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Homeworld 2: Crossfire (v0.12 beta Released!)

  1. #1
    Member JMScomp's Avatar
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    Homeworld 2: Crossfire (v0.12 beta Released!)

    The Crossfire mod is a continuation of the HW2 story. Sort of an 'unofficial expansion' if you prefer. We are expanding on the original story, gameplay, and units. Keeping the original 'feel', yet adding to the experience. The balance will be preserved as well, so while that Mothership may have more than 2x the original armor, the new Heavy Destroyers and Super Battlecruisers will still make short work of it.

    2 Brand new races will be introduced, as will the Progenitors (who will have a complete and fully capable fleet), and we will be keeping the Hiigaran and Vaygr. All five will be playable in skirmish and multiplayer games, and all five will appear in the singleplayer campaign.
    These two new races, the Sarac and the Jägaar, have backgrounds well tied into the HW2 story, and will have their own new 'styles' of play.

    The Sarac - An ancient and powerful race. Not much is known about the Sarac. Mainly because their history was lost along with the history of the Progenitors. That and no one has ever encountered a live Sarac and lived to tell about it. Proper use of strategy is almost their religion. They examine strategies from all encountered races, and learn from them. When they attack, they usually do so quickly, and with force and numbers to ensure a solid victory.

    The Jägaar (Their leader is called Jarach') - The main adversary of the Sarac. Jarach' modifies his ships from any salvage found, utilizes any strategy that fits his current needs, and has somehow obtained a hyperspace core. The rest is revealed in the story.

    All original units will be used and many more will be added. Super Battlecruisers, Heavy Destroyers, and Heavy Defense platforms for each race are just a few of them. Brand new sounds, voices, and of course weapons and fx will be made for the new units.

    Each of the Super Battlecruisers will have it's own specail attributes/abilities. For instance, the Vaygr SBC will be an 'uber' anti - strikecraft ship, with a selection of buildable weapons that will still keep it as an anti - strikecraft ship, but will vary it's use (there may yet be other additions to it as well).

    New skirmish and multiplayer maps will be added. Bigger, and with some new scenery as well. Including Balcora, which will have black holes in the area of play that players will need to be wary of.

    A few new game features for skirmishes and MP games will be included, such as a playlist to choose what music is played during a battle (if any). As well as a few other gameplay variables.

    New shaders will be used (thanks to CnlPepper). What does this mean? In layman's terms, bump maps and shiny things (not to mention a few other enhancements they provide, like atmospheres for planets).

    There will be two campaigns. The first will be the main campaign (playing as the Hiigarans and beginning 3 years after the reuniting of the trinity and the opening of the eye of Araan), and the second will follow the same storyline, but with a different path, and played as a different race (so from a different perspective).

    A final addition that we are planning, is fully 3d modeled animatics.

    Well, I think I covered most of it. Here's a bit from the introduction script:

    The Intro Script:
    Code:
    ;Scene starts with shipyard Nabal (NOTE: Nabal is not neccesarily the same ship from the original story) in an outer system.
    
    Nabal Crewman: Sir, our sensor are picking up a massive hyperspace signature, but......
    Nabal Catptain: But what crewman?
    Nabal Crewman: Its energy pattern matches no known ships.
    
    ;A hyperspace gate opens and a progenitor-like mothership ship roughly 4 times the size of a Vaygr flagship comes through. Then sits idly.
    
    Nabal Crewman: It's huge!
    Nabal Captain: Stow it crewman! Attempt to contact whatever is in control of that ship.....and send a communique to Hiigara. They need to know about this.
    Nabal Crewman: Yes sir.
    
    ;A few seconds pass.
    
    Nabal Crewman: Sir communique has been sent to Hiigara, and we're hailing the alien ship now.
    
    ;A few more seconds pass.
    
    Nabal Crewman: Sir, the ship's failing to respond to our hails.
    Nabal Captain: Keep trying. Send out scouts to recon the ship. Maybe it's abandoned.
    
