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# 421 |
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Guest
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Reopened. Thanks Reiss. After some contact with a few people mentioning I never finished the mod, and with apparetly a lot of people interested but not using it because of a few problems with it as it is i will get round to finishing it. unfortunatly i've left my homeworld disk at home, and i'm at uni for the next few weeks until christmas, however, i do have this to say about the Multiplayer and Single player mods, and what i hope to finally achieve with them;
Multiplayer; well the idea here was always to have a mod that kept with the traditional view of homeworld ships but letting them look a fair bit nicer and act a bit more like in space. to this end, there is a fair amount of code that i've written, (more new stuff at home i can't access) but basically ships use LOD more sophisticatedly because machines these days can cope with it (but not LOD0 all like i've done in the old version, that caused the entire thing to slow down as the engine couldn't cope with the amount of polygons on the screen). LOD, incase you are unfamilier with modding terms, means Level Of Detail. this changes the complexity of the model used for each ship and the textures used on them. the idea is to make ships use LOD better without breaking the atmosphere of the game (having your ships change shape radically kinda ruins it, well for me anyway) another point of this mod was the frustration i'd heard concerning people having conflicting versions of mods and other people without mods joining people who did have mods games and ruining the sync. this mod actually changes a lot, but none of it is core game mechanics or values, so it works against people who don't even have the mod installed. this mod has the following things; new ship actons and behavior scripting (not done by me, but implemented, with credits given) LOD value redesign new textures for beam weapons (not done by me, but implemented, with credits given) new hyperspace colours given to races to match beam colour (to indicate technological advancement. a few other things i've forgotten current issues i am aware of; defence fighter has a cost of 1 and a build time of half a second. this i am aware of, it was for testing purposes and i left it in by mistake. this can cause sync errors. i will address this first when i can and release a patch immediatly so 0.9 is playable. game slows down on multiplayer with 3 or more people during large ship battles. this i have had very little info on, bu i'm assuiming it's the effects of having LOD0 on all models and the 7 year engine trying to cope. this will be addressed with 1.0 (any more that i am not aware of, email me at ultimateterror at hotmail dot com) Single Player a hardware failure (my computer turning into a fireworks display) lost all my work on this, but i remember the changes i did make and will re-make; taiidani; all ships have had their trails looked at and mapped to the drives as indicated on the textures (check the defence fighter) support frigate - 2 new turrets on the bottom of the turret mounts (this is balanced as they do half the damage) defence field frigate - has a few corvette guns to protect it agaisnt swarms of fighters. thought it made sense to add that. ion cannon frigate - might add 2 corvette guns onto it (poor tracking) destroyer - has an additional turret under it's nose and a few plasma launchers. carrier - a few destroyer turrets and a few corvette turrets as protecton. heavy cruiser - didn't like the use of the same turret for different weapons so scrapped the mass launchers and scaled up some destroyer dual turrets and replaced them. (looks cool!) resourcecontroller - might add some visible guns on kushan ion cannon frigate - might add some corvette turrets support frigate - additional turret destroyer - two additonal smaller turrets. carrier - few new turrets, destroyer and corvette (working idea) resource controller - few corvette guns added carrier current (invisible) guns will be replaced with visible ones to make immersion a bit better. might make the game slower(?) same for resource controller. all pirate races will be in LOD0. turanic raiders have their drives mapped out better. i'm not going to change the kadeshi, there are too many of them for it to be anything of a game drag if i change their engine mappings. single player also has all multiplayer parts as well, but will not work in any multiplayer game unless you're playing people who haev the same mod installed. (this is why it's designed as a single player mod!) Last edited by Iostream : 7th Nov 06 at 7:22 AM. |
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# 423 |
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Member
Join Date: Feb 2006
Location: A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
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Sweet! i cant wait, i (and im guessing many hundreds of thousands of people) had thought this mod had died, im looking forward to anything that comes this way and good luck Iostream!
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# 425
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Guest
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thanks. though i remember the heavy cruiser on the taidanii side to be a nightmare as i used purely HWSE (great ship tool) to do the modding and it took forever to get it right. oh and writing the shp file for 6 dual linked cannons was interesting!
thanks for your support |
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# 426
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The allseeing Squid!
Join Date: Sep 2003
Location: Time Bandits Map of Ethereal Passages
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iostream..I MISSED YA! :thumb:
A question: anyway to get an Alpha or You spending some time making concept and screenshots? Last edited by Homdax : 13th Nov 06 at 11:04 AM. |
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# 427
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The allseeing Squid!
Join Date: Sep 2003
Location: Time Bandits Map of Ethereal Passages
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I totally forgot I had 76 screen shots in my album. Babbo sent me 1024x768 versions a long time ago so those are finally in place.
Shameless pimping: http://www.hwshots.homeworldtrinity.org/v/newgraph/ :bandit: |
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# 428 |
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Member
Join Date: Jun 2004
Location: Graz, Austria
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Thanks a lot for your effort, Home! And a question: is there a way for the user to fix the full-size mode, because I'd like to avoid pressing the zoom button all the time? (Or even to let the pics load in a different window?)
Here are my favs, for the sake of Iostream's great mod (not for myself, having only pressed some appropriate keys): p.1: 005, 027 and 036; p.2: 073, 117, 146 and 165; p.3: 021, 038, 046, 062 and 070 and, finally, p.4: 003, 089, 009 and 102. Hope, they all enjoy! |
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