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81
The Modding Workshop / Re: Feedback required
« Last post by TrashMan on August 10, 2025, 03:53:03 am »
Next would the hydra sentry gun... again, feedback and ideas pls.
82
The Modding Workshop / Feedback required
« Last post by TrashMan on August 10, 2025, 03:51:40 am »
The Copernicus science cruiser upgrade.

Thinking of giving it 1-2 attachment/dock slots (at the center, or right in front and behind the middle section) where one could "dock" different modules:
- additional sensor module
- cargo module
- ring module (for subspace research)
- solar panels
- lab/hab module

With the ring module I'm contemplating several designs. The green bits are what would be rotating.

I got several options:
4-8 bits that rotate internally (ring is connected by a double connection)
4-8 bits that rotate externally
entire ring rotates (color is swapped for that one, the ring should be green, altough I guess the inverse rotation might be interesting too)
upper part of ring rotates
83
Nightly Builds / Nightly: 10 August 2025 - Revision b8b24a67e
« Last post by SirKnightly on August 10, 2025, 02:05:38 am »
Here is the nightly for 10 August 2025 - Revision b8b24a67e



Group: Linux-arm64
nightly_20250810_b8b24a67e-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250810_b8b24a67e-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250810_b8b24a67e-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250810_b8b24a67e-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250810_b8b24a67e-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250810_b8b24a67e-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit b8b24a67e
Author: Mike Nelson
Commit: GitHub

    pass an initialized var instead of a temp var (#6917)
 qtfred/src/main.cpp | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

------------------------------------------------------------------------
commit df0279869
Author: Kestrellius
Commit: GitHub

    Allow shockwave orientations to be relative to their parents (#6919)
 code/ship/ship.cpp        | 8 ++++----
 code/weapon/shockwave.cpp | 4 ++++
 code/weapon/shockwave.h   | 1 +
 code/weapon/weapons.cpp   | 7 ++++++-
 4 files changed, 15 insertions(+), 5 deletions(-)
84
Nightly Builds / Nightly: 09 August 2025 - Revision 85b37e098
« Last post by SirKnightly on August 09, 2025, 02:04:38 am »
Here is the nightly for 09 August 2025 - Revision 85b37e098



Group: Linux-arm64
nightly_20250809_85b37e098-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250809_85b37e098-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250809_85b37e098-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250809_85b37e098-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250809_85b37e098-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250809_85b37e098-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 85b37e098
Author: Taylor Richards
Commit: GitHub

    remove "safe" versions of FD_SET/FD_ISSET (#6918)
 code/network/gtrack.cpp |  4 ++--
 code/network/psnet2.cpp | 12 ++++++------
 code/network/psnet2.h   |  3 ---
 code/network/ptrack.cpp |  2 +-
 code/network/valid.cpp  | 14 +++++++-------
 5 files changed, 16 insertions(+), 19 deletions(-)

------------------------------------------------------------------------
commit 515beef61
Author: Taylor Richards
Commit: GitHub

    fix cleanup of empty model.subsystems files (#6915)
 code/model/modelread.cpp | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

------------------------------------------------------------------------
commit 7281f71da
Author: Taylor Richards
Commit: GitHub

    clear screen going to PXO lobby (#6914)
 code/network/multi_pxo.cpp | 4 ++++
 1 file changed, 4 insertions(+)

------------------------------------------------------------------------
commit 7c29656c7
Author: Mike Nelson
Commit: GitHub

    let the model decide if the apply was successful and should close (#6912)
 qtfred/src/mission/util.cpp | 3 +--
 1 file changed, 1 insertion(+), 2 deletions(-)

------------------------------------------------------------------------
commit 3900faac8
Author: Mike Nelson
Commit: GitHub

    Fix issue where QtFred could have multiple Ship Dialogs open (#6909)
 qtfred/src/ui/FredView.cpp | 15 ++++++++++++---
 qtfred/src/ui/FredView.h   |  6 ++++++
 2 files changed, 18 insertions(+), 3 deletions(-)

