Well, having just found this on Mod DB, I am very excited. I think it is a brilliant idea and hope you guys get all the help you need.
I would help myself, but, I have no modding experience at all![]()
Well, having just found this on Mod DB, I am very excited. I think it is a brilliant idea and hope you guys get all the help you need.
I would help myself, but, I have no modding experience at all![]()
I see my keepers came to use here. Do any of you know if they are the 'original' textured keepers or the 'graveyard' texture sceme I'm using in PTV?
Anyways, I'd be happy to donate some of my 'deshi ships to this cause if you'd be interested in adding the kadeshi / beefing them up.
I've never shown you the ass of my fighter.
Well its a nice ass.
The ships i took where the 0.0.3 frigates and the 0.0.4 reaver, i just color balanced and tweeked it because i didn't think there was a "normal" progenitor colour scheme for the reaver. but if theres normal textures for the old ships that would be epic because some of the old ships could be brought in (like the deciver, seeker, devastator).I see my keepers came to use here. Do any of you know if they are the 'original' textured keepers or the 'graveyard' texture sceme I'm using in PTV?
Anyways, I'd be happy to donate some of my 'deshi ships to this cause if you'd be interested in adding the kadeshi / beefing them up.
Wow could we realy use some of your kadesh ships?, man if so that would be awome, i don't know what ships will be used, i don't think we would pick up the new replacements for the origonal ships (i.e needleship) despite them being awsome, but im sure new kick ass things that add to the origonals will be taken in.
oh and and mevlin, that is a nice ass.
I was thinking of remaking the textures. It would take some time as it isn't my priority (ptv keepers will continue using the 'graveyard' style to remain unique) but if it helps you I can put them together.
For the kadeshi, if you could figure out which ones you'd like to use (or can use) and request them *formally* :P
I'll give you permission for any of them except the hybrid ships but I doubt you'll really need those for a traditional kadeshi faction.
That it is.Well its a nice ass.
I am loving the protrusions on that ship...it looks vaguely Jem'Hadar-ish. (DS9 reference, sorry)
'Thinking. The talking of the soul with itself.' -Plato
Hi all,
after some tests with this new release 0.92 (need to be tweaked):
- no menu wallpaper with 1920 x 1200 resolution (easy to fix)
- Game crash when you choose T-Mat race. (because of no shisp models ?)
- you must disable shadows in game (must be difficult to solved)
- Some maps must be optimized
It can be interresting to work on GUI of taskbar ...
Excellent mod, nice job and good work since last release.
about formation mini-mod.
French release is finished (there is a little GUI update since last beta release - must be translated in english for all ...)
a new link will coming...
_______________________
Babasior
Member of FreeTrack Team
http://www.free-track.net
_______________________
yhea noticed a couple of those things to, generaly any map that is not "(HWU)X" crashes for me, even origonal maps like jadeth. but i guess thats just me, is it possible to set up gate spawn formations for the ships?, i tryed and it ended up not working.
can someone post version .92 of the mod, on another mirror? Filefront just doesnt work for me
http://www.ipetitions.com/petition/homeworld3tobe
Sign this plz...............that if u want HW3 on stores......
watch my modeling galery.... http://s696.photobucket.com/albums/vv328/NunoDRKS/
I'm surprised to hear of crashes on the non HWU specific maps - you should make sure your c:\program files\sierra\homeworld2\data\leveldata folder is empty. The gate spawn formation is called scripts\formations\hsgateparade.lua (I think that's it's name). I have already fixed the gate spawn action for the Progenitors as well as added the parade command to the Progenitor MS to allow it to hyperspace into the game.Originally Posted by Shadowgaz
I'll try to remember to fix the wallpaper for the next release, as for T-Mat - that's my bad, I knew it was crashing but forgot before I sent out the release. About the shadows, can anyone solve the issue with the crappy shadows on some, only some, of the HW1 to HW2 conversion ships?Originally Posted by Babasior
That would be sweet, we'll certainly take a look.Originally Posted by Mololu
Edit: Would anyone have a chance to mirror the mod to another site for us?
