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Ludo Kressh

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Everything posted by Ludo Kressh

  1. I can move it up, sure. It seems odd to have multiple colors for different factions beyond their respective faction colors. Green for CIS? Purple for Republic? I forget the Rebels and NR, let alone the Vong. It's a tad sloppy, IHMO. What I took the buttons to symbolize are ships intended to be built, like schematics prior to construction. When they're built, they assume their "colors" or whatever; until then they remain neutral and blue, as their category buttons "above" them. The structure buttons already reflect this, TBH. The ships ought to follow suit I think. And it would be a light blue, like the ship category buttons; not a dark hue. I'm taking cue from the EaW system, as I did with the blue ship and yellow structure buttons for the primary category buttons. It was clean in design and easy to navigate between what was what: ground structures and units were yellow, orbital structures and space units were blue. I figure we can go with that sort of a system, if you don't mind of course. Variety is nice with gameplay content, but the general GUI system can be standardized for an easier of player experience, at least perhaps on the eyes. Since you mentioned acquiring new, clean ship renders at some point, I'll hold off on touching the buttons until then. I figure that if you're set on doing that, I may as well wait for you, that I might go redo the lot of the HUD unit pictures as well as the buttons in one go. You will not find a more ardent foe of redundant work than in I.
  2. The volcanic genuinely looks like a hot place. Great job! Here's a list of things I got around to jotting down for you gents' reference: Let me know if anything else needs be done. Also, question for Lavo: ever consider swapping the Botajef for the CR-20 troop carrier? I don't know if EvilleJedi had a model, but I think perhaps so. It'd be pretty straightforward, given how simple the Botajef is ingame, anyway.
  3. Thanks a bunch, Warb! @Evaders: That's great stuff there, especially for the 'Vong. Thanks! Here's a navy-fied version, too: AFAIK, the CIS uniform and such looks Imperial German-derived: http://starwars.wikia.com/wiki/CIS_Officer http://static2.wikia.nocookie.net/__cb20110514052660/starwars/images/a/ad/Vulpus.JPG http://static4.wikia.nocookie.net/__cb20110827115247/starwars/images/1/13/Admiral_Kirst.jpg http://static3.wikia.nocookie.net/__cb20110827131503/starwars/images/b/b2/Captain_starcrusher.jpg http://static2.wikia.nocookie.net/__cb20110827123544/starwars/images/9/9f/Daan_human.jpg Even though we don't have any images for CIS rank insignias, we might be able to work something out based on the RL rank symbols, or simply use the Imperial plaques and code cylinders as well. Any suggestions?
  4. Great job on that! Well, what I meant by resources was a changed UI structure which you just succeeded in accomplishing. I should stop being so vague. xD I was under the impression that the buttons would be more or less universal in use, the UI being in an "Imperial" sort of perspective...I suppose Imps and Republic get the standard plaque and cylinder system; Rebels and NR their rank system; the Vong some weird thing; and the CIS perhaps can keep the current logistics icons as theirs, but I dunno. What're your thoughts, gents?
  5. When I get back home on Wednesday, I'll certainly give it a look-over. That UI is absolutely frakkin' sweet, as well as those rank buttons. Would you believe that I considered using Imperial ranks for the logistics system, and to replace fleet badges or capital ranks? Goafan is definitely on the right track. If and when we have the resources to address this, I'd be glad to work a similar system in, if it's fitting.
  6. Well, you can pick and choose which of the pics to redo; the backgrounds are all included. Honestly, 90% look good, even better than the opaque, flat renders we had before, not to mention not having the ridiculous colors for the logos. I just make the stuff; you determine what goes in and what stays out. Yeah, YVaW has a good way to go, but their content looks like a real winner in terms of quality. Again, it's awful generous of Burntstrobe to let use use his resources when they are complete.
  7. Thanks! Your plan with the differentiation of the drydocks also sounds good. I look forward to what you have planned.
  8. What a cool feeling to achieve that. We've come a long way since SoGE 1.0, even 2.0 that's for sure. Kudos to ya for all your hard work! Still working on the HUD unit pics; about 65% done with the Republic. You were right about the renders being in need of do-over. Some, like the Mandator, and so featureless that they have no definition when selected or even darkened and sharpened. The end result is a jagged, pixelated cut-out which makes me cringe. I am sorry I can't do more with them. :\ Speaking of the Mandator: I noticed it is still effectively textureless - any plans to address that, especially since supercaps are the emphasis with Rebellion now?
