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View Full Version : AFF NCO... once again in development


alimarin
16th Sep 09, 10:43 PM
YAY! I found my Homeworld 2 CD... So guess what is back.

ANGELS FALL FIRST: NAVAL COMBAT OPERATIONS IS BACK IN DEVELOPMENT!

Edit: Just came back from school. Getting my tools ready again. Any modeller/texturers/coders willing to help in anyway would be nice. I will even post my problems here for the public to try and solve if we were stumped.

:bonk:


I've been working with the Angels Fall First team for a long time, during that time i've played Homeworld, modding it, etc. And i have gotten really good at modding. So I decided to revive the Homeworld mod for them. So far all i have been doing is fixing bugs (which is really important if i want to add things btw.)


I've meshed together the patch and the full version into 8.1 so i can start fresh. (edit) Yes, you have to download this, but from here on out the downloads will be either alot smaller or have new things added.


Make sure you download both links!!!!!!
http://files.filefront.com/AFF81big...;/fileinfo.html

Here is the {{{{{{{{{{{{{{PATCH!!!!!!!}}}}}}}}}}}}

http://www.mediafire.com/?iw5bnlrkmot
*EDIT* Gameplay is unfinished. Basically the goal is to destroy enemy production like in HW2 MP.

Feel free to report bugs in any way possible

Changelog:
*Fixed Out of sync error, compensated with lowered fire rates and ship caps (flooding of packets to server.)
*Fixed CTD by reducing fire rate and ships caps (too many effects. 2 for one fix, YAY!)
*Stations deploying mines fixed ( they wont deploy, whats the use if the ships can?)
*fixed fighters flying off the map. (lowered speeds.)
*Fixed the AI (since it doesn't have to build fuel depots.)
*Removed the need for resource ops. (bye fuel depots! game based on RU injections, change the pace by changing the rate of inject.)
I've fixed more but i forgot to make a Changelog, so i forgot

CURRENT PROBLEMS:
Out of sync error from massive flood of weapons fire on a fleet charge. (several ships all shoot at the same time and it floods the server with too much data to process and send back that it just fails.)

Hamachi:
naval combat operations
naval combat operations 1

Password: aff
(all things are case sensitive)

Teamspeak: Teamspeak.licho.eu (it's the TA Spring chat server but Treeform made me use it :P)
Channel: AFF
Password: Homeworld

Mumble: mumble-tower.de
port: 64927
Username: (whatever you want)
Password: ToraToraTora

Hamachi, https://secure.logmein.com/products...hi/download.asp

Game Ports Forwarded (If you have a router)
TCP Ports
2302-2400
UDP Ports
2302-2400, 6073

That means set 2302-2400 to both, and 6073 to UDP


Also i've got a post in one of their forums. Its the MMORTS, Angels Fall First: Second Antarean War forums http://aff2aw.com/forum/topic-300/

P.S. There is a list of bugs near the bottom that tracks my progress 50% of the bugs from the original are fixed.

P.S.S IRC Server address:
irc.aff2aw.com
channel: #NCO

Ultraxwing
17th Sep 09, 2:01 PM
OMG one of the rarest orginial concepts, and my favorite is coming back I LOVE YOU!

alimarin
17th Sep 09, 5:34 PM
I love you too... will edit my original post as i make progress. will show what I am adding/changing.

Ultraxwing
17th Sep 09, 5:52 PM
haha i love this mod, i swear i couldn't find any downloads, this kinda inspired me to do original concepts not homeworld based =)

alimarin
17th Sep 09, 5:59 PM
well i have been working on it. but sometime ago (2 months) I lost the disc and was to afraid to go to the EVIL torrent sites. so... I went two months and I found it. And now work has resumed basically up to when i had the last release

Ultraxwing
17th Sep 09, 6:02 PM
nice, so maybe sometime wanna help me make my mod? all i really need a texture artist, if you did those textures yourself your a god... but, not yet i don't have enough ships nor the room on my computer to package these... but if you want to that is. but this is a great mod, best concept i've ever seen, or for originality purpous, and never go to torrent sites dude, i used to do that for everything i had to pay a big fine... a "BIG" fine... never going to do it again.

alimarin
17th Sep 09, 6:07 PM
I didn't make the textures myself, I am just a coder. Textures and models... are really not my strong suit.

I got permission from the rest of the AFF universe team to continue production of this mod, so basically all I can do is take ship models and put them in if it is related to anything of that sort, but I am working on getting planets scaled for the homeworld maps and putting them near the center or etc. maybe use the planet as a megalith, or a Point of Control that you must keep to produce resources.

Ultraxwing
17th Sep 09, 6:27 PM
hmmm that'll be cool.

Krnt
17th Sep 09, 8:24 PM
Why I can't get the file front download? It was removed or what?

Edit: Hah! I found it on MODDB.com

Another Edit: How do i install the patch?

evillejedi
18th Sep 09, 7:17 PM
the best way to remove the sync errors is to embed the turrets into the models and not make them subsystems (I know you don't have the capability to do that at this point) but I mentioned that to alex a long time ago (since AFF was built off of warlords, before I made that switch)

Krnt
19th Sep 09, 6:46 AM
But the game itself is too chaotic excessive quantity of bullets being fired, It's worst than PDS.
The Trailer was clearer with normal warfare, so it should be like in the trailer is better for gaming.

And again: How do I install the patch.

-=[F@LC0]=-
19th Sep 09, 9:57 AM
I would agree to Eville. Including the weapons into the ships was an enormous benefit for performance in Warlords. The playability even with a lot of ships was much much better.

And for the weapons and effeects ... As I fisrst played AFF I admired the models their quality and all this
- but the effects - there were too many of them in a quality not really fitting to the models standarts.

Krnt
19th Sep 09, 7:42 PM
I felt most of the effects over sized, and some of them need more light sources, or something like that.

metalvenon
22nd Sep 09, 9:23 AM
The pace of combat in this mod needs to be reduced, way to chaotic ! and eats my FPS to hell.

alimarin
12th Oct 09, 10:26 PM
yeah I am working on it, sorry for being away so long. but i will have some... special release by christmas for you guys.

aquemnun
16th Oct 09, 9:01 AM
A special release you say? Awesome, I have always wanted to see ships like the RE and Anubis (yeah I'm an AISN supporter) in hw2 since I first laid eyes on them. I have only 2 questions regarding this:

1. Seeing as the mod is now back in development should a relevant thread be created in the "Mods in progress" subforum?

2. Will you be adding new ships like the AISN RE superdreadnaught and the USN valhalla by failurecrusade and strangelet that (as far as I am aware) have been textured but not released? (a quick sift through strangelets deviant art shows a full fleetshot of textured ships, seen HERE (http://fc03.deviantart.com/fs15/f/2007/113/f/9/AFF_fleet_roster_november_2006_by_strangelet.jpg) )

Great to see this mod is still in development, AFF is probably the most comprehensive and well worked out TC I have seen to date, and it would be great if you finished the work that was started on the HW2 mod.

alimarin
1st Nov 09, 5:04 PM
Yeah I will do some stuff in a bit.

aquemnun
5th Nov 09, 1:01 PM
Thats great to hear man =D. I plan on buying UT3 simply to play AFF:planetstorm, and I cant wait to see the amazing ships you guys have created in HW2 (well, at least more of the AISN ships =D )

Pouk
6th Nov 09, 8:48 PM
Just a question: Is there any real chance to make it less dark? I know, it's more realistic, but it's a shame to hide those unbelievable beautiful ships into shade.