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Solstyce
29th Jun 06, 3:58 PM
Version 0.1.7 is a go!

http://prdownloads.sourceforge.net/hw2bsg/hw2bsg-0.1.7-data.rar?download


Version 0.1.7

-added Apollo takes on all Eight
-tweaked Missile trails once more
-made it so Cylon Raiders do not fire Missiles at Heroes (this should help in Starbuck takes all 8)
-fixed Cyr_missile bug
-got the smoke textures to work for the missiles
-increased ROF on the galactica (suppression fire)
-decreased Galactica's Accuracy (suppression fire)
-gave the Cylon Nuke the correct range
-tweaked the raider's missile
-added Aggressive tactics as default in deathmatch
-added Space Park hod and sources
- set version to v0.1.7 instead of HW2's default 1.1
-fixed the looks and sounds of all the fighters weapons
-gave starbuck her weapon sounds back
-made missiles render at a longer range
-tweaked the attack scripts for the capital ships so they act and engage in a more canon way
-tweaked the fighters attack scripts so they don't camp a capitol ship.
-added the ship and event file for the spacepark
-fixed the engine burn on the Mk7s its now up close to the ship.
-Changed the muzzle flash effects on the fighters
-Increased the jump range in the "33" mission
-Increased the sensor range on the basestar and Galactica
-Increases the Engagement range on the basestar and Galactica
-Decreases the range on Galactica's HeavyRails
-Increased the range on Galacticas supression fire
-Made the raiders missiles a "Special Attack"
-Increased the range of the Basestar's Missile
-Tweak vipers to launch in twos side by side
-Tweak TOS Viper squad size to 2 and let them start at full health.
-Added Malek's Blackbird src to the DataSrc (hod still needs texture and cockpit fix)
-Pump up deathmatch resources to 3000, 10000, 30000, and 60000 until resource injection is in place
-Comment out untextured blackbird and raptor in Skirmish with instructions in the BSG_README.txt on how to uncomment them.
-Fixed Galactica text on TNS Galactica
-TOS raiders launch in trips
-Added raider spawning function to "33" mission
-Adjustments to sensorsmanager to handle extremely large maps.
-Fixed the positioning of the muzzle flashes on some of the fighters.
-Revamped the weapon placement on the Galactica
-Made a longer render distance for the Viper mk7
- when vipers launch, launch them in sets of 2 side by side.
- Set TOS Viper squad size to 2 and let them start at full health.
-Blackbird has been added (see readme to beable to play with it in game)
-Pump up deathmatch resources to 3000, 10000, 30000, and 60000 until resource injection is in place
-Fixed Space Park scale
-Comment out untextured blackbird and raptor in Skirmish with instructions in the BSG_README.txt on how to uncomment them.
-Added events files to Galactica's subsystems
-Added muzzle flashes to the small flak cannons
-Made Galactica's Heavyrail muzzle flashes 30% smaller
-Rebalanced the Galactica vs Basestar after the Galactica weapon Revamp
-Added "fake" flak for effect.
-TOS raiders launch in trips

yafn
29th Jun 06, 4:03 PM
Thanks to everyone who checked out 0.1.6! Hope you enjoy 0.1.7

@ mrWHO - wow I got nothing but bad news for you, sorry about that. LODs for the Galaciticas are on the long list of things to do. As far as I know our texturer is swamped and also busy with RL.

evillejedi
29th Jun 06, 8:22 PM
http://warlords.swrebellion.com/stuff/cargo.jpg

having some issues with the colonial movers in getting the scaling even close to acceptable (I doubt you want ti to be 700m long :-p ) but I'll be releasing these this weekend, though probably with generic textures like they have now. the ship on the top right is the Gemini transport for all intents an purposes, the other two are SW ships that would fit fine in the Galactica fleet as background freighters. I'm waiting on two more containers someone is going to tex for me.

yafn
29th Jun 06, 8:31 PM
Swt, those look nice, thanks!

JarredT1030
29th Jun 06, 8:38 PM
Oh hell yea, thanks!

Solstyce
29th Jun 06, 9:06 PM
EJ you rock!

dylan1819
29th Jun 06, 9:12 PM
OMFG EJ! It's the freighter from X-wing! <3

TON_Viper
29th Jun 06, 11:36 PM
Nope, it's the freighters from X-Wing. Both the Bulk Freighter and the other one, who's name escapes me at the moment, are present in X-Wing Alliance...

mr. WHO
30th Jun 06, 3:26 AM
wow I got nothing but bad news for you, sorry about that. LODs for the Galaciticas are on the long list of things to do

It isn't terrible so much coz now I know how to deal with "missing faces" problem.

EDIT: Vipers mk. VII and Apollo don't shoot from their third cannon.

mr. WHO
30th Jun 06, 10:47 AM
I'm considering making this TOS patrolstar (small frigate):

http://www.shipschematics.net/bsg/images/colonial/support_scout.jpg

What do you think??

EDIT:

And this as TOS cruiser:

http://www.shipschematics.net/bsg/images/colonial/support_kiowa.jpg

yafn
30th Jun 06, 11:26 AM
Cool, I think we need more texturers.

twcooke
30th Jun 06, 1:20 PM
i Made a TNS crusier

http://www.piczo.com/shipyard147?g=13581381&cr=3


this time i didnt go crazy wth the rail guns

mr. WHO
30th Jun 06, 1:22 PM
TOS Guardian patrolstar (frigate size) WIP:

I'm gonna put a bit more work to it, making two LODs, LOD0 will have more details than my ussual ships (Argo, Fury,Nemesis). LOD1 won't have those details.

http://img241.imageshack.us/img241/96/guardian7vt.jpg

EDIT: tomorrow I'll post detailed version.

twcooke
30th Jun 06, 2:35 PM
looking good mr who

Vagyr Admiral
30th Jun 06, 3:03 PM
how many models are intended?!

mr. WHO
30th Jun 06, 3:09 PM
huh??

yafn
30th Jun 06, 3:09 PM
The current limit of the number of ships we can have is number of hodders(1 soon will be 2) and texturers(1) that we have on the mod team.

Solstyce
30th Jun 06, 6:10 PM
woot Yafn that mean your finishing the tools!?

yafn
30th Jun 06, 7:14 PM
sure... "soon"

Mefusta
30th Jun 06, 8:58 PM
Forgive me, but is a Defender planned for TNS, TOS or at all?

Solstyce
30th Jun 06, 10:32 PM
You have a picture? Mefusta?

Mefusta
30th Jun 06, 11:20 PM
Several, actually;

The Defender-Class, designed here (http://ravensbranch.allen.com/colonialshipdescriptions.html), was initially an entirely fan-made ship designed to be an escort cruiser of sorts for TOS. At least, until the TNS CG lads slipped one into the closing scenes of 'Burdens pt.2 as the Fleet jumps out, so - while the writers might intend a different role from its escort-cruiser origins [if it's not just a little nod to the fans, of course] - the design itself is now apparently firmly canon within TNS.

The Defender:

http://img239.imageshack.us/img239/3284/image0157hs6uu.jpg

Proof of canonicity in TNS:

http://img327.imageshack.us/img327/9652/capture212qh.jpg

I'm sure you lads have obviously seen and most likely heard of the ship before now, I was just wondering if you were planning on putting the girl into either TNS, TOS or the mod at all? :)

mr. WHO
1st Jul 06, 7:46 AM
TOS (but it fits TNS as patrolship too) Guardian patrolstar:

Armed with 4 anticap guns and dozen of anti-fighter turrets.

http://img197.imageshack.us/img197/2039/guardianpts9kk.jpg

I made three LOD for this one. It's my first real datailing attempt and I', preatty contend with it, I'll do some more details for my Argo Supportstar.
I'll also begun that TOS Kiowa cruiser.

Solstyce
1st Jul 06, 10:01 AM
Mefusta, yes that is a "kitbash" from the TOS that they used in TNS. There has been some debate that the ship you have shown in the picture is the Adriatic the only other ship that is armed in the fleet. It is a missile ship by the references to it in TNS.

So yes this ship will be in the game eventually.

Mefusta
1st Jul 06, 10:14 AM
Okay, excellent. Keep up the stunning work lads.

mr. WHO
1st Jul 06, 10:54 AM
OK I'll start modeling Adriatic/Defender (if TWCook haven't started it yet) tomorrow, now I'll finish Argo details. Kiowa work has beed halted temporary.