  9. WHOA. Welcome back, Warb! We did indeed miss you and your awesome work. I do hope all is well on your end. RL can be a burden more often than not, especially when there's REAL work to be done here. Thanks for the planet textures and the models; I will check them out post-haste. Again, bro, welcome back. EDIT: The planets.rar file seems to be corrupted somehow: "...unknown format or damaged...". Just to let you know. EDIT: Here are the flagship victory icons you requested, Lavo, as well as some new Unit_Main icons for the mines: http://speedy.sh/qM9r2/Mines-and-Stuff.rar
  10. I noticed that the ingame scaling for certain structures (specifically those of the drydocks) are a bit off in relation to one another and perhaps to ships. To help facilitate a more canon-oriented feel when it comes to those kinds of orbital facilities, I propose the following scaling: Class I (Cruisers and below) drydock: (Unchanged; use current scaling) Class II (Heavy cruisers and capitals) drydock: 1.25-1.5x Class I drydock Class III (Supercapitals/S-DNs) drydock: 2x Class I drydock It's a matter of what sort of ships they build, and the sprawling, rather large nature of drydocks within even larger shipyards. Obviously, this doesn't include the smaller sorts that, according to sources like Wookieepedia or the Essential Guide to Warfare, that state that countless civilian, "Class 1B" and below facilities dot the galaxy. I figure this mod deals with larger operation, like that of Class 1A and 2, which can handle ships up to and including ISDs. So, may as well make them a bit larger, to reflect the following sorts of pictures: http://static3.wikia.nocookie.net/__cb20120409213649/starwars/images/f/fe/Naval_Station_Validusia.jpg http://static3.wikia.nocookie.net/__cb20080401203512/starwars/images/b/bb/Sluisvan_swkm.jpg So yeah. That's pretty much it.
  11. Dang. I'll look at it again. Perhaps I was careless in the compiling. I know that several were being unused, so I ignored them. I'll review them again. I did add a glow to them to help offset the jagged pixels of the cut-out renders, so perhaps that's what you're talking about. I know the vulture droid was a pain, though... Any and all planet stuff is all you, bro. I gladly submit to your expertise in all things planetoid and asteroid. xD And don't get me wrong, I love the models, and the new fixes. I was just saying, the RAM issues are something we must live with given how awesome the culprits are.
  12. I am happy to report the successful modification of the CIS unit pics: http://speedy.sh/3ThKu/Unit-Picture-CIS.rar As to the Alliance and NR: the former will remain, while the latter will be changed; the logo is just too different, and even a different color (blue as well, I think, with white stars). Though the color may not change, the logo will, and will differentiate itself from the Rebels. I can imagine the pain of going through and making planet bonuses on just a large scale. I understand you completely. We can revist the issue of planets at a later date then. However, nixing acid planets is something to consider. I suppose Vjun is the inspiration there, though it's a sorta-barren temperate world with acid rains rather than a completely caustic atmosphere and the like. Plus, I can look into planet coding, and lend a hand or do it myself if need be. I like this project too much to let something like that phase me. Interesting how the details of the ships may be the main culprit in the RAM usage and not the planets. Oh well. The models are too nice to jettison. xD
  13. I'm using the DDS as I speak and it's looking rather nice. Unfortunately, Paint.NET won't open the PSD, so I can only view it via Quicktime. I'm getting on well enough despite it. Do send the NR and Vong renders when you can. The SinsPlus option was there in lieu of not finding a suitable replacement for the current texture. I don't prefer it either, but there's little available up to snuff or free for use. I see your point about the planets. I had understood the Urban type to represent the most decaying ecumens and those in between, like Nar Shaddaa or Taris. The "Rusty" type looks like a Raxus Prime TBH, and not a Nar Shaddaa, and there were several of those sorts. The shipyard and academy planets just feel like doubling up with the various subtypes, especially knowing how much of a lag they are on RAM. Yes, the planets were notable for their insitutions, but when you set them up against an oceanic or arboreal world, the syntax of "academy planet" implies the planet itself is an academy with academy features and terrain rather than a "X"-type planet with a famous academy on it, you see. But, you're the designer here, however; it's as you want it, and if the mechanic prevent it, then so be it. Still, I'd rather see "acid/caustic rain"/"acidic/caustic atmosphere" than "acid planet". What about some of the more specialized terrestrials with features like "pangea"? Is variety the main focus there? Again, if some planets types are not totally necessary, I recommend nixing them and making their feature, at most, a planet bonus, to eliminate some file bloat.
