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"Freespace: A New Age -|*New release coming soon (fixes & new ships/FX)*|- 28/09/06"

  1. #1
    Duelron1001
    Guest

    "Freespace: A New Age -|*New release coming soon (fixes & new ships/FX)*|- 28/09/06"

    I have taken it on my self to start a new mod for HW 2, and here it is!

    Freespace: New Age is based arround the orginal freespace univse and covers from pre FS 1 (T-V war or 14 year war) though to post capa (the aftermath of FS 2), with maybe a few more things add to it.

    At the moment we are in need of ideas, and not to mention mod team members. So head over to out fourm here: http://freespacenewage.proboards36.com

    I would hope to only use this thread as news updating thread, just so you people can keep up with whats happening. While our fourm is our base of the discussion about this mod.

    So all those that want to help or just those that want to take a look head over to the fourms!

    --|MOD DESCRIPTION|--

    Freespace: A New Age (FS:NA) is a total conversion (TC) for Homeworld 2 (HW 2). FS:NA features ships ranging form the original FS game though to FS 2 ships with additional custom ships. FS:NA features new game play options for new and old players of HW 2 as well as many improvements to the original tactical options. On top of that many new 3D effects have being added to the game to allow FS:NA to really show off ships and other crafts from the original games; going beyond the what was seen in FS 1 and 2 by improving the 3D effects to give the FS universe a new look and feel. Take command of the GTA battle groups and wage war against the PVN during the 14 year war period. Defeat the Shivans during the first Great War period with the GTVA. Fight to break the GTVA with the NTF during the Rebuilding period. Fight the Shivans with the largest ship that either Terrains or Vasduants have ever built; the Colossus, during the second Great War with the Shivans. Freespace: A New Age, the future is here.

    --|CURRENT RELEASE|--

    v0.25A R3
    http://www.game-warden.com/fsna/mod%...20v0.25AR3.zip

    --|NEWS UPDATE|--

    FSNA IN NEED!

    We have a desperate need for single player (SP) missions. we are willing to take anyone who can make SP missions, note this means that you have to be all ready able to - we do not have the time to teach people how to. Even if you can only do one mission we will need you. We have a massive backlog of missions needing to made, so large is this backlog that our main story writer has stoped writing till we make some head way on the stories that are all ready done. note that mission scripters - like everyone else on the team - be able to view all of our stories well before the rest of the public can, some would say that alone is good enough to join up.

    release(s) news:
    v0.25A R3 has being released, feel free to give us your imput; we want to hear it.

    New website up, thanks to Ransom to all the hardwork!
    http://www.game-warden.com/fsna/index.php

    --Open positions with in modding team--
    Story/Script writers
    Modelers
    HODers
    Concept artists
    Map makers
    Mission scripters
    Last edited by Deionarra; 29th Sep 06 at 6:09 AM.

  2. #2
    Mr. Pete
    Guest
    Good stuff Duelron! thanks for taking up the gauntlet.

    I guess i can HOD for you once i get applying textures figured out. currently I despise it but meh, maybe later.

  3. #3
    ubermetroid
    Guest
    sweet! I cant wait til this gets going!!!!

  4. #4
    Duelron1001
    Guest
    Mr. Pete - thanks be sure to register at our new forums and I'll make you officaly part of the team. I should also say that we aren't really needing any HODing to be done for a while yet so you still have time to learn anything that you need to.

    On ubermetroid's point, any one that wants to have any input into this mod should head over to the forums above.

  5. #5
    Belial
    Guest
    I've still got my concept ships, They would look good ingame.

    If you guys need anything just say and I'll contribute.

    Well, everything exept maya crap.

  6. #6
    Duelron1001
    Guest
    Belial - its good to see that you are still taking an intrest into a FS mod, I am more happy to see you wanting to help. On to business:

    Belial I will be happy to take in all your concept ships/art, stories behind missions/campaines and anything else that you think could help us. Although I can't say that everything will make it into the mod there still is a good chance that it will.

    If you want to send it via e-mail send it to: Duelron1001@gmail.com

    Other wise you could post it here or P.M it to me.

    Once again thanks!

    P.S. I know about maya, you are not alone in hating it, thankfuly there are others who can models in it (I envy you all!!).

  7. #7
    BaalRoG
    Guest
    Hi people,

    some members and me want to create a fs2 mod for haegemonia and i thought that you maybe have some meshes of the FS2 models... we mainly search for fighters, bombers etc. at the moment. 3dsmax, lwo or milkshape and obj files fit.

