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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. heh world devies are basically large shoe boxes , so it won't get much more than a texture and weapon placement touch up. they are mobile factories that build themselves out of scrap and raw materials and are theoretically capable of being as powerful as an allegiance destroyer with the ability to build frigates and other support ships on onboard factories.
  2. VSD Is have 80 heavy concussion missile launchers, currently in patch 1 they can only fire once with the Z key, but they can dock with the modular taskforce cruiser, unfortunately it doesn't reload them yet, that should get fixed in patch 2
  3. actually the 2.4c through 2.8 p4s are not bad processors, especially the 2.4, its probably the best p4 for the money (more likely the 2.6 2.8 nowdays) but they perform pretty well and have a lot of overclockability with proper cooling.
  4. in reality, the original athlon is a reverse engineered pentium III (not IV) with a entirely different approach to the cache subsystem and a lot of small improvments in other areas. what intel did with the pentium 4 is pretty much a product borne of idiot marketting managers. If you ask anyone that actually worked on it they will tell you that it is a hack job done to meet the GHZ magic advetising campaign and so many things on it are just plain moronic.(I had a few professors that worked on it, or took a look at it and went to go tech rather than work on it) the only reason they are actually competative is that they have tens of billions of dollars lying around and some really really good engineers and fabrication processes people that can keep shoving coals into the hungry furnace of the pentium 4. granted there are some good ideas (the trace cache) but it was engineered to fit the marketting. (you have to remember this is intel who made you buy a 387 fpu chip for $600 that simply turned the power on to the perfectly functional, but unpowered 386 processors fpu unit (which already set you back a handsome $1500)) all of intels future products are pointing to it migrating to the centrino based platform, which amazingly enough is just a slighly rehashed pentium III and performs very well (better than p4 at about 1/4 the power consumption) (IE runs about the same speed as an athlon and kicks the crap out of its p4 furnace sibling) the athlon 64 is just a original athlon with some 64 bit support put into it, some better FP units and an onboard memory controller, what really makes it shine is the nice hypertransport bus that gives it gobs of bandwidth. the intel 64 bit extensions are a joke, they are simply responding to market pressure to put anything out. the only reason intel stuff runs faster on video encoding and other BS like that is because intel has some brilliant compiler people and a lot of money to pay them with so that stuff like video encoding software runs better when compiled with the intel compilers for intel machines. basically you need AMD to keep competing to force intel to not undertake more stupid endevours like the p4 and itanium, the intel people are good, they just have accountants telling them how to actually do the engineering.
  5. I haven't spent too much time on the game side of the mod, more been doing models and textures for stuff thats going to come out. the strident isn't in because it had a crashing problem.
  6. scroll lock for screenshots heh shots of bugged ships or ships with clipping errors are not good( I really need to import the new exec....), but the other shots are good especially the first one.
  7. the luatrace lines and the others are so that you can send me debuging information but i've had a few people that have had problems with the patch, afaik its because the patch did not extract to the proper directory, make sure that you have data\ships etc and not data\data\ships or the like. (its normally the user extrated the patch to the wrong directory)
  8. or maybe the sensor dome explosion took out the bridge shields just because it happens at the same time doesn't attribute that functionality to the dome. another major point would be that the exec has 6 domes and only 1 was shown to be destroyed.... chew on that.
  9. nice shots krytos, even if they do have the UI in the way, most people don't think the corvettes are worth taking screenshots of so I don't have that many palleon, are you pausing when you take the shots? because they are at very high detail (unless you have a good computer I guess) recommended settings for screenshots 1. hit the back space key until all the interface is gone 2. hit tab until all of the overlays are gone 3. alt click a ship to center on (or move the camera to where you want) 4. click away from the ship so it doesn't have its health bars but you are still following 5. if the detail level is at its lowest pause the game and wait for the detail to return, then take the screenshot 6. don't take screenshots extremely close to ships. 7. don't take screenshots of just lens flares
  10. keep posting, I''l be putting some of these on the official gallery, I also made this sticky
  11. heh the issue is that even though far cry has decent AI, its not calculating thousands of units at once, it only concerns itself with a local area. ALSO the big issue is that homeworld doesn't lag, instead the simulation slows down to process everything. this sounds weird but instead of a FPS where it is allowed to drop frames, HW2 rendering is loosely synced with its simulation. think of it more as network delay then lag and it makes more sense, but what the rest of you guys said is basically the meat of the problem. remember, the military builds super computers for tactical simulations, but trains with pretty normal networked PCs for squad simulations (difference btween RTS and FPS complexity right there.)
  12. thank you for putting the fixes up (my email seems to be having troubles as I can't send or recieve from it) those are exactly what I want. I f you have any other AI or build list fixes, feel free to pm them to me, it always helps to have another eye looking at them.
