
EvilleJedi
SWR Staff - Executive-
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Everything posted by EvilleJedi
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mole miners are just a pain to get dock paths right for all large asteroids are bugged for docking (someone want to fix this in CFhod or somehting?) -RU s is an annoying bug I can't seem to squash
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Anyone else think that this is a horrible idea? A) bioware making a high performing and balanced MMO? B) I want the story with solid gameplay, not 1000' noob fanboys jumping around calling themselves BOB FET or | C) you can't have a story with an MMO D) star wars already has an MMO, fix it so it's not utterly retarded (you do control the liscense right?) E) if I wanted to play a game with other people I have much more entertaining ways to do it than level grinding for +2 rancor hide (team fortress comes to mind) F) it's going to take forever to come out?
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MSH? best option is taking it out of the classdef.lua file in the AI completely as for the turrets, this one is an interesting fix if you want to do it you will need to remove all of the subsystem turret lines from the ship and replace them with standard weapon lines on the same hardpoints, the trick is that multi barreled guns will need to be rebuilt, so you can A) create lots of lag and just put multiple weapon lines on one hardpoint or B) create new weapons that have a burst fire that is the same as the turret with the individual barrels (look at the mon cals for this)
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there is a hw2.log that is overwritten on each play session, that is the log I would need. did you apply the 1.1 patch?
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EAW and FOC ship models not in the Imp.zip Pir.zip or reb.zip ?
EvilleJedi replied to Leif's topic in Features/ships/updates
the flash effect is more than just weapons hitting the bridge, I believe lotf even mentions the ships own batteries blinding it temporary when they fire. Large detonations and nearby impacts on other ships would also require significant dimming might I suggest giving the Victory I a few very large powerful missiles that can be shot down? the rest of the guns would be point defense basically, it wouldn't be exactly right, but it would leave room for the victory II to be different, give it some ions as well. consular cruisers have windows, victorys have windows and an observation bridge, dreadnaughts have windows (although not forward facing), all of the sepretist warships have windows on a bridge (providence for sure), nearly everything in the star hyperspace war had windows... I don't know of any ships that don't have actual viewports in the clonewars, and there are so few old ships that it would be difficult to find anythign without windows pre clone wars (all of the kotor ships have large observation bridges.) -
EAW and FOC ship models not in the Imp.zip Pir.zip or reb.zip ?
EvilleJedi replied to Leif's topic in Features/ships/updates
You can easily blind windows by blinding the observers (hence the extensive references to viewscreen blindness and darkening from laser fire and explosions). If you can hit a ship with a laser then you can just make a high intensity beam that makes looking outside painful. having real view ports gains you nothing other than an absolute failsafe and some satisfaction that you aren't being deceived by some simple hacking. the ISD bridge only gives you a small viewing angle, the arc is limited to 180x90 degrees at best so it gives you a very partial view of the battlespace. Additionally weapon fire is not directed through the bridge, it is through gunnery stations that are using as many different sensors as possible with guidance from the commanding officer. The main point of the bridge is to aggregate information to allow broad tactical decisions to be implemented and even then it is more for navigation control than other operations. (for example the ISD would not control any hanger operation from the bridge directly, it would rely on a hanger controller to direct traffic and maintain telemetry on other ships, occasionally the bridge may make a decision that changes the docking order, but much of it would be delegated or piped in through view screens) -
I simplified the release, the ships are all in one big file, shiphods.big
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heh it's more of a real battle of endor, good luck gettign within weapon range I really need to fix it though
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EAW and FOC ship models not in the Imp.zip Pir.zip or reb.zip ?