  14. Well, most need a switching. The standard terran planet, for example, is just a sliver of land in a huge sea. Generally speaking, that'd be more of an oceanic planet like Dac than a terran one. Just sayin'. There are plenty of decent ones though. Here's the list I came up with based on the ModDb planet screens (though if you can get more, do so): I do have a question about some of the types, though: wouldn't planets with economic or cultural features like a shipyard or academies, or climatic ones such as an acidic atmosphere, be a randomly-generated planet bonus than a bonifide planet type? It might cut down file bulk a tad while spreading the characteristics over a wider range of planet types, making it a tad more realistic. Heck, what did happen to those planet characteristics? They were pretty nifty! xD Likewise, but if it could save me some work, I'm game. Still, I'll just go through the .dds files and make them workable. EDIT: 6 factions with 15-20 ships a pop isn't so bad. True enough. May as well run with it, then, while we can. :\
  15. Yeah, as I believe I heard the TIE Fighter battle music, which hasn't been used on my end for quite some time. I love TIE Fighter, but the 8-bit tooniness of it was a little out of place in a selection of fully-scored orchestral pieces (though I do have a remastered set I downloaded last night...perhaps they will weasel in somehow). That, and some pieces were not playing correctly or at all. Some simply loop, or the vanilla music would make an appearance. BTW, what do you know of copyright and our use of the music? I'm just a little leerly about including a new set and then getting hit with a cease-and-desist order or worse from a trigger-happy Disney rep. That is, unless this is private and the current public set is what remains in the public release...I dunno, what are your thoughts? Oh, so you can get them! Then please do send them over. Here I was thinking I was going to have to take snapshots ingame and format them to kingdom come to make them servicable. Thanks! I see your point. Oh well. The Wavecrest shall live on! :v Indeed, but I just didn't know which button pic was which. I thought I'd leave that to you, being better-acquainted with vanilla Sins (which I have to yet play) and which ships, buttons, etc were which. And they should be alpha-ed already; in Paint.NET, just paste them over the button set in a new layer, manually place and align them over the button you want to replace, delete the old button, and merge the layers before saving. I can see to it if you'd like. Last week I went through the planets on showcase on his ModDB page and made a list. About the only thing missing was an ecumenopolis, which I then tried and failed to create before inquiring of him in my reply yesterday if he happened to have one on hand. Haven't heard back from him yet; when you contact him, could you ask him?
  16. Here're the individual pics for the buttons you requested. I didn't know where to integrate them specifically, so I made them up individually so you can place them manually, assuming you know which ones as well. xD http://speedy.sh/fpwXk/Buttons.rar EDIT: Good news: Burntstrobe just replied to my PM. Here's the text: So, that's it. He's more than willing to hook us up and fix-up some of our models. It's exceedingly generous of him.
  17. Ok, I'll begin work ASAP. I'm glad people are impressed with current one. I think it's an earlier iteration rather than the second-to-latest version I sent to you eons ago. Not my best work, but I am grateful. That's too bad about the clean renders. Oh well. However, I dunno about the blue for the Imps. Their main colors were blood red, white, black, and dark to light grey it seems, not blue. CIS being the only blue (which is more of prussian blue) is much more appropriate. Still, I'll see if I can get another sort of blue going to make them different. IMO, leaving the Imps blue smacks of just as much laziness as making them grey, methinks. xD Also (yes, I will beat the dead horse! *smack!*), here's a cool RPG entry on the Wavecrest that makes canonical sense: http://rpggamer.org/page.php?page=3076
  18. Will do, and please submit any further ideas you might have! Also, do you think a SoGE music revisit would be welcome? I'm currently running an updated version I'm considering going through and optimizing specifically for the next release of the mod. My only fears are copyright concerns (especially seeing as it's Disney who now polices it all), as the tracks are .ogg conversions of CD tracks from my own library. If so, I will keep any new editions to myself and would gift to you, as a friend, free of charge for personal use ingame and nothing more (this is for documentation purposes). Also, would you happen to have clean image renders of the ingame ships for use in the main HUD viewscreen (the ones with the faction symbol backgrounds of varying colors)? I'd like to go through them and get the symbol colors correct: light grey for the Empire; dark-ish blue for the CIS; scarlet red for the Republic; red/orange-red for the Rebellion and NR; dark green or purple for the Vong. Little touches add to the experience, after all. I have confirmed firsthand that the mines from RS2 are indeed homing mines, and are particularly effective against BTL Y-wing starfighters. xD
  19. Ah. I was under the impression you did not have THAT much yet to do...I thought the building of the mod was more or less complete and now is the time to tweak and refine, namely abilities and stat alterations. Huh. Well, I laid it on a bit thick for the Wavecrest I think. It's a durable companion, group-oriented frigate with a punch that could be downgraded if needed to fit the roster, and it looks better than a retrofitted cargo barge with engines, IMO. Ah well; worth a shot. I'll fire up RS2 tonight and play the mission; I'll confirm its homing capabilities if they're present.