    ;A squadron of scouts departs the shipyard and moves toward the alien vessel. They beging flying parallel to the hull of the slien ship. After they get halfway down it.
    
    Scout: Sensors are picking up thousands of abnormal power signatures.....the hull is thicker than anything in our databases, and is made out of a compilation of materials. Our scans can't penetrate very far into the interior.
    Nabal Crewman: Still no response sir.
    Scout: There's no signs of defense weaponry. No Ion Cannons, Pulse Lasers, Phase Cannon Arrays.....nothing.
    Nabal Captain: I don't like the looks of this. Any openings or ports?
    Scout: Yes, Sensors are picking up about twenty exterior doors on this side alone, varying in size. The largest doors could easily accept a mothership. (NOTE: The amount of doors, and the amount of doors that will actually be used are still unknown)
    
    ;The scouts reach the back of the ship and stop.
    
    Scout: The engines are huge! No match on the engine type.
    Nabal Crewman: We've received some strange signal. We're trying to decode it now.
    
    ;The scouts continue around the hull.
    
    Scout: This side seems identical to the other sir.
    Nabal Captain: Head over the top, and keep scanning.
    
    ;The scouts move up the hull to the top of the ship.
    
    Scout: Scans are showing increased activity within the hull.
    Nabal Captain: Get out of there at the slightest sign of hostility!
    Nabal Crewman: Sir we've decoded the message. It's a strange form of the language used by the progenitor's. It says, as best as we could translate it, "What language do you go by?".
    Nabal Captain: Send a message containing our basic charactersets. Make sure that's all it contains!
    
    ;A few more seconds pass.
    
    Nabal Crewman: Sir, we're receiving a response.
    Alien Ship: Bring me the Sajuuk-Khar.
    Nabal Captain: Who are you, and what are your intentions?
    
    (a few seconds pass)
    
    Alien ship: I have no wish to speak with you. (the voice sounds a little more impatient) Bring me the Sajuuk-Khar.
    
    ;By this time the scouts have reached the front, gone down around the bow, and are flying along its bottom toward the stern.
    
    Scout: Sir, sensors are reporting a massive amount of activity now. Wait..........some of the doors are opening.
    
    ;Some of the hull doors open, and several squadrons of alien fighters fly out.
    
    Nabal Captain: Get out of there NOW!
    
    ;The alien fighters form strange formations.
    
    Scout: Yes sir, returning to dock with afterburners on.
    
    ;The alien fighters fly towards the scouts.
    
    Scout: They're as fast as we are! We can't outrun them!
    
    ;The fighters attack the scouts as soon as they are in range.
    
    Scout: Defensive manuvers!
    
    ;The scouts split into several directions, attempting to out-fly the fighters, but the fighters compensate for this and quickly destroy them.
    
    Nabal Crewman: They're gone sir.....
    Nabal Captain: Send an updated communique to Hiigara.
    
    ;Scene fades and reemerges in Hiigara high-orbit. Sajuuk is the focal point, but there are several docking stations, and several heavy defense platforms visible.
    
    Hiigara High Command: Karan S'jet, we have receive a communique from shipyard Nabal at 'Sarum' (NOTE: The name I will use for of this system is still unknown). They have made contact with an unknown vessel of massive proportions. The response asked for the Sajuuk-Khar.
    Karan: Do they have any information about the ship?
    Hiigara High Command: Only that it's roughly three times the size of the largest known motherships, has no defensive weapons, is hyperspace capable, and is composed of many materials. Most of them matching Progenitor era compounds, but some are completely unknown. Scans could not penetrate to the center of the ship.
    Karan: Is it hostile?
    Hiigara High Command: Several squadrons of ships resembling our fighter class vessels emerged shortly after the response was given and destroyed a scout squadron sent to study the ship, but they have since docked and shown no further hostility.
    Karan: Battlecruisers "Havoc" and "Starlight", follow me. High Command, tell Nabal that we're on our way.
    
