Author Topic: Empire at War: Freespace 2 Conversion  (Read 16400 times)

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Offline Hades

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Re: Empire at War: Freespace 2 Conversion
Shivans don't fight "ground battles."

A Shivan has never set foot on a planet as far as we know. They aren't interested in taking planets.

Have you ever heard of FAN FICTION?And also its empire at war There Has To Be land battles.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline takashi

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Re: Empire at War: Freespace 2 Conversion
the only people who do want planets are those who created the shivans in order to do a "biological clean sweep" of the planets they wish to conquer. know any takeover-crazed zpecies?

 

Offline jr2

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Re: Empire at War: Freespace 2 Conversion
Yes, there is the Death Star II superlaser, which I've been playing around with, and it works, except you have to target things manually as it is an ability, and you can only have one instance of it per ship. The same goes for those other abilities. I really wish they hadn't hardcoded the abilities into the .exe.

Hmm, about that .exe... I know Halo & Halo CE can be modified to allow FOV changes & 3rd person view, as well as allowing admin rights on Internet games (provided you started the server).  Basically, you just start up Halo3rdFOV.exe or ALLDEV.exe, and leave them running while you start the game up.  Somehow they modify Halo.  Would the same be possible here?

 
Re: Empire at War: Freespace 2 Conversion
Yes, it's possible, but unlikely, as I don't have the skills to do something like that, and few people do. I also think it's illegal to modify the .exe, but I could be wrong. I glanced through it with a hex editor, but I didn't really find much in the way of strings, except some error messages.

 

Offline Topgun

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Re: Empire at War: Freespace 2 Conversion
Yes, it's possible, but unlikely, as I don't have the skills to do something like that, and few people do. I also think it's illegal to modify the .exe, but I could be wrong. I glanced through it with a hex editor, but I didn't really find much in the way of strings, except some error messages.

why whould that be ilegal? it is your computor you can do anything you want to its data (and code). now if you handed out that moded exe that would be a problem...

 

Offline jr2

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Re: Empire at War: Freespace 2 Conversion
I wasn't talking about modding the .exe file on the hard disk - the modifications to Halo were accomplished by having the MOD .exe running first, and then, leaving the MOD .exe running, launching Halo - I guess it modifies it in the memory.  If you close Halo, close the MOD .exe, then restart Halo, everything is back to default.  Look at the Halo CE link in my siggy and search for Shawn S / bitterbanana

 
Re: Empire at War: Freespace 2 Conversion
Actually, I believe the EULA says something about reverse-engineering game files, that includes modifiying EXEs AFAIK.

As for beam abilities, in EAW:FOC you can make them set them to "autocast" where when they're engaged, they'll automatically use their abilities, even the Death Star.  IDK if the Death Star's autocast works all that well, though, as the ship needs to be in battle I think.

So, if that's the case, you could drastically reduce recharge time, and power, and make it a beam cannon!  Also, could you make Piett buildable, and change his model/hardpoints to match a cruiser or something?
Could we with ink the ocean fill, and were the skies of parchment made
Were every stalk on earth a quill, and every man a scribe by trade
To write the love of God above, would drain the ocean dry
Nor could the scroll contain the whole, though stretched from sky to sky!

 

Offline jr2

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Re: Empire at War: Freespace 2 Conversion
Actually, I believe the EULA says something about reverse-engineering game files, that includes modifiying EXEs AFAIK.

Mmm, not sure if you'd have to reverse engineer it...  that would entail decoding it back to programming language, right?

 

Offline takashi

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Re: Empire at War: Freespace 2 Conversion
yeah. decompiling. (what 56k users do to the freespace engine when they want new SEXPs)

 

Offline Turey

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Re: Empire at War: Freespace 2 Conversion
(what 56k users do to the freespace engine when they want new SEXPs)

That's a horrible idea. Decompiled code is very hard to read or edit correctly.
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Topgun

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Re: Empire at War: Freespace 2 Conversion
(what 56k users do to the freespace engine when they want new SEXPs)

That's a horrible idea. Decompiled code is very hard to read or edit correctly.

