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B5 MOD Discussion Thread

  1. #501
    Alright, sounds good. Im eagerly awaiting the Nial

  2. #502
    Zeelich
    Guest
    We now have a new website. Click my sig to see.

  3. #503
    Damn me for blocking signatures. Can you just post the link ?

  4. #504
    Zeelich
    Guest

  5. #505
    I cant believe how great this mod is shaping up guys, im very very impressed. As a big fan of GW1 i cannot wait for this. HW2 looks so beautiful now
    Gotta love those backgrounds too. I got fed up with the standard ones with weird colours. Now it looks like B5.

    This is going to be a very immersive and beautiful mod.

    Keep up the good work guys, im expecting great things as usual.

  6. #506
    GEEZ that's insane... some of the in game pics... hell all of them look to have the graphics of EVE... damn those are some nice looking ships too I do have to say. NOW I'm really looking forward to this!

  7. #507
    You do know that you can download and play with the mod as it is currently, right?

    The ships haven't been balanced with build times, build speed and research yet, but each ship behaves pretty much like it should, so you can still get some fun and pretty battles going. You can get the download details earlier in this thread.
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  8. #508
    Some news: I've significantly improved the area capture AI, the CPU players now agressively capture and fight for the control points. I really need people to play test the AI if possible. Any feedback would be greatly appreciated.


    HW2:B5TC Team Member (Effects and Game Scripting), HW2 Shader Designer, CFHodEd Maintainer, Nuclear Physicist

  9. #509
    Is the AI on SVN ?

  10. #510

  11. #511
    Hmmm I'll have to check it out... I have the site bookmarked... lol

  12. #512
    Muahahhahah. Awesome.

    Will the Omega have missiles? Apparently it has them....
    And is there any maps on the SVN to take advantage of all this new lighting and stuff ? I have normal HW2 ones in my list...

    Beautiful stuff gents!
    Last edited by Fox McCloud; 18th Jun 08 at 5:27 PM.

  13. #513
    The Omega's "Missile Tubes" have been widely considered escape pods. (Considering there is in fact an episode in the 3rd or 4th season in which the crew escapes an exploding omega through the red hatches on the sides of the omega)

  14. #514
    Fox McCloud: When you start a new skirmish game, click in the section where it says "deathmatch" and select "capture" from the drop down list. All our custom maps have been developed for the area capture game type.

    The Omega won't have missiles, its already got enough weapons!

    Supernova: apparently, according to the person who designed the Omega, they were originally ment to be missile tubes and one of the Omega's primary weapons. I'm not sure why they changed their minds.

  15. #515
    Dokuzon
    Guest

    Um Minor Grafical Problem

    Hi i am new to this mod and for some odd reason when ever i play it the back groung resets to black and the ships are almost impossable to see (lighting might have dissapeared) Just wonderin if anyone can help me



    *on the funny side i seem to be jinxed with using mods, for me somthing alwys errors or messes up :P
    Last edited by Dokuzon; 18th Jun 08 at 7:44 PM.

  16. #516
    What GPU do you have?
    What map are you trying to run?
    Did you enable shadows in the options screen?

  17. #517
    Ive had a lot of fun playing the area control. Bravo CnlPepper!

  18. #518
    Feel free to post constructive criticism about the maps. It's always good to find out which maps are fun and which could do with improvement.

  19. #519
    The maps are great
    Although, could be bigger, with the control points more spread out and not uniform/symetrical.
    Jupited could do with stars ?

    Besides that, thumbs up

    I prefer maps like HW1/Cata, ones that wernt uniform, very large and just...random and totally three dimensional. That was one of my main turn off with HW2...its like they forgot how to make maps, started doing them like hte ones you see in the C&C games since Generals.

  20. #520
    Member yafn's Avatar
    Join Date
    Jun 2005
    Location
    San Diego, CA

    SVN tools for Sourceforge Projects

    Great to see another Open Source mod! Being open source there are some useful tools you can take advantage of. One is fisheye here is ours (hw2bsg's http://fisheye3.atlassian.com/browse/hw2bsg ) you can signup your project at http://www.atlassian.com/software/fisheye/hosting.jsp all it requires is sending an email.

