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Drive a ship in homeworld1

  1. #51
    Intrepid Space Captain Riess's Avatar
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    Yeah, T fires all all available guns straight forward (or at the angle the turrets happen to be at) or at the target, if there's any selected. Only the minelayer corvette made the game crash when I pushed T in it.

    Another thing I noticed was that mothership class vessels (r1 and r2 motherships, bentusi tradeship and p2 needleship, didn't test the p1 one but I guess it's the same) spin uncontrollably when told to rotate left or right, either through mouse or keyboard input.

    Finally, it would be great if ships were bound to their Turnspeed value from their ship file. In-game physics seem to limit them to maxspeed and maxrot values, but maxrot is 10 for pretty much every object, which is really really high.
    Last edited by Riess; 5th Nov 06 at 9:05 AM.

  2. #52
    Member MadCatChiken's Avatar
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    How do i install the mod?

    I made a game! :D Clicky!

  3. #53
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    just extract the files to the Homeworld directory, you might want to change the path in the shortcut's properties to "C" or whatever drive the Homeworld .big file is in, otherwise, pretty straight forward,

    Fish? are you planning to improve on this mod?
    SquidDNA:"This isn't weird. It would be weird if the humans were also furries, and were fighting the Vagyr because they were all in love with the Hiigarans. AND the humans were descended from the Hiigarans, but from the future, and they were all created by the Bentusi for no reason."

  4. #54
    Member MadCatChiken's Avatar
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    ok i copied the files to my hw folder now what, how do you fly etc.

  5. #55
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    well, you need to click the shortcut, not the exe, adn like i said make sure the path of the shortcut is correct, if it isnt, you'll get the "Cannot open Homeworld.big" or something like that, the rest should be explained in the readme

  6. #56
    Member MadCatChiken's Avatar
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    the file i downloaded didn't have a readme...

    Edit:

    Oh wait i hadn't extracted the .part files

    Edit:

    Get the unable to open .big file heres the command line for the shortcut.

    Code:
    C:\Sierra\Homeworld\HW_freedrive\Homeworld.exe   /noSound /noSpeech /pilotView /prepath <E:\Homeworld>

  7. #57
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    MadCatChiken, finally, found your controls? - I'm still a lousy pilot, usually loose control if no other ship is in the visible vicinity. This is often caused by unexpected movements, especially I do have problems with rolling left or right, while the acceleration keys ctrl-numpad1,2,3,5 don't work at all.

    HW ACCESS | Mods and resources for HW, HW-Cataclysm and HW2
    25.000+ downloads done! | 1000s of shots and WIP! | You want more?

  8. #58
    Member MadCatChiken's Avatar
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    I can't get the damn thing working the command line is always wrong.

  9. #59
    Intrepid Space Captain Riess's Avatar
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    It works fine for me with no command lines at all except -pilotview
    Then again, I have the whole homeworld.big extracted into the game's folder, so maybe that helps.

  10. #60
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    Apparently, I did in a different way: (1) My shortcut's target is C:\HWfree\Homeworld.exe /noSound /noSpeech /pilotView /prepath <path to the original>\Homeworld\ and (2) the working directory (within this shortcut) is C:\HWfree, an arbitrary dir, where fishy's files (including the Feman sub-dir) are located. Note, that dir also holds (3) a copy of HW's original rgl.dll, rgld3d.dll and rglsw.dll.

  11. #61
    Member MadCatChiken's Avatar
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    Hmm i just copied over the .big file to my HW_freemod folder but is there anyway to change the keys to move etc cos this laptop has no num pad.

  12. #62
    smallfishlxy
    Guest
    After select a ship and press * key,the fly mode is change to 1,
    in this mode,you could only speed up forward or backward.
    the engine has 7 stats,they are -3 -2 -1 0 1 2 3,
    it is 0 at begining,when you press numpad0 key,it plus 1,the ship will accelerate forward,
    the speed will increase.
    when you press numpad. key,it minus 1,the engine became 0,the ship stop accelerate,
    it's speed keep at a number.
    if you press numpad. key again,the engine became to -1,the ship will accelerate backward,
    that means the ship will stop after a while,and go backward.


    when you press numpad9 key,the fly mode change to 2.
    in this mode,you can use ctrl+numpad1 2 3 5 key to accelerate left right up and down.

    ctrl + numpad0 will stop the ship,
    ctrl + numpad . will stop rotate,
    ctrl + alt + numpad. will stop anything.