EvilleJedi replied to Leif's topic in Features/ships/updates
The official retcon actually specifically states that the shield projectors are the small vanes on the globes and that the function of the globes themselves is specifically for sensors. Many more of these vanes must exist to cover the entire ship (in fact if there are not projectors on the domes and shields are form fitting, then it would be difficult to explain how the domes themselves are shielded as they are one of the extreme extents of the vessel) There's nothing preventing the scanner globe from being destroyed by the A-wing attack, as long as a localized shield failure made the dome unprotected (remember that the rebels concentrated fire, hopefully timing thier salvos to maximum effect) destroying the domes guarantees that a large section of the bridge shield projectors are taken off line. So there is really no reason to change the dialog, the rebels concentrate fire, the domes blow up, taking out the generators mounted on them and therefore bringing down the bridge shielding network so that an Awing can kill the morons that are having a party on the bridge, jamming the controls long enough to plunge the ship into the DS2. (and the fucking ewoks say yubnub) -
why not play the warlords mod for rebellion (that was where it all started)
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EAW and FOC ship models not in the Imp.zip Pir.zip or reb.zip ?
EvilleJedi replied to Leif's topic in Features/ships/updates
part of the reason for the particle shield issue I think is that the old WEG game mechnics they were introduced in basically stated that the particle shields were part of the armor, so missiles and kinetic rounds went through other shielding and then attacked the 'armor' (a combination of particle and physical material) directly. -
I have to say normally I use a no-cd for development because the CD slows down game start times, though with the game in the $4.99 bargin in places I'm not concerned. I've really stopped playing/buying games since I've been working on them. Though I just got the company of heroes expansion and it's worth every penny.
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random suggestions that will never probably get implemented
EvilleJedi replied to EvilleJedi's topic in Gameplay
Ion cannons have to be re-thought they simply don't work right, and the oldships.big presents it as a bigger problem. the Executor's massive ion barrage is fully intentional however -
EAW and FOC ship models not in the Imp.zip Pir.zip or reb.zip ?
EvilleJedi replied to Leif's topic in Features/ships/updates
I have a ton of unreleased stuff on my harddrive, so that's where they are right now. Interesting project to mod SWG, honestly I only played the beta and never got an account. I am probably going to make some of the models available soon, though there is a lot of work to remove junk from the files to make the zip files managable. (the actual working directory is well over 7 GB because of a lot of in-progress files) for the rendering, use the lighttracer renderer with a skylight., -
random suggestions that will never probably get implemented
EvilleJedi replied to EvilleJedi's topic in Gameplay
was it with more than one AI? it could be possible that it isn't processing the list correctly -
random suggestions that will never probably get implemented
EvilleJedi replied to EvilleJedi's topic in Gameplay
what staff? they are all an illusion ;D -
go ahead and make the banners and images, just link back to the warlords site or put a small watermark with the link on it.
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random suggestions that will never probably get implemented
EvilleJedi replied to EvilleJedi's topic in Gameplay
you would need to have the old .45 shield subsystems, each shield was a custom mesh object. you can use CFhod if you need to import custom meshes, but you'll run into lots of weapon issues with the weapons shooting the inside of the shields. after that you can pretty much extract the files using a hod extractor and use notepad to uncomment the old shield lines -
if you can extract them, use them I will be doing a newer model pack at some point that will be easier to use, but I don't have time to do it yet.
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It's actually the render distance, I think the older cards used less digits for the clipping plane, so things that are far away would not be shown (the stars are actually 9million km away in game terms!)
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I was going for the ISD hull plate look
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it just so happens that most Star destroyer captains loved throwing wild parties on the flag bridge during combat
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it was a choice between giving the player complete control over orientation, but the AI having no control (face whatever direction you were last moving in) , or have the human controlled and AI controlled work the same way, almost everyone plays vs the AI so I made the choice. the ISD is slightly modified so that it can fire forward if you notice, and many of its guns work in that configuration in the game (and all that really matters is its big guns which have forward arcs due to the modifications,all the other guns are for crowd control) the executor and eclipse are in mostly as a joke, they are too stupidly huge to be practical and way too powerful to even attempt to rationalize inside the game
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Crash when loading a game....and bug at patching.
EvilleJedi replied to Sanctus_Imperator's topic in Bugs
did you do a clean install?