Edit: Finished Argo Supportstar details, some Armor platings and external liquid tanks.

http://img166.imageshack.us/img166/6839/argoupg4jm.jpg

Jewegee
1st Jul 06, 12:09 PM
How exactly does one use the CNP virus in the newest release?

Solstyce
1st Jul 06, 1:21 PM
Hrm I am still debating how this will work, Jewegee, maybe i can get some feedback here the CNP virus is essentailly and EMP pulse from the orginal HW only it has no weapon effects, so I gave Galactica and mk2s 1M hp shield so essentially they are invulnerable.
The mk7 is the reason the CNP is not functional atm because the only modifier upgrade to a EMP shield is regeneration rate, so i am not sure how i can make the mk7 invulnerable to the CNP virus through research. if anyone has any ideas on this or knows a research function that will allow me to use a mulstiplier to give the mk7 a boost to its EMP shield hit points let me know.

mr. WHO
1st Jul 06, 2:12 PM
I'll begun wirking on Defender tomorrow, but I have a question. Ifound another Defender image. Question is: do you want that bottom hangar or not (In TNS shots it looks like there is no hangar, but it may be covered by dark part of background planet).

http://www.shipschematics.net/bsg/images/colonial/support_defender.jpg

Jewegee
1st Jul 06, 10:10 PM
Solstyce- the first thing that comes to mind is the bomber anti-subsystem plasma bomb upgrade in the stock hw2. This essentially made bombers do more subsystem damage, so perhaps this idea could be twisted for our diabolical uses. Maybe there is a way to make the "electronic integrity" so to speak a subsystem. The CNP could attack this subsystem only after research, and this subsystem could be present only on board the mk VII and pegasus. eh?

Mr. Who-do you think it is possible that the Defender is actually the Adriatic as mentoined in the episode Home, pt1? I know that this is purely speclative, but perhaps this could be a good way of tying up loose ends.

here is the info about the Adriatic http://www.battlestarwiki.org/wiki/Adriatic

Solstyce
1st Jul 06, 10:43 PM
Jewegee that is a damn good idea, the question is, can you put subsystems on ships that come out in squadrens?

yafn
1st Jul 06, 11:31 PM
yes you can

mr. WHO
2nd Jul 06, 2:50 AM
Mr. Who-do you think it is possible that the Defender is actually the Adriatic as mentoined in the episode Home, pt1? I know that this is purely speclative, but perhaps this could be a good way of tying up loose ends.


I'm sure It's Adriatic. It's much easier to put capship grade missile launchers on old warship that has been sold to civilians than refiting e.x Colonial Mover. However Zarek said that they can arm many more ship in short time. I'm sure that if I would be a Zarek, Defender would be a first ship that would be armed.

EDIT: Here is WIP model of Defender:

http://img419.imageshack.us/img419/5797/defenderlod26fy.jpg

twcooke
2nd Jul 06, 9:38 AM
i redesigned my firestar cronus

http://www.piczo.com/shipyard147?g=13581381&cr=3

Kinjiss
2nd Jul 06, 2:32 PM
I hate to say it, but the old pods were better. Looks really bulky too now, I think it would fit better with TOS now.

Also about the Helios, whats the point of having battlestars if the Helios carries more vipers, is more heavily armed and can kick any basestars ass. I though battlestars were the mainstay of most colonial fleets.

Anyways, im just rambling, but the Defender is looking awesome, and cant wait to see it ingame.

LordOfTheNazgul
2nd Jul 06, 4:08 PM
ok guys sorry for getting off-topic but i cant get the mod instaled i placed it into C:\Program Files\Sierra\Homeworld2\Data... when i extract them to there il get another date folder with al other files in it like this: C:\Program Files\Sierra\Homeworld2\Data\Data i maked a copy of my homeworld2 shortcut and added -overrideBigFile to the end... when i launch the game nothing happens then im just playing the normal game... could someone tell me what i am doing wrong here??

yafn
3rd Jul 06, 12:26 AM
There should only be one Data. Move the files from Data\Data\ to Data\

mr. WHO
3rd Jul 06, 3:05 AM
Also about the Helios, whats the point of having battlestars if the Helios carries more vipers, is more heavily armed and can kick any basestars ass. I though battlestars were the mainstay of most colonial fleets.


We haven't coded it yet, we'll find some weaknes for it, I'm sure.

BTW
I want to say that in upcoming week or even month I won't be avaliable on forum or Mail so regulary (I mean every day) due to RL stuff. This doesn't mean I won't be active, it only means that if somebody want something from me there may be few days delay before I'll reply or do what you asked.

twcooke
3rd Jul 06, 7:51 AM
i redesigned the pods for the cronus

http://www.piczo.com/shipyard147?g=13581381&cr=3

Kinjiss
3rd Jul 06, 1:02 PM
A lot better now, maybe move them a little closer to the hull.

Solstyce
5th Jul 06, 2:01 PM
I hope everyone enjoyed their fourth of july we have been busy quiet.

Ragnarokx
5th Jul 06, 2:10 PM
I just decided to watch the first part of "lay down your burdens". Just thought i might share that here, since its somehow ontopic :D

twcooke
5th Jul 06, 2:44 PM
i made a colonial assault star

http://www.piczo.com/shipyard147?g=14074464&cr=3

tell me what you think?

Jewegee
5th Jul 06, 3:05 PM
Everyone here seems to be obsessed with making this huge ships that might as well be battlestar replacements. To me this seems redundant. How many super-uber-death ships do you really need?

In my opinion, we need a variety of ships, not a bunch of battlestar replacements.

For example, the firestar and bomber are a great addition, but I'm not so sure about these super heavy dreadnoughts

*note* by no means am I trying to bash or discredit anyone.

dacis2
5th Jul 06, 3:50 PM
Everyone here seems to be obsessed with making this huge ships that might as well be battlestar replacements. To me this seems redundant. How many super-uber-death ships do you really need?

In my opinion, we need a variety of ships, not a bunch of battlestar replacements.

For example, the firestar and bomber are a great addition, but I'm not so sure about these super heavy dreadnoughts

*note* by no means am I trying to bash or discredit anyone.
super heavy dreadnought = superdreadnought = cool.


anyway, I agree.

Solstyce
5th Jul 06, 5:01 PM
welll to our knowledge there were 130 or so battlestars when the colonies were destroyed, we wanted for sure to make the original 12 battlestars in thier various stages of commisioning, so what you are seing are attempts at making those unique battlestars, and frigate classes because the Cylons did not have any unique basestars we havent done any unique units, but we have fleshed out the cylons abit too.

On that note you probably wont see more than 2 of these battlestars in any mission we create, but they will serve us well in missions we are planning.

Kinjiss
5th Jul 06, 5:22 PM
My 4th of July wasnt that great i guess, but July 1st was awesome! Woot happy birthday Canada!

I think Jewegee is referring to ships more like the Helios and twcooke's new Assaultstar. I too think that with ships like these, theres not much need of the battlestars as the flagship of most colonial fleets.

A7K
5th Jul 06, 5:42 PM
in response to jewegee...it seems that each battlestar keel...is unique in design...much like ancient sailing ships there seem to be no 2 alike battlestars...also they seem to have no distinct main function beyond assault carrier...now in light of this theory on can surmise that each battlestar is tailored to a particulair type of combat, making the colonial fleet extremely flexible in terms of tactical doctrine...and while each battlestar may share the same basic components ultimately each has a defined...personality if you will. For instance the galactica is very adept at supporting fighter squadrons and laying down a wall of suppresion to defend itself and its squadrons, The pegasus in contrast is a dedicated assault cruiser...using its fighter squadrons for force recon and spearhead assault this ship drops the hammer on any adversary. working together this creates a very flexible and dangerous combat team with lots of fighter cover and heavy weapons with a good amount of point defense to cover their collective asses.

thats my 2c

APOC

yafn
5th Jul 06, 5:47 PM
on can surmise that each battlestar is tailored to a particulair type of combat

Wouldn't be surprised to see those particulairs tied back to each of the colonies specific backgrounds/beliefs.

A7K
5th Jul 06, 6:34 PM
ive written an article on the staff boards general discussion and ask the staff to look at it...if approved i will publish it in full.

Solstyce
5th Jul 06, 6:44 PM
it looks pretty tight Apoc i like what you have written so far that is alont the lines of what i was thinking.