    Is it possible to share them with us so we could create the mod even faster?

    If you like the idea, please contact me on icq 86385437 or on my page http://www.haeggalaxy.com

    You would get credits for your work!

    Thanx for your answers and maybe for your help

  8. #8
    Duelron1001
    Guest
    BaalRoG - we do not have any models at this point in time, however we are happy share any future models and vice-a-versa. I as long as we both get to use each others models it would be fine by me and my team, ofcorces your team will recive credit for the models that are shared and we hope that we recive the same from your team.

    We haven't got any models as we are working on stories of the mod (at lest 4 as we are covering 4 periods in time in the FS universe, yes thats how big this mod is going to end up being), after which concept art will be drawn up and then models will be made. We will however be useing a large portion of orginals models that have being modified (read tuched up) from both FS 1 and FS 2. More news will be posted when it is available!

  9. #9
    Member
    Join Date
    Sep 2003
    Location
    Wales, United Kingdom
    Duelron1001 I just want to wish you and your team good luck with the mod and I hope it all goes well and hope to be playing it at some point in the future.
    I feel like a one legged man, in an ass kickin' contest!

  10. #10
    BaalRoG
    Guest
    thx, we like your offer very much and look forward

  11. #11
    Da_Humie
    Guest
    I'd be willing to help you out with story and script, perhaps, but I have absolutely no idea how to code. I need to go find a few tutorials of sorts so I can at least get an idea of how to do maps.

  12. #12
    Duelron1001
    Guest
    Da_Humie - go to the forums that are mentioned in my first post for recruitment. Map layout is done via Maya and you will need the plugins for that to work; the plugins come as part of the RDK. This is all that is needed for a multiplayer map (as far as I can tell, after it has being exported from Maya and included in the mod), however campagin maps require a script to go with it. Not sure how to go about this as I have never tryed to make a campagins.

    As long as you have background knowlage to programming then I would say that scripting for HW 2 is realitively easy (just basic things like adding new ships before you experienced moders start flaming me), I worked out most things by trial and error. Most the threads devoted to teaching people how to mod seem to have dispeared, which is sad. All I can say is that you look at the ShipTuning.xls and WeaponTuning.xls, both these files will help you understand what most of the lines in the config files mean.

  13. #13
    StinkChaos
    Guest
    Hello. I think i can contribute, not beta testing but maybe weapon ideas.

  14. #14
    Duelron1001
    Guest
    StinkChaos - you are all ready at our forums, you and anyone else that wants to have an input just has to post there. Weapon ideas are need at this stage, some super weapons may be fetured in some furture campagins, but how can we write these stories/campagins if we do not know of these weapons?

    We have our forums else where as it allows use more flexablity as far as forums go, goto the forum and see for your self. It also means that its a metting point for people from 2 other fourms.

  15. #15
    The Monkey
    Guest
    Hey stinkchaos wassup. Anyway i like to hep also

  16. #16
    Duelron1001
    Guest
    The Monkey - just head for the forums at http://freespacenewage.proboards36.com/ and see of you can do any of the thing listed there.

  17. #17
    Rico
    Guest
    Now you guys have no excuse for not knowing what the website address is, its now my signature :bandit:

  18. #18
    Mr. Pete
    Guest


    the sticky uppy bits are the guns aye? (just need my memory jogging.)

    Also - i think the barrels have to be as seperate objects, as do the turrets. I basically just need both turrets, textured, and both barrels, textured. I'll work on the dockpaths.

  19. #19
    Duelron1001
    Guest
    Ok I'll pull the turrents off and send them as diffrent objects, both types of turrents

  20. #20
    TrashMan
    Guest
    Allright...

    List FS 1&2 canon ships you need... I'll try to supply them with turrets (if the converter allows), but textures will prolly be out (better that way - using the normal FS2 UV map you would need at least 16 textures for a ship, and that is quite a resource hog for the Hw2 engine...)

  21. #21
    Duelron1001
    Guest
    sorry about not updateing sooner, being very busy lately. Anyway FS 1 cannon ships that we need are as follows:

    GTF ULYSSES
    GTF HERCULES
    GTB MEDUSA
    GTB URSA
    GTFR POSEIDON
    GTT ELYSIUM
    GTC FENRIS
    GTSC FAUSTUS
    GTI ARCADIA

    All PVN ships with the exception of the following:

    PVB Amun
    PVF Anubis

    All shivan ships.

    I have found that I can get the model + textures from FS 2 .pof files, but I am having troble with the FS 1 files, also with all the ships that you send to me the .pcx files that go with the models; these are the texture files as you should all ready know.