    ;Sajuuk and both battlecruisers enter hyperspace. The scene fades, then switches back to the shipyard Nabal and the alien ship. Sajuuk exits hyperspace in front of Nabal facing the alien ship, with Battlecruiser "Havoc" on it's port side, and "Starlight" on the starboard.
    
    Karan: Shipyard Nabal, what is your status?
    Nabal Captain: We're fine. It's hasn't moved or attacked us since destroying our scouts.
    Alien ship: Sajuuk-Khar, you have come.
    Karan (in a commanding tone): What is your name, and why have you attacked us?
    Alien ship: My name is Jarach' Duur. I attack only when strategically correct.
    Karan: Where did you come from, and why have you asked for me?
    Jarach':"Where did I come from?".....so long ago.........................
    Sorry, you'll have to wait for the mod for the rest!


    And Here's the ship roster:
    Code:
    Progenitor:
    Fighters:
    *Seer (Seer class Scout Craft) - Small Kinetic Guns - Strong vs. None
    *Nanite Fighter - Nanite Pulse Cannons - Strong vs. ?
    *Drone (Automated Fighter) - Rapid-Fire Energy Cannon - Strong vs. Fighters + Corvettes
    
    Corvettes:
    *Mover (Automated Corvette) - Rapid-Fire Plasma Cannons + Burst Missiles - Strong vs. Frigates + Capital Ships
    *Defender (Anti-Mine/Missile Corvette) - Soon To Come!
    *Junkyard Dawg (Automated Capturing Unit) - Soon To Come!
    
    Frigates:
    *Cleanser (Cleanser Class Frigate): - Rapid-Fire Energy Cannons + Antimatter Pulse Artillery + Burst Missiles - Strong vs. Fighters + Frigates
    *Silencer (Silencer Class Frigate): - Heavy Plasma Gun + Nanite Cannons - Strong vs. Corvettes + Capital Ships
    
    Capital Ships:
    *Keeper (Keeper Class Destroyer) - Ion Phase Cannons + Nanite Cannons + Neutron Cluster Missiles - Can dock Fighters - Strong vs. Frigates + Capital Ships
    *Beholder (Beholder Class Destroyer) - Antimatter Pulse Artillery + Rapid-Fire Energy Cannons + Nanite Cannons - Strong vs. Fighters + Corvettes
    *Dreadnaught (Dreadnaught Class Battlecruiser) - Rapid-Fire Energy Cannons + Phase Array Cannon + Nanite Cannons - Can dock Frigates + *Destroyers - Shiphold 10 ships - Strong vs. Frigates + Capital Ships
    
    Platforms:
    *Redoubt (Light Defense Platform) - Coming Soon
    *Fortress (Heavy Defense Platform) - Rapid-Fire Heavy Plasma Turret + Nanite Cannons + Antimatter Pulse Artillery - Strong vs. ?
    
    Utility:
    *Resourcer (Automated Resource Unit)
    *Matter Refinement Facility (Mobile Resourcing Facility) - Can build resource collectors, probes, and other mobile refineries? - Soon To Come!
    *Ocular (Single-Burn Reconnisance Device) - also sens distortion and prox abilities
    *Gravity Matrix Probe (Gravity Distortion Device) - Soon to Come!
    
    Super Capital (listed in game as capital):
    *Sajuuk (Super Battlecruiser) - Heavy Phase Array Cannon + Nanite Cannons + Heavy Plasma Burst Turrets - Can dock *Fighters + Corvettes + Frigates - Shiphold 10 ships - Strong vs. Capital Ships
    *Foundry (Foundry Class Mothership) - Soon To Come!
    *The Great Forge (Forge Class Shipyard) - Rapid-Fire Plasma Cannons + Nanite Cannons - More to come!
    