    The rotate torgue is proportion to the ship' s mass,but some ship's rotate moment is different
    in it's X Y or Z axis,for example,the mother ship and covete ship,if you want to rotate these ship
    equally at any axis,you should modify the .shp file,make the moment of x y z has same number.



    copy the shp file to the freemod directory the same as the homeworld directory.

    select the leader ship of a formation,the other ship will follow it,this dont work well i think

  13. #63
    Member MadCatChiken's Avatar
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    WEEEEEE!!!!!!!!!!! Photobucket make it poor quality .


  14. #64
    WGAnubis
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    Id like to know other than for cool effect is there any practical use to this? Could I say control a carriar then launch everything within it and still control the carriar?

    Edit: Looked more into it, I think its pretty cool but I personally think it needs a bit more refinement if at all possible like maybe a radar or way to know where your target is.

    Hopefully this will eventually be added, or heck, it gets added to HW2 (which would be kick ass).
    Last edited by WGAnubis; 11th Nov 06 at 7:42 PM.

  15. #65
    Member Derivative's Avatar
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    Quote Originally Posted by Riess
    Another thing I noticed was that mothership class vessels (r1 and r2 motherships, bentusi tradeship and p2 needleship, didn't test the p1 one but I guess it's the same) spin uncontrollably when told to rotate left or right, either through mouse or keyboard input.
    This is because in the .shp files of them, the momentOfInertia is a really huge number. I've changed this number to a much lower one, and now I can fly the motherships without the senseless spinning.
    I noticed that I could change the .shp files and such without messing up the mod because this mod changed the .exe, not what's in the .big file.

  16. #66
    Intrepid Space Captain Riess's Avatar
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    Ah, didn't think about the momentOfInertia thing, thanks.

    Meanwhile I had fun flying the Mothership back into the scaffold...


  17. #67
    WGAnubis
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    Im curious to know, is there collision detection or do the ships just swerve to avoid each other?

  18. #68
    Member Salamander's Avatar
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    It's fun ramming ships with carriers.
    There isn't a collision detector.
    Rejected by zombies

  19. #69
    Sakae
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    Whoa, that is one ofthe geratest mods i ever have seen!!. but there are some issues(wich were on HW1 itself(like some AI problems), would be cool, when u make this great mod for HW2)

  20. #70
    Member Zabaron's Avatar
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    Look behind you. What I'm not there? Then who's that?
    The HW2 Source Code hasn't been released, so I doubt this will be made for HW2 any time soon (read impossible).

    -Zabaron

  21. #71
    Sakae
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    wasn´t it in the RDN tools ??

  22. #72
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    nope, im guessing it's at least 10-12 years after a game is released before it's respective source code is also released, although Relic doesnt own the Ip for the Homeworld franchise anymore (i think) so they cant release the source

  23. #73
    smallfishlxy
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  24. #74
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    is that the source, or the mod?

  25. #75
    smallfishlxy
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    It's the mod build in release method,it run faster than the debug verson,
    but dont has many changes to the old one.

  26. #76
    Abanamat85
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    Wow this is great! Thanks!!

    I wish I could mod like that

  27. #77
    kiith'sa sajuukar's Avatar
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    Oh my god this is the coolest thing I have ever seen. I'm going to have to get homeworld up and running again just for this.

    Whoever beats the entire game this way first wins rights to homeworld 3!

    All hail the small fish!

  28. #78
    Banned zgrillo2004's Avatar
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    Wait. how did you make fire Babbo? i tried pressing T like what you said and my controlled ship didnt fire. what am I doing wrong?

  29. #79
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    zgrillo, just enter a multiplayer, select one ship, and then press T - and she fires! Maybe, you selected a group of more than one ship, than that effect doesn't take place.

