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Gundam Mod v3.0 Formally Released

  1. #701
    Dyson
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    Man, u are a very lucky being, or my collectors are just dumb :s i tried to make them gather debries, but they only get close to them and try to catch, but never do it and go back to base.

    Strange...

  2. #702
    Member Kou Uraki's Avatar
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    i think ur collectors have a very common and powerfull disease thats mostly among hw2 ships. Its called Lazyness, lol. Either that or ur pc was laggin at the time. if not, im stumped

  3. #703
    Dr4900n
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    Man, u are a very lucky being, or my collectors are just dumb :s i tried to make them gather debries, but they only get close to them and try to catch, but never do it and go back to base.

    Strange...
    Yeah, they seem to not have a place to bring them back to. That's thier problem. Nowhere to drop them off.

  4. #704
    Eskimo
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    SOrry off topic but maybe brought to ur attention. When I was playing ur mod multiplayer the game somtimes completely crashes but only on ur mod??? any clue??

  5. #705
    Member Kou Uraki's Avatar
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    well, 1 reason is because probably cuz u can only play with people who have the mod activated at the same time as you.

  6. #706
    Eskimo
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    I mean we like play the game blow up a few suits then for some reason somtimes we just get kicked out the game + We both had the mod running.

  7. #707
    Shinryuu
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    Maybe your mod versions are different? That's the only thing I can think of, it's fine for me.

    That aside, I'm totally blown away by the quality of this mod! 'Tis a damn fine effort indeed.

    Watching capital ships battling it out punctuated by mobile suits duking it out was a seminal experiance

    Just a couple of things for posterity: I'm pretty sure this mod is using Dynamic Cap Ships, but the behaviours might not be working properly. They often do wierd things, like moving directly up for a while, then turning upside-down. Is this an issue? Is this happening to anyone else?
    I had some others, but my train of thought was just de-railed. The 5k ship that looks like a squashed zaku is decidedly unimpressive for the cost, but that's all I can think of.

    Thank you for your hard work and dedication, the mod is coming along great

  8. #708
    Member Kou Uraki's Avatar
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    that may just be it, eskimo. your mod versions may be the problem. Always check to see u 2 got the same EXACT version as each other.

  9. #709
    Dyson
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    maybe Your are taling about the Dolos, well, its big, strong and the only posibility to build heavy MSs (Gwzyne too) and... the Bygro, which isnt very strong though, but well supported can be a big ass pain. But... I must agree with U, sometimes i thinks it is not woth it, maybe a bigger weapon loadout, stronger weapons or something.

    By the way, I think ships aiming is just degraded, well, TOO degraded, and even with fire control tower or command MSs most of the beam shoots fails, even against big capships, thank goddness GP02a never fails the bst example comes with mobile refineries, they have more machineguns, just great to protect agains fighters, but they hit nothing, its like shooting a shootgun to an elephant at 2 meters distance and fail.


  10. #710
    Member Kou Uraki's Avatar
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    isnt the dolos supposed to be bigger than that? cuz based on the show, it should have taken at least 1/4 of the map up.

  11. #711
    Dyson
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    In tha case, make the Dolos Zeons Mothership, it deserves it and for gods sake, give it more firepower, and better aiming :LOL:

  12. #712
    Member Kou Uraki's Avatar
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    u know, i was thinking the same thing. But then i thought, ynot make SIDE3 the zeon mothership. Or at least solomon since the feddies have luna 2. And maybe the feddies should have the solar flare system weapon to combat the gp02a's nuke, now that balances out the nuke right there.

  13. #713
    Dyson
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    Mass destruction weapons for massive motherships... as we say here in Spain, its like killing flyes with a cannon ball, but it looks sweet... :P

    In my opinion, Luna II is way too big for a deathmatch with more than 2 or 3 players and doesnt give you the chance to maneuver with it. Albion and Dolos are just fine like motherships for me, but defensive sistems MUST be improved

  14. #714
    Member Kou Uraki's Avatar
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    DEFINETLY! Luna II Has no damn weapons on it, and if i recall, that place is supposed ti be bristling with guns on it from the show!

  15. #715
    Dyson
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    Easy kou, easy... Im positive with Luna II has no weapons, and adding them wouldnt be a good idea, maybe I didnt explain myself very well... I just said Luna II should not be EFSF mothership, because its too big even for 6 players maps. So, I think Dolos Should be Zeons mothership and the Albion, EFSFs mothership. And the complaining was that most of the units have a bad aiming, at least motherships and mobile refinerys should be more eficient in taking out fighters and bombers to eliminate bomber rushings. i know that Chivvay carriers are very good with their upgraded gunnery, but EFSF has not that option, so its a bit unbalanced.

    hope I explained better this time

  16. #716
    nuzero
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    ummm where's the Feddies MA??? GP 01 + Denborium. 2 more things, the cataput should launch 2 sec per suit, makes it more real. Add some point defense for the feddies....looks so plain when the capital ships dont even shoot at the moblie suits except with those big guns. Gives the feddies some cheap suits like those zakus

  17. #717
    Eskimo
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    Feddies withcheap ships will just take up space on the build list if u ask me.. but thats only me.