Jewegee
5th Jul 06, 10:08 PM
Apoc and Yafn- good points, I hadn't considered that. The way that I was looking at it, these ships represented whole new classes of ships, which were to be mass produced. THAT is the bit I was arguing with, because I feel that it negates the need for battlestars (which is totally lame in my opinion). However, if these "super" ships were not replacement classes but perhaps new, single ship variations, then it could work out well.

I also felt like people were going along with the "bigger is better" attitude. This seems nonsequitor as the BSG and Pegasus are just starting to repair their losses viperwise come endish of second season, not building new uber death ships. I felt like from continuity's sake, this didn't make sense. If they were to work on any new designs whatsoever, they would have to be improvements to the viper, or derivatives like the blackbird.

yafn
5th Jul 06, 10:21 PM
Speaking of blackbird... those who read the BSG_README.txt already know we are working on the backbird. You can get it in Skirmish by following the instructions in the readme. The blackbird is still untextured and has a graphics glitch.

Crossroads inc.
5th Jul 06, 11:53 PM
Hey guys? How the bloody heck are we supposed to Launch this if we use Macs? Since, you know, We rally can't make that whole shortcut big overide thing.

yafn
6th Jul 06, 1:11 AM
OSX see the second post - http://www.makecollegemoney.com/bsgmod/modules.php?name=Forums&file=viewtopic&t=207

If you need more details this might help - http://www.makecollegemoney.com/bsgmod/modules.php?name=Forums&file=viewtopic&t=451

twcooke
6th Jul 06, 3:14 AM
i designed a new battlestar seeming that what people prefer

http://www.piczo.com/shipyard147?g=14148804&cr=3

Jewegee
6th Jul 06, 5:53 AM
looks great!

One thing I never understood though, why are the ventral cannon batteries placed where they are? They are blocked by some of the lateral armor, so they cannot contribute to a broadside. Why do this? (ie the bottom guns are blocked from shooting horizontally due to armor)

*note* this is a feature found on the BSG in TNS

twcooke
6th Jul 06, 5:56 AM
because TNS battlestars dont fire broadside, im guessing that they are made to fire upwards of downwards

also i added more cannons on the bottom of the ship

http://www.piczo.com/shipyard147?g=14148804&cr=3


and made a new battlestar (solaria)

http://www.piczo.com/shipyard147?g=14203932&cr=3

mr. WHO
6th Jul 06, 12:39 PM
Solaria looks kickass if you ask me.

twcooke
6th Jul 06, 12:50 PM
have any suggestions that i should change

evillejedi
6th Jul 06, 2:15 PM
heh why have I seen only one fleet ship (the defender) in like 5 pages... priorities...

Jewegee
6th Jul 06, 2:53 PM
you know, eville speaks the truth.....

Hoewever, that Solaria is an excellent start to a great ship!

A7K
6th Jul 06, 4:18 PM
heh why have I seen only one fleet ship (the defender) in like 5 pages... priorities...
i have more than a few in progress, dont worry...if you know me you know i always try to deliver.

APOC

yafn
6th Jul 06, 6:43 PM
Well we haven't given them much direction, and the hodder is backed-up, so a bit of bigshipitis is to be expected. Surely soon they will jump to those cylon transports or a cylon mining ship ;)

Solstyce
6th Jul 06, 8:56 PM
if anyone is interested in helping us texture just send us a tell if you like a specific ship and have a good idea on how to texture it we will be more than happy to add you to the credits.

khib yusa
7th Jul 06, 12:25 AM
Greetings,

Looking at the layout and the size of the Solaria's pods, is she gifted with a greater Viper capacity? Maybe equipped with dedicated flak cannons and only a few multi-purpose railguns. Make her more like an Aegis cruiser mixed with a Nimitz? Can't really attack the :cylon: in any great measure, but she will barely get hit with nukes or standard missiles.

Just an idea for a different type of Battlestar instead of the 'how many railguns can I oput on this hull per square inch?' (not that I'm saying that that is a bad thing...).

Regards,

Khib Yusa

dacis2
7th Jul 06, 5:41 AM
Sorry if I sound overtly critical, but some of those Battlestars look like kitbashed versions of Galactica and Pegasus. I know that there isn't much to reference Battlestar design on, but perhaps a little more diversity?

evillejedi
9th Jul 06, 8:35 PM
some in progress shots of the freighters, I don't currently have time to give the ships actual textures, but got the bulk freighter, gemini and container transport done and in game.


http://warlords.swrebellion.com/stuff/ss00088.jpg
http://warlords.swrebellion.com/stuff/ss00089.jpghttp://warlords.swrebellion.com/stuff/ss00090.jpg

JarredT1030
9th Jul 06, 11:19 PM
amazing!!!!! Anychance we can get those from you soon?

ThrawnZA
14th Jul 06, 12:16 PM
Whoa. Gone quiet all of a sudden. The demo is still kicking ass, in the meantime.

Solstyce
14th Jul 06, 3:53 PM
heh Some of the team are dealing with life and work atm, however the first mission and some of the sounds scripts are being worked on, we are hoping to get a few ship textured and Hoded for the next release. So quiet yes working yes...

BitchX
15th Jul 06, 4:01 AM
Tried the demo, and the first thing that came to my mind was "Needs balancing.". As proven quite adequately in the battle with the Resurrection ship, Battlestars are vastly superior to Basestars in close-range combat where they can respond to the Basestars' missile fire with their own batteries. So, ofcourse I tried this tactic in the mod, jumped Galactica close to two Basestars with fighters dealing with the raiders.

Well, not only didnt the Galactica manage to even scratch the paint on a Basestar but it got taken down by a single nuke. An inconsistency I find rather disturbing considering that a single nuke did practically nothing to the Galactica in the pilot. Not to mention the Pegasus which took IIRC 4 direct nuke hits in Captain's Hand and continued fighting.

Ofcourse, these are all minor issues. The models look great IMHO, and being an avid fan of Neo-BSG, this mod shows a lot of promise.

Solstyce
15th Jul 06, 4:39 AM
First question i have is what version did you play? 0.1.5?

The Galactica has 200,000 health a nuke only does 20,000 damage i would say 10 nukes would destroy the Galactica or cripple it so badly that its not battle worthy. Also in version 0.1.7 the basestars health was changed greatly, and they also recieved a hyperspace inhibitor which doesnt allow Galactica to jump in close. Alot of the missions are based on the fact that the Cylons build ships to destroy Battlestars... they are supposed to have the advanatage so in the scenarios completeing missions is just surviving. that being said in the resurection episode thier was pegasus and those basestars were essentially ambushed by to battlestars, they only destroyed 1 of the 3 basestars and they killed a weaponless resurection with fighters. I would say at the moment balance is close to what it needs to be for our SP campaign which is what we are shooting for. Bear in mind there isnt a solid research tree in yet which will change the power of the battlestars too.

BitchX
15th Jul 06, 6:35 AM
0.17, played Skirmish, the big Gal took one nuke hit prior to which it had lost about 15% of its health. The nuke finished it.

Basestars as per observed events seem to be Carriers/Missile Cruisers and lacking heavy armour. In Captains Hand the Pegasus was able to for all practical purposes completely mission kill a Basestar with its forward heavy batteries. Basestars mainly seem to rely on their fighters and missiles to finish Colonial ships off, in a close range battle they are badly screwed as observed.

In Resurrection, they practically destroyed atleast two of the Basestars. The one was definately destroyed, and the last we saw of the second one was it being pounded by both Pegasus and Galactica and taking heavy damage.

The Cylon's real power is in their superior numbers and mobility, their fighters having the capability to go to FTL.

But anyway, do as you wish.

twcooke
15th Jul 06, 6:44 AM
is it me or does the cylons take longer to to jump from one place to another?

mr. WHO
15th Jul 06, 7:06 AM
0.17, played Skirmish, the big Gal took one nuke hit prior to which it had lost about 15% of its health. The nuke finished it.


I agree with him, I have 0.17 and they need two direct nuke hits to destroy Galactica.

Solstyce
15th Jul 06, 1:32 PM
I am telling you what i know to be true in the code

Galactica
NewShipType.maxhealth=200000

Nuke
AddWeaponResult(NewWeaponType, "Hit", "Damage", "Target", 20000, 20000, "")

200000/20000 = 10 so i am confused on...