    
    Sarac:
    Fighters:
    *Gnat (Standard Reconnaissance Unit) - Small Plasma Guns - Strong vs. None
    *Hunter (Fighter Killer Squadron) - Rapid-Fire Small Plasma guns - Strong vs. Fighters + Corvettes?
    *Reaver (Capital Killer Squadron) - Ion/Heavy Pulse Beam Guns - Strong vs. Frigates + Capital Ships + Subsystems (After 'Accurate Targeting Upgrade' has been purchased)
    
    Corvettes:
    *Gremlin Gunship (Anti-Strikecraft Corvette) - Small Plasma Guns + Pulse Beam Guns - Strong vs. Fighters + Corvettes
    *Demon Gunship (Anti-Frigate Corvette) - Small Rapid-Firing Fast Traveling Dumbfire Missiles (Salvos, rather strong but very inaccurate) - Strong vs. Frigates + Capital Ships
    *Raptor (Antimatter Beam Corvette) - Antimatter Beam Cannon (beam made from extremely rapid firing plamsa gun, weaker than Demon's missiles) - Strong vs. Frigates + Capital Ships
    *Bandit (Appropriation Corvette) - Pulse Beam Guns - Strong vs. Capital Ships
    
    Frigates:
    *Hornet Frigate (Hornet Class Frigate) - Very Small and Fast Rapid-Firing Missiles (homing) - Strong vs. Fighters + Corvettes
    *Heavy Plasma Frigate - Rapid-Fire Plasma Guns - Strong vs. Frigates
    *Reaper (Reaper Class Frigate) - Ion Beam Cannon (can overload to cause more damage but the recoil also damages the ship) - Strong vs. Capital Ships
    
    Capital Ships:
    *Strikecraft Production Facility - Soon To Come!
    *Frigate Production Facility - Phased Pulsar Repeaters + Small Plasma Guns - Can dock 2 resource collectors + ? - Shiphold 10 ships + Has 2 module, 1 sensor slots
    *Capital Ship Facility - Very Small Rapid-Fire Dumbfire Missiles + Small Pulse Beams - Can dock ~? resource collectors - Has 5? module, 1 sensor slots
    *Utility Ship Facility - Soon To Come!
    *Locust (Locust Class Destroyer) - Heavy Plasma Guns/Cannons + Rapid-Firing Fast Traveling Dumbfire Missiles (Salvos?) - Strong vs. Frigates + Capital Ships
    *Dragonfly (Dragonfly Class Battlecruiser) - Very Heavy Plasma Turrets + Heavy High Yield Homing Missiles (use destroyer death explosions) + Pulse Lasers - Can hold 5 ships + Has 2 module slots - Strong vs. Frigates + Capital Ships
    Demolition Facility - Soon to come!
    
    Platforms:
    *Sentry (Sentry Platform) - Rapid Fire Plasma Guns - Strong vs. Fighters
    *Guardian (Guardian Platform) - Heavy Plasma Guns + Heavy Pulse Lasers - Strong vs. Frigates + Capital Ships
    
    Utility:
    *Resource Station - Pulse Lasers - Can dock 2 resource collectors
    *Retriever (Retriever Resource Unit) (uses a laser to salvage from asteroids, and a tractor beam to salvage scrap)
    *Probe
    *Detector (Proximity Sensor)
    *Shroud (Sensor Distortion Probe)
    *Research Ship - Ship allows abilities to be researched
    *Worker - Builds production ships
    
    Super Capital (listed in game as capital):
    *Scarab (Scarab Heavy Battlecruiser) - Very Heavy Plasma Turrets + Heavy High Explosive Homing Missiles (use destroyer death explosions) + Pulse Lasers + Rapid-Fire Plasma Guns - Can hold 10 ships + Has 2? module, 1? sensor slots Strong vs. Capital Ships
    *Diadem (Sarac Mothership) - Small Pulse Beams + Small Plasma Guns - Can dock ~? resource collectors - Shiphold 20 ships + 5? module, 1 sensor slots - Can build workers, probes, and platforms
    
    
    Jägaar:
    Fighters:
    *Sentinel (Sentinal Class Scout) - Soon To Come!
    *Enforcer (Enforcer Class Fighter) - Soon To Come!
    *Stinger (Stinger Class Bomber) - Soon To Come!
    
