Author Topic: [WIP] Rekt Galaxies  (Read 5611 times)

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I guess he should stick to making missions, rather than going way advanced all at once.

BTW, bryan, how good are you at C++?
Very good.

But I'm struggling on how to use CMake to compile FSO, without too much copying and editing.

This is something that it requires both PhysX and COLLADA support, though I am using POF as a temporary placeholder).

The result I intended is a Battle of Exegol-style battle in Earth's atmosphere.

Will the calculations use Tait-Bryan angles?

To answer that question, possibly yes.

"Very Good" is a relative term.

Can you show us a demonstration of a code of an application that you have made in C++ to show that?

Also, now you want to drag HL series into this mess of a story? Its a bad idea i think.
Like i told
  • Start small by making tiny, single missions, which EVERYONE will love it
  • Stick to missions, dont worry much about the PhysX and COLLADA. That will be taken care by the FSO guys after a debate and a review whether the implementation is required or not
  • Do not worry about what is not there, worry about what is exactly there, and mission by mission, make it. Then compile all of those to a campaign.


I have a feeling that you will mostly ignore whatever I have said, by justifying why PhysX and all are required, why you want to make "Rekt Galaxies", and all the other reasons of why you refuse to the feedbacks and the pointers given.

But whatever. Its all upto you, and till date, you arent taken seriously because you:
  • Never listen to people
  • Never review or follow the pointers
  • Never play whatever you created
  • You think you are always right
  • Just want attention.  (Wanting to make it to the Highlights section, making huge ideas which cannot be achieved and justifying why you are right always)

You may not agree with what people said and what I said, but whatever, its your reputation, its your ideas, and its your attitude.
You need not justify anything, but you can reflect on what feedback the people/community gives, what you feel and what you want to do.

Even if the Combine, Cylons or Aliens comes down to earth to pass on the feedbacks given to you, i do not think that you will understand, but rather argue like a nagging wife with the same old opinions which are in your head.

This is not meant to show hate, or be hostile to you, but its just a last attempt by a person who has seen many posts by you, and you getting publicly humiliated on HLP and ultimately its your call. I still respect you as what a human deserves, but not as a good listener.

Have a good day mate, and good luck with the ambitious projects thats in your mind.

PS: Your ideas are cool, but start small and grow big ;)
Requiescat in pace

 
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But whatever. Its all upto you, and till date, you arent taken seriously because you:
...
Never play whatever you created
:eek2:
You're asking Bryan to play the stuff he created!? Damn, that's cruel.

Quote
PS: Your ideas are cool, but start small and grow big ;)

He actually started small- 2 weird mission campaign, then he quickly goes to finish his 200 mission campaign saga before anouncing Shattered Star Citizens the epilog of SC with Hester Shaw being CO of Squadron 42 and all assets and the whole sourcecode rebuilt y'know.

 
Quote
But whatever. Its all upto you, and till date, you arent taken seriously because you:
...
Never play whatever you created
:eek2:
You're asking Bryan to play the stuff he created!? Damn, that's cruel

Well, truth is both hurtful and cruel.

Quote
Quote
PS: Your ideas are cool, but start small and grow big ;)

He actually started small- 2 weird mission campaign, then he quickly goes to finish his 200 mission campaign saga before anouncing Shattered Star Citizens the epilog of SC with Hester Shaw being CO of Squadron 42 and all assets and the whole sourcecode rebuilt y'know.

if he started small, he wouldnt leave that "small" until everyone in HLP praises it as a perfection/masterpiece.
Even a tiny project needs to be perfect, doesnt matter if it is tiny or large.
Requiescat in pace

 

Offline JSRNerdo

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I understand if you have to keep this information confidential for creative reasons, but I simply must ask: How many fade-out SEXPs will you be using in the entirety of this campaign?
AKA [`_`]
Inferno: It's the I in Inferno / It's the beam spam delight / Risin' up to a shock jump arrivaaaaaal
Between The Ashes: Look just a really cool and neat thing, OK?
Dimesional Eclipse: High speed anime girlies blowing **** up gets me excited
The Last Stand: A very episodic capship command mini-campaign
Breakthrough: A pretty standard but not really capship command mission

 

Offline Bryan See

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I understand if you have to keep this information confidential for creative reasons, but I simply must ask: How many fade-out SEXPs will you be using in the entirety of this campaign?
As many, but not excessively.