0.17, played Skirmish, the big Gal took one nuke hit prior to which it had lost about 15% of its health.

what happened to the 85%??? when the nuke can only take 10% of Galactica's health?

Regular missiles only do 1000 damage so i sowuld take 200 of them to take it down...to me this all seems to be resonable damage. And that is the math and the code from 0.1.7 to prove that they do not take 85% of the Galacticas health in one shot.

However i did tweak the penetration values of the heavyrails, so yes you can scratch a basestar, but youll be hardpressed to kill it.

mr. WHO
15th Jul 06, 3:57 PM
I checked it again and still 2-3 nuke hits and Gal is going down, while full frontal salvo of Gal do about 1-2% of dammage to Basestar.

DatonKallandor
15th Jul 06, 4:08 PM
Check the penetration values for nukes against galacticas armor.


Daton

Solstyce
15th Jul 06, 5:02 PM
Galactica = Heavy Armor


{HeavyArmour=1,},

twcooke
18th Jul 06, 7:18 AM
is the bsg mod website down, i cant get on to it it comes up with the cannot find server

twcooke
19th Jul 06, 9:33 AM
well i still cant get on the site (for a week now), anyway i made a design for the battlestar atlantia, http://www.piczo.com/shipyard147?g=15436320&cr=3

mr. WHO
19th Jul 06, 11:35 AM
From first look I thought this ship looks weard, but in closer look this ship is actually very interesting.

twcooke
19th Jul 06, 11:58 AM
what part of the ship did you find weird at first the outer frame? also any sugesstions to improve it?

mr. WHO
19th Jul 06, 2:05 PM
Pods looks more distand from main hull than Galactica or Peggy, but as I said it only looks weard at few first seconds, I think it looks fine now.

Jewegee
19th Jul 06, 2:43 PM
yea, the pods seem like they're a bit too far out from the hull but other than that it looks great

Zephey
20th Jul 06, 10:10 PM
On the new version..the 1.0.7. I noticed several things that i don't think have been mentioned, but they might have. I have slimmed through the posts since my last one and so i might have missed some things.

Well when playing skrimish i have noticed that the AI never moves. If I remeber right you said that the AI wasn't "working" or something. I don't remeber. I also noticed that the Galactica is selectable under the launch menu, but can't dock, or launch fighters. Again it might be me, if anyone has already stated these little bigs, or errors, or what ever you would call it, then sorry.

You all have done a great job and I hope that you continue the exellent work you have done. THanks again for everything guys.

PS: great work on those models. They are looking great. I was going to comment on the Peggy but when i realized thats what the Peggy looked like i felt stupid and laughed. I do like them..Great work twcooke, they are all looking great.

Solstyce
20th Jul 06, 10:12 PM
Yep fixes are in the works for those. Right now mission 1 is 95% complete Mission 2 is 0% complete Mission 3 is 85% complete. Just an update for all you guys.

death_ab
21st Jul 06, 12:24 AM
Hum..

A few more Bugs for you guys to sor out

- Galactica Port flightpod still has a few holes in it.. Look from Fore or Aft and you can see throught right under the flight deck

-Galactica Rear area.. Seems to be a few left over polys. causes some odd shadows

-Light railguns miss named as 'Twin heavy railgun'

-Fighters have broken attack runs against Large ships.

-Basestars can still 'attack' fighters causing them to ignore the Battlestars as they attack Fix by removing fighters from the CanAttack list!

-Heavy rails should be able to elievate to about 80-85 degrees

-Prow heavy rails still fire through ship

I like the way the 1.7 defensive fire does not create the huge amounts of surface flak. huge improvement over the 1.6 version.

JosipTele
22nd Jul 06, 4:02 PM
Hey guys! I think you might be interested in this:
http://www.scifi-meshes.com/forums/3d-wips/2900-whole-fraking-fleet-bsg-fleet-all.html

Jewegee
22nd Jul 06, 5:30 PM
Damn. He could be of great assistance.

Solstyce
22nd Jul 06, 9:03 PM
I put in a post hopefully he is game that is some great work.

mr. WHO
26th Jul 06, 9:13 AM
Our website has been hacked :(

MGoblin256
26th Jul 06, 9:28 AM
I know. It freakin' sucks, and the forum was just starting to come back to life too :mad:

Curses to ARsLaN. I pray he burns for what he's done.

BTW, is the FTP still up?

Solstyce
26th Jul 06, 10:15 AM
he only got the site FTP is still up, when darken gets back from his trip in 2 days we will sort out the site till then hang tight everyone we arent going anywhere.

MGoblin256
26th Jul 06, 10:18 AM
Thank goodness. If I had any hacking skills, I'd screw up that site the hacker so conveniently placed a link to.

Solstyce
26th Jul 06, 10:35 AM
for now the team can use the forums here to communicate, so ill just let you guys know i am able to help yafn out and hod.

Ragnarokx
26th Jul 06, 10:51 AM
Hey, you got attention. Isnt that a good thing ? :|

MGoblin256
26th Jul 06, 10:52 AM
Not if it involves the total deletion of our site.

twcooke
26th Jul 06, 11:05 AM
could someone give me the link to the ftp, i know the username and password i just dont have the address


also that was a bit of a stupid and Obvious question Ragnarokx

Zephey
26th Jul 06, 11:30 AM
I fail to see why people find humor in things like this. I may be old fashion but I thought that making life hell for people was just wrong and immoral. But hey I might be out of the loop. Anyways. I am sorry for the trouble that has befallen you guys. IF I could do anything to help I would. But I can't. Great work on the mod guys. Best wishes.

twcooke
26th Jul 06, 11:41 AM
i dont think thats old fashion, theres just some really screwed up people in the world. thats for your support Zephey

MGoblin256
26th Jul 06, 12:19 PM
what TW said :)

Also, it turns out we weren't the only ones hit by this jerk.

Solstyce
26th Jul 06, 12:29 PM
yeah looks like they hacked the whole server our site was on, hopefully we can get it back up and running without too much trouble.

twcooke
26th Jul 06, 12:59 PM
thats good news, does this mean we'll have the site back like it was before or remake most the site.

Solstyce
26th Jul 06, 1:06 PM
They arent sure yet, depends if they can recover the drive, if so then they will restore it, if not hopefully darken has a backup of the site and he will have to restore it.

twcooke
26th Jul 06, 2:16 PM
heres a link to the season 3 preview if anyones interested

http://www.youtube.com/watch?v=u7_ccvhY5-I

MGoblin256
26th Jul 06, 2:44 PM
Looks pretty cool :)

I hope we get to see more Cylon craft, as well as more of the internals of a Basestar during the new season.

twcooke
26th Jul 06, 2:58 PM
i think the cylons need more capital ships, i designed some but i wish they would make some for the series itself

MGoblin256
26th Jul 06, 3:21 PM
True, they do need more capital ships. We might see another ressurrection ship, since the Cylons wouldn't be so stupid to create only one.

I'm also hoping that they give the Centurions vocal capabilities for season 3. I wanna hear that good ol' robotic voice, though it would probably sound somewhat different.

twcooke
26th Jul 06, 3:25 PM
i cant really remember the original season so i cant really recall what the cylon voice sounds like


heres my cylon ships http://www.piczo.com/shipyard147?g=12892035&cr=3


http://www.piczo.com/shipyard147?g=12934740&cr=3

http://www.piczo.com/shipyard147?g=12646447&cr=3

http://www.piczo.com/shipyard147?g=12916988&cr=3

MGoblin256
26th Jul 06, 3:37 PM
I personally like the "Half-Star" design the best.

twcooke
27th Jul 06, 11:14 AM
my favorate is the one that looks like a basestar but doesnt have the senter and top and bottom face the same way

evillejedi
27th Jul 06, 12:43 PM
I'd suggest using one arm of the starfish only, sorta a rounded needle that would make a very good frigate

the single star is also a good idea

twcooke
28th Jul 06, 2:23 PM
any news if the site can be restored?

Solstyce
28th Jul 06, 3:12 PM
Darken is working on it atm.