We Want YOU - Homeworld Universe Community Project
Texturers, Modelers, Concepts, FX & SFX, UI, Scripters
HWU @ Relic News - HWU @ Moddb - HWU Home
Latest alpha release HWU Mod, v0.0.94 RC2 or Mirror 1 v0.0.92
Homeworld Universe Tutorials - Tobari Renegade Homepage
I could but I don't really know of any good file hosting sites, most big file hosting sites have file-life time if you don’t download in x days it gets obliterated.
Fastest I’ve come across was filefront, but people have problems with it and its not always reliable. i do have a fileplanet account I can host with, guaranteed file life (or at least it was some 5 years ago) not sure about the new fileplanet, there’s always windows live skydrive 25gig hosting, guaranteed file-life host (I think) but not so good upload/download speeds. Doesn’t moddb create multiple mirrors? or does it just link them. otherwise it would be better to use skydrive for archive purposes and filefront for quick access.
Hey chris since you asked about the roles for the ships ill post it here.
The inceptors for both races are anti fighter of course and vette in numbers, Infected adv swarmer is a bomber so anti frig and cap, cloaked fighter anti fighter with sleath ability, ACV versions for both are anti fighter and vette thou need emp ability added. NS has another missile vette on top of that one but its more adv, MBF infected clesan is anti swarm and frigs in numbers, the rest should be obvious i would think. BH will need a bomber so i believe that the Super AC would fit that well cause if i ended up using the scout from the onslaught mod that fighter would be the super acoytle and that things role is better at bomber stuff etc.
Okay question time, does anybody know how to:
Remove the directional circle from the Sensors Manager, I was just peeking around Molemans HACS mod and noticed that when you view the Sensors you don't see the directional markers with the huge circles that show you the basic size of the map. The file that changed that was ui\camera.lua and I believe those things are just not represented because of the distance of the camera. I'd like to know the file that actually controls that being displayed as the changing of camera.lua the way it was changed also did not display the blue of the sensors which I would like to keep. I'm going for that HW1 feel in there and without the degrees marked out it really gives that HW1 unexplored space feel.
Can auto map scrolling be disabled for good, and not left as an option. Again, going for the HW1 feel, where if you don't have a unit out there, you can't get over there to look.
Does anyone know where / when the starting coordinates are pulled from a map? In HWU, when using any map that contains ships that are added to a map the spawn location of teams 2-6 will use the location of the ships added to the map as one of the spawn locations when the players location is set to random. I believe this error is part of the special fleets script that was used to create the HWU race limit override. If anyone knows how the computer chooses the location maybe I can add that script into the proper location - like before the primary ships are added to the fleet as a way to reset the locations for the ship spawn.
How about a kamikazie missile for the Beast Naggarok, could be fired as a special attack and with it being a ship instead of a missile perhaps it can burst a capture beam for a second or two and with multiple impacts within a few seconds could capture a capital class vessel, or just one or two impacts for something small like a frigate.
Is anyone interested in creating the Big Gun's weapon systems for the Somtaaw command ship, I wouldn't say I'm good at weapons, so any help here would be appreciated.
Does anyone know which files are involved with the "death blow" hyperspace jump made by the AI at the end of MP games. I have noticed that the Hiigarans are the only team in HWU that will jump in and finish you off at the end of the game, so I presume there is a file I missed that defines which ships can do this, or something to that effect.
I tried to upload HWU .92 to the hwu.homeworldaccess.net site as a secondary mirror, but I have forgoten the ftp server address, I'll have to go and see if I have it in a private message from long ago - will post back when I can.
Scratch that.im out of action for maybe an entire year. im sorry.
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- I'd be curious about the hyperspace behaviour too but I don't know. Didn't really look to closely so far.
- Don't know about the camera stuff either
- Beast missiles. Best to do this with a gamerule script and a kamakazie behavior. When your missile gets close to an enemy ship it 'infects' an area. Using my ship spawn script (see the gamerule script section) you could even make this replace the dying ship with the infected model for added zomg effect. Just make sure some nice FX plays!
http://hwu.homeworldaccess.net/HWUniverse-0.0.92.big
Here is a different mirror on the Homeworldaccess server.