  22. #22
    TrashMan
    Guest
    But...all the FS1 ship you listed you can get from FS2... if you can get the models and textures from FS2, why do you need me to send you the models?

  23. #23
    Duelron1001
    Guest
    Coz those models we got from another mod team, namely the FS 1 to FS 2 port mod for FS 2. However they do not have all the models that we require, so thats why we need you to either get them from FS 1 or from FS 2.

  24. #24
    TrashMan
    Guest
    Right then... I'll get on it later...

  25. #25
    Member Star Dragon's Avatar
    Join Date
    Nov 2004
    Location
    Lancaster, PA

    hey Trash

    Just a suggestion , whenever I try to open V files most of the time they get messed up so when you do this keep a copy of those extracted ships and send them to me sometime ok? I sometimes run into people who want the core ships but best I can do is point them to PCS and the .pofs and hope for the best... That way someone keeps a library of core fs2 ships available for cross-conversions like these!!!
    "Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

  26. #26
    TrashMan
    Guest
    Oh...I allready have some FS2 ships as 3ds files..

    Converted them a while ago and gave htem to some other FS2 mod...
    OnceI have all the ships on that list converted, I'll post here.

  27. #27
    Mr. Pete
    Guest
    Roight any chance of a dockpath diagram for the orion? it's a bit non-obvious (i haven't played the game in ages). Otherwise going well. Oh and duelron are you sure that the thing that looks like a terran huge turret on the bottom of the nose is a BGreen?

  28. #28
    TrashMan
    Guest
    The Orion fires a BGreen from that turret, alltough it looks liek a standard Terran Huge turret...go figure...

    As far as the dockapth, fighters launch from the fighterbay, follow the launchramp up to the half and then pull slightly up and to the side...

    This is a screen of my Orion MK3. You can see all the paths it has. Notice the clusterd ones going out of it's fighterbay...

  29. #29
    Mr. Pete
    Guest
    Ta very much, do we need to have frigate and corvette launch / dock paths aswell?

    The ships getting there btw.

  30. #30
    Duelron1001
    Guest
    I would think that we would only need launch/dack paths for fighters as thats all that would be useing those dock paths at the moment; thats not to say that we want need them latter. If you want you can add the corvette dock/launch paths, but the frigate paths would not be needed as the Orion will never need to launch a frigate.

  31. #31
    TrashMan
    Guest
    I'd say only fighter paths, as an Orion simply cannot launch anything larger than a small transport (thus, no cruisers, ro corvettes..)

    Corvettes in FS2 don't have fighterbays, but a frigate might...

  32. #32
    Duelron1001
    Guest
    At this stage I am not sure how the class system (eg fighters, corvettes and so on) is going to work. Maybe we could use the Corvette launch/dock paths for Transports and small unity craft. Anyway we well be comeing back to the Orion when it comes to working out subsystems, but at the moment the rush is just to get the ships in game.

  33. #33
    TrashMan
    Guest
    And tha's where I fail to come in...

    So many things to do, so little time....
    Between actually trying to enjoy Christmas holydays, learning for the exmas RIGHT after new year and modding 3 games....

    I simply got to squeeze an hour somewhere ot actually convert those damn ships.... I have the Orion, the Ravana, the Cain, the Deimos, the Herc 2 and the Boangserxies done...no textures and turrets tough..

    Belive me, it's better that way

  34. #34
    Duelron1001
    Guest
    I have some fighters all ready converted anyway, so TrashMan you have some time to do other things.

  35. #35
    Mr. Pete
    Guest
    Sorry to say you guys that my copy of maya, anbd in fact all my modelling programs are down. New computer = new registry = need to reinstall maya (which means borrowing the disc again, could take some time.) sorry chaps!!!

  36. #36
    Duelron1001
    Guest
    update 19/01/05:

    I thought that some pics where in order:

    GTF Apollo


    GTB Athena


    PVB Amun

    more pics tommorow!

  37. #37
    Member spacewolflord's Avatar
    Join Date
    Sep 2003
    Location
    Chicago
    its alive its alive. Good pics by the way.
    The Intuitive Mind is a sacred gift, the Rational mind, a loyal servant. Our society has honored the servant and forgotten the gift.- Albert Einstein
    Those who will not reason are bigots; those who cannot are fools; and those who dare not are slaves. -- Lord Byron

  38. #38
    Duelron1001
    Guest
    we were never dead, just busy.