MGoblin256
28th Jul 06, 3:47 PM
Well, lets hope he suceeds :)

Dr.Zod
29th Jul 06, 6:49 AM
Well first of all this mod rocks like hell!!!
You guys did a pretty good job.
But I had a question though! I know that some people did say that the docking ability of the TNS Galactica does not work. Well I noticed that too.
So I checked out the the dockpaths in the hod file with the Dockpath Editor and look, there are dockpaths!!! The ship file seems to be ok too. I used the dockpaths from the TOS Galactica and put em into the TNS Galactica, but no luck at all.
So my question is, where is the problem, because everething "looks" ok!?!? Or is this a problem with hardpoints?

Could anyone respond to this that would be great.

Thanx in advance

Dr.Zod

Solstyce
29th Jul 06, 2:47 PM
they are there, they just arent in the right spots which causes it to crash.... i moved the Load model line to the top of the ship file so the docking paths would not make the .hod crash.

Dr.Zod
30th Jul 06, 8:24 AM
hm solstyce, could you send them to me via E-mail or put em into http://svn.sourceforge.net/viewvc/hw2bsg/trunk/HW2_ROOT/ ?
I´d like to take a look at it.
What do you mean by, not in the right spot? Are the dockingpath cordinates wrong or what?

JarredT1030
30th Jul 06, 3:40 PM
Update: I'm working on the website....hopefully have it back up soon.

MGoblin256
30th Jul 06, 4:12 PM
I'm guessing that's you Darken?

Anyways, keep up the good work :D

F-86
30th Jul 06, 7:34 PM
i downloaded the mod but i couldnt find a readme. i tried to just put the file in the data folder and add -overridebigfile to the end but it didnt work. can anyone help me?

Dr.Zod
31st Jul 06, 7:07 AM
Hi F-86,
just put the unziped file into your base HW2 directory. As you discribe it you should have "HW2basedirctory\data\data\..." but you only need "HW2basedirectory\data\...".
hope this helped

Zephey
31st Jul 06, 11:37 AM
basiclly whay Dr. Z means is put everything in the zipped data folder into the HW2 data folder.

Then you should right click on the HW2 icon on the desktop and click create a short cut. Then on the newly created short cut, right click and go to properties and under target, the command line should look something like this.

"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -overridebigfile

If that helps then awesome. If it doen't PM me and I will send you a more detailed instructions.

Solstyce
31st Jul 06, 11:43 AM
Hey all just giving an update first 3 missions in the SP campaign are about 98% done.

yes Dr Z the coords are not right, they are inside the ship which HW2 does not like at all. I have fixed them in Maya but im having a little trouble exporting the galactica due to some shader errors.

Dr.Zod
31st Jul 06, 12:21 PM
Aah ok solstyce!
I´ve been poking arround with the dockpatheditor, so thats why I had no luck!?! It is a hardpoit issue. When can we expect the fixed Galactica with dockpaths?
I´ve been wondering did you make the scripst in the ship files, because the fighters are awful fast? I reduced the speed and made some minor adjustements to rotation. I tried to balance the fighters a bit (e.g. mkII speed lower and cheaper than mkVII and some other things).
If you like to take a look I could post it, but do you know where?

Greetz

Dr.Zod

Solstyce
31st Jul 06, 1:13 PM
i did do some of the fighter dynamics, the reson they ar so fast is we are planning on using bigger maps because the Basestar vs Galactica combat we estimate runs about 20-30km when they engage. I think youll find its pretty accurate when we release the SP campaign. However im willing to take a look at what you have done.

Dr.Zod
31st Jul 06, 1:36 PM
oh I didn´t know that, well thats a reson! But it seemed to look a bit odd when fighter vs fighter engaged (nothing to look at becaus its to fast) and when fighter engaged capital ships (known issue with "kamikaze" fighters and to fast as well, in my opinion)! But hey I may be wrong (not thre first time) and I think it is a matter of opinion.
So what´s with the Galactica anyway when can we expect it?

P.S. where should I post it (ship changes)?

JarredT1030
31st Jul 06, 3:50 PM
yes it's me Darken.

And i feel i'm much closer to getting the site back online now... i'll post here when it's up.

Solstyce
31st Jul 06, 5:00 PM
Dr Z post them in a code box here.... ill look through them.

F-86
31st Jul 06, 7:48 PM
thanx its workin great now, kick ass mod

Dr.Zod
31st Jul 06, 9:16 PM
ok here are some changes. all for TNS

mkII

NewShipType.thrusterMaxSpeed = 290
NewShipType.mainEngineMaxSpeed = 290
NewShipType.rotationMaxSpeed = 85
NewShipType.buildCost=400
NewShipType.buildTime=35

mkVII

NewShipType.thrusterMaxSpeed = 325
NewShipType.mainEngineMaxSpeed = 325
NewShipType.rotationMaxSpeed = 100
NewShipType.buildCost=500
NewShipType.buildTime=45

raider

NewShipType.SquadronSize = 5
NewShipType.thrusterMaxSpeed = 340
NewShipType.mainEngineMaxSpeed = 340
NewShipType.rotationMaxSpeed = 90
NewShipType.buildCost=500
NewShipType.buildTime=35

nukeraider

NewShipType.SquadronSize = 2
NewShipType.thrusterMaxSpeed = 350
NewShipType.mainEngineMaxSpeed = 350
NewShipType.rotationMaxSpeed = 90
NewShipType.buildCost=750
NewShipType.buildTime=45

starbuck and apollo

NewShipType.thrusterMaxSpeed=375
NewShipType.mainEngineMaxSpeed=375
NewShipType.rotationMaxSpeed=100

and some other ships only that you see which direction I´m going with. It´s just a test, sure needs balancing.

Greetz

Dr.Zod

PatB
31st Jul 06, 11:42 PM
I've been playing the mod for the last two weeks, and I keep watching the TNS Cylons fire wave after wave of nukes but no other missiles. I started reading the posts to see if it had been noted before but 76 pages is a lot to get through... Also, I'd be happy to help in any way possible but you might need to explain how the xls files work for editing.

Solstyce
1st Aug 06, 4:38 AM
pat, nukes should have the "inverted Y" Tactical overlay icon if all you see is missiles with that icon then all you are seeing is nukes, your the first one to report this in a very long time. what version of the mod do you have??

yafn
1st Aug 06, 1:09 PM
As far as I know the xls are not currently being used.

MGoblin256
1st Aug 06, 5:44 PM
I don't believe it! It seems that we've been hacked again! :mad:

twcooke
2nd Aug 06, 6:32 AM
i dont think its been hacked because i dont think the site is even up yet, but i could be wrong

PatB
2nd Aug 06, 7:43 AM
I think I'm using 1.7 but I'll reinstall just incase I screwed something up in my poking around. Still, I think it was doing that before I changed anything.

yafn
2nd Aug 06, 9:17 AM
@twcooke - it is back up in a hacked state

Dr.Zod
2nd Aug 06, 10:06 AM
Hi yafn did you manage to write a script for maya 7.0 to import hod files. would like to help out a bit with the mod

splintercell56
2nd Aug 06, 10:08 AM
I just tried to visit the website, and it says it was hacked by some muslim asshole.

twcooke
2nd Aug 06, 10:48 AM
@splintercell56- its not the first time eithier

yafn
2nd Aug 06, 11:32 AM
@Dr.Zod - No, sorry, too busy paying the bills. It is not a script BTW, the RDN HW2 Maya plugins have to be recompiled against the Maya 7 libraries and header files.

twcooke
2nd Aug 06, 2:11 PM
with a lot of free time on my hands i designed this

a new colonial crusier

http://pic.piczo.com/img/i99038577_9387_3.jpg

http://pic.piczo.com/img/i97161567_37016_3.jpg

http://pic3.piczo.com/shipyard147/?g=17085229&cr=3

Dr.Zod
2nd Aug 06, 2:56 PM
oh ok yafn nevermind,
got to open it with milkshape. but i had a question anyway!
how do I make hardpoints for dockpath in the 3d model? I had a discussion with solstyce just check out page 76. So finally I got to edit the 3d model. When I open the model I dont see any hardpoints the model is on pice. Could anyone help out maybe you solstyce? or is it done by dockpath editing with DOCK editor.

