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R.E.A.R.M. -alpha 0.0.3c

  1. #551
    I don't know if you've downloaded any of the newer version here, but in the last (I think) I've significantly lowered the HP of an Artillery frigate subsystems. The subsystems cause those problems, because they're too big and they literally cover the parts of the ship like an armor (you can observe this issue when you fire at anything with engine subsystem from behind. You'll see that you're not damaging the ship, but the engines). As I said, it should be better now, but if it's the newest version, the problem still remains.

  2. #552
    I offer you help and you ask me whether I belong to team

    If I were to offer it to you otherwise

    Beghin knows that you are looking for help at the script.

    If you will write to him he did. Help

  3. #553
    Just another feedback. The Hiigaraan AI was not up to par with the Vagyr i. I tried a few games that i noticed the build rate of fighter and frigates rate was way too low compared to Vagyr and eventually the Hiigarans were overwhelmed by the second wave of Vagyr fleet.

  4. #554
    Vaygr are stronger and more productive than Hiigaran? I can test it, but it should be fine. Does it happen when you try the default starting fleet? (or factions or supercarrier?) Too much money? (Hiigaran build too many shipyards when they have too much money) or something else? You haven't described the situation again.

  5. #555
    about animating the torpedo launchers, i think its possible using the madstate files. first of all theres the madstate for the heavy missile frigate, which is the same idea, but for the ship itself. The vaygr carrier has a launching animation in madstate file for the resource drop off. Only difference is, the carrier starts with drop off subsystem as a default.

  6. #556
    At default settings, developers and REARM Gallery. But it might be too much money as well, i'll give a few more test when i got the time.

  7. #557
    constermonster: You're right about the Vaygr carrier. I'm not on my PC right now, but I can imagine, that the animated joint is placed on the ship itself again. What I need is the animated joint in the subsystem.
    Or something I wanted to try: to have animated silos hidden in the ship. They would pop up only when the subsystem wants to shoot. But there are lot of problem in this theory.

  8. #558
    Member Djodar's Avatar
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    about the turrets that schould pop up: have a look at the vgr_heavymissilefrigate.madstate. there you find a command to hide meshes attached to a joint. if im right you can add a dummy turret for the animation that will be set invisible by madstate and at the same moment the turret itself will be set to visible. the turret itself wont be moved around. i know the problem that turret joints cant be moved by animation... tried that out some time ago.

  9. #559
    if you look at the vaygr carrier when launching, the green selection mesh (around the resource drop off) is out allready before it folds out - so you may end up having the selection box always there, even if the actual model folds in and out.

  10. #560
    This sounds very interresting, thanks.

  11. #561

  12. #562
    whoa the artillery pieces look awesome!

  13. #563
    Member Djodar's Avatar
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    great work there ! want to plaaaay NOW

  14. #564
    Pouk, these are great screenshots, almost wallpaper quality. How ever, these shots would be even greater if done with Anti-Aliasing enabled. Do you think you can do this for future screens?

  15. #565
    constermonster: thanks.

    Djodar: Ok, soon! Few days, I have also two unfinished frigates, so I want to finish them and then I'll release it all.

    7upMan: I don't even know if HW2 has AA, I didn't see it anywhere. Or should I look into the graphic card settings?

  16. #566
    Member KeyBored's Avatar
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    Yup, force it. I dont becuase my PC sucks, but just go onto your GFX Card Settings and set it at 8x or 4x.

  17. #567
    Member Djodar's Avatar
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    24x !!!

  18. #568
    Member KeyBored's Avatar
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    Inside a Transport Buffer.... :(
    For instance, this is a bit of the hiigaran carrier zoomed in, without AA (normal HW2)

    big pic



    And heres it with 16xQ AA

    big pic 2


    From a distance, it makes things look alot smoother

    Nah, 32x AA ^^, twin 295's, ahhhhhh, that would be a dream come true

    screw that, triple 295's

  19. #569
    Smoother now, thanks, good idea.

  20. #570
    Member MelvinVM's Avatar
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    My train can fly!
    I smell navy space battleships.