------------------------------------------------------------------------
commit 5cd3b3a30
Author: Kestrellius
Commit: GitHub

    Extend particle interpolation to lifetime (#6910)
 code/particle/ParticleEffect.cpp | 6 +++++-
 code/particle/particle.cpp       | 2 +-
 code/particle/particle.h         | 1 +
 3 files changed, 7 insertions(+), 2 deletions(-)
85
Crysis 2: Battutamod / Re: ¡BATTUTAMOD! for Crysis 2!
« Last post by General Battuta on August 08, 2025, 11:45:13 am »
I just gave this mod to one of the guys who made Crysis 2 who is now my coworker. Life gaols
86
Nightly Builds / Nightly: 08 August 2025 - Revision 75b61efbd
« Last post by SirKnightly on August 08, 2025, 02:08:56 am »
Here is the nightly for 08 August 2025 - Revision 75b61efbd



Group: Linux-arm64
nightly_20250808_75b61efbd-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250808_75b61efbd-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250808_75b61efbd-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250808_75b61efbd-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250808_75b61efbd-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250808_75b61efbd-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 75b61efbd
Author: Mike Nelson
Commit: GitHub

    Custom Data for Campaigns (#6906)
 code/mission/missioncampaign.cpp    |  5 +++++
 code/mission/missioncampaign.h      |  1 +
 code/scripting/api/libs/mission.cpp | 23 +++++++++++++++++++++++
 fred2/campaigneditordlg.cpp         | 11 +++++++++++
 fred2/campaigneditordlg.h           |  1 +
 fred2/customdatadlg.cpp             | 13 ++++++++-----
 fred2/customdatadlg.h               |  3 ++-
 fred2/fred.rc                       |  1 +
 fred2/missionnotesdlg.cpp           |  2 +-
 fred2/missionsave.cpp               | 18 ++++++++++++++++++
 qtfred/src/mission/missionsave.cpp  | 18 ++++++++++++++++++
 11 files changed, 89 insertions(+), 7 deletions(-)

------------------------------------------------------------------------
commit b8c3c560d
Author: LuytenKy
Commit: GitHub

    Implementation for an AI order to chase ship types -Second Attempt- (#6828)
 code/ai/ai.h                               |  8 ++---
 code/ai/aicode.cpp                         | 54 +++++++++++++++++-----------
 code/ai/aigoals.cpp                        | 57 ++++++++++++++++++++++++++----
 code/ai/aigoals.h                          |  3 +-
 code/ai/aiturret.cpp                       |  8 +++--
 code/def_files/data/tables/objecttypes.tbl |  8 ++---
 code/parse/sexp.cpp                        | 21 +++++++++++
 code/parse/sexp.h                          |  3 +-
 code/scripting/api/objs/enums.cpp          |  1 +
 code/scripting/api/objs/enums.h            |  1 +
 code/scripting/api/objs/order.cpp          | 33 ++++++++++++++++-
 code/scripting/api/objs/ship.cpp           | 16 +++++++--
 code/scripting/api/objs/shipclass.h        |  2 +-
 code/ship/ship.cpp                         |  7 ++--
 fred2/fredview.cpp                         |  1 +
 fred2/management.cpp                       |  1 +
 fred2/missionsave.cpp                      |  4 +++
 fred2/shipgoalsdlg.cpp                     | 30 +++++++++++++++-
 qtfred/src/mission/missionsave.cpp         |  4 +++
 19 files changed, 216 insertions(+), 46 deletions(-)
87
Between the Ashes / Re: Hud size
« Last post by Iamzorg on August 06, 2025, 06:45:05 pm »
I figured it out. In case someone wants to know, you need to edit "hud_gauges.tbl" located here: Freespace 2\FS2\BtA-2.1.6\data\tables. I just adjusted the the resolution values for all ships until I found one that worked for me.
88
FreeSpace Discussion / Re: A change to Electronics flag?
« Last post by 0rph3u5 on August 06, 2025, 02:23:28 pm »
That's only part of what I mean - Look at from the perspective of an attention economy, i.e. what do you want the player to focus their attention on.