@Mololu - thanks, I will be going over your script to see what we can do.
I could get that done in a couple of days with basic animaiton, a couple of more days and i should have a nice fx to go with it, week or two full animation (if all goes smooth).Big Gun's weapon systems
ill make a basic weapon then ill try and make a new fx and sfx. To be clear, it was a weapon that fired a ball across the entire map right?, if somone could grab a video for me and post it here ill start working on it tommorow evening after work, and ill find the old animation and re-work it.
i can make weapons no problem, may need help with fx lol but for now its 2 in the morning and i gotta sleep lol.
And melvin that is looking good.
Basic weapon done, i must say it was gratifying shooting a projectile across the map and blowing up a ms. im going to make some fx, sfx, and try add an icon + glow. anyone found a video of the siege cannon fireing?
Last release of Formation mini-mod :
http://www.mediafire.com/?jcyw2yzqyny
(in french for the moment - For widescreen) - Sorry for english people ...
Formation file work on german - UK - US release 1.1 of homeworld 2.
Best to use with Homeworld Universe mod !
To easy launch it with Homeworld Universe too, use Homeworld "Mod Manager"
Last edited by Babasior; 2nd Jul 10 at 11:55 AM.
Just don't make it too strong, you may want to play through Cataclysm a bit to see how the gun fires and how long it takes to recharge it. I'm curious, is it's weaponfire a special attack or can it just fire? Can it be fired in the traditional Cataclysm way? If not, does anyone have any ideas on how to setup a manual targeting system for the Somtaaw Seige Cannon?Originally Posted by Shadowgaz
Mololu - I've looked over the script just slightly, does it only work on ships that are destroyed?
I noticed a great thread the other day about unit caps. In the thread (I searched for link but could not find it), it basically states that you set your unit caps up to what you want for your own team and then each of the enemy ships have their own cap limit, so once you've built your 5 heavy cruisers you'd have to capture enemy ones to gain more. I think this idea might be worth implementing, it could make the gameplay a bit more like HW1 where you don't have to worry about 15 battlecruisers swarming in on you and would also force using the smaller craft in the later portion of games.
thats realy realy cool, sorry i can't realy remember how the cannon goes and this pc can't run hwc otherwise ide be playing it now lol.
Wow, that looks really good melvin, your textures are really improving. I see my tips were usefull
Keep it up.
Anyways got the infected kushan ion frig in game so does anyone want it?
LeviathansWrath - please post a link.
MelvinVM - Lookin pretty cool.
Babasior - I tested out the formations file and it worked great, I love having X formation back.
http://www.filefront.com/user/Leviathan%7CSF
hey chris you will need to update the ships you had from me by dling new ships rar, weapon etc, scripts. Backgound file is the hw 1 backgrounds and hw cata i converted for hw 2 so feel free to use them. Anyways fixed most of the missing engine trails thou alot of stuff needs working on but its a good start. Stats also need to be fixed for like build cost etc but we can get there BH processor costs 8k compared to NS 1.8k -_-
Last edited by LeviathansWrath; 1st Jul 10 at 10:44 AM.
LeviathansWrath, I have added all of the ships from newships.rar and integrated them into HWU as teams, before I posted the .92 release. It would be helpfull if you edited your ships from HWU to preserve the changes I have already made to make them compatible with the system. Thanks for the Ion Frigate, I will check it out now.
funny cause i noticed that the engine trails werent showing up so i thought you hadnt -_- Edit nevemind turns out i didnt finish the trail fot the NS inter. Ill work on the other stuff after today. And i will edit stats for my stuff etc. Question, is it possible to use the beast subsystem from hw cata to be used as fighter fac vette etc and use it again for the NS? Like make a beast fighter sub and use the suopport module for it.
Last edited by LeviathansWrath; 1st Jul 10 at 3:35 PM.
MelvinVM sweeps the sweat off his forehead.
Phew, lots of more work to do.
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Theres also more ships planned, far more.