    Umm I can't download 2.51 or what ever the new with jug is called. Its kinda annoying me now >.<!!!!

    anyone know whats happening?

  18. #718
    Member Kou Uraki's Avatar
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    just click the download like eskimo. It works fine with me.

  19. #719
    zealot99
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    Hey im new here and i was wondering if someone could help me with a problem ive been having such as getting to the Mod database. Can someone either post it on filefront or send it to me, thanks (mod 2.5) also how do i install it i tried installing 2.2 and failed and/or tell me when mod database is back up. Also isnt gundam seed kinda like a remake of this orginal timeline. Plz tell me if im incorrect.
    Last edited by zealot99; 31st Dec 05 at 6:55 AM. Reason: more things to ask

  20. #720
    Member Kou Uraki's Avatar
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    moddb is down for a bit, repairs r going underway. Just be patient.

  21. #721
    zealot99
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    thanks for the info Kou. dang its still down, thanks to problems with the hardware or something.
    Last edited by zealot99; 31st Dec 05 at 3:31 PM.

  22. #722
    melchior00625
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    ummm where's the Feddies MA??? GP 01 + Denborium.
    Minor detail: The Dendrobium is the GP03. GP01(Fb) is the Zephyranthes, and the GP02A is the Physallis.

  23. #723
    Member Kou Uraki's Avatar
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    in addition, melchior. The GP01fb is also considered, "The Full Vernian" in some cases as well.


    EDIT: *ANNOUNCEMENT* MODDB IS BACK ONLINE!! Repeat, moddb is open for business!!!
    Last edited by Kou Uraki; 2nd Jan 06 at 1:26 PM.

  24. #724
    Youngblood
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    I just downloaded this mod and it is excellent, deffinetely one of the best mods i've ever played.

    though, I don't think it's just my comp, some of the gundams have parts where you can see through them if you zoom up, and when you zoom away from the zeon gundam who is holding his gun with two hands *I think this applies with both the anti-cap and anti-fighter one* the arm which the gun is not attached to switches back into a normal position like all the other ones. Hope I explained that well enough lol

    but none the less, excellent mod guys!

  25. #725
    zealot99
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    This game rocks, but

    This game rocks out loud, ive never seen a better gundam mod most people will quit trying way before they even get a preview of the mod. This is only one thing i think should be different. The sabers that the mobile suits on there backs should be useable.

  26. #726
    Member Kou Uraki's Avatar
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    thats impossible, zealot. Homeworld 2 engine doesnt support melee weapons

  27. #727
    Dyson
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    maibe using a very very very tiny pulsar beam... so the model could use it like a weapon when it is near a target... it would happen very often, since MSs are very friendly in this mod, geez, the spend more time colliding than shooting.. LOL

    Its not a bad idea, but the effect would be a bit crappy ^_^U so, best not to do it

  28. #728
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    They may not be animated easily for proper visuals but the presence of the melee weapons can be simulated in HW2.

  29. #729
    Dyson
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    Oh! Tel'Quessir, I have reading Gundam Evolved forums, but i didnt find anything about how is the mod going, any progress, or is it still in stand by mode?

    Thanks man

  30. #730
    zealot99
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    i know it would be really crappy or impossible but still sabers were like the gundams biggest fight sequences, im just saying it would be a hole lot more like gundam with the sabers.

  31. #731
    Dyson
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    Well, for me, I prefer those big shootout shows with hundreds of missiles thant the light saber fighting *cough* star wars *cough* so i dont really care if we dont have mecha-melee-combat-powa =P

    Something I really liked from HW1 or 2 was experience through combat in units, its a pity we dont have it here, It could be cool if to get a "hero unit" you had to make it fight all the way to make a Gelgoog become Anabel Gato's Gelgoog like first evolution and the GP02 its second, hehehehe... too much roleplaying here... =P

    Although I think that CE is way better to make a Gundam mod, better, cooler, faster, stronger Units than UC. UC is more suited for a SP campaign

  32. #732
    Member Kou Uraki's Avatar
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    my best guess is to simulate melee in the closest way is to create animations for slashing attacks and as for beam sabers, set them as ion cannons that are very short range and last a long time. IF u ask me, thats about as close as u can get.
    Last edited by Kou Uraki; 7th Jan 06 at 9:37 AM.