Any help would be cool
Thanx in advance

Dr.Zod

A7K
3rd Aug 06, 12:53 AM
Hey all,

ive finnaly gotten back to doing some work and ive polished up The Strikestar and shes almost ready for some1 to slap some textures on

anyways piX:

http://img238.imageshack.us/img238/5941/b1nr5.th.jpg (http://img238.imageshack.us/my.php?image=b1nr5.jpg)
http://img101.imageshack.us/img101/7493/b2if9.th.jpg (http://img101.imageshack.us/my.php?image=b2if9.jpg)
http://img101.imageshack.us/img101/5373/b3nx4.th.jpg (http://img101.imageshack.us/my.php?image=b3nx4.jpg)
http://img162.imageshack.us/img162/6017/b4hp4.th.jpg (http://img162.imageshack.us/my.php?image=b4hp4.jpg)

APOC

twcooke
3rd Aug 06, 1:57 AM
looking good apoc :)

mr. WHO
3rd Aug 06, 4:20 AM
@apoc: Maybe a bit too flat (or too long, you choose) but rest is ok.

twcooke
3rd Aug 06, 6:59 AM
i started a design for a colonial support frigate

http://pic.piczo.com/img/i90312583_91564_3.jpg

http://pic.piczo.com/img/i100170608_30159_3.jpg

http://pic3.piczo.com/shipyard147/?g=17122425&cr=3

Mefusta
3rd Aug 06, 7:27 AM
And by 'support frigate', you mean...?

PatB
3rd Aug 06, 9:49 AM
Support frigate shouldn't need that many engines. It also starts to look cluttered with so many on such a small ship. Still, your ship your choice.

twcooke
3rd Aug 06, 11:14 AM
hows this

http://pic.piczo.com/img/i89524238_35101_3.jpg

PatB
3rd Aug 06, 1:23 PM
Looks much better, sleaker and more dangerous.

splintercell56
3rd Aug 06, 7:23 PM
Awesome ship, please get it in game as fast as possible :)

Jewegee
3rd Aug 06, 9:02 PM
Is there any reason we are working on ships that don't exist in the series while ships that do remain unmoddelled? (this is not a negative criticism)

A7K
3rd Aug 06, 11:09 PM
because me and TW cooke are responsible for ORIGINAL content...the reason being is im not good at copying pre existing models...they usually dont look right. i dunno bout him

twcooke
4th Aug 06, 4:19 AM
same, plus i dont have a very good program to make them

evillejedi
4th Aug 06, 5:32 AM
would probably be wise to reassign the resources capable of producing the necessary models to them, then after those are done, let them continue on the non-official ships.

twcooke
4th Aug 06, 10:36 AM
other member are making offical series ships (well i think there is anyway), but im sure some people would like to build more ships that can fight the cylons so if some people do the series ships and some dont, then we have a wider view for what different thing people want to do but im pretty sure getting ships from the series is one of the 1st things on the list to do.

PatB
4th Aug 06, 11:27 AM
How many useful ships are left from the show? The refinery ship, the factory ship, and harvesters. Am I missing any? If not, once they're done, there are still a lot of spots to fill to make this more than a straight recreation of the show. Especially if there is to be real depth to the mod.

yafn
4th Aug 06, 1:21 PM
There isn't much assinging of work done, we let folks work on what they want. We do push for some stuff to be done. In some cases people have called "dibs" on existing ships and then fall silent for weeks or months at a time. In other cases we have the parts and they needed to be hodded. All of that was on our (currently hacked) website.

Maleck
4th Aug 06, 4:45 PM
I am guilty of some of the grabbing ships and not being able ot work on them. If there are any official ships that someone feels like tacking that I have, let me know.

I have been getting back in to modeling in the past few days with an urge to hammer out na idea I had floating around in my head, and am ready ot get back to work on some of the models for this.

sureshot
5th Aug 06, 1:26 AM
Hello, first time poster here. Just wanted to say that you guys are doing a GREAT job. I've been watching this mod for a while and I am impressed how quick this mod comes out with up dates and the quality of the work that comes with it.

I just had one question

Is there a way to put vipers or other battlestar ships in the single player game and if yes, how is this done?

I've been messing with the files and stuff like that to see if I can get it to work, but no luck.
If anyone would kind enough to help me it would be much appreciated.

Keep up the great work guys!!!

Solstyce
5th Aug 06, 12:42 PM
C:\Program Files\Sierra\Homeworld2\Data\scripts\startingfleets

hur00.lua is TNS Colonial
cyr00.lua is TNS Cylon
huo00.lua is TOS Colonial
cyo00.lua is TOS Cylon

you can see the pattern in these files to edit them but those are the skirmish starting fleets.

twcooke
5th Aug 06, 1:35 PM
any update from darken about the site

Solstyce
5th Aug 06, 1:44 PM
as a matter of fact yes... take a look. =) its different but its back and its being worked on at the moment so it will be changing over the next few hours.

twcooke
5th Aug 06, 2:10 PM
yay its alive, we have to register again dont we doesnt matter it'll only take a few moments

PatB
5th Aug 06, 6:49 PM
I've been trying to play with ship files to allow for resource harvesting and balanced build costs, but anytime I make a change to the lua's, the program crashes. Yet, when looking at the shiptuning.xls file, the new series ships aren't in it. Is there a way to bypass the xls files or add the new series ships to them?

Solstyce
5th Aug 06, 6:58 PM
yeah there are some things you have to do in maya to allow for harvesting... so that is probably why you are crashing, Download notepad++ and edit the ship files that way.

Solstyce
5th Aug 06, 10:15 PM
Forums are back up you will have to Re-Register but we are back in business. Good job Darken.

yafn
5th Aug 06, 11:52 PM
Still looks hacked to me.

mr. WHO
6th Aug 06, 12:29 AM
as a matter of fact yes... take a look. =) its different but its back and its being worked on at the moment so it will be changing over the next few hours.

Could someone give me the link coz I checked old link and I still see that "allach akbar"

Edit: No need for than I found it.

Solstyce
6th Aug 06, 9:23 AM
http://makecollegemoney.com/forums

Solstyce
7th Aug 06, 9:18 AM
I am thinking that .v 0.1.8 is going to be pretty cool I want to give you some details but i think the surprise factor might be alittle more fun.... All i have to say is :sniper: :cylon: has never been so fun .



And yes that is all you get for now.

twcooke
7th Aug 06, 9:58 AM
do you have a guess when V0.1.8 will be released out?

JarredT1030
7th Aug 06, 1:32 PM
I want to take a real hard look at the campaign again with Solstyce, maybe tonight who knows before we release anything. We always seem to get a lot done there. Adding in OE's sounds would be great for 0.1.8.

PatB
7th Aug 06, 2:16 PM
any chance of resource harvesting in 1.8?

MGoblin256
7th Aug 06, 10:53 PM
Harvesting probably won't be in for atleast 2 publishes, or atleast until we can get decent harvesting units ingame.

Jewegee
9th Aug 06, 1:49 PM
hey guys
I'm trying to make a minimod for PDS, but I'm running into problems.
In your mod you changed the tab labelled sensors to dradis. How would I do this to the research and build tabs (to say promotions and reinforcements respectively)? Any ideas?

Also, how did you guys get the timer to work, and the thing at the top where Col. Tigh says 'get back to the ship nuggets'? I need to be able to use a timer and have a message displayed, but I'm at a loss for how to do this.

thanks in advance.

Solstyce
10th Aug 06, 9:06 AM
C:\Program Files\Sierra\Homeworld2\Data\locale\english\ui.ucs is where you can edit any of the UI labels




Timer function in the rule that you call this function you must add

iCountdown = 5*60 --(for a 5 minutes timer)

function Rule_FTLCountdown()
iCountdown = iCountdown - 1
if iCountdown > 0 then
local m = floor(iCountdown/60)
local s = iCountdown - m*60
local message = format("REMAINING TIME: %02d:%02d", m, s)
local rect = {0.41, 0.18, 0, 0}
Display_Message(message, rect)
end
end


function Rule_DestroyOC()
Subtitle_Add(Actor_FleetIntel, "add whatever message you want here", 5)
Rule_Remove("Rule_DestroyOC")
end
the "5" is how many seconds the message is displayed

Jewegee
10th Aug 06, 1:16 PM
thanks alot!

mr. WHO
12th Aug 06, 9:21 AM
I have a question:
could somebody make an animated avatar for me with Galactica ans Pegassus railguns in action? At least with Pegassus frontal salvo (when she was ambushed by 3 basestars) and Galacticas/Peggy top batteries salvo in Ressurection ship battle when camera zoom close to those 4 top railgun baterries that lock on basestar and open fire.
I would be grateful for that.