    MelvinVM approves

  21. #571
    I know I'm focusing on the wrong thing here, but I've got to say I really like that Bentus badge!

  22. #572
    Member tadamir's Avatar
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    Whoa, that looks great Pouk!

    (I've put my plans for a R.E.A.R.M video on hold till I get some decent video editing software, and maybe till the mods done. I've got Gb of captured fraps vid but nothing to put it together with, amateur!)

    doci7- lolz

  23. #573
    Member ajlsunrise's Avatar
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    tadamir, you could try using CamStudio to record and Windows MovieMaker to edit clips together.

  24. #574
    tadamir: I was very much looking forward the video, but OK...


    Some last screens of this thing. The artillery turret wasn't textured the last time, so now I can show some details:


  25. #575
    Member Djodar's Avatar
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    sweet^^ reminds me of the juggernaut from c&c tiberian sun firestorm.

  26. #576
    You're right, I haven't realized, but it's very similar.

  27. #577
    Member tadamir's Avatar
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    @ajlsunrise - thank you for those suggestions, I didn't even have MovieMaker, and hopefully CamStudio records sound better than I could get fraps to do.

    @Pouk, I'm still determined to make a video of your mod so far.
    Having never done this before though, I'm learning as I go.
    Keeping it short is my biggest difficulty.
    The 1-2 minutes I was thinking of has blown out to around half an hour,
    way too long for anyones attention span these days.

  28. #578
    Member Moleman's Avatar
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    tadamir, a good idea wheen making a movie or a trailer or something of a mod is to film as much as you want, then go back and cut it up until you have the parts you want all meshed together

  29. #579
    Member tadamir's Avatar
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    Good tips Moleman cheers, that was kinda the approach I took through ignorance.
    I pretty much recorded the interesting bits from a whole 3 hour game in 30 second increments with fraps, no sound.
    I got some golden moments and was tempted to dump the whole thing un-edited to youtube,
    but would prefer to clean it up and add some beats.
    I'll see what I can do with MovieMaker.

    (ah, that's probably enough OT'ness from me.)

    umm....R.E.A.R.M!

  30. #580
    R.E.A.R.M. the Movie! Longer than the Lord of the rings, more space battles than in all Staw Wars together!

    Anyway, you may look at my first HW2 video .
    It's still a little long and boring and it has far from perfect, but in some moments I've put together scenes which wasn't originally together at all. -for example the green BC is under fire but the yellow one explodes like it's the same ship. Those shipyards are on the opposite sides of the map, but they're presented as one ship.
    You may do the same thing to keep the continuity. Pick up the similar scenes no matter if they're actually relevant or not. The important is the look, not the facts.

    Or select just the really best moments and make a compilation without any continuity at all.

  31. #581
    Member tadamir's Avatar
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    I was gonna go with "2010: The Year We REARM" :P

    The idea I had was a full game from go to whoa, showcasing what is new (particularly from a Vaygr viewpoint).
    Focusing on the interesting bits which are the battles of course, but not just battles, and keeping continuity throughout.

    Now thanks to ajl's suggestions I've got some editing software to try out once I get home.

    (More battles than all of Star Wars together; check!)

  32. #582
    "2010: The Year We REARM"
    Nice.
    The mod name was actually created to support this kind of mottos. I was planning something like "replay... relive... rearm", but I never had a time to use it and this one still doesn't really make sense I think, at least it's not in the right order.

    Well, you can wait for the 1.0, but it won't be soon.

  33. #583
    Member Moleman's Avatar
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    how about this -phrase

    "attack, REARM, repeat"

  34. #584
    Not bad at all. In fact everything is better than what i can come up with, because of level of my english. Only problem is that i wanted to end with the REARM word, so i can add the dots and transform it into logo. But I guess it's not possible to end with "rearm" and make sense in the same time. And if it is, I won't figure it out.

  35. #585
    Ready-Set-REARM =/
    lol
    Black Horizon

  36. #586
    Member Moleman's Avatar
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    isnt that kindqa like going "okay guys get ready to fire! are you guys ready to fire? yes?! OKAY THEN!!! let go get'em!!!...er...be right there my gun needs ammo *everybody else dies exceptr for teh guy rearming the gun*"

  37. #587
    yeah, pretty much. =)

  38. #588
    Member tadamir's Avatar
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    The REARM name lends itself to lots of wordplay, it's a great choice.

