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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. post your hw2.log file
  2. the vong AI is crap, it probably won't work, do you crash on Imperials or militia?
  3. I do know that something is wrong with my icons files, I don't know excatly what though, the only sure fire way I've foudn to fix it is to override the icons.lua in the ships folder with a blank file (though you get no icons) I know PDS fixed this issue, but I can't figure out what is wrong with mine
  4. you'll need to open the level files and create custom levels (go to http://forums.relicnews.com/showthread.php?t=18633 for extracting files and such) you'll need to make new levels, the level structure basically has lines that say where ships are, who owns them and which way they are oriented (the relic maps are great sources for how this is done) you have to have a real good handle on 3d coordinates to make a map though you can get positioning with this tool http://warlords.swrebellion.com/files/SKUNKS_HW2_Map_Editor1.1.zip (what I use, then modify the names of the objects)
  5. Good news everyone! Olmys gave me permission to use his territories gamerules http://forums.relicnews.com/showthread.php?t=156906 and AI for warlords. I have a working version and I am seeing how I can customize it to Warlords (I already have the AI capturing and building Warlords ships and have made larger territories suited to the warlords gameplay) now this presents an interesting problem with the AI so I have to ask a few questions. Basically the AI is incompatible with the standard AI and there is no easy way to switch this in game (though I am looking into it) Here are the options I am evaluating a separate big file for the territories mod, you use a different shortcut to play it, will not impact the normal game eliminate the standard build mode with resourcing in favor of a mode that works with territories (basically resourcing would be opportunistic, but the majority of resources would be through the automatic system) and shipyards would be objectives rather than buildable reinforcements mode fits quite well with the territories game settings so it will receive a slight change this also means that AI will be disabled in Multiplayer games (though it will work in skirmish)
  6. nope no yt-1300 it isn't a military starship and IMO it is overused
  7. could it simply be a bug that was fixed in leopard?
  8. IBM wins so much, they got all three consoles in some shape or form
  9. I have a 50 hour a week day job and I am actively trying to buy a new house, if I had time to do much I would.
  10. the biggest issue with macs is that because no hardware that is not certified to run is available you have to go through the vertical retail channel which jacks the price up, though for video cards I believe it's just standard PCIX now so there isn't a compatibility problem. not to mention the biggest issue that plagued mac hardware was reverse endian notation on all memory locations (powerPC I hate you) now you can run OSX on a PC if you are willing to do a lot of nasty things to get it to work. (I still don't understand why apple won't just sell OSX for everyone and force microsoft to a duel, even if driver support is shoddy it is still competition to M$ and should drive prices down in both areas) in short you basically pay the apple tax to make sure it 'just works'
  11. I posted on macologist to see what they have to offer, apperently you have to use a mod launcher (script?) not sure but will find out and once I figure out the issues I will post instructions and necessary files
  12. check macologist.org for a launcher script, they are really good about putting stuff like that together. you will have to move the downloadable files to the homeworld2/data directory at anyrate.
  13. it is probably the graphics card, one of the big things with warlords is it really pushes the engine, for example a frigate in HW2 at full detail is 1600 triangles, warlords they may be up to 7000 one of the biggest factors would be to disable anti aliasing in your video card options and to turn off shadows also set it on small unit caps and only one AI player helps to cut down on processor overhead in battles.
  14. in an unreleased form yes, there are a few ships that did not transfer over properly
  15. there are no pirates, only the militia, it encompasses pirates and local militias don't use oldships.big if it is giving you crashes on the empire
  16. the IMP, PIR, REB files are the source textures and geometry, you would have to rig and export them with maya to use them in game (and make new ship files) so don't do that .6 contains all of the ships ever released when OLDSHIPS.big is released, the issue is that the hardpointing and stats are different making them mostly unplayable. as I've said before the way to convert oldships.big ships is to tweak the stats and then remove all the subsystems and replace them with weapons equvalent to what the subsystems had.
  17. hotmail is usually associated with spam these days, I thought it all switched over to live mail anyway?
  18. old ships is bugged, I've been meaning to put an updated copy up, but have been trying to update the ships as well so it's been slow
  19. go to http://forums.relicnews.com/forumdisplay.php?f=72 read READ READ and learn, you will be a lot better if you figure it out (yes it is painful and requires time, but you are asking for something that is painful and requires time, accept the pain and embrace it for it will make you powerful)
  20. using 4E534B's hw2bgbuilder tool I've been experimenting with the following background images http://warlords.swrebellion.com/g2/.../v/backgrounds/ we are still working through issues, however the BGs that come out well will be added to the planetpack.big (which any mod can use) and will probably replace the majority of the Hod planets the images look distorted because they are spherically mapped the other good thing is that star maps will be made for these, so pebble stars will no longer be needed! If you have any backgrounds that you want to get into the planet pack please let me know, you'll have to provide the image spherically mapped to me as I won't accept requests. (using hubble images without massive processing is simply impossible, if you really want to do all the PS work on them I'll put them in, but I'm sure as hell not doing it) I am planning on having at least some of the solar system planets done as well. things I need help on positioning of lensflares and selection of flares that fit map (text editing and math) positioning of level lights (CFHOD) starfield random distribution and importing starfields into hods (use CFHOD) checking for bg export errors and graphical glitches (playtesting) rexporting backgrounds to optimize file size(HW2BGBuilder) creating map files that go with the backgrounds (map making) map objects (mainly asteroids, especially asteroids with docking paths) (CFHOD) remember the planet pack is open to all mods and I strongly encourage everyone to use it with their mods as an optional add on (as an additional .big file in the command line)
  21. one day? impatient, no help for you it's in the wepn file for the gun, good luck (I only help those that help themselves) ;D
  22. sorry its kotor era
  23. still plugging away, might be a bit though, but I do plan on a release for them, just don't know when
  24. can't copy docking paths, have to remake them and they are buggy as heck I think the stock ones were made when all the planets were in alignment and then they stopped making any changes.

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