    Corvettes:
    *Ion Beam Corvette - Soon To Come! (two turrets, on on top and bottom, short range Ion Beams, thinner than normal
    *Infiltration Corvette - Soon To Come!
    
    Frigates:
    *Manipulator Frigate - Soon To Come!
    *Electrostatic frigate (Fury?)- weapon that charges, then fires lightning bolts - Strong vs. frigates + capital ships
    *Point Defense Frigate - ion pulse weapons - Strong vs. fighters
    *Saboteur Frigate (Minelaying Frigate) - Maybe To Come!
    *Anti-Munitions Drone Frigate - Maybe To Come!
    
    Capital Ships:
    *Carrier - Soon To Come!
    *Construct (Construction Base) - Very Small Salvo fired dumbfire missiles + More To Come!
    
    *Obliterator (Obliterator Class Destroyer) - Strong vs. Capital Ships
    *Decimator (Decimator Class Missile Destroyer) - Small Rapid-Fire Homing Missiles + Large Dumbfire Missiles - Strong vs. Fighters + Corvettes + Frigates
    *Vindicator (Vindicator Class Battlecruiser) - Soon To Come!
    
    Platforms:
    *Defender (light) - Soon To Come!
    *Protector (heavy) - Soon To Come!
    
    Utility:
    *Gatherer (Resource Collectiong Unit)
    *Processor - Soon To Come!
    *Probe
    *Sensor Distortion Probe - (Also A Proximity Sensor)
    *Hyperspace Inhibitor Probe - (Also A Gravity Well Probe)
    
    Super Capital (listed in game as capital):
    *Redeemer (Redeemer Class Heavy Battlecruiser) - Soon To Come!
    *Leviathan (Super Battlecruiser) - Ionized Pulse Repeaters + Heavy Ion Cannons + Phazed Antimatter Array + Heavy Plasma Mauler + Drones + Soon To Come!
    *Jäi-Maarus (Jägaar Flagship) - Soon To Come!
    
    
    Hiigaran (additions to the original fleet):
    Fighters:
    Corvettes:
    Frigates:
    
    Capital Ships:
    *Liberator (Liberator Class Heavy Destroyer) - Heavy Fletchette Cannons + FLAK Turrets + Heavy Torpedos
    
    Platforms:
    *Heavy Platform
    
    Utility:
    
    Super Capital (listed in game as capital):
    Lazarus (Super Battlecruiser) -
    
    
    Vaygr (additions  to the original fleet):
    Fighters:
    
    Corvettes:
    *Plasma Maul Corvette (Heavy Plasma Corvette) - Soon To Come!
    
    Frigates:
    
    Capital Ships:
    *Arsenal (Heavy Anti-Frigate Capital Ship) - Fletchette Cannons + Penitrator Cannons + Heavy Plasma Pulse Cannon
    *Battlenaught - Soon to come!
    
    Platforms:
    Utility:
    
    Super Capital (listed in game as capital):
    Vanguard (Super Battlecruiser) - More To Come! - Strong vs. All Strikecraft

    Get the current unpacked version here:
    Not Available at this time.

    Unpacked version installation instructions:
    Download and extract all three compressed files to your Homeworld2 - Data directory. Then create a shortcut to your Homeworld2.exe, and add the -overrideBigFile command to the target line.


    Or get the current packed (.big) version here:
    http://download146.mediafire.com/vxr...es%21v0.12.rar

    Packed (.big) version installation instructions:
    Download and extract all the Crossfire.big file to your Homeworld2 - Data directory. Then create a shortcut to your Homeworld2.exe, and add '-mod Crossfire.big' to the target line.