  33. #733
    Dr4900n
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    *Looks like I'm back to posting on the Relic forums*

    I don't think simulating melee would work well.

    I think we can agree that they have done an amazing job thus far. I'm perfectly happy as it is right now. Even if we got melee it wouldn't be that glamorous. In my mind it seems like the units would have great difficultly with this.

  34. #734
    Member Kou Uraki's Avatar
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    well, u r right about one thing Dr4900n, simulating melee will be a tough one and it might not come out as good, but it is definetly possible. Just create an Ion Cannon weapon that has a very short range, give it a sound effect of a beam saber, make it long lasting, give melee animations, and there ya go. But it would take alot of scripting and animating to do it.

  35. #735
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    Good to see some interest in Evolved - the name btw, needs work as it is too similar to the CG-Gundam series that serves as the base of visualisation for Evolved.

    With regards to melee combat simulation I'm thinking that since I would be basing the whole TC on the grunt pilots and not the super-elites of Gundam SEED and Destiny, melee combat would probably be short and deadly affairs just like what you'd expect from two medieval armies clashing head on in the field.

    This deadliness would be added on to the fact that I would make ranged weapon doctrine superior to melee oriented ones as unless a mobile suit would be incredibly fast and agile (Freedom?) there would be a greater chance that it would be shot to pieces way before it gets to draw its melee weapon. A MS is not small and the power of Gundam weaponry would probably give them very long ranges in space.

    For instance, those manipulator held "machine guns" in the Gundam universe totally devastate any tank, and assuming they're somehow as powerful as present-day tanks firing sabot ammunition, they would have a direct fire range of 2 to 4 kilometers in land combat.

    Well tell you what, MS combat in Evolved would probably be a slower version of attack drone dogfights in the recently released NGCS-Earth project. One question though:

    It is possible to have MS with "anti ship swords" slice up enemy capital ships while taking little to do damage themselves, using the same kamikaze attack drone/cruise missile modelling in NGCS-E.

    So yes indeed there is room for melee combat but what we will see in HW2 are highly deadly, one-off jousts instead of ceremonial sword dances.

    As for release timing of Gundam Evolved (which as aforementioned needs a new name), I believe that Kou Uraki's mod effort above can fill in the "enhanced Gundam Mod 2.5" requirement while I get to making your battlefield melee combat

  36. #736
    Member Kou Uraki's Avatar
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    Tel'Quessir, im not done modding 2.5 yet, oh no. The best is yet to come, its just ive put my modding on a short break due to skool and stuff. But ill be happy to try and add more stuff to the gundam mod. I dont know how to moddel, or script or anything, i just know how to edit lua files.

  37. #737
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    That's exactly why you continuing is a good thing. The display of baseline enthiusiasm for your mod is exactly what provides community interest on the mod's topic - in this case, Gundam.

    Qn: Have you secured permission from the Gundam Mod team yet to allow for a releasable product of 2.51?

  38. #738
    Member Kou Uraki's Avatar
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    Technically, 2.51 wasnt an official release. I just thought i'd release a cool version of the gundam mod that I customized myself. In order for it to be official, then I'd have to seek permission of the Gundam Mod team. So 2.51 was just my own thing, besides i have credited all work to the gundam mod crew, so i dont think theres anything wrong. So jus so u know, im just releasing my wacky versions of the gundam mod. Theyre all unofficial. If it WAS official, then it would have new stuff for the gundam sides, but right now, im trying to balance out hiigaran and vaygr to fight the gundams.

  39. #739
    heliothis
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    I'm not too keen on the gundam universe but this mod is so much fun to play. I did a quick search on google and found this site http://gundam-sora.net/ it seems to have a complete list of all the gundams. Perhaps the complete modeling of the list would be result in some sort of finallity to the mod?

  40. #740
    Member Kou Uraki's Avatar
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    pfff, i wish i knew how to model. Im only a basic modder, myself. Im not good with advanced modding, such as modelling, animating, scar functions, ai functions, n shit. That stuff is all jibberish to me. But if i was advanced, i would be able to get alot more done with this mod.

  41. #741
    Eskimo
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    I would model for ya but it would consume to much time for me right now. Give me 2-3 months and I'll learn to model with this program and maybe contribute some desiegns to improve the Feds basic suits appearances.. But thats if I wwould be allowed to and if I get the time

  42. #742
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    "Improving" would probably mean redoing the MS models from scratch, might as well sell your services as a part-time modeller and earn $$ rather than taking the time to do it here.