  30. #80
    Banned zgrillo2004's Avatar
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    Im using the gotoschool.exe one. do you think that might not have that feature?

  31. #81
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    Could be a possible consequence, since I'm speaking about the first release, originally posted in the forum of HWA. You may check that one!

  32. #82
    <Warshado>
    Guest
    hmm, when I fly a ship on the mod the numpad functions work fine but I get no pilot view when I press the Q key and the line in the shorcut to HW_freedrive has /pilotView there.

  33. #83
    I believe you need to have the proper patch for the pilotview command line to work
    Webmaster of SWRebellion.com
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  34. #84
    <Warshado>
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    ok, where can I get the patch? I downloaded the mod at HW access.

  35. #85
    willy889
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    NOOO!! When I click on the link to get the mod, I get this:

    Not Found

    The requested URL /downloads.php was not found on this server.
    Any help? I. Must. Have. Mod

  36. #86
    Member King of Hearts's Avatar
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    You are aware that it isn't a true 'mod', but a recompile of the source code, right?

    Try some googling about, you may find an extra copy.
    My blog
    "Some men aren't looking for anything logical. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn." ~Alfred Pennyworth

  37. #87
    I've been googling terms like: homeworld source pilot mod ,etc. for the last 45 mins to no avail. can anyone upload it? i really wanna play this, it looks awesome! i would be forever in your debt!!!!!!!
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  38. #88
    Intrepid Space Captain Riess's Avatar
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    There you go.
    This is a temporary link, so if anyone with webspace could host it and keep it there, we could make sure it's always available.

  39. #89
    Member King of Hearts's Avatar
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    Riess deserves much thanking for this. I also submit that Riess is one of the best Space Ninjas around.

  40. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #90
    Ignorans, te absolvo Homdax's Avatar
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    I have been having problems with that site's server last couple of days. I hope to have it up again Tuesday or Wednesday...sorry guys..and Thanks Riess!
    HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
    TEH ALL POWAFUL "PLEASE MAKE HOMEWORLD 3" PETITION
    NEWS! "hwaccess.net" and related sites have a new home at
    www.homeworldaccess.net. Still WIP.

  41. #91
    willy889
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    Thanks a bunch!

    It's pretty fun blowing up scouts with an ion cannon frigate.

  42. #92
    RaidCarrierMan
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    Hi guys, just tried this, truly amazing. One thing though - the debug version (the one available in 14 parts) crashes a lot on me. Well, it freezes up a lot. The release version doesn't, but I can't shoot in the release version. Pressing "T" does nothing. Is it a different key, or do I really have to use the debug version to be able to shoot?

    I think the one Riess posted is the debug version.

  43. #93
    ArchProphet
    Guest
    This mod is actually amazing, well done!

  44. #94
    Has anyone tried this with mods (ie the Star wars mod?)

  45. #95
    Lawcheehung
    Guest
    Does anybody know how to shoot with the "gotosleep" version of this mod? I know that the first one was T and it worked fine, but this was doesn't seem to work

  46. #96
    RaidCarrierMan
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    I asked the same question.

    I think it is impossible to shoot in the newer, non-debug version. Since fish didn't know what "T" did in the debug version (he asked earlier in the thread) it must be that the fact that it was a debug build allowed the shooting by pressing "T." A shame, to be honest.

  47. Technical Help Senior Member Homeworld Senior Member  #97
    Multi-Capsed ORCACommander's Avatar
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    ya. Lets just hope he decides to work on it again so he can remap the fire key to a different one

  48. #98
    Member Sobani Exile's Avatar
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    Yea, its been long enough surly he's found the fire button.

  49. Technical Help Senior Member Homeworld Senior Member  #99
    Multi-Capsed ORCACommander's Avatar
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    he's talking about the normal version not the debug. I tested the normal and there is no fire key. If your talking about the developer adding in a new firing key then you need to be a little more specific

  50. #100
    Member Joe 2987's Avatar
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    Leading my inteceptor squadron on patrol over Texas
    I am using gotoschool.exe and there is no fire key there either...why??!!

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