    Current Release Notes:
    --The only changes from version 0.1 are that we fixed the Locale Error (I.E. description being screwed up).
    --While the Progenitors are playable, several elements of the race are slightly incomplete. Most notably the icons, the research upgrades and the ability/weapon upgrades via research, the Light Platform, and the Defender. These will be
    implemented in the future.
    --This is an early release and thus the new races and ships are not completely balanced. Especially with the inclusion of Sajuuk as the Progenitor Super Battlecruiser while the other races still lack their SBCs.


    Known bugs:
    *The music track title will not be displayed when first starting a skirmish game. When the next song starts, or the skirmish game is restarted, the title of the first song will be properly displayed.
    *Occasional CTD or lag when zooming to sensors as Progenitors on some maps. We are not yet sure why this is happening, so please PM me if it happens to you.
    *Occasional CTD when loading a Skirmish battle on some maps. Again we are not yet sure why this is happening, so please PM me if it happens to you.
    *Sometimes the Foundry refuses to launch constructed AttackDrones until the entire build queue is finished.
    *Progenitor Defender is not yet working, we haven't had the time to tend to it.
    *Progenitor Keeper will ignore any ships in its path while attacking. This occasionally leads to it ramming into enemy Capital Ships and promptly exploding.
    *Frequent CTD when Progenitor Fortress is built.
    *Occasional CTD when Vagyr Plasma Maul Corvette launches.

    Please report to me any bugs that you encounter using PM either on here, or the Crossfire website.

    ROSTER OF OPEN POSITIONS:
    I don't care if you have an hour to work each night, or 3 hours out of a week, that's your perogative. As long as you finish your work when you say (or provide proof of progress if there's some reason that you don't) you'll be accepted. You will also receive credit for any work that you do for the Crossfire team, and all rights to your work (unless the job is shared with another person/s in which you have half the rights, and any distribution of that work would require consent from both/all of the creators). Any quick/one-time work will still receive credit (even just testing/debugging).

    ***Anybody who can make textures is needed, and if you also have any UV mapping experience as well that'd be great though I can UV map the models myself if you can't.

    *Anybody who can work on scripting (weapon, ship, fx, etc), 2D/3D Graphics, Dockpaths, Modeling, Animations, etc, or just plain Testing and Debugging would be granting extra help that would speed up the development of the mod.

    **PLAYTESTERS! Now that the release is out we need playtesters! No application is required, just send me a PM with your results, or even just comments/opinions of your gameplay experience.

    The Main Crossfire Team (updated at the time of last release, but team members can PM me if I forgot to include your name here):
    JMScomp
    Quaetam
    Joe 2987
    solid278
    PhatBoy
    Sonic
    Durendal5150

    Crossfire Website
    Crossfire at Moddb
    Last edited by JMScomp; 24th Apr 09 at 12:40 AM.
    Homeworld 2: Crossfire
    "History comes full circle. Sometimes, humanity survives. Other times...it's obliterated. We tell stories to help us remember history, to keep us from reigniting a war that would no doubt destroy another planet...and perhaps some other race. I wish the best to those who would find the fallen meteor. One cover, a little secret, who follow the trail...who reconstruct my nightmare..."

  2. #2
    Member Quaetam's Avatar
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    This looks pretty good, keep it up you'll probably be pretty well off to a nice start.
    Also, add the ship roster

    EDIT: Also, a .big file format would be helpful
    Last edited by Quaetam; 19th Apr 08 at 6:31 PM.

  3. #3
    Member JMScomp's Avatar
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    Thanks! I'll add the ship roster for the Sarac'. The rosters for the Progenitor's, Jarach', the Hiigaran's upgrades + new ships, and the Vaygr upgrades + new ships will have to wait until I get around to writing them down.

    I hesitate to add a single file in big format because the mod is about 50mb uncompressed, and growing. I'm on a 56k connection, so I don't really like the idea of an hour or two long upload for each release.