  20. Oh good, I thought I was missing something. It turns out I was, but company is most welcome. xD Very good! I would have thought you would have had it already; glad you can make good use of it! A good point; no problem. I admit, it's mostly a visual thing; a properly-skinned Wavecrest would look loads better than a TradeFed II. I suppose I remember playing Star Wars: Starfighter and raiding TradeFed convoys. Compared to the Captor and Lucrehulk variants, which had a potential combat role already in mind in protecting their cargo, the TradeFeds were never intended to be ships-of-the-line, and I don't think they were ever used as such. Perhaps as armed transports, but not as a front-line missile-oriented cruiser as we have ingame. It seems even as late as the eve of the Clone Wars, they were still dedicated freighters. After that, they seem to vanish, though I'd assume they excelled at troop transportation in lieu of landers or core ships as they could make planetfall quite easily and were decently-armored. As far as the Wavecrest goes roster-wise, seeing that it was one of the ship models used in Operation Durge's Lance, which penetrated as deep into Republic space as Alderaan in 20 BBY, it's a significant ship with significant armament, likely a few turbolasers and ion cannon emplacements, and a few missile launchers, enough to pacify conquered areas along the Corellian Trade Spine even after the main force had advanced coreward. It, and other Givin-designed craft, seemed to zip through the asteroid-strewn route and kept it secure, at least until the offensive stalled and the Republic pushed back with the Outer Rim Sieges. Personally, I say swap the models and icons and keep the stats and weapons complements, just for giggles and balance maintenance. It seriously looks like a CIS vessel, and a proper partner to the Recusant and Munificents as it was in OpDL, non-canon design notwithstanding. It's certainly unique! Besides, I believ the Geonosian SDN and several other model designs are also non-canon, and we seem to like it just fine. Just sayin'. Though I know it's more work for you, I do hope you give it some thought! Yes, the vanilla mine reminds me of a Sputnik-sort of satellite. I think I smell a crossover...commie Sith? Anyway, I remember the mine from the first pic quite well; "Prisoners of the Maw" mission in Rogue Squadron II, just after Hoth. That model would look sweet. The latter is also quite nice as a homing mine, though the first was also a homing model. Either way, I like both ideas quite a bit. I do have a question: are the mine models 3D or particle-like 2D, because they do seem a bit flat when I zoom in on them.
  21. Attached are the new loading screens and a new strings file; a revamp of the characters is forthcoming as well. http://speedy.sh/N25wr/UI-Tweaks-Update-1.4.rar I'm having issues with the fixing of the GUI. Regardless of lengthening efforts of the holoscreen textures, a large gap remains between the empire window and the player name and icon. It seems to be hardcoded and part of the GUI apparatus, therefore beyond my reach without serious probing. If it's of low priority, I can inquire, but if not then perhaps we can live with it. FYI, I currently operate on a repurposed LCD TV at 1920x1080 resolution, so proportions may be hit-or-miss from time to time, and I often forget to consider smaller resolutions. Sorry about that! I messaged Burntstrobe on Monday, and have yet to hear back from him. I'll keep you informed. Also, here's a link to Warb's skydrive model library if you don't already have one: https://skydrive.live.com/?cid=4580C7F33571D5CB&id=4580C7F33571D5CB%21112 I was thinking the Hutt cruiser, corvette and the trireme could be excellent pirate vessels, to complement the already present TradeFed freighters and dreadnaughts. Also (though I know you disliked it!), the Wavecrest as a replacement for the TradeFed II frigate as a CIS combat ship/cruiser. The freighter seems out of place next to the Recusant and the Munificient, and the Wavecrest could fill that as a light destroyer sort, cheaper and slightly weaker than the Recusant with a decent, but not great, missile payload. The only drawback to the model is its skin, or lack thereof. Also, the Swarm-class battle droid may serve as a useful mine model... I'll be in and out, but will post items as I complete them.
  22. Sorry for the comm silence; I've been caught up in other matters. I've been able to do some work on strings in cleaning up the terminology in some of the planet names, as well as dealing with the loading screens; they are now at full ingame resolution, per your request. As to Tech_Skin, I'll see to that right after I'm done with this post. The Vong GUI is currently on the back burner due to a rather shoddy job done by yours truly; I'll try my best to get it functioning, but ultimately I may not have the skills to complete a new, original piece that doesn't look like an 8-bit hack job. Sorry!
  23. Very professional update, Lavo. You put some serious effort into it, and it shows. That VSD is incredible, BTW. Seriously, wow. I look forward to the abilities goodies you have in store for the future. Fleshing out the game beyond straight unit-versus-unit strategy is always welcome.
  24. Unless you nerfed the repair rate and up the logistics slot use methinks, but I get what you mean completely. I saw that as a potential issue as well. What you have planned is a satisfactory medium. OH FINE. I've been meaning to do that anyway, now that the border is a non-factor. I should have something up for you tonight, and perhaps something extra.
  25. Huh. Fancy that. You'd figure the fear of a shutdown would scare him away, but I suppose not. So the engine is that old, eh? Sheesh. Had no clue. I supposed that the engine was merely as old as Sins itself, no more than 5 years. You're certainly completing my education, Lavo. Good plan that is, too! Darn! It would certainly be more realistic if it did. Glad you like drydocks.

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