    Another which is just a RSS feed of your SVN log is CIA (our's http://cia.vc/stats/project/hw2bsg ) instructions for setting up with SF are here: http://cia.vc/doc/sourceforge-howto/

  21. #521
    Dokuzon
    Guest
    I'm usng normal settings, shadows turned off and i am not sure what you mean by GPU

  22. #522
    Zeelich
    Guest
    In order for the new shaders to work you need shadows turned on. GPU stands for Graphics Processing Unit. Basically the chip set on your graphics card.

  23. #523
    Member Rev Species 116's Avatar
    Join Date
    Oct 2006
    Location
    Terminal Dogma, Auckland, New Zealand
    Quote Originally Posted by yafn
    Great to see another Open Source mod! Being open source there are some useful tools you can take advantage of. One is fisheye here is ours (hw2bsg's http://fisheye3.atlassian.com/browse/hw2bsg ) you can signup your project at http://www.atlassian.com/software/fisheye/hosting.jsp all it requires is sending an email.

    Another which is just a RSS feed of your SVN log is CIA (our's http://cia.vc/stats/project/hw2bsg ) instructions for setting up with SF are here: http://cia.vc/doc/sourceforge-howto/
    Unfortunately this is not an OpenSource MOD [have to wait 75 years after JMS's death, or some such, for that]. It is a MOD that uses OpenSource Tools, though, so your recommendations still hold.
    @ #Homeworld
    <molo> here's a question
    <molo> what if a school blocked proxies
    <molo> how would you get around them

  24. #524
    Dokuzon
    Guest

    Still not working

    Ok it's still not working for me (shadows turned on) and i have an ati radion chipset to respond to your question
    Also heres a pic of my problem

    Picture



    Does anyone know how to fix this ?

    this map didnt have this background to start with.

  25. #525
    We'll need to know which radeon version you have, since there's quite a few different ones out there, many of the older of which won't function with the mod.

    I'm guessing that's probably your problem.

    In the mean time, you should be able to play the mod without the new effects by deleting the shader folder from the mod.

  26. #526
    So gents, what are you currently working on that we arnt playing with right now ?

  27. #527
    Dokuzon
    Guest
    k thanks tonviper i will try that (has an outdated grafics card)

  28. #528
    If you have a PCI Express motherboard, id recommend the Radeon 4850. Its brand new and shit hot, and for $149 at best buy you cant fall off ! Wish it translated to that price over in the UK, we're paying £140 no fair.

  29. #529
    8800 GTS beats a Radeon 4850

    I upgraded from 7900 GT to 8800 GTS a day ago and its performance is damn awesome.

  30. #530
    Perhaps its just me, but using the newest version the AI doesnt seem to build stuff. It randomly captures control points, but it never constructed a single vessel ?

  31. #531
    Zeelich
    Guest
    Works fine for me.

  32. #532
    The AI building system is the original from HW2 so if that doesn't work then the problem is with your install of HW2 and not the mod.

  33. #533
    Thats pretty weird. I will test it again i guess.

  34. #534
    Have you seen the benchmarks of the 4850 ? Its slightly more powerful than a 9800GTX.
    Cant wait for news on the 4870 in a couple of weeks. That will be a beast if the 4850 is anything to go by.

  35. #535
    Fox, the NDAs (Non-Disclosure Agreements) for the HD4870 ends on Wednesday, so we can expect the first reviews then. I'm especially interested in the comparisons between the GTX260 and the HD'70, because the ATI card will be priced a little lower than the nVidia card, and it is expected that the HD will come quite close to the performance of the GTX.

  36. #536
    Considering the 260s are like £500+ and the 4850s are £140, i can see the 4870 beeing £200/250 at the most.

    Anyway, should play HW2 awesomly and let me have a few omegas onscreen in all their shadered glory

    Oh thats a thing, do beams have sounds ? Because mine dont...

  37. #537
    Really, my 8800 GTS was bought for about 220 $ (165 € actually) and it works pretty awesome. I was told its the THE card with the best price/effiency ration at the moment.
    Apart from that, i prefer nVidia over ATI anyway.

  38. #538
    The lastest ATI offerings have been fantastic, and the 4850 is doing what a 9800GTX and almost as near a 260 for around $199 which is great. Its also scaling very well with some games, at 100%, which means when you crossfire them (use 2 cards) you get a complete 100% boost in games like CoD4. Sice the 4850 is the mid-range card, the 4870 and 4870X2 will be absolutly amazing, most likely trouncing the nVidia GT260 for a helluva lot less doshio.