    That Vaygr BC video is definitely inspirational, particularly for me the sequence at 1:49-2:07, and the ending from 3:05-> (it's not over, they've got more work to do).

    I have a feeling that I won't wait for v1.0,
    but it'll probably be out before I have anything worthy of uploading. (new at this)
    Last edited by tadamir; 17th Feb 10 at 8:47 PM.

  39. #589
    "replay... relive... rearm"
    Honestly Pouk, I think yours still says it best. My english can be a little disorderly (in spite of the fact that it's my native language), but I can assure you those three words follow each other just fine. Plus it's just a good progression:

    1. Replay-- yeah, Homeworld 2 is obviously a game. This mod gives you a reason to play it again.

    2. Relive-- Because in addition to being a game, it's an experience. One that will seem brand new.

    3. REARM-- I don't think I need to explain the significance of that one.

  40. #590
    Member ajlsunrise's Avatar
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    nice video. was the screen shaking you moving the camera around slightly?

    "Replay, Relive, REARM" is good, but I like the "2010: The Year We REARM" a lot. maybe replace 2010 with something else. maybe the Homeworld Universe year [like 78 ABH (aka After the Battle for Hiigara, (the final battle in hw1))]


    tadamir, glad i could be of some help.

  41. #591
    ABH
    I believe that's AHL for "After Hiigaran Landfall". But could just as easily be AWAGBTTPTWOCF; "After We All Got Back To That Planet That We Originally Came From".

  42. #592
    Member KeyBored's Avatar
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    Inside a Transport Buffer.... :(
    Camera Wobble, theres no way youve scripted that in....no way

  43. #593
    Interesting discussion while I wasn't here.

    doci7: So you like it? Your description is absolutely exactly what I had on mind. It's like an invitation that you have a new reason to come back.

    ajlsunrise: "2010: The Year We REARM" is also great. But I don't think that the Hiigaran years would work, our age isn't in any way relevant to the HW universe age, so I don't think that you could count when exactly is it going to happen.

    Shaking is in the postproduction, it's just the animation of the video layer.

  44. #594
    Member KeyBored's Avatar
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    Inside a Transport Buffer.... :(
    RE-make
    RE-work
    RE-design

    The camera wobble is still awesome XD

  45. #595
    Member tadamir's Avatar
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    Gotta admit; "2010: The Year We REARM" was a reference to good ol' A.C. Clarke's "2010: The Year We Make Contact", from his "2001: A Space Odyssey" series.

    It seemed to fit.

    I tend to get beat in rushes, so whenever I see R.E.A.R.M I think;

    REGROUP
    REARM
    REVENGE.

  46. #596
    KeyBored: I don't think it makes sense, the meaning is just mixing with the name of the mod: Rearmament Expansion And Redesign Mod".

    tadamir: Oh this makes perfect sense, I like it. I can't show the words one by one as I originally wanted to, I would have to show them all at once, but it would be just perfect after some "they've almost killed me, but I'm still here" video.

  47. #597
    Member tadamir's Avatar
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    "they've almost killed me, but I'm still here"
    haha, this is how most games go for me,
    I'm not very competitive, so the vid will have to be like this.

  48. #598
    doci7: So you like it?
    Yes I do .

  49. #599
    doci7: ok

    ...One of the two types of the destroyer artillery cannons (Basically just a big flak as you can see, but of course it can't target strikecrafts):


  50. #600
    Another kind of artillery weaponry, you could have a look at straight missile turret.

    I remeber a test of those for vanilla hig bc, with vgr fusion missile impact fx, it was looking very kewl. Especially the combo of the impact sound and firery.

    And some works on trail fx, trail hardpoint, and missile way to move, can give some really nasty thing.

    And also, giving them absolute range and damage like every respectable artillery weapon would have, don't necesary make them overpowered since at very loing range, even big ship could manage to avoid shots.

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