    Those pics I promisted:


    PVF Aunbis


    GTF Valkryie

  39. #39
    Phelan
    Guest
    Yay coming along nicely, need more time on the orion, i think, been busy and the turrets are a pain, need some donations please (need food) busy, busy, busy tech surport/hoder for 3 mods and helping another few or so people, arggghhhhhh, gone mental, need help,hahaha hehehee, got any more models you need hoded yet duelron, soz for not been around on msg just been busy, had some job offerings, off for some interviews.

  40. #40
    Duelron1001
    Guest
    i don't have any more models that need HODing right now, I guess that great ablity at HODing has its costs to mental health

    And don't worry if real life gets in the way of modding, it happens to all of us at some stage. rl comes first all ways.

  41. #41

  42. #42
    thrawn
    Guest
    CtD at loading universe.

  43. #43
    Phelan
    Guest
    intresting have hw2 installed with the 1.1 update, it works for us fine, run the command line with -windowed ( eg homeworld2 -mod FSNA.big -windowed ) and what is the error msg that you recieve from that.

    The new ship im working on, soz if the texturing is bad its not my job but im doing it anyway.

    EDIT: better pic other one didnt show its' glory
    Last edited by Phelan; 25th Jan 05 at 3:38 AM.

  44. #44
    Typhoon class? Or am I mixing things up? Anyhow the texture is great. Cant wait to get some more ships.



    Daton

  45. #45
    thrawn
    Guest
    This is the error message:

    ---------------------------
    Fehler
    ---------------------------
    Error: loading research file (data:scripts\Building and Research\Invalid\research.lua)
    ---------------------------
    OK
    ---------------------------

    And before you ask: "overrideBigfile" ist NOT enabled.

  46. #46
    Ionic
    Guest
    yay! I love freespace and the Orion is great, the slow projectiles take away the speed junky on crack feeling some mods have. And the orion only fires its three top guns if it is below the ship its aiming at. Was this intentional? makes for some great manuvoring (sp?).

    Anyway excelent mod keep it up

    Edit: What I mean is if the Orion is level with or above its target, It wont fire its three top guns.
    Last edited by Ionic; 24th Jan 05 at 12:27 PM.

  47. #47
    Duelron1001
    Guest
    Ionic - I know what you mean about the Orion, however have it jump in just out side of the range of its main guns ~6km and then issue the order to attack, once it moves with in range it will fire all 5 guns, but all this anti cap ship firepower comes at a cost. With the Orion this far-out from its target it can lose it's target. If say fighters/bombers/other forces have enaged the enermy and you bring an Orion in as fire support its smaller weapons, which are useful anti-fighter weapons can not help out in the main battle between fighters. So the player has to chose weather they want the Orion's anti-cap ship firepower or/and its anti-fighter firepower.
    I guess that makes it intentional
    I might play arround with it some more, maybe move the cross point of the under turrents and the top turrents closer to the ship. But really its ment to give the player the option to how they attack and wage war.

    thrawn -
    This is the error message:

    ---------------------------
    Fehler
    ---------------------------
    Error: loading research file (data:scripts\Building and Research\Invalid\research.lua)
    ---------------------------
    OK
    ---------------------------
    Strange to say the lest, after all the mod's .big file doesn't even have that file in there (I have seen this to be a problem at one time (diffrent mod), but this one has worked on many other people's computers so I can say that this not the case). I would think that other mods like the PSD mod which normaly don't use .big files could be causeing the problem, try removeing all other folders and files other then the "Animatics" folder from your HW 2 data folder. If that doesn't work then I only have one idea left, if the above doesn't work.

    I would just like to say that I would like to thank all those who are enjoying this mod so far, I was beinging to wonder why I was doing it; but now I know and it makes me feel that I want to really make this mod into something special

  48. #48
    Phelan
    Guest
    yay another one the ferris, with glow layers


  49. #49
    thrawn
    Guest
    Strange to say the lest, after all the mod's .big file doesn't even have that file in there (I have seen this to be a problem at one time (diffrent mod), but this one has worked on many other people's computers so I can say that this not the case). I would think that other mods like the PSD mod which normaly don't use .big files could be causeing the problem, try removeing all other folders and files other then the "Animatics" folder from your HW 2 data folder. If that doesn't work then I only have one idea left, if the above doesn't work.
    Well, that didn't work, but it would be more strange if it did, as I didn't put the override tag into the shortcut.

  50. #50
    Member mr. WHO's Avatar
    Join Date
    May 2004
    Location
    Wroclaw/Breslau
    trawn: I won't help, I have -overide.. and still have that same error like you.

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