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Messages - Gabriel_Braun

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151
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 20, 2012, 06:38:57 PM »
Flat deck with the same sort of enclosed maintenance hangers as the old one!  I get the feeling that the RSF would have alert pilots on pre-launch sitting out on the flight deck ready to jump into action as and when needed whereas the yanks would keep them safely in launch tubes away from any potential crossfire:  Purely lore/fluff but that's how I imagined it when I saw the design to begin with!

Also, I'm with soldier here, two flight decks would greatly reduce the pointless 'collateral damage' that occurs to the wings that wait patiently by the ship in a fierce warzone so that they can land;
Since there's no way to (that I know of yet) have as much FP in wings embarked awaiting repairs as the ship has hangar space available, they just sit there getting pasted for no good reason while the single bay is free :(

Maybe a balance issue though with wing recycle time, idk?

152
Modding / Re: Starting on EVE sprites...
« on: August 20, 2012, 06:01:24 PM »
I see some people worrying about copyright, you know the great thing about CCP? They LOVE their assets being used in other games' mods, so long as credit is given. I remember a Sins of a Solar Empire EVE mod that was going where they contacted CCP and they said "Yeah, go ahead, so long as you're not selling it".

CCP are, forgive my choice of adjectives (used to be a really heavy /v/-goer), one of the bro-est developers around. They're as passionate about spaceship games as us. Just contact them, OP, not only are chances very much in your favor, but NOT contacting them and then having this mod going might lead to some issues down the road.


I'm new to the SF scene, too long in the tooth with eve but still carry on and a very old friend with modding soase;
The sins of new eden mod team did indeed have permission from CCP to use their IP in entirety (bar the musical scores that were IP of an external producer at the time (before empyrean age) under the conditions that they (the team);
Give credit to crowd control for their assets, take credit or make financial gains though direct or indirect means from the IP of CCP or their asset teams and (most importantly that nobody has mentioned so far!) ANY REPRESENTATION OF EVE ONLINE ASSETS MUST REMAIN TRUE TO ESTABLISHED CANON OF THE EVE UNIVERSE...   I can find a link if you like but the message was clear;  The EVE-RTS and the SONE teams were given permission to recreate the eve experience (I assume for market exposure and love of the game dynamic) but were prohibited from going too far from the original paradigm so as to give an unrealistic or biased view of said dynamic.

A bloody long-winded way to say that CCP love people making eve mods for games under the condition that they don't simply use eve ship models and weapons without giving as faithful an image of eve itself that someone who has never played the actual product might be mislead by said (mis-)representation by an independent group :)


As for the mod itself though, I'd love to help with anything if there's still interest here given the constraints to avoid a cease and desist?

153
Modding / Re: There is a spooky secret planet hidden in the game.
« on: August 20, 2012, 05:19:57 PM »
I apologise for raising the dead so to speak and especially given the fate of the author of this thread but I was wondering if anyone had actually gotten this to work or if it happened to be a legendary trolling exercise?  If not though, could the colouration of the phantom atmosphere be a generated reflection of the surrounding nebula clouds?

If so, could creating one of these 1px^2 "ghost" shells within an orbital distance of an actually imaged planet be used as a hacky way to create the illusion of a cloud layer above a planet entity, especially if there is a way of dictating the source of the lighting/colour?

154
Modding / Re: Making slashing beams... I'm stumped!
« on: August 20, 2012, 10:17:59 AM »
Haven't had a look at the code yet as not at home but the lightning gun system fires it seems to choose random areas of a random target in range, is there a coded call somewhere that determines the pattern that can be used?

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