If you mean the support units, like how I did the Somtaaw ships, then yes - it's just like converting a ship only use the Somtaaw subs as a template. Also, would you be willing to create HWU style icons for your teams - it goes a long way to making the mod look more finished overall. I made a quick tutorial for Shadowgaz (who is going to do the Vaygr and possibly the Hiigarans): http://hwu.homeworldaccess.net/icontutorial/Originally Posted by LeviathansWrath
since you posted it how can i say no =) Ill get on that later i just started editing the BH ms by adding dockpaths etc. the NS ms and cc are next after this.
A few notes on the tutorial:
1. You might want to just use a duplicate of one of the HWU fleet viewing levels (like the Kushans) to add your ships into. I may also be wrong about the ship orientation as compared to the direct light from M01 - so again, using the duplicate HWU map can help keep the ships facing the light source the same. I can then use that level file as the BH/NS teams fleet viewing levels - these are nice to have when your editing your ships.
2. I believe I made my icons with the Shadows turned off, though it's not that important.
3. As always with my websites you'll need Internet Explorer, or Firefox using IE Tab to download from the links.
On another note:
MatthCoFreak, wondering if you are busy. I recently added the animation for the Bentusi Acolyte and then repositioned the weapons hardpoints. Would you be able to modify the weapon so that the beams "glow ball" stays on the whole time the weapon is firing? Also could these weapons be scaled larger and used on the Bentusi Exchange, if so would you be willing to do it?
Where is Tobari Mothership (we see in picture during game load.)
I only have carrier ?
@MelVinVM : Nice ships design !
Babasior - that was my bad, I had it setup to use two carriers for some reason and forgot to undo the changes before I released the mod. If you want you can un-big the .92 version and edit modchecklist.lua - find the Tobari team and change the single carrier line to refer to the proper ship.
ok chris thank you !![]()
can you give me some help and tell me wich part (or lines) of code file i must changed (I'm a little busy at this moment )
Fixed the BH MS so now it can accept collectors for drop off and fighters vettes etc. Also chris i fixed the Beast Tai hc body bottom issue. Ill upload after im done with the NS ms and cc and with the icons for both teams.
Just open modchecklist.lua - scroll down 3/4 through the script, or just search for the word "tobari". When you find it you will see one carrier scripted with resource collectors, and one that is by itself - change the one that is by itself to read hgn_tbr_mothership (I believe that's what the Tobari MS is called). That's it.Originally Posted by Babasior
LeviathansWrath - just post a link when your ready and I'll add it in, thanks.
I got the BH mimic and MCV in game but not sure what role to give them. Anyone got any suggestions like make one anti fighter vette etc. Oh and one other thing im having trouble getting the beams for the MBV to fire at the target before it breaks off so any help will be great. Well its more like it fires but the beam breaks off so i turned the beam into an ion bullet so that solved that issue but i need it as a beam and one that works.
Last edited by LeviathansWrath; 2nd Jul 10 at 2:33 PM.
The problem is:
a) the ammount of time the bream charges which can be set somewhere in the WF.
b) the attack script of the fighter may make it flip around or so and make the beams go off. One way around that is to use a different attack script or make it move slower.
@Chris : Thank you, i had find the lines !![]()
its not a fighter its a corvette and tks for trying to help.
AND chris cant use photoshop so do you have one for GImp? my PS is expired and i dont have money to buy the real deal os if anyone has anything on how to do the icons with gimp that will help a lot tks. Also i just noticed that the smt ms stats reverted to the 89 stats so gonna need to fix that.
Last edited by LeviathansWrath; 3rd Jul 10 at 7:59 PM.
Ello Chris, today is your lucky day!
Revealing to you the splendorous Edomite Navy!
http://fc05.deviantart.net/fs71/i/20..._the_first.jpg
"I thought you would have invented slood by now, I've got a billion tons of ice coming in on Thursday."
Thud! Terry Pratchett.
Is this some commercial campaign Tekanako? posting the same thing in 4 different threads?
I though that it may be of use to you.
blatently a spam bot or something
If chris is interested then what I shall do is delete the comment and just send it to him by PM, is that good for you?
concepts are cool, but anyone barely has the time to do something with it.
Better try to model or find someone who wants to model for you.
HWU 0093 will be out in a bit here, im compacting it now and will post it after its done.
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