    I've also got a new screenshot to add. It's of the Sarac' carrier in the middle of a battle with the Vaygr.

    EDIT: Added the Sarac' ship roster, a new screenshot, and download links for the mod's custom music and menus to the first post.
    Last edited by JMScomp; 20th Apr 08 at 1:25 AM.

  4. #4
    Member JMScomp's Avatar
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    I've uploaded a new version. Here's what's been updated (I won't go into specifics):
    -Worked on ship balancing.
    -A music selection item added to skirmish menu (it allows for random play as well)
    -Jarach' and Sarac' custom badges have been added to the selection menu.
    -Edited the Progenitor Platform's weapons stats.
    -Added one-shot movement to the Progenitor's Heavy Platform
    -Edited the Sarac' Carrier's weapons stats (mainly lowered fire rates and increased damages to account for it).
    -Edited unit caps for skirmishes.
    -Edited the Progenitor Drone's weapons stats (mainly lowered fire rates and increased damages to account for it).
    -Changed the names and/or descriptions of the Remote Fighter, Mover, Keeper, Dreadnaught.
    -Changed the 'Asteroid 3' and 'Asteroid 4' textures (they aren't neccessarily the final choices of textures, and I haven't adjusted the UV maps)
    -Edited the Progenitor Main Formation Positions.
    -Added a new Progenitor Resourcer!


    I've also changed the Sarac' ship roster, and added one for the Progenitors.

    Also, due to second thoughts brought on by friendly opinions, the Progenitor race will not be just for cinematics, they will be included in skirmish games as a fully capable race.

  5. #5
    Member JMScomp's Avatar
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    Another version! Here's what's been updated this time:
    -Edited attack droid TOI ranges
    -Fixed the issues with the Progenitor Platform
    -Added 'Keeper Brother' destroyer
    -Edited Progentior Platform weapons and stats
    -Edited hyperspace time and cost of the Progenitor Keeper, and Keeper Brother
    -Fixed Keeper's death animation
    -Fixed issue with enemy fire passing through Sarac' carrier
    -Edited Sarac' carrier's rapid-fire pulse beam weapon's fx to look more like beams
    -Removed the Droid's ability to hyperspace (don't know how that got in there)
    -Removed the Dreadnaught's ability to dock movers, as they now get stuck
    -Added the new Progenitor Cleaner Frigate
    -Added laser effects to the Progenitor Resourcer
    -Uploaded an updated version of the menu music. I've edited it for better clarity and richness.
    -Changed Some Menu Item's Look/Color
    -Made a new, very large asteroid, with 6 hardpoints (currently replacing asteroid 4 for testing purposes)

    I've also updated Sarac' and Progenitor ship rosters, and added Jarach''s ship roster.

  6. Gamers Lounge Senior Member General Discussions Senior Member  #6
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
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    well, ive been looking at the drag-select moover problem for you mate and i cant for the life of me think what could be wrong. the file in your mod looks OK aswell.
    sorry i cant be of more help

  7. #7
    Member JMScomp's Avatar
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    well, ive been looking at the drag-select mover problem for you mate and i cant for the life of me think what could be wrong. the file in your mod looks OK aswell.
    sorry i cant be of more help
    That's OK. Thanks for trying.

  8. #8
    Member Khar Makaan's Avatar
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    Looks pretty good at the first sight...
    I can't play it for the moment but i promise i'll try ASAP, i.e when i'll recover my latest laptop

    Keep up the good work

  9. #9
    Member JMScomp's Avatar
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    Ok, there's a problem at the moment with the newest release. Something is causing a lag problem. I believe that it's the new asteroid, but I am not sure at the moment. It is being looked into, and will be remedied within the next few days.


    Looks pretty good at the first sight...
    I can't play it for the moment but i promise i'll try ASAP, i.e when i'll recover my latest laptop

    Keep up the good work
    Thanks Khar Makaan. I look forward to your opinion.

