been destroyed.", -1)
$end_multi_text

$Name: Cylons cleared + 1 escaped
$Team: -1
$MessageNew:  XSTR("We have destroyed all Cylon forces, but one escaped.", -1)
$end_multi_text

$Name: Derelict gone
$Team: -1
$MessageNew:  XSTR("They've taken the derelict to somewhere... I know where it is.  Get ready, everyone.  We'll be going there.", -1)
$end_multi_text

$Name: Return to base
$Team: -1
$MessageNew:  XSTR("All fighters, you are to return to base.  We're sending out a full assault force to execute a clean sweep of the area.", -1)
$end_multi_text

#Reinforcements ;! 0 total


#Background bitmaps ;! 0 total

$Num stars: 500
$Ambient light level: 7895160

$Bitmap List:
$Sun: SunSol
+Angles: 0.000000 0.000000 0.000000
+Scale: 1.000000

#Asteroid Fields

$Density: 512
+Field Type: 0
+Debris Genre: 0
+Field Debris Type: 0
+Field Debris Type: 2
$Average Speed: 0.999861
$Minimum: -5000.000000, -5000.000000, -2000.000000
$Maximum: 5000.000000, 5000.000000, 25000.000000

#Music

$Event Music: None
$Briefing Music: None

#End
Title: Re: [WIP] Rekt Galaxies
Post by: Bryan See on April 02, 2020, 02:19:39 pm
The first mission and subsequent ones have undergone drastic changes because I felt I wanted to give the player character development as well as world building to extend the 2018 Mortal Engines movie universe, of which the mod is based on.

Things are going on at ModDB (https://www.moddb.com/mods/rekt-galaxies), and a first teaser trailer was released.


EDIT: I've forgot to provide a link to the ModDB page, which is being updated regularly.