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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. cain: sorry, I don't have rebellion installed and i've been very busy with this mod and school, I'll look at it eventually fighters will stay the same size, it's a personal choice, I will try implementing the NLIPS to make them more like HW2, but so far this feature has caused nothing but bugs so I removed it. the ships shooting each other in a line is a side effect of shields, you can either have shields or accurate shooting, not both, it's an game limitation, I vote for shields. interface is the last thing I have to worry about, it;s beta making build animations is impossible, I have reasons for the current build method regardless of how ugly it looks. fighter engine glows don't work yet, this is an import issue
  2. thanks for putting that up, I think I will move the initial post to another stickied thread so that it doesn't get shuffled.
  3. the insignias are not in, but should be eventually. this is a import problem that hasn't been resolved yet, so it isn't clear when it will be implemented.
  4. it's going to be a bit, I have lots of new stuff coming up, lots you may want to check out the tanis shipyards thread over at the relic forums, some very promising map work is getitng done.
  5. this thread is ONLY for people having problems with getting the mod to run, problems with the shortcut, or for crashes before you get to the gameplay (during the loading screens) If you have gameplay bugs or crashes or the game runs correctly but you have other issue please post in the bugs thread. currently with version 0.29 you need to change the shortcut so that all dashes '-' are underscores '_' in the mod file name example: Replace the -mod HW2-SW-WARLORDS-BETA-V0.29_TEST.Big with -mod HW2SW_WARLORDS_BETA_V0.29_TEST.Big also if you have problems getting the sound to work (in general , the music pack is a different issue) make sure your target is correct in the shortcut, this is the official fix.
  6. make sure the shortcut actually goes to where you have the game installed it should be shortcut link \data\ target \bin\release
  7. try doing a right click 'save target as' XP tends to do stupid things with zip files.
  8. once I get the starwars style laser mines working, the escort transport will have mine laying ability. I doubt I will have heavy anti ship mines though.
  9. thanks, though the screenshot could've been better
  10. cain, can't send bmps because they don't have the layer information needed kuball: not sure, evaders any help on this one?
  11. what video card, video memory, resolution and settings like anti aliasing are you running? I know that older video cards in general (pre geforce4, radeon 9xxx) and newer ones (geforce 5xxx, radeon 9xxx) with everything turned up all the way will crash out because of a texture managment issue on the video card. if you're running 1600x1200 with 4x AA + i'd expect it to crash
  12. factory ship will be returning soon, as for the rebels I will probably use home one. THe main reason is that offensivly it is crap, howerver it can take a heck of lot of punishment. It will have very limited production capabilites but will be the alliance 'MS' (this will be an option, I tend to dislike the idea of having an MS in most cases.)
  13. hmmm it seems like there still is a sound encoding issue, thanks for catching it.
  14. shipyards are the way they are because of engine limitations, not because I have a limited mindset. currently the ship yards are at a critical point of functionality, they have to be able to allow the ships to undock AND they must not screw up collision and pathing around them. This a very difficult issue and I'm afraid it is the art that has to suffer. the HW2 shipyards worked because they cheated around the engine limitations by making ships narrow in one dimension. Also don't assume that there is a team with infinite resources to make these changes. the people that are helping me are doing adminstrative and promotional work and are doing a good job with it. The content, with a few exceptions, all relies on me and frankly, art and style take a back seat to making sure that stuff works in the first place. Will it get fixed? yeah maybe, in a few months when I get around to it.
  15. mc class ships have slightly weaker hulls but more shielding. they are less 'armed' also.
  16. you brought up a good point about the unit selection. I'm afraid the selection system like rebellion would be even more impossible to manage. this is an RTS and controlling an RTS properly means hotkey mashing. I really wish there was a way around it, but it's the reality of realtime, you just have to do everything at once. as for ships targetting what they are best at, the AI already does this. HOWEVER the AI doesn't matter if the player just selects everything and has every ship attack one enemy ship. the AI only makes a difference if you set up a proper strike group and guard pattern which is not the easiest thing to do unless you've played the game a bit. A lot of what you mentioned is actually just because it is a realtime RTS and believe me, homeworld has the absolute best controls currently avialable in any true 3D RTS it just confuses the heck out of normal 2D RTS players and all sim players
  17. images are multilayered psd files with support for specular and glow maps. (I suggest you read the RDN artpipeline.pdf before starting on anything)
  18. the issue with the shipyards is having a model that can believably build a ship and launch it, the issue is the collision mesh around the ship. It is forced into being a box. if the box exceeds 4x4x4km it really messes up the game. there is no way to script a build animation into the ship yard. do you really want a two kilometer cube that spits out ISDs? official sources show that all large ship construction is performed in the open. I don't really know how to solve this problem correctly.
  19. heh you making fun of my 5 minute texture jobs ? (hint it's the secret why I can get stuff out so fast, I don't spend the time to make it perfect ) the goal is to get through all of the ships and then go back and redo what looks bad, that way gameplay is all there, it just needs eye candy (I dislike mods where one ship every two months comes out, even if it looks spectacular, by the time the mod folds up they have accomplished maybe 5 ships) though if people could be updating the textures along the way, all the better.
  20. I'm currently using 3 sounds for each side from XWA only blasters have the fighter sounds lasers and light TL's have the sound that XWA used for small ships medium and heavy TL's have the 'turbolaser' sound
  21. fighter formations can't really do much other than look cool I'm afraid.
  22. music pack depends on getting a working ingame music player, voices... well if you can secure some top notch voice acting then sure they'll go in.
  23. MC-80 (four engined varient) Grey MC-80a yellowish MC-80 liberty redish yellow MC-80 liberty wingless lightgrey MC-40 greenish MC-90 blueish mon remonda redish yellow mediator white strident/viscount ????
  24. i'd like to have names for ships, but do it dynamically, with a popup box that you type in on the ship, but that seems a little beyond HW2

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