Edit: ohh... and that moment when Peggy is hit by nuke.

...and if there is nobody who want to do it, then at least please tell me what program (freeware I hope) I can use to do this (coz I have both series on my DVDs) by mylself?

Solstyce
12th Aug 06, 2:51 PM
heya Mr who i believe we will see a few of your ships in the mod VERY soon..

mr. WHO
13th Aug 06, 3:50 AM
Good to hear that, I kinda lost in last days coz
A) my personal PC had an system failure
B) stuff with university.

...so where is our current internal forum so I can get back to buissnes (see what you do to my ships and finish my last two TOS ships) ??

twcooke
13th Aug 06, 3:54 AM
solstyce put a post of what needs doing on the new site (you'll have to register again if you havent http://makecollegemoney.com/forums/index.php?topic=9.0

mr. WHO
13th Aug 06, 6:02 AM
I'm registered but I still can't see internal forum.

Edit: BTW you should change main railguns sounds from stock HW2/PDS to those from BSG (that ressurection scene battle when cvamera zoom close to those top railguns).

Solstyce
13th Aug 06, 6:33 AM
ah yeah ill get darken to give you access to that part of the site, I think OE did get a solid sound for the rail guns so that will be going in soon. There are some sweet things going on lately 0.1.8 is going to be sweet.

mr. WHO
13th Aug 06, 7:06 AM
Does any TWCook ship will be ingame soon?

EDIT: I see that TWCOok made a TOS Cheetah escort cruiser. Good this means that I only need to finish Kiowa cruiser.

twcooke
13th Aug 06, 8:35 AM
i hope so, they put your tns bomber in

and for future reference its twcooke (you missed the "e" twice in the last post) not that it matters

Ragnarokx
13th Aug 06, 2:22 PM
So, how is progress in general ?

PatB
13th Aug 06, 2:35 PM
is there a list of new ships for the next release?

Solstyce
13th Aug 06, 4:08 PM
ah you can take alook at some of the new ships here...

http://mods.moddb.com/6951/battlestar-galactica-hw2-mod/image-gallery/

mr. WHO
14th Aug 06, 3:22 AM
mmm...Peggy, it's gonna be fun :D

BTW I still don't have an internal access.

twcooke
14th Aug 06, 3:41 AM
i think darken has been trying to get the rest of the site up. but im sure he'll get you access soon

Cronyx
14th Aug 06, 6:06 AM
I haven't looked at this thread in a really long time; truth be told, RL got in the way and, between BSG seasons, I sorta forgot about it. But wow, you guys have really come a long way. I can't wait to play a finished product! ;)

Sorry if these are dumb questions; I know you've probably already been over this, but the thread is over 80 pages now :P

What role, if any, do you plan to give to the Resurection Ship? Should this be the Cylon command ship, the one you start with on that side? That would make each side play a bit differently, strategy wise, considering it really can't defend itself, so you'd have to hold it back and be more defensive, while the humans' command ship can (and should) just run right into the fray.

Also do you plan on having more than one type of Raptor variant? Like one for docking and sending in marines, one as just a missile boat, and one as a scout / electronic warfair?

I know that these "questions" seem more like "suggestions" (notso)cleverly masquerading
as questions... well maybe they are :P

LOL I'll play the mod either way, you guys are doing a great job.

twcooke
14th Aug 06, 6:14 AM
i think there will be a raptor variant where it will dock with the basestar and set of a nuke from the inside.

im guessing that the mission will be to destroy the ressurection ship while fighting of raiders and basestars, and for that you'll have the peggy so that will make it a little easier. :)

thanks for your support

TWCooke

mr. WHO
14th Aug 06, 6:39 AM
I think that ressurection ship should be something like colonial raptor EW ship. IT would boost cylon morale coz they (their "souls") would be invunerable.

twcooke
14th Aug 06, 7:40 AM
i've started making the celestra from the series

http://pic.piczo.com/img/i103407484_63016_3.jpg
http://pic.piczo.com/img/i96558422_50079_3.jpg

and started a new cylon shipyard

http://pic.piczo.com/img/i93922431_49477_3.jpg

Cronyx
14th Aug 06, 7:57 AM
That Cylon Shipyard really looks awesome. Everything about it screams organic technology, it's so true to their design philosophy in looks.

Is this mod going to be multiplayer, or single player mission only...?

twcooke
14th Aug 06, 8:00 AM
i think solstyce was trying to make it a multiplayer but i dont know how thats going

Solstyce
14th Aug 06, 8:28 AM
It will be both eventually, right now it is more of a single player mod.

mr. WHO
14th Aug 06, 9:29 AM
With firestar, Gal , Peggy and bombers cylons will need another Basestar for starting fleets :D

Anyway do you have any new TOS ship that is close to be (or is already) ingame?
Did anybody reconfigured TOS colonials weapons?

twcooke
14th Aug 06, 9:39 AM
Or they could use one of my cylon ships :D

i think solstyce was hodding my TOS tiger class destroyer (well thats what he told me anyway)

adamstrange
14th Aug 06, 9:58 AM
I hope you will be adding the original cylon base station and the original cylon ships as well.

I really would like to play against those also.

What you could do is to start the game off with all original ships for both sides and through upgrades you could start to build the newer ships.

For the new base station and battlestar,when you upgrade,those would hyperspace into the game.

Final upgrades would give both ships nuclear weapons like on the new series.

twcooke
14th Aug 06, 10:42 AM
have you got a picture of the original cylon base?

mr. WHO
14th Aug 06, 11:25 AM
I hope that TOS Cylons will have some stuff too...oh and my colonial TOS bomber would be fun too.

twcooke
14th Aug 06, 11:38 AM
i think solstyce has put into the gamebut its not textured yet

mr. WHO
15th Aug 06, 8:54 AM
Is there is any ETA on 0.1.8? does two weeks is resonable ETA?

Solstyce
15th Aug 06, 9:48 AM
I have been hodding all the models i have if we get some one to texture them they will be entirely ready, i would say with the site back up and running we can definetly look at packaging up 0.1.8, let me get with the team and see what they think and want to do.

ah Mr. Who i dont have all your models, i would like to get them so i can get them in game.

twcooke
15th Aug 06, 9:53 AM
if your looking for nemisis and the gunstar i have them

Solstyce
15th Aug 06, 9:54 AM
i have those 2 and the bombers i have a feeling i am missing one though.

twcooke
15th Aug 06, 10:03 AM
his tos warstar??? and i think he made the Adriadic. also i like mr who's new signature.

Solstyce
15th Aug 06, 10:30 AM
yep i am missing those 2...

mr. WHO
15th Aug 06, 11:08 AM
All of my ships are uploaded to our FTP server (my folder) but I have backups if you lost FTP data.

List of my models:

TNS:
-ship name (estimated ship size)
- Nemesis gunstar (size of firestar)
- fury strikestar (size of firestar)
- Adriaric/Defender
- Argo supportstar ( 2/3 size of Galactica)
- Serpent mk.I bomber TNS
- Serpent mk.III bomber

TOS ships:
-Helios Warstar ( bit longer and fair bit wider than TOS Galactica)
- Serpent mk.I TOS
- TOS Guardian patrolstar (size of TNS firestar).
-Cylon Ravager attack raider (2-3 times bigger than normal raider)

twcooke
15th Aug 06, 12:04 PM
i think the sites down again

Solstyce
15th Aug 06, 12:32 PM
yeah we will need your backups Mr. Who

JarredT1030
15th Aug 06, 2:49 PM
Yea i know it's down. I'm in the process of changing my hosting package for that site from $20 a month to $5. The changes should happen over the next week. Untill then, please use sourceforge and these forums as means of contact.

yafn
15th Aug 06, 5:41 PM
Mod devs who have created SF ids and been added to the hw2bsg project development list should have access to the Colonial Fleet forum where we are currently discussing the 0.1.8 release - http://sourceforge.net/forum/forum.php?forum_id=549452

Solstyce
15th Aug 06, 6:30 PM
yeah use the SF forums so we can get 0.1.8 out.

mr. WHO
15th Aug 06, 10:06 PM
Here is a ling to my full BSG models pack:

http://files.filefront.com/BSG_models_packrar/;5409495;;/fileinfo.html

Anyway I registere to SF as mr_who (visible name mrWHO), so if anyone could give me a clearance I would be happy.

twcooke
16th Aug 06, 3:36 AM
could someone give me clearance, mines tom_cooke

mr. WHO
16th Aug 06, 8:02 AM
Permission Denied
Access to this page is restricted (either to project members or to project administrators) and you do not meet the requirements to access this page. Please contact the administrator of this project for further assistance.


