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91
Solaris / Re: [RELEASED] ALBION (Solaris | A FreeSpace Open Total Conversion)
« Last post by Darius on August 06, 2025, 10:05:41 am »
Hotfix (update 3.0.2)

- whilst playing around with angle of incidence damage multipliers I had unintentionally made Commonwealth Plasma turrets do one third the amount of damage they should have been doing. This was making missions like "The Lion and the Dragon" more difficult than intended. This has been fixed.
92
Between the Ashes / Re: Hud size
« Last post by Iamzorg on August 06, 2025, 08:57:32 am »
I apologize for resurrecting this, but in BTA 2.1.6, how do you scale the hud? I am playing at 5120x1440 and the text is too small to read.
93
FreeSpace Discussion / Re: Weird Freespace dreams
« Last post by Trivial Psychic on August 06, 2025, 07:12:16 am »
The rule about not destroying large ships in subspace due to potentially collapsing the node seemed not to be in play, as a lot of Shivan capital ships were destroyed.
I admittedly haven't played too many campaigns, but the only one I remember in which this was a 'rule' was in 'Homesick'.  Logically speaking (within the context of the game), I find it highly unlikely that just blowing up a cap-ship in subspace would collapse a node.  That was the case for the Lucifer, but it had its super-reactors going critical all at once to generate the blast as it was emerging from the node.  To deliberately collapse a node, it took the GTVA loading a bunch of Meson bombs onto a gutted Orion class destroyer in order to generate the same effect, so the idea that just blowing up your average capital ship in subspace could completely destabilize a node is questionable... unless said node was unstable to begin with.
94
Nightly Builds / Nightly: 06 August 2025 - Revision 94744e9d6
« Last post by SirKnightly on August 06, 2025, 02:07:29 am »
Here is the nightly for 06 August 2025 - Revision 94744e9d6



Group: Linux-arm64
nightly_20250806_94744e9d6-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250806_94744e9d6-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250806_94744e9d6-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250806_94744e9d6-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250806_94744e9d6-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250806_94744e9d6-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 6132f8bfc
Author: wookieejedi
Commit: GitHub

    Another particle fix for standalones (#6905)
 code/particle/ParticleSource.cpp | 3 +++
 code/particle/ParticleSource.h   | 3 ++-
 2 files changed, 5 insertions(+), 1 deletion(-)

------------------------------------------------------------------------
commit 32183f5e7
Author: wookieejedi
Commit: wookieejedi

    update comments
 code/debris/debris.cpp | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

------------------------------------------------------------------------
commit 3f0c33046
Author: Mike Nelson
Commit: Mike Nelson

    unused params
 code/lab/dialogs/lab_ui.cpp | 4 ++--
 code/lab/dialogs/lab_ui.h   | 2 +-
 2 files changed, 3 insertions(+), 3 deletions(-)

------------------------------------------------------------------------
commit 1c482d76d
Author: Mike Nelson
Commit: Mike Nelson

    default case
 code/lab/dialogs/lab_ui.cpp | 5 +++++
 1 file changed, 5 insertions(+)

------------------------------------------------------------------------
commit e5a5c30fb
Author: Mike Nelson
Commit: Mike Nelson

    misc lab fixes
 code/ai/aicode.cpp               |  8 +++---
 code/ai/aigoals.h                |  2 +-
 code/lab/dialogs/lab_ui.cpp      | 56 +++++++++++++++++++---------------------
 code/lab/manager/lab_manager.cpp |  1 -
 code/lab/manager/lab_manager.h   |  2 ++
 5 files changed, 34 insertions(+), 35 deletions(-)

------------------------------------------------------------------------
commit 4ddcaec02
Author: wookieejedi
Commit: wookieejedi

    Debris Cleanup
 code/debris/debris.cpp       | 34 ++++++++++++++++++----------------
 code/mod_table/mod_table.cpp |  6 ++++++
 code/mod_table/mod_table.h   |  1 +
 3 files changed, 25 insertions(+), 16 deletions(-)

