Fractal Softworks Forum

Starsector => Mods => Topic started by: EnderNerdcore on August 05, 2012, 05:05:12 PM

Title: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on August 05, 2012, 05:05:12 PM
I don't have any fancy logo for this or anything, but here is the FreeSpace 2 mod I've been working on for a while. It integrates with the base game, spawning a station filled with ships and equipment at Corvus IV. The GTVA will also spawn fleets and one type of convoy, which will add to the equipment and ships in the station. The GTVA is hostile to the vanilla Pirate faction and neutral to all others.

This mod is also compatible with Uomoz's Corvus 17. The GTVA is neutral to most factions, and hostile to the Pirates, Junk Pirates, and Gendune.

Please note:
I hold NO COPYRIGHT to any of this stuff. FreeSpace2 is essentially abandonware, it's opensource, has an extensive modding community, etc. The original art and sounds are NOT my own.

Download link: http://anbuteam.net/starsector/FS2_1.2.zip (http://anbuteam.net/starsector/FS2_1.2.zip) (that's my own hosting)

Coming Soon (in order of when it'll get done):
First round of capital ships
GTVA Faction
Shivans Faction
More capital ships (Vasudan)
More fighters/bombers (Vasudan)



Currently it contains the following:

Weapons
A bunch of ship-size weapons. These are mostly balanced. They have ugly placeholder graphics. I'll be adding these eventually. These include the "Big Green Beam", "Small Green Beam", "Terran Turret" "Anti-Fighter Beam", "Flak Cannon" and other iconic weapons.

Loads of fighter weapons. These are balanced for use ONLY on the FreeSpace 2 fighters in this pack and have no turret graphics. Many of these have the original sounds for their weapon type. They do not spawn in stations or convoys and have no fitting requirement.
List: GTM Cyclops, GTM EMP Adv., GTM Harpoon, GTM Hornet, GTM Infyrno, GTM MX-64 Rockeye, GTM Trebuchet, GTW Kayser, GTW Mekhu, GTW Morning Star, GTW Prometheus S, GTW Subach


Fighter Wings
GTF Ares: Heavy Assault Fighter
GTB Artemis: Agile heavy bomber. Anti-cruiser/capital.
GTB Artemis DH: Upgraded version of Artemis, slightly faster & more maneuverable. Anti-cruiser/capital.
GTB Boanerges: Very heavy bomber.  Anti-capital.
GTF Hercules mk I: Assault Fighter
GVF Horus: Interceptor
SF Mara (Terran-spec): Assault Fighter
GTF Pegasus: Stealth Fighter (yes, it uses phase cloaking). Does heavy EMP damage and basic armor/shield damage.
GTF Perseus: Interceptor

(http://anbuteam.net/starsector/ares_assault.png)(http://anbuteam.net/starsector/artemis_bomber.png)(http://anbuteam.net/starsector/artemis_dh_bomber.png)(http://anbuteam.net/starsector/boanerges_bomber.png)(http://anbuteam.net/starsector/hercules_mk_i_assault.png)(http://anbuteam.net/starsector/horus_interceