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Homeworld:@(0.2.4.0) P#840 - June Update

  1. #801
    Explosion effects look great. Does this mod use Shader 2.0?

  2. #802
    Thanks, and yes.
    Co-founder of Homeworld:@
    Open to new members

  3. #803
    How are things going?
    Not too many updates lately
    Hath anyone verily existed a stones throw unwavering quite assured to employ thee venture yonder desireth to become appear vastly similar?

  4. #804
    Member Dark Sentinel's Avatar
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    I'll take responsibility for my answer, thought I wasn't authorised for it.
    Things are going, actually. I can't show anything, but still.
    On my side focus is mostly Vaygr. Avatar is drawing and he's working mostly on Taiidani, at least, as I remember. Siber is working on some insaneth scripting.
    So don't bury us too early, we'll rock, we promise!
    *silently* ... but not exactly now.
    Last edited by Dark Sentinel; 8th Apr 11 at 1:12 PM. Reason: yes now I know!
    One lord we serve, forever may he reign.
    Co-developer of Homeworld:@

  5. #805
    Here's my feedback on 0.2.0.2.

    The smoke effects of the frigates and destroyers exploding are amazingly done, but I personally think it would be even better if you add more flame or fire like effects on those smoke columns upon those ships' death.
    But still, those explosions look better than the original HW2 which are just boring bright orange balls

    And I see you haven't make new explosions for the motherships and super-capitals death, but I understand this is just a showcase release.
    When will you guys decide to make a final completed release? I'm really looking forward to it

  6. #806
    Glad you enjoy the explosions. I can only imagine the titanic spectacles that supercapital and mothership explosions will be. As for completion, it's not a matter of deciding. A final release will be made when it is ready, and incrimental releases will continue until then. As you've played the current version, you can probably see that we still have a long way to go just on art asset production.

  7. #807
    Yes, we are still making things! Comparing these shots with some past shots might reveal what ship this is.




  8. #808
    Awesome! glad to see you guys haven't fallen off the map, That definitely looks Hiigaran based on the 2.0.2 version that I played when looking at the destroyer. My guess would be its a cruiser class? I didn't play survival yet, I'm tempted to give it it a try. Love the beams by the way, the new effects are nice. I think its really neat how you guys are sticking to a more homeworld 1 style, some of the ships in homeworld 2 just seem to lack that spirit. Looking forward to seeing more updates.

  9. Child's Play Donor  #809
    Wow. That is kick ass

  10. #810
    You should check out this other beastie that Dark Sentinel and Avatar have been cooking up

    Render, with basic AO and no smoothing groups, of the high poly geometry of this ship.

    While HW@ uses massive amounts of placeholders, this one is on the fast track for texturing once we finish off all the texture baking. A much earlier version of this unit was visible in the background of some recent screenshots, as well as in the more recent versions. This one is hopefully a bit more impressive.

    Concept and geometry were a cooperation between Avatar and Dark_Sentinel.

  11. #811
    Here's a slightly nicer version of that same render we just popped up a little while ago. We'll have some more views out in a little bit hopefully, as I know there's enough stuff on this ship to make getting a proper sense of its construction a little tricky.


  12. #812
    Is it just me...or does that look like a turanic raider ion array frigate on a combination of crack and steroids? Very nice btw

  13. #813
    I mean, a little. Here's top and side views.


  14. #814
    Throwing this out there. We're hoping to get this out in a coupla months. Setting deadlines - even pansy ones - maybe we'll even meet 'em.

    Preliminary Release Notes:
    Could be version 0.3.0.0, could be 0.2.0.3. Depends on if we get any new mechanics in.

    New Ships
    Official release of Vaygr Destroyer, concept by Avatar, model + texture by Dark Sentinel.
    Official release of Higaaran Heavy Cruiser, concept + textures by Avatar, model by Avatar and Siber.
    Update of HW1 era Taiidani Assault Frigate by Dark Sentinel.

    Existing Ship Tweaks
    Add gloss/specular map to UNH hybrid interceptors

    Planned Extra Features (if we get it done :P)
    Official release of Vaygr Battlecruiser, concept by Avatar, preliminary model by Avatar, final model + texture by Dark Sentinel
    Official release of Vaygr Flare Gunship, concept by Avatar, model by Siber, texture by Dark Sentinel

    UI Tweaks
    If we're mega bosses, we'll get out some of the research and user interface tweaks we've had on the backburner. If nothing else, we've swapped out the joke roles for something a little more helpful on request.
    Expanding Readme into more of a Manual.
    Last edited by Avatar II; 23rd Jun 11 at 4:46 AM.

  15. #815
    Member monolith's Avatar
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    Totally looking forward to it! This mod is the reason why i still play HW2 - aside from the awesomeness of the game, of course.

  16. #816
    Pssst...hey guys, I found some renders of the UNH cruiser.







    And the concept art:

    "I've never understood the purpose of stuffing a turkey. It's like one final indignity for the bird. It's like, "Okay, turkey, first we kill you, then pluck you, then chop off your head, then skin you, and then, to top it all off, we SHOVE SOGGY STALE BREAD UP YOUR BUTT." Yeah! Go humans! Woo!"
    -a vegetarian friend of mine

  17. Child's Play Donor  #817
    Oh, I love that heavy cruiser

  18. #818
    Great model and textures, but doesn't look higaran at all, or homeworldish... just my opinion don't get mad...

  19. Child's Play Donor  #819
    I think it does look kushan though...

  20. #820
    At the risk of splitting too many hairs, there is a fair amount of difference between looking Hiigaran and looking Kushan, as Zephyr points out.

  21. #821
    I killed the renders. It's not because I hate you guys and want to take stuff from you, but because I'd like to preserve as much of the surprise of the cruiser as possible for those who haven't seen or didn't know we were working on it. Obviously I'm almost done with the texture, and so I implore folks to be patient just a little while longer. We'll have something out real soon and hopefully it will be pretty cool.

    So hang in there! I'll have more up about the ship, what it does, and all sorts of fun blah-blah about the design post-release. Stay tuned!

  22. #822
    Goodies will be coming soon. For today, I offer you up to date and somewhat more readable tech trees for the mod's factions.



    Link to full size version



    Link to full size version
    Last edited by Siber; 18th Sep 11 at 9:17 AM.

  23. #823
    It would seem that the mod team forgot to mention there's a new version up on ModDB. The new cruisers are awesome. Regarding the flare gunship mega-explosion bug: It has happened to me, but only sporadically. Most of the time there's no problem.

  24. #824
    We've not forgotten you, things just got a bit out of order for this release

    The Saga Continues!



    Content! We've been quiet, but not idle. Version 0.2.4.0 is now available. The modDB download page has the files. Some people have expressed problems getting the files from gamefront, we'll be looking into mirror choices for those with problems. In the meantime, here's a quick run down of what we've got in this release.

    Vaygr Ion Destroyer

    Dark Sentinel's textures for the Vaygr destroyer are done, and now finally available to you! You've probably already seen older pictures of it, possibly seen video of it, and if you've played the earlier releases, played with the untextured version a fair amount. But here are more pictures anyway.



    The Vaygr Glaive class ion destroyer is not a fast raider like the UNH destroyer, and more of an anchor of the Vaygr fleet. They have a great deal of anti-fighter firepower to go with the fixed dual ion cannons, and a pair of large kinetic turrets can serve passably in either anti-frigate or anti-corvette roles.

    But what's that ship behind it?

    Vaygr Battlecruiser

    Mesh and texture by Dark Sentinel, the Vaygr finally get their pinnacle warship. You've seen it untextured, now see it in full glory.



    With eight fixed ion cannons and a suite of secondary weapons, the Morning Star class is a very different ship than the typical cruiser. More heavily armed, but fixed main guns instead of turreted. Faster and nimbler, but more fragile. It should be used to supplement a fleet's firepower rather than acting as the primary pain sink like a traditional cruiser does.

    Do the Vaygr get any other new toys this update? Yes!

    Vaygr Flare Gunship

    Mesh by me, texture by Dark Sentinel, the Flare Gunship is to corvettes what the Battlecruiser is to super-capitals. Check it out.



    The Arbalest class Corvette uses a weapon unique to the Vaygr known as the flare gun in a heavy anti-capital ship role. Expensive, but worth the price, flare gunships will rapidly chew up destroyers and cruisers with a hail of radioactive death. They look rad as hell doing it, too.

    But this isn't just a Vaygr update!

    UNH Heavy Cruiser
    You've likely seen the old cruiser placeholder, included in past releases and some screen shots. Well, we junked that concept and started over. Modeled by myself and Avatar, and textured by Avatar, the new one is an homage to one of the finest SF starships - Bablyon 5's Warlock Destroyer, but given a Kushan spin. I think you'll like it.





    The Zeal class heavy cruiser is largely a traditional ship. It's job is to soak up damage and be generally survivable against any target. Turreted ion and energy cannons provide good coverage against anything larger than a frigate, a battery of heavy missiles extend it's striking range and help against corvettes and fighters, and a compliment of point defense guns will deter small bomber groups from attacking. It may not be the fastest ship, but it is hard to catch it by surprise.