    As for the "advanced" stuff - the trick to productivity in modding is to forget about the things you can't do and let other people do it. You don't need to use SCAR functions to optimise the performance of existing MS for instance.

  43. #743
    AnimeMasters
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    can someone explain how i get the mod to be accessable on single player? i can only get them while playing a custom map.

    note: i just started two days ago and im not finished w/ single player yet.

  44. #744
    twitchey
    Guest
    the zaku model numbers and apperances are wrong as i have pointed out before
    if your doing new ms would you please redo them

  45. #745
    heliothis
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    Much of the new MS addition should just be a matter of changing the color scheme of existing MS models, and changing their names and values a bit. Some might require an additional weapon replacement, but that should be a major boost to the number of units available to each side.

  46. #746
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    If you folks had access to the Maya models used by the Gundam Mod team then it would be easy to create multiple variants of each MS, be it in paintjob, weapons or configuration. Otherwise it just isn't time-efficient to (EXAMPLE) re-do a MS-06 model to get a say, MS-06F version that the present mod doesn't have. The time spent would be better directed to modelling new MS or ships.

  47. #747
    Member death25's Avatar
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    well its ben a while since iv played hw2.... but in any case im still having a problem with the gundam mod, when i go to play after install the mod intro music plays but no movie.... then i go and start a game but all my units are named #'s like my mother ship is called "$8340" or some # like that and it the same for all my units! so ya if anybody can help, you have my thanks

  48. #748
    twitchey
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    no really if you look at the zaku's they really are diffrent not only in color but in the way they look
    for example, the zaku 2 in the begining look like zaku 1's with aremor but by the end of the series they are beefer and the heads are flattend and the legs are larger

  49. #749
    Member Kou Uraki's Avatar
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    yeah, and tel'quessir. When do you think the Gundam Evolution section of NGCS be released? and will it extend beyond 0083? or just added what they left out of the mod?

  50. #750
    Guyffon
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    Hi there

    This is a great Mod, but 1st let me introduce myself. I created a mod in the past using the old HW1 engine for Gundam 0083 abt 3 yrs ago. Though I never completed it, I created various models (ard 30+ models) for my mod. The only problem was that I never got to texture my models as my skill as a texture maker was somewhat limited. I was also teh 1st personback then to successfully help the macrooss DYRL team create the 1st transforming veritech in game animations.

    Now what I wanted to say. 1stly I must say this is a great mod, The MS models are far superior than those I created. I even like the fact that the shield faces the enemy and takes damage or even be destroyed. But I found some parts of teh mod that needs improvement. For instance the abion model is not acurrately modelled, plus the size of the thing in game is too big. It should only be 305 meters long and 210 meters wide, compared to a magellan which is 327 meters long and 102 meters wide, meaning thatthe abion shld be in fact shorter than a magellan but wider.

    I am here not to criticize this mod, in fact I am offering my models to the maker of this mod to use so that my dreams of having a gundam mod on HW can be realized. I wish I had the time to look thru on how to mod HW2 but due to work commitments my time is limited. What I can do is send my models to this mod team and hope for the best.

    This is the list of models I have on hand:

    Feddies
    1) GP01
    2) GP01fb
    3) GP02
    4) GP03
    5) GP03D (Dendrobium Orchis)
    6) RGM-79C
    7) RGM-79N
    8) RGM-79C Powered GM
    9) RB-79K
    10) Birmingham class
    11) Pegasus class (refit) (Albion)
    12) Salamis class (Kai)
    13) Salamis class
    14) Magellan class

    Zeon

    1) AMX-002 (AMA-X2) Neue Ziel
    2) MA-06 Val Varo
    3) MS-06F2 Zaku II Type F2
    4) MS-09F Dom Funf
    5) MS-14F Gelgoog Marine
    6) MS-14Fs Gelgoog Marine Commander Type (cima)
    7) MS-21C Dra-C
    8) Gwazine class (Gwaden)
    9) Musai class (late production type)
    10) Papua class
    11) Pazock class
    12) Zanzibar II class (Lili Marleen)

    All models are in 3ds format. Dun ask me why I used that format, I just thought of using something that milkshape can import from and 3Ds studios can use back then. All models are made using milkshape. There are many more models I made to fill in the void for some units that HW1 required. But those are not canon so I wun be offering them.

    Lastly I think a good idea is also to shrink that asteroid base the feds have, its huge an dtakes up a huge part of teh map. If you scale down abion to the rite size I am sure that the asteroid can be scaled down or you can use la vi da rose for a mother ship or shipyard.

    I use MAHQ for scale and model reference. I hope this mod will evolve further.

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