Author Topic: [WIP] FS1 Upgrade  (Read 8185 times)

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Offline Trivial Psychic

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Just an update.  I'm up to "Enter The Dragon" now.  My new job doesn't leave me with a lot of good free time to FRED these days.  Most of my free time is spent sleeping or getting ready for my next shift, but I digress.  I'll be changing the tables for most of the more advanced fighters and bombers, so they can mount the advanced disruptor, and have disabled the "scramble" mode so you can select your own ship.  I've always hated the wide spacing of the Ulysses' firepoints, so now I can mount the D-Advanced on the center-line bank of the Valkyrie and land some serious hits on Arjuna 1.  I'm also expanding the number of freighters present with "interesting" cargo.
The Trivial Psychic Strikes Again!

 

Offline Trivial Psychic

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End of year update... or nearly anyways.

I'm actually up to "Doomsday" now.  I've added a bunch of more content to "Playing Judas", some of which will make the mission much more challenging, but if you achieve a bonus objective from "Enter the Dragon", you get a boost that helps quite a lot.  "Evangelist" now has a more staged mission, rather than just the destroy-the-Eva mission it was before.  "Doomsday" includes more ships and some sacrifice.  With me having the weekend off, I could very well be done with it by the end of the year, but that still leaves going back through the missions to make sure everything works as I remember, make sure all of the is-previous stuff is in place, change messages and other text content to support any changes I've made in later missions, as well as finish work on my loop missions.  I'd also like to create some form of in-game custscene to start the chapter off.  I was thinking of something depicting the Tombaugh attack.  I created a solo mission of this event a long time ago, but that's not quite right for a cutscene.
The Trivial Psychic Strikes Again!

 

Offline Trivial Psychic

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WOW.  So, another year gone... and very little real progress to report.  Basically, I took a break from working on my own projects to try out some of the other releases that came out, like Inferno: Nostos, Inferno Classic with upgrades ships, the upgraded Sol: A History, as well as SA.  Some of these got interrupted by me needing to replace my computer during August.  Fortunately, in terms of Freespace, all I lost was a few of my newer pilots and their campaign progress.  On the upside, my new computer leaves my old one in the digital dust.

I've recently begun the process of playing through my complete or semi-complete missions to see if I need to change anything.  Again, finishing my loop missions looms over me like that fish that got away that keeps showing up to rub my face in it... that got weird.  Anyway, to keep myself working on the project, and at the same time putting off finishing the loop, I've begun doing some more modding updates, such as turret sounds, adjusting subsystem strengths, and even adding new models.  Some time ago I decided to include the Shivan Armaros corvette, planning to introduce it for Chapter 3, but after playing SAH I decided to include the Tyr as well.  I liked the updated model from SAH and its Fenris-style fits with the time.  I've decided to make it a fast attack cruiser with turrets that can switch weapon types on the fly, so light, fast pulses to engage fighters, or heavy pulses against warships.  It can switch from FighterKillers to Fusion Mortars or Fusion Swarm missiles.  It supposedly a new design built only in Sol so far, so that's why you don't see it later in the GTVA timeline.  I've also decided to keep the Neith model, which was in the CH1 release but not used in any missions.  I've decided that it's a new Spec Ops cruiser, with advanced long-range sensors (as evidenced by the large ventral array), a networked, redundant NAV system to plot fast and precise jump coordinates (since the model has 6 NAV subsystems), and a special turret on the front that can launch a rapid laser-pulse salvo over great range for providing fire support.  Again, to explain why you never see these cruisers in the GTVA time-period, I've decided that their ship-yards were destroyed when the Lucifer attacked Vasuda Prime, and restarting development would be too costly, so the 3 or so in service are the only ones of their class.  Some of these new ships will only be see in Loop 3... once I get that far.  I am also considering trying to use those asteroid environment models used in SAH to make some asteroid missions feel a bit more real.  I haven't done anything on that line yet though.

My New Year's resolution is to complete and release the merged Chapter1&2... with a finished Loop.  This I vow!

Merry Christmas to all (if you're OK with it), and may next year not suck as much as this past one did (from a global perspective).
The Trivial Psychic Strikes Again!

 

Offline Black Wolf

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Looking forward to the next release. More FS1 era stuff! :D
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 
 :yes:

Wishing you luck in doing the stuff! :D
Mito [PL] - Today at 8:52 PM
I was supposed to make a short presentation about basics of optical fibers and here I am, listening to Eurobeat while reading about quantum cryptography.

 

Offline Trivial Psychic

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Well, I don't make New Year's resolutions as a rule... and now I know why.  I JUST got back into working on this again... like in the past 2 weeks.  I've found a few minor bugs, but one weird one.  In one mission, freighters jump in with cargo attached, which get dumped immediately upon jumping.  The mission used to work find for this but on newer builds (don't ask me which older builds this worked for, as they'd be a year old by now), but now when the cargo is dumped, although they are visible, they are intangible... in that they are completely untargettable, can't be hit by weapons fire, and barely make contact if rammed.  They also appear blue on radar, as if they were still warping.  The event has the cargo jettisoned 2 seconds after their freighters arrive, so I adjusted it to 3 seconds.  This allowed me to target them, and they weren't blue on radar anymore, but they still couldn't be hit by weapons as before.  Not until I changed the delay to 4 seconds did they become vulnerable when I needed them to be.  Weird huh?
The Trivial Psychic Strikes Again!

  

Offline CT27

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Glad to hear this is still alive. :)