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Fate of the Galaxy / Re: Informal Winter 2021 Update
« Last post by SL1 on April 12, 2021, 05:42:23 pm »
Cool, thanks for clarifying. I wouldn't be surprised if someone eventually submitted models for the Defender and Missile Boat anyway. In any case, I'm really looking forward to the mod.
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Fate of the Galaxy / Re: Informal Winter 2021 Update
« Last post by CountBuggula on April 12, 2021, 03:57:34 pm »
The only ships we've ever outright stated that won't be included are the Missile Boat and TIE Defender.  Other than that, we've prioritized movie ships where possible but have always accepted contributions from the community where they meet our quality requirements and fit the design aesthetic we're going for.  In this case, the TIE Phantom was a community submission.
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Fate of the Galaxy / Re: Informal Winter 2021 Update
« Last post by TopAce on April 12, 2021, 03:18:22 pm »
I don't think we've ever said anything like that. Someone must have voiced his personal opinion, but as a team, we've always said movie ships enjoyed priority.
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Fate of the Galaxy / Re: Informal Winter 2021 Update
« Last post by SL1 on April 12, 2021, 02:33:57 pm »
Nice. A little surprising, though, since I remember hearing that you didn't want to include ships that weren't in the movies. Have you rethought that, or did someone outside the team provide you with a Phantom model and you decided to throw it in?
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General Discussion / Re: Stuff we saw on youtube! (redux!)
« Last post by Scourge of Ages on April 12, 2021, 12:11:14 pm »
This is my kind of shop.

I apologize for not watching these immediately. I just stumbled across one of them somewhere else and it was surreal.

Also (unrelated):

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Digging out this one: Every time I try to install it via Knossos it says "fsport-mediavps" is missing, which is not. All of them (!) are installed.

Ideas?

THX
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General Discussion / Re: Stuff we saw on youtube! (redux!)
« Last post by Androgeos Exeunt on April 12, 2021, 07:58:24 am »
Hot stuff.

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Nightly Builds / Nightly: 12 April 2021 - Revision 1f918fd4c
« Last post by SirKnightly on April 12, 2021, 01:40:09 am »
Here is the nightly for 12 April 2021 - Revision 1f918fd4c



Group: Win64-SSE2
nightly_20210412_1f918fd4c-builds-x64-SSE2.zip (Mirror)


Group: Win32-SSE2
nightly_20210412_1f918fd4c-builds-Win32-SSE2.zip (Mirror)


Group: Linux
nightly_20210412_1f918fd4c-builds-Linux.tar.gz (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 1f918fd4c
Author: JohnAFernandez
Commit: GitHub

    Allow Fred to Edit and Allow Command briefs in FRED (#3372)
 fred2/fredview.cpp                 | 2 +-
 fred2/missionsave.cpp              | 3 ---
 qtfred/src/mission/missionsave.cpp | 4 ----
 3 files changed, 1 insertion(+), 8 deletions(-)
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Mission & Campaign Releases / Re: [RELEASE] Reunion Open Beta
« Last post by Voelkel on April 12, 2021, 01:15:31 am »
(this review was written by the time of the 1.1.4 open beta release)

i'll echo what everyone's so far has said on the presentation. superb, very nice, very cool. music choice is adequate enough, The Only One They Fear Is You was definitely unexpected but having an ear for metal it didnt really bother me. i wish it played in a different mission though. for a fourth campaign first publically released you nailed a lot of atmosphere

mission and, by consequence (and therefore spoiler'd), story designs:

Spoiler:
ill get what annoys me out of the way first; you have either misintepreted the purpose of the kayser as an endgame fighter shredder that delivers high damage per guns, enough to kill things short of a cruiser in a single burst, or you completely forgot and/or botched the balancing of your civilian ships. the claymore is beyond disappointing as the kayser upgrade when the only thing it inherited is the energy drain. it's essentially the subach due to high ROF but none of the early game advantages the subach comes with it. even then, the civilian fighters are unnecessarily tough, and strangely in use by the enemy GTVA faction? let me chew through civvies with my kayser upgrade or dont call it a kayser upgrade at all

now that that is out of the way, i actually liked the missions. ive always been an easy player on M+KB but ive started leaning to medium. i like the frantic dogfights and they're easy to get into a rhythm. i like that there's not set-in-stone mission failures i can get away with such as the radio station with the three transmitter things. they're difficult, but doable imo, with the only major danger being what's shooting at the player. we've already discussed what i'd appreciate in our discord DMs and im sure others would have a better opinion as to what needs balancing or changing.

characters and story writing/plot...yeah ill just say it, alpha wing is forgettable, except for dice, who has too much dialogue of him just being the loose cannon.
Spoiler:
I do like however the attempt at creating a cast, although they're just as forgettable and dull, but the attempt is there at giving them names and personalities. I also like that vasudans have a stronger presence than just passively sitting on their ass while the monkey terrans go off killing each other. very cool.

that's all i have to talk about reunion, really. i hope it doesnt fall into the trap of yet another freespace campaign being left unfinished, i think it was fun and worth returning to the community for, it's rough around the edges but it has soul into it. and good on you for not taking the inferno or blue planet route of an activated sol gate incident.

for what it's worth, this campaign has my (un)official stamp of KinoTM. congrats, first of 2021.

Thank you for the feedback, glad to hear you enjoyed the campaign!

Looks like I'm going to have to buff the Claymore, been also thinking about introducing a civilian HL-7 variant in the next update.

Spoiler:
Also, civilian fighters are not in service by the rogue GTVA element, they're supposed to be two different factions fighting on the same side, bundled together for operations, but maybe I'll need to clarify that in the dialogue :)

Also fixed the "second lieutenant" mishap in the final mission, thanks for that too :)
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Ok, builds updated with the fix. Var replacement is unchanged.

The changes from the last build began with commits on April 8: https://github.com/jg18/fs2open.github.com/commits/feature/sexp-containers-revised
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