 

Offline Bryan See

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I've just mulled the idea of recycling ideas that were originally going to be used in the pre-2018 Shattered Stars project, now named "Fractured Suns."

One of these ideas is a battle in Sol taking place concurrently with the film's final battle (the Mortal Engines movie features an air raid on London, a duel and a fight aboard Valentine's airship). But this battle is not about protecting Earth nor receiving any newscast transmissions during flight time. Though it will feature an air battle that takes place after the end of the film, which suggests that the Cylons have commenced attacking Earth, meaning that the Ancients and Vasudans have to wrestle the planet away from the invaders before attacking it for themselves, as well as engaging the Jenny Haniver airship during that, thus ensuring the fiery fates of Tom Natsworthy and Hester Shaw.

The other is the protagonist's faction, the Galactic Rim Worlds. Now the Galactic Rim Worlds of Rekt Galaxies is the Ancient-Vasudan Hegemony of Galactic Rim Worlds, or the Hegemony or the Hegemony of Galactic Rim Worlds. The Hegemony uses terms based on those of the Original Battlestar Galactica series of 1978, from yahrens to centons to microns.

As for the Authority, I have no idea for that moment on how it fits, but I am sure this will be explored in Episode Two. Episode One, whose title is still TBA, is what I am focusing on. It is the first in an opening trilogy of episodes, still untitled, which will conclude in Episode Three. I intend these episodes to be released at a more quicker and consistent pace without compromising quality.

Rekt Galaxies won't end at Episode Three. We have the Shivans and others.

 
I've just mulled the idea of recycling ideas that were originally going to be used in the pre-2018 Shattered Stars project, now named "Fractured Suns."

One of these ideas is a battle in Sol taking place concurrently with the film's final battle (the Mortal Engines movie features an air raid on London, a duel and a fight aboard Valentine's airship). But this battle is not about protecting Earth nor receiving any newscast transmissions during flight time. Though it will feature an air battle that takes place after the end of the film, which suggests that the Cylons have commenced attacking Earth, meaning that the Ancients and Vasudans have to wrestle the planet away from the invaders before attacking it for themselves, as well as engaging the Jenny Haniver airship during that, thus ensuring the fiery fates of Tom Natsworthy and Hester Shaw.

The other is the protagonist's faction, the Galactic Rim Worlds. Now the Galactic Rim Worlds of Rekt Galaxies is the Ancient-Vasudan Hegemony of Galactic Rim Worlds, or the Hegemony or the Hegemony of Galactic Rim Worlds. The Hegemony uses terms based on those of the Original Battlestar Galactica series of 1978, from yahrens to centons to microns.

As for the Authority, I have no idea for that moment on how it fits, but I am sure this will be explored in Episode Two. Episode One, whose title is still TBA, is what I am focusing on. It is the first in an opening trilogy of episodes, still untitled, which will conclude in Episode Three. I intend these episodes to be released at a more quicker and consistent pace without compromising quality.

Rekt Galaxies won't end at Episode Three. We have the Shivans and others.

Get a working demo on atleast one mission and then post the next mission idea. Being pompous just shows that you're all talk and no show.
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Offline Bryan See

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You asked for it, here's the screenshots I've posted on ModDB from Episode 1's first mission you asked. It's an escort mission. You defend the jump node in the Antares system with a Vasudan corvette and a cruiser escort.




A full video playthrough is coming soon, as this is subject to quality control.

 
You asked for it, here's the screenshots I've posted on ModDB from Episode 1's first mission you asked. It's an escort mission. You defend the jump node in the Antares system with a Vasudan corvette and a cruiser escort.




A full video playthrough is coming soon, as this is subject to quality control.

I asked for a demo, which means that i want to play a single mission. I dont want a campaign. just a single mission to see your quality of work and the attention to details.

I cannot judge a game by its screenshots. A SINGLE mission.... 1 mission, would be good to decide on your capabilities and your skills.
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Offline Bryan See

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You asked for it, here's the screenshots I've posted on ModDB from Episode 1's first mission you asked. It's an escort mission. You defend the jump node in the Antares system with a Vasudan corvette and a cruiser escort.