    Notes and stuff
    If you want to know more about the ships from a story perspective, each has a full passage in the included manual. Also in the manual is a list of known issues, full credits, and change log.

    Also in the readme is a section about the use of our assets in other mods. If you would like to use our material in your mod, please read this section and follow it. We're happy to participate in sharing and cooperation to the benefit of everyone, but it is no fun at all to find our hard work being used elsewhere without our consent or credit. Please help us avoid any such unpleasantness.

    Now, go get the mod, if you haven't already! And if you have fun with it, please let us know. If not, we should probably know about that too.

  25. #825
    Finally finished the trailer. It's available here

    Part of why we seemed quiet when the moddb download hit was I was still working on this, and we'd assumed that like EVERY OTHER TIME for EVERY OTHER THING we've ever uploaded to moddb authorization would take a couple of days. SILLY US IT TOOK ONLY FOUR HOURS! So that's why we've released, in this completely silly order, the download, then the newspost announcing the download, and then the trailer for the download.

    I sincerely hope you enjoy and you forgive the somewhat awkward editing.

  26. #826
    I love the new gameplay and models, the level of detail you guys put into this is amazing. Only 2 issues right now: No Vaygr AI (anybody playing over hamachi right now? Playing against the Vaygr would make for a nice change) and a few days after I installed the mod, flare gunships' flare animations started to fill the entire screen. It's weird, because they played fine the first few times I used them.

  27. #827
    The flare error is a nasty one that's been plaguing us for a while, and has been just as unpredictable for us as it has been for you. We may have a lead on fixing it, and if it pans out you can expect us to put out a patch. Vaygr AI too is being worked on, and said patch should include working CPU vaygr enemies and hopefully more effective UNH enemies too.

    Glad you're enjoying it!

  28. #828
    Hey folks. I wanted to wish everyone happy holidays on behalf of the team! We're still plodding away on things in our own time, in spite of holidays, school, and hardware issues.

    In particular I'd like to humbly ask that folks join me in wishing health and safety to Dark_Sentinel, who joined the armed forces of his country earlier this year. Dark was an incredibly talented and motivated artist, who was pretty much singlehandedly responsible for the burgeoning growth and development of our Vaygr faction. Dark was also instrumental in refining the sketches I did into a rich and textured aesthetic.

    Take care and come home safe, Dark! And happy new year to everyone.
    Last edited by Avatar II; 25th Dec 11 at 12:16 PM. Reason: derp double post herp

  29. #829
    Dark is a very talented guy, I wish him luck.

  30. #830
    Hi guys! Is Survival gametype supports multiplayer? What must be changed for adding it in other mod and who can give permission?

  31. #831
    General:
    Just wanted to let everyone know that while we're in a slow patch right now, development has happened since the last release, and there are more features and content in the pipes, even if the pipes aren't flowing particularly fast right now.

    Regul:
    Survival does not support multiplayer. I believe with certain modifications it could, but I don't forsee me making those modifications in the near future.

    Within the wavescript.lua file is a list of lists of spawnable ships, this is the primary thing that needs to be changed to make survival compatable with another mod. I intended this code to be largely self-documenting but it probably isn't.

    For a direct transplant you'd also need to add a ship to your mod to take over the role of HWAT_NUT_Navbouyhax, that being a ship that can build anything but has no launch paths.

    I can give permission, and you have it. Go for it. If you need help, ask. I may be able to turn up a slightly cleaner version of the code for you to work with, but I can't make any promises there.

  32. #832
    Thank you! I will try. About code - it could be cool.

  33. #833
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    In the interest of creating crash-free access to this mod on Apple computers, would the HW:@ team be willing to create a release that does not use Shader2? The code for it is completely reliant upon information unique to the Windows version — unfortunately, I've not a clue how to open up .big files on my MacBook Pro, as the decompiling software I've been able to identify has been Windows only. So I would like to convey my plea unto thy most gracious ears, and pray thou dost take pity on me and my kith. *ahem* I'm already addicted to playing as the UNH, but many maps and still more ships have direct requirement of Shader2 compatibility. I've already run HW2 on cutting-edge Wine distributions (plus some generous helpings of XQuartz to refine the still-roughly-built process) and found that it still doesn't work properly. *headdesk* I've not the patience nor the willpower to bear the horrors of running XP (most compatible Windows OS for HW2, no?) again on my computer, as that has never ended well. Hopefully I won't have to scream "Damn you, Bootcamp! Damn you, Parallels! Your inept control of temp files shall not plague me again!"