Yeah, but I bet Taka can do it! ;)

 

Offline Snail

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Re: Empire at War: Freespace 2 Conversion
[takashi]i did, but i lost it a while ago.[/takashi]

 

Offline Vretsu

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Re: Empire at War: Freespace 2 Conversion
I laughed. :D

 
Re: Empire at War: Freespace 2 Conversion
Update:

I have most of the Terran fighters fully working in game. I just have to finish up with the engine glows, and weaponry. I'll get some pictures up tomorrow, but the fighters look good. As for a release, I'm planning to release this mod in 3 or so stages.

1st Stage: Beta 1
All fighters and bombers in game and working. All 3 factions playable. A few maps to play around on, with the Star Wars starbases kept (maybe), just so you can build the units.

2nd Stage: Beta 2
Larger ships in game. Starbases removed, and replaced with ships, which you can use to "purchase" more ships.

I'm not planning to use starbases, except for maybe the Terrans, as they already have one, unless someone wants to model one for the Vasudans and Shivans (which I doubt). Also, more maps will be included, along with some unit voices. I was also thinking for gathering money, that instead of mining facilities or starbases, you'd have to capture supply depots.

3rd Stage: Version 1
Basically everything above with addition to any bugfixes, more maps, and unit sounds. Possibly a galactic conquest mode with all planet surfaces inaccessable.

The reason I'm doing only the fighters first, is because figuring out how to make beam weapons is turning out to be a nightmare. Hopefully, I'll get it working before it slows down production too much. In addition to the beam cannons, flak could be an issue as well. In fact, bombs could be an issue. It might not be possible to destroy projectiles with other projectiles, and that could seriously upset the balance of the game.

As well, For those of you who haven't seen my other post in the voice acting forums, which doesn't seem to be getting much attention, I need some voice actors for the units. You can sign up to do any ship you want providing it's not the Orion, the Deimos, or a Shivan vessel.

  

Offline Snail

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Re: Empire at War: Freespace 2 Conversion
The Shivans have the Arachnas station and the Vasudans have the Karnak. You could just use those. The Karnak also has an internal tunnel so you can fly in and blow it up from the inside out. :)

 

Offline 0rph3u5

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Re: Empire at War: Freespace 2 Conversion
The Shivans have the Arachnas station

that is a inferno invention... (one you really don't have to like)



but why no giving the shivans a knossos as station? (these were build by the ancients I know; but since the shivans are so subspace-phile (= "loving subspace") it would be logical choice)
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

==================

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"...because they are not Dragons."

 
Re: Empire at War: Freespace 2 Conversion
Here's the latest update. What you see in the picture are all the fighters I have in the game. Many are still lacking engine glows, and some don't have the right ones yet, but as you can see, there is still a lot of work to do. Of course, a little help would speed this project up quite a bit. If you have 3DS Max 6-8 and would like to help, let me know (just in case there's anyone out there). It's really not that complicated to convert the models, or do some XML coding for that matter.

[attachment deleted by admin]

 
Re: Empire at War: Freespace 2 Conversion
Nice!
Could we with ink the ocean fill, and were the skies of parchment made
Were every stalk on earth a quill, and every man a scribe by trade
To write the love of God above, would drain the ocean dry
Nor could the scroll contain the whole, though stretched from sky to sky!

 

Offline Ryan

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Re: Empire at War: Freespace 2 Conversion
Sorry for bumping this thread...

But i have this game and i love it. I've always wanted a freespace version. Where can i download, and do i need the expansion pack?

Also, is galactic conquest playable for any map? Thats one of the only reasons i play EAW

 

Offline Retsof

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Re: Empire at War: Freespace 2 Conversion
Ummm... for someodd reason the attachments have been deleted by an admin.... umm... why? :nervous:
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I can't help but hear a shotgun cocking with this.