And my answer to that is that I want them to focus more on enemy fighters, because that's where you can reward choices, from loadouts, across wingmen orders, to simple maneuvering.
89
Fate of the Galaxy / [FotG Update] Summer 2025
« Last post by wookieejedi on August 06, 2025, 02:06:34 pm »
It's been a few months since our last official forum update, so all of us at Fate of the Galaxy want to share what we have been working on during the summer. A highlight list includes the following:

  • Added new hit animations, laser textures, and muzzle flashes which more closely matches the OT visuals. Huge thanks to Kestrellius for all his work in both creating these effects from scratch and coding in new FSO engine features to allow things to work correctly. He has updated the lasers and laser hits so far, and is continuing to work on updating the secondary visuals now. In our opinion these are the most OT movie accurate effects we've seen in any game. 
  • Added debris fields for FREDers to use, including highly generic debris that looks like it is straight out of the Star Destroyer trash chute (we mean that in a good way!) along with detailed ISD debris. There are almost 30 pieces, many of which can be flown though, so there are many opportunities for mission designers. Massive thanks to Dark Visor for modeling, UVing, and texturing those–they turned out great! 
  • Updated so players can now set all options in-game! In other words, no more having to fiddle with command lines (you still can use the command line if you are an advanced user). This update allows users to set everything from joysticks to graphics options such as shadows, AA, and more all in-game (though the advanced graphics options do require a game restart to take effect). We also ensured this update of new in-game options still works and plays nice in VR mode. 
  • Updated the first 3 interconnected campaigns with additional cleanup and polish, all in an effort to reach our public released goals.
  • Updated to the most recent FSO version to leverage robust new optimizations developed by Lafiel that speed up many aspects related to turrets and lasers, along with him adding multithreading for collisions. All of these updates allow FotG and other mods to have massive battles run at much better framerates! For example, a 170 capital stress test mission went from 30 FPS to nearly 60 FPS. 
  • Updated AI with improved collision avoidance and more strategic and better looking attack pattern management. With the AI updates in this and previous updates, they really are potent and quite useful to have your back and follow your orders! 
  • Updated Project Alderaan with many fixes, polish, and cleanup updates. 
  • Updated and fixed many other components with cleanup and fixes, which are too long to list here. Here is quite a saga of the bug hunt if anyone wants some extra reading:  https://www.hard-light.net/forums/index.php?topic=99617.msg1921394#msg1921394 Huge thanks to Lafiel for tracking these down and fixing them, they were one of the last blockers to release! 


Community Connections
As always, we want to highlight all the awesome work done by the FSO devs, too. They have continued adding code cleanup, bug fixes, optimizations, and multiple other updates that FotG uses. Just to name a few,  Lafiel fixed multiple bugs (see above) and provided number optimizations including added multithreading for collisions, more performant decals/particles and more all of which allows all FS mods to have much better framerates in super large missions; Goober added multiple enhancements and cleanup with FRED, AI code; Taylor identified and fixed many multiplayer related bugs, and MJN refined and fixed many HUD related bugs. As always, there’s many other devs adding great fixes, features, and other enhancements, too.


Moving Forward
Once again, thank you all for your sustained enthusiasm and support! The only big milestone left before we can release is having FSO release 25.0 stable (which is ideally not far away). We are so excited to share the game with you all once those are completed. In the meantime, here are some new screenshots. May the Force be with you!

Video showing some of new hit effects:
https://www.moddb.com/games/fate-of-the-galaxy/videos/new-effects

Example of one piece of new ISD debris.

90
FreeSpace Discussion / Re: Weird Freespace dreams
« Last post by Assassin714 on August 06, 2025, 11:58:58 am »
I thought the use of the meson bombs was just to take no chances, and while a node could possibly survive the destruction of a destroyer class or larger vessel, it was still a risk that the node might collapse. But in the dream, that possibility didn't come up at all.
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