    So unless we (the royal 'we,' I'm afraid) can drag that peppery Colonel of yours in to make the Shader2 cross-compatible with Macintosh HW2 code (which shouldn't be too different, excluding minor differences unique to the OS' needs), it will have to be done yourselves if you want to keep it in and not shut out your Apple-using followers. I don't intend to be rude or seem pugnacious by writing this, but if I have been offensive to anyone or have used improper language in this post, I would be most thankful if I were informed post-haste.

    Please, at least consider my request!
    Last edited by Vak'tezraj; 24th Mar 12 at 8:38 PM. Reason: Hurr, I furrgot the durrn raisin furr muh last purrigruff, durr. Had to convey how stupid I was to forget that.
    Imagine the whole world, summarized in song:
    Pick a little, talk a little;
    Pick a little, talk a little;
    Cheep cheep cheep;
    Talk a lot, talk a little more...


    "Yeah, sounds just about right."

  34. #834
    Member Dark Sentinel's Avatar
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    In the face of the whole HW@ team, I take responsibility for this answer.
    We will. Or, at least, I will.
    Period.

  35. #835
    Member
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    Hakul'iimroshk, the first Corporeal Expedition site
    *squee*

    My thanks, noble one.

  36. #836
    I'm not sure the mod will work on a mac version at all, I understand that certain elements of gamerule scripting simply are missing from the mac version of HW2. But if the shaders are keeping it from working in Wine, or are the limiting factor in mac versions, then it's certainly worthwhile to put out shaderless versions.

    As a stopgap, if you can use the unpacked version with -overridebigfile instead of -mod, or can unpack and repack the .big, removing the shaders is pretty easy. Just remove the shader directory. If you can't, you can try toggling off shadows in graphical options, I'm given to understand that disables the new shaders, but it may not be enough in this case. I believe there is also a command line flag that can be used for similar effect, but I don't remember what it is.

    Don't worry about being persumptious! Your request is valid. In the past we have put out a few low fidelity versions that exclude the shaders and the texture they use. There is no particularly good reason 0.2.4.0 doesn't have such a version. If you want to see if HW@ will work on a mac without the shaders, you might try the 0.2.0.2 lowfi file on our moddb page.

  37. #837
    So... what have ya been working on? What ship?

  38. #838
    O!!!Babylon 5 Warlock class destroyer!!!

  39. #839
    they will let us know when they want to so relax stuart.

  40. #840

    There are plenty of reasons for our quietness, ones both good and bad, but I won't bore you with the details. The good news: Development has continued and will continue to continue, and if all goes smoothly you'll have an update with a new ship or two and a few new features before much longer. The bad news: Our development has been broader than deep since the last update, by which I mean we've made some progress on many things but brought very few things to a finished state. Since we strongly prefer to get something as done as possible before releasing it into the wild, this means that a lot of what we've been working on isn't ready for the spotlight yet.

    Still, some things are getting there. Keep in mind that these ships may still change before they are downloadable.









    A final word: It has been heartening to see you guys commenting and showing continued interest in the mod. Thank you all for your support.
    Last edited by Siber; 4th Jun 12 at 6:24 PM.

  41. #841
    this is just a guess but more V? Also good update aka news siber i missed seeing HW@ updating =(

  42. #842
    That's correct, the two ships exhibited there are Vaygr.

  43. #843
    Member monolith's Avatar
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    I just wanted to say that I simply love the fact that this mod is still making progress! Although I don't play Homeworld 2 that often at the moment, your mod makes me not uninstall it from my hard drive, because everytime I would want to do it I say to myself: There might be an update just today, and then you would regret having to install the game from scratch again. So it's still there waiting for a new release of HW:@ which will again add dozens more hours of HW2 skirmish to my counter!

  44. #844
    so siber hows mod work on your guys end? Made any breakthroughs?

  45. #845
    Member Danube's Avatar
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    keep up the good work guys! love your stuff

  46. #846
    Member Dark Sentinel's Avatar
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    Please imagine this stuff leaked from the secret in-dev.



    Just an evidence of that Homeworld:@ is still alive and somewhat active.

  47. #847
    how is it coming guys any good news?

  48. #848
    Quote Originally Posted by DarkSentinel on Moddb
    Not at the moment. Progress is imminent.
    Death of the mod, if happens, shall be announced, not like "we don't have a release in last 15 month, so don't expect it much".
    That answer your question?

  49. #849
    Member Dark Sentinel's Avatar
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    Well, in case if I screwed the answer: we're still alive. Mod moves towards the release. Pretty damn slowly right now, alas.

  50. #850
    Don't worry keep your time. The longer it takes the better it gets. I'm looking forward for your next release.

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