------------------------------------------------------------------------
commit 6abfddfea
Author: Mike Nelson
Commit: Mike Nelson

    show current detail level in the lab
 code/lab/manager/lab_manager.cpp   | 3 +++
 code/lab/renderer/lab_renderer.cpp | 8 +++++---
 code/model/modelrender.cpp         | 7 +++++++
 code/model/modelrender.h           | 2 ++
 4 files changed, 17 insertions(+), 3 deletions(-)
95
FreeSpace Discussion / Re: Weird Freespace dreams
« Last post by Assassin714 on August 05, 2025, 03:06:15 pm »
A new one, this time I was playing what was identified in the dream as the penultimate mission of the original FS2 campaign, although it wasn't like the actual one. It took place in subspace, during the evacuation of Capella to another system (I don't remember which one). I was flying what was supposed to be an advanced, next - generation version of a GTF Valkyrie. It has some cool-looking moving/rotating parts that could be seen when I used a third person view.

There were tons of ships in the subspace tunnel, including evacuating civilians, a Shivan fleet, and an entire GTVA fleet that included a Colossus. Our objectives were to escort the evacuees and also destroy as many Shivans as possible before they escaped Capella to other GTVA systems. The rule about not destroying large ships in subspace due to potentially collapsing the node seemed not to be in play, as a lot of Shivan capital ships were destroyed. Also, shields worked normally.

There was one particular Shivan ship, almost as large as a Sathanas, except it didn't look Shivan at all. Instead, it was the spitting image of an Excalibur - class destroyer from Babylon 5. I was flying under it at one point and the outline of my fighter actually looked quite similar. I think we ended up destroying it, but I'm not 100% sure.

I remember at one point towards the end of the mission, I was chasing a wing of 5-6 Nephilim bombers, and shooting at them with primaries. It took a while and many shots to kill one of them (at one point it even used some weird ability to channel power from its shields to partially repair its hull), but after I destroyed it, I was able to destroy several of the others much quicker. I remember finding it strange that they were barely trying to evade me, and not firing at me with any of their turrets. Also at one point, the ship I was flying changed to a TIE Interceptor from Star Wars, with the same type of laser weapons.

When the mission ended, we had destroyed most of the Shivan fleet in the node, but the rest of them jumped out (it was implied we would have to hunt them down in GTVA space later, even though this was supposedly the second-to-last mission of the campaign). As they were preparing to jump out, they exchanged a lot of beam fire with the GTVA fleet.

It was at this point that I first noticed the Colossus (it was supposed to be a second one that somehow existed).
96
Just caught the last half of the VOD, damn Burning Heaven was awesome and I regret not playing it all this time! Looking forward to a vintage 2001 campaign :D

[edit] also I LOVE the Archangel lmao it has single polygons that are longer than an Orion destroyer :D

Archangel is a classic....like the sappah
97
FreeSpace Discussion / Re: A change to Electronics flag?
« Last post by TrashMan on August 05, 2025, 06:58:14 am »
Unobtrusive design?
The main difference between FS1 and FS2 ships is in weapons. FS2 ships puck a lot more punch and are more dangerous. Which also makes battles shorter.

Which is why I prefer to heavily bump the HP of ships or nerf weapons.
98
Exile / Some observations and thoguhts and a question or two
« Last post by TrashMan on August 05, 2025, 05:42:25 am »
I enjoyed this campaign. A lot.

One of the best I ever played. Technically clean, great atmosphere, good mission design.

My only gripes are more subjective in nature. We never get to fly any federate fighters, which is a missed opportunity.
Also, in the background lore blurbs, the Feds are comically evil opressors that will happily nuke cities and kill civilians left and right and the ORS are brave rebels. Not a fan of that, but it's a minor nitpick.


That said, the ending imples a sequel, so I'm eager for that.


ADDENDUM:
Also, looking into the files I find some very strange things. Looking at the ships table, the Satahans calls "Exile_Shivans_Sathanas.pof", but no such .POF exists?
99
The FRED Workshop / Re: Limited to 3 ships in monitoring window?
« Last post by Goober5000 on August 05, 2025, 12:18:47 am »
What 0rph3u5 said.  The MediaVPs include a modification to hud_gauges.tbl that increases the limit.
100
Solaris / Re: [RELEASED] ALBION (Solaris | A FreeSpace Open Total Conversion)
« Last post by spart_n on August 04, 2025, 03:50:04 pm »
congrats on the release, cant wait to give this a shot!
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