A full video playthrough is coming soon, as this is subject to quality control.

I asked for a demo, which means that i want to play a single mission. I dont want a campaign. just a single mission to see your quality of work and the attention to details.

I cannot judge a game by its screenshots. A SINGLE mission.... 1 mission, would be good to decide on your capabilities and your skills.
OK then, I'm working on a SINGLE mission. 1 mission. Which means, the first mission of Episode 1. But this thing needs time. It needs time. To ensure nothing goes wrong during gameplay.

 
Sure. Work on it as long as you feel you need to. Better release something nice than something rushed.
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Offline Bryan See

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Sure. Work on it as long as you feel you need to. Better release something nice than something rushed.
This is what I am doing. I am doing whatever it's necessary.

Plus, there’s stuff in this mod/campaign that is visually never been in mods that came before (i.e. the custom SEXPs that has been introduced recently), and there’s certainly a bunch of game elements that have never been done before.

You will wait until I get this demo containing a single, well perfected and maximal quality mission. Watch this space.

 

Offline Bryan See

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Rogue Assassin04, guess what I did. I made a single mission for a demo, which is going to be uploaded on ModDB as a pre-alpha release.

EDIT: This demo, as you say is pre-Alpha, and is not final representation of Rekt Galaxies Episode One.
« Last Edit: January 28, 2020, 02:04:38 pm by Bryan See »

 

Online Colonol Dekker

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If its not ready, DON'T RELEASE IT.
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Offline Bryan See

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If its not ready, DON'T RELEASE IT.
Yeah. I know why it's not ready. It is the whole campaign, and one mission is NOT enough.

Everybody knows this. Even Tyler McVicker of Valve News Network knows this.

But this is a burn-it-down effort to create a space combat game set in the Mortal Engines movie universe.

 

Online Colonol Dekker

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I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.

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Offline Bryan See

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I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.



I get it. What does it mean for high (or maximal/maximum as I and others call it) quality? One that doesn't cause FSO to crash, and has to take advantage of newly introduced features in FSO.

 
I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.



I get it. What does it mean for high (or maximal/maximum as I and others call it) quality? One that doesn't cause FSO to crash, and has to take advantage of newly introduced features in FSO.

DUDE, MAKE A MISSION WHICH EVERYBODY (EVERYONE WHO CRITICIZED YOU) LOVE THE MISSION 1.

They shouldnt have a single shred of complaint from Mission 1.
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Offline Bryan See

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I don't think you do get it sometimes most times.

Please don't release anything using pre-alpha or demo as an excuse for poor quality.



I get it. What does it mean for high (or maximal/maximum as I and others call it) quality? One that doesn't cause FSO to crash, and has to take advantage of newly introduced features in FSO.

DUDE, MAKE A MISSION WHICH EVERYBODY (EVERYONE WHO CRITICIZED YOU) LOVE THE MISSION 1.

They shouldnt have a single shred of complaint from Mission 1.

This is exactly what I am making right now (this is the part where I recall what Tyler McVicker said about what Valve made is being ensured to be everybody inside the company love it, then followed by the outside community). Then, what should I do? Colonol Dekker said I don't release anything using pre-alpha or demo as an excuse for a less than perfect or not being perfect product regarding this campaign / mod.

There is truth to this rumor. Mission 1 is just a small part of the campaign itself.

 

Offline deathspeed

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A quality mission DOES NOT have to "take advantage of newly introduced features in FSO."  Don't pack so many advanced features in that the mission does not work or cannot be debugged.  Start with well-known basic features, then build up one feature at a time as you learn how features interact.

And it is more than just not crashing FSO - you must be able to complete the mission, without error flags, without hung-up objectives, with a clear ending.  I know that from a story standpoint sometimes not all objectives are achievable, but don't worry about those for this first mission.  Make sure there are clear exit criteria to finish the mission.  Play it yourself, repeatedly, doing unexpected things to try to break it, before releasing it as a demo.

And it should be fun.  That last one may be the most nebulous and the hardest.  But if you make a mission that people can finish, they can focus their feedback on how to make it more fun, instead of pointing out everything that does not work.
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