    Anyway, enough of the hardware talk, lets get back to B5

  39. #539
    This has been a bit of a secret project of mine over the last few weeks which, now its mostly finished, I can now finally reveal!

    Fully parallax mapped and using the full potential of the new shaders I present to you the new Omega model. This should please the omega fans out there! Right less talk more pics!



    And some close-ups of the detail.



    It is worth pointing out this is only the 1024x1024 texture resolution version, once the mod is more complete and a texture audit is done I may swap the parallax texture for double resolution one if we have the room. That version is rather nice.

    Both the model and the source have been uploaded to the SVN, update your copies.

    Just to warn you I still need to LOD the model. The small turrets are rather too detailed at the moment. It clocks in at ~10k at the moment, 5k of which is the turrets. This will easily be brought down ~8k for LOD0.

    Now this is done it will be trivial to update the Nova, watch this space if I get the time between revision sessions!

    Enjoy!

  40. #540
    Member Sangius's Avatar
    Join Date
    Feb 2006
    Location
    The hard place
    WOW... the omega looks better than ever
    jay and silent bob strikes back:
    See, here's the pulse. And this is your finger, far away from the pulse, jammed straight up your ass. Say, would you like a chocolate covered pretzel?

  41. #541
    Beautiful... just beautiful. Looks almost as the ones in the TV series. Thank you very much for your hard work!

    It is worth pointing out this is only the 1024x1024 texture resolution version, once the mod is more complete and a texture audit is done I may swap the parallax texture for double resolution one if we have the room. That version is rather nice.
    You mean you'd have a parallax texture with double resolution? If so, what would that be good for?

  42. #542
    More detail is always good.

  43. #543
    Oh well, it looks gorgeous, no doubt about it.


    Whats the next task, apart from updating existing ships ?
    Finishing the Tinashi ?
    Last edited by Ragnarokx; 30th Jun 08 at 12:07 PM.

  44. #544
    The Nova and Omega-X are on my list first as they are heavily based on the Omega. I think the Tinashi is Zeelich's department, I'm not-so-good at organic textures...!

    I've started a discussion on the B5TC dev forum about adding placeholder models (just boxes/arrows) for ships we intend to add to the game but have not yet modelled. If we decide this is the way to go, we should be able to script the ships and add the weapons etc to allow for a basic level of balancing/playtesting. The models would then follow.

  45. #545
    Actually, i think the primary problem with the Tinashi is not its texture, but its model. Needs less edges

    Zeelich, to the rescue !

  46. #546
    After playing once again, i have to say that one thing is certainly lacking and taking away much of potential fun.

    BEAM SOUNDS.

    Really, the pulse weaponry effects sound amazing, but we need to get the SZZZZZSHHHH of all those particle beams (especially Omega !!).
    It shouldnt be too hard to rip these out of the DVD should it ?


    Check these, i liked them:

    http://www.youtube.com/watch?v=YYx2MLhYgbI battle sounds at about 50 %
    http://www.youtube.com/watch?v=cLk0hhWBhEE
    http://www.youtube.com/watch?v=PucduOfLkvI
    http://www.youtube.com/watch?v=OuytS7fj64E
    Last edited by Ragnarokx; 30th Jun 08 at 1:32 PM.

  47. #547
    I'm afraid its simply not that easy. The DVDs almost always have music playing during battles which is clearly apparent using crude samples. A lot of time has to be spent removing/averaging out the background music. The current SFX took me quite a lot of trawling through episodes to find a single pulse effect with a sufficiently quiet patch of music.

    If there is anyone out there who is competant enough to do this, we'd really like to hear from them!

  48. #548
    Hm i see. The problem is isolating the sound and getting rid of the noise.
    I have no clue about that.

    Would it be easier to create the sounds from scratch using some kind of software ?

  49. #549
    Member mr. WHO's Avatar
    Join Date
    May 2004
    Location
    Wroclaw/Breslau
    Freespace 2 SCP B5 mod has a clear EA beam sound, and a lot more sounds and some nice models. If you ask them, they might be willing to help you as their mod is fully completed.

    http://www.hard-light.net/forums/ind...ard,105.0.html

  50. #550
    Avathar
    Guest
    Celemony molodyne i believe this music studio isolates all the separate sound channels so you can remove the music from the background i think

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