  13. nope, hyperspace is very very hard coded we can't even have different entry and exit FX
  14. not angry, just concerned that they were released before I approved them the issue is versioning. if people have different versions and play multiplayer then they complain. if they are foolish and can't install them then they complain.. if the files change something in a file that I've already changed in the next development version I complain. so I don't mind updates like this, just don't put them out until I can look at them. so now the issue is, you have to support the patches or at least give me an exact change log of what you fixed so that I can add them to what I have. I won't be able to look at these in depth until sunday night, but for right now I guess it doesn't matter because not to much is going on.
  15. heh well I'm currently talking to the guys at theforce.net and lucasfiles, there should be an upswing in interest sometime later his month (going to try and coincide 0.30 release with dvd release)
  16. heh thrawn, I think the hutts were crapping their pants when they saw that fleet above their homeworld.
  17. unfortunately it seems that the game only has variables for exit time, not entry. it does have general effect time, but the issue with that is that the ships will have hyper effects like normal HW2 and also be penalized on both sides of the jump (including an additional lagtime coming out of HS) as for the lasers, yeah I noticed that too, I think I turned the brightness up too much so it obscures the center yellow glow (its there in the effect image, just not in game)
  18. 1) the point of this mod is to ignore stupid games like rebellion and xwing/tie series (gasp!!!) and actually put the full military resources into play. all nebulon Bs and a lot of the corellian ships are captured imperial ships or are donated through governments and indivduals that favor the alliance. balance is also being ignored. (double gasp!!!) ships are armed as officially listed and it is left to the battles themselves to sort out themselves. as a result, the rebels will have nothing that can stand next to a SSD and live, that was the reality of the universe and that will be reflected in the mod. 2) ships pricing is calculated based upon their combat ability. there are probably a few 'artifacts' in the system, but the mon cals are able to hold territory, that is their purpose. I don't really care if units are 'obsolete' mainly because the game has settings to set the era when those ships would be state of the art. 3) when golan shields finally work I think the priceing and usefulness will be apparent. however, golan III's were primarily torpedo platforms, the lasers were used for point defense. 4) ctrl-r = rally point 5) put units on passive and hit 's' to stop them. no there is no way to fix that simply because the game engine doesn't support 'morale' agressive: attack anything in sight defensive: attack if attacked passive: do not attack at all unfortunately this is hard coded and units are not modified in any other way.
  19. nice shot, feel free to post screenshots, but not too many
  20. well the mod has tons more detail and stuff going on than stock homeworld 2 so comparing it would be like comparing quake 3 to doom 3 (granted it doesn't have the volume shadows and bump mapping, but the texture and geometry improvment is comparable). as for the test on how many b-wings it takes to kill an ISD, try firing 504 torpedos at the ISD and see if it dies, thats what the b-wings are doing in the mod (I think it takes only 100 in XWA/XvT)
  21. the problem is that the game actually doesn't care if a weapon visually hits its target. it does a calculation to see if the shot hits and if it doesn't it doesn't change the trajectory, unfortunately thats just how the game works as for the slowdown, it has nothing to do with the effect size, it is because of the AI, (pause the game on your brothers comp when tons of lasers are around and it should be very smooth when you move the camera around, if it isn't then tell me, there may be something else going on)
  22. as for firepower and weapons, those are in the weapon descritpions or can be infered (the higher the weapon class the more damage, the more of that weapon the more damage) the problem with the damage display is that it doesn't take into account the ships turrets, only guns that are invisible, its relics fault for not thinking of this (IE the hiigaran battle cruiser has the same problem in the stock game) as for the laser lengths here's some movie evidence (note the ISD II in the background firing a 1km laser at the calimari ship next to it) http://www.theforce.net/swtc/Pix/zs/rotj/turrbolt.jpg what this also allows you to do is identify the power of the weapon being fired by visual means. as for the crash problem I personally have no clue, its really annoying and not fixing itself...[/img]
  23. I normal test with 1024x768 with everything on max, but on large battles I will turn off shadows. mae sure he has antialiasing disabled, and ansiotropic filtering disabled, both of those options will halve the frame rate at least, unless you have a 9600 pro or better
  24. hmm something must be up with his computer, I have a 1.3 athlon with a ti 4200 32 meg and 512 of ram, and it doesn't run too bad, maybe 15-20 fps in decent sized battles with shadows on, though pentium 4's less than 2 ghz are ultra crappy anyway i've played a few internet games with a ping of around 90 and it wasn't bad at all
  25. a) game engine problem, no fix except turning off injections b) game engine problem, I will simply remove the numbers display at some point c) need to be more specific d) sounds a little too powerful, but not horribly e) thats your opinion f) no idea wh this happens g) which desciptions?

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