:(

Anyway, if you have any rough package that works without too many CTD I could make a trailer for 0.1.8.

...of course if 0.1.8 suff is close to release, coz I doubt that early WIP stuff, that just have been put into game would look well in trailer.

yafn
16th Aug 06, 8:36 AM
@twcooke - you've been added
@mrwho - try again please as you can see you are listed as a memeber - http://sourceforge.net/project/memberlist.php?group_id=162250 of the mod.

Solstyce
16th Aug 06, 9:43 AM
yeah if i remember correctly it takes a few for SF to update.

mr. WHO
16th Aug 06, 10:33 AM
OMG yafn, you gave clearance to the wrong mrwho, he's "mrwho" while I'm "mr_who" (username), "mrWHO" (developer name).

yafn
16th Aug 06, 10:51 AM
@mrWHO - fixed

mr. WHO
16th Aug 06, 11:04 AM
LOL works now, anyway only two topics or I'm missing sometthing?

Solstyce
16th Aug 06, 11:13 AM
just 2 atm

silver falcon
16th Aug 06, 11:50 AM
Someone made a BSG mod and didn't tell me!? Oh you guys are in deep shit now....

:P

http://www.gaminggrounds.com/creative/images/bsg/Guardian1.jpg

http://www.gaminggrounds.com/creative/images/bsg/Guardian2.jpg

http://www.gaminggrounds.com/creative/images/bsg/Guardian3.jpg

http://www.gaminggrounds.com/creative/images/bsg/support_guardian.jpg

Direct images below - warning high res (for forum standards)

http://www.gaminggrounds.com/creative/images/bsg/Guardian1.jpg

http://www.gaminggrounds.com/creative/images/bsg/Guardian2.jpg

http://www.gaminggrounds.com/creative/images/bsg/Guardian3.jpg

http://www.gaminggrounds.com/creative/images/bsg/support_guardian.jpg

Probably one of the biggest fans out there of the series and no one came to get me, im sad! heh just messing around, but I will point this out, my models are done with a NURB modeler, which means they are pretty much showcase work and less practical, but I can export to 3Dsmax format where from there one of you lads can tweak it till it works in game... sound fair? Hopeso because I have several more ships on the drawing board, mostly support ships from online fan blueprints and the colonial one from TNS

yafn
16th Aug 06, 12:15 PM
Pretty sweet looking. Poly counts will have to be reduced I'm sure ;) obj and mtl files would be ideal, but I think some folks have convertion tools. Your schematic should help get it textured too.

Ragnarokx
16th Aug 06, 12:41 PM
Pretty nasty. I dont think poly count is too high though, given you are using 2-3 LODs.
Do you know about LOD ? It means that you have make several "layers" of the model. If the game zooms more onto the ship, another "more detailed" layer will be loaded.

mr. WHO
16th Aug 06, 1:31 PM
I tell you one thing, this thing don't stand a chance in polycount compariong to our TOS Galactica model --> TOS Galactica in one big mess.

I opt for making this thing a TOS heavy frigate - however we already have a TOS model with this name (my TOS Guardian - from the same schematic page but tottaly diffrend model) so if find a better name for it then we should use this contribution :D.

yafn
16th Aug 06, 5:25 PM
Sure we know about LODs we even use some.

silver falcon
16th Aug 06, 8:04 PM
hmm thanks for reading my little paragraph at the bottom, you know the one that pointed out how i made it and that it was considered "concept models" and that if anyone wanted it they would have to play with it to make it work... i love you guys when it comes to understanding! LOD duhhh what?!

Solstyce
17th Aug 06, 4:33 AM
heh give me a few minutes with that model ill have it game =) its the texturing that we are lacking in.

mr. WHO
17th Aug 06, 9:29 AM
Could you post a full list of new ships that will be in 0.1.8 for 100%?

Ragnarokx
17th Aug 06, 12:47 PM
silver falcon:

LoD: Level of Detail

Homeworld uses a LoD system. This means the models it is using do have different levels of detail. When you are in a large-scale battle and zoom out, you will see many ships. If you zoom in, you will see only one or two ships. Because of that and the potential memory/grapical ressources system Relic implented this LoD-system. It means every ship has up to 4 levels of detail, who are separatly loaded if you zoom in on a ship.
If you dont understand it by now:

Lets assume your capital ship had 4 levels of detail (LoD). The first level only shows the rough hull, the second adds in some turrets, the third adds in some antennas and the fourth may add in some more cockpits or something. What the game does is render the ship at level 1, but the more you zoom in, the more details the game will load and render, according to the level of detail.
To sum it up, when doing a ship for Homeworld 2, you need to make one "base hull" and then several layers (gizmos?) of details.

better ?

Solstyce
17th Aug 06, 2:00 PM
I can give a full ship list yes. Keep in mind we have decided that anything untextured will be there in file form but we will comment out because its not conisidered done, however we will allow users to access them if they want to edit the commented out pieces. And that is rather easy.

This is a ship list of all ships that will be in 0.1.8 for sure at the time of this post, if they are in red they arent complete in some way and you will have to uncomment them to play.

Battlestar Galactica
Cylon Basestar
Viper Mark II
Viper Mark VII
Cylon Raider
Colonial Movers
Colonial One
Space Park
Firestar Parnassus

Battlestar Pegasus
Cylon Heavy Raider
TNS Serpent Mark I
Serpent Mark III
Olympic Carrier
Astral Queen
Flat Top
Ragnar Anchorage
Colonial Raptor
Blackbird

Those are the for sure ones here are a few you may see, if not they will be in 0.1.9

Battlestar Solaria
Strikestar Fury
Adriadic
Firestar Nemesis
Warstar Helios
Agro ship

silver falcon
17th Aug 06, 8:43 PM
@ Ragnarokx

...
BAHAAHHA!

i am now confident i am the master of sarcasm! *runs off in the moment of bliss*

ps. very nice ship list there, making large leaps in progress. if there is anything left around you needed concept modeled (ive already explained myself on this twice) then feel free to point out what ship and just provide and image, and ill have it done within the day.

Solstyce
17th Aug 06, 9:51 PM
any of the colonial fleet you dont see listed... is fair game any old series ship you you want is fine as well, we need some Cylon ship concepts for new and old just for a variety when we get the Skirmish up and running.

silver falcon
17th Aug 06, 11:45 PM
Ok ill see what I can dig up for cylons. the trend with them is very easy to follow

TOS - round, bulky
TNS - slick organic.

should have a couple whipped up soon.

Solstyce
17th Aug 06, 11:51 PM
Here is alittle something I have been working on in my spare time. Enjoy!


Resurrection


http://moddb.com/images/cache/mods/69/6951/gallery/water_46928.jpg

silver falcon
18th Aug 06, 12:10 AM
sweet mother of god.. i came online to post pics to concept cylon ships i found and instead found my screen lag at the sight of that! (and yes im well aware its a screenshot of lag) oh man it looks awsome and yet i feel sorry for whoever has to texture that

... ill hold off my show case till you get a few more "woah"s from the others :P

Sangius
18th Aug 06, 12:56 AM
like you said..... WOW f****** WOW THAT S*** IS DA BOMB

Solstyce
18th Aug 06, 12:59 AM
the UV map came out pretty clean so i know it will be a pain but it wont be as hard as you would think, there is alot of repatition in this texture.

silver falcon
18th Aug 06, 1:02 AM
someone better damn well make the explosion sequence show clones being sucked into space!

mr. WHO
18th Aug 06, 10:12 AM
hmm..I was hoping for more new TOS ships (like Tiger, TWCooke cylon capitals and my TOS Serpent).

Edit: by fully completed ships you mean "working docking paths"??

DOes TOS capships from 0.1.7 will be fully textured?

yafn
18th Aug 06, 12:09 PM
Sorry mrWho, I didnt' get any time to texture the TOD capships.

mr. WHO
18th Aug 06, 12:18 PM
but I saw TOS battlestar and basestar textured (ingame) in our old forum.

BTW does TOS pegassus have any physical diffrence to TOS galactica? because if not we could use TOS Galactica model as TOS Pegassus.