  10. #10
    Member JMScomp's Avatar
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    The source of the lag problem is indeed the new asteroid, as its removal remedies the problem. I have yet to figure out why it's doing this, so until then anyone that's downloaded the newest release can go into the Resource - Asteroid - Asteroid_4 - Original directory, copy the asteroid_4.hod found there, then paste it over the one in the resource - asteroid - asteroid_4 directory.

    Sorry for the inconvenience. This will be fixed in the next release. Which will also include a new shipyard for the Progenitors!

    Also, the name of the mod is now Homeworld 2: Crossfire. Though it may change in the future if we think of something better.

  11. Gamers Lounge Senior Member General Discussions Senior Member  #11
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
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    im not sure how the asteroid files work, but is there a Lod system for them? if so then zooming out i can understand a certain ammount of lag... but nothing as you are describing..
    and crossfire does sound kinda corney, but i belive its nice and general until, indeed, you think of something better

  12. #12
    Member JMScomp's Avatar
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    In Exile....
    im not sure how the asteroid files work, but is there a Lod system for them?
    Yes. I'm still working on this, but I think it has to do with the mesh itself.

    if so then zooming out i can understand a certain ammount of lag... but nothing as you are describing..
    It doesn't happen on my machine (I have a 2ghz CPU, 1.72gb RAM, and a 256mb Geforce 7600 GT VID card), so I have to go off of what others are saying.

    and crossfire does sound kinda corney, but i belive its nice and general until, indeed, you think of something better
    Well, I figured that it's better than 'unnamed mod', and when reading the full story, it really does match it pretty well.
    Last edited by JMScomp; 25th May 08 at 9:11 PM.

  13. #13
    Member JMScomp's Avatar
    Join Date
    Mar 2008
    Location
    In Exile....
    It's been a while, but here's the next update. There have been a lot of changes and additions.

    *Added The Progenitor Great Forge shipyard
    *Edited And Changed Sajuuk's Weaponry
    *Edited The Sarac Carrier's health
    *Edited Docking, Random Targeting And Health of The Progenitor Frigate's
    *Changed And Edited Progenitor Droid's TOI and Docking
    *Edited Progenitor Platform's Center Turret
    *Added A New Progenitor Probe
    *Added Dockpaths to The Keeper to Allow Droids to Dock With It
    *Changed the Engine Glow Meshes of the Keeper Brother
    *Edited The Progenitor Platform's Random Targeting and Nebula Damage Time
    *Added Dockpaths to Sajuuks to Allow Droids, Movers, And Frigates to dock with it
    *Edited Sajuuk's Max Mesh Render Limit

    9 more heavy missile frigates and 2 more bomber squads have been added to the Vaygr starting fleet for further testing.

    Jarach''s race is now called the Jägaar.

    Also, the asteroid lagging problem hasn't been pinpointed yet, so has just been restored to the original.

    The ship roster sorely need an update, but the copy on my computer is in disarray right now, so it'll have to wait until I have time to reorganize it. Until then, I have updated some race names and misspellings in the current one.
    Last edited by JMScomp; 26th May 08 at 12:33 AM.

  14. #14
    I've been trying to run this mod on my Mac but all I get is crashes. The skirmish still loads completely but the game spontaneously crashes when the taskbar pops up. Any ideas?

  15. #15
    Member JMScomp's Avatar
    Join Date
    Mar 2008
    Location
    In Exile....
    I've been trying to run this mod on my Mac but all I get is crashes. The skirmish still loads completely but the game spontaneously crashes when the taskbar pops up. Any ideas?
    Sorry, but I don't own a Mac new enough to play HW2 so I don't really know what might be, but if HW2 runs, then my mod should. Unless................, try removing the shaders folder, and make sure that you have the latest version of the mod (http://88.198.39.149/~hwstats/JMScomp(unnamed).rar) as there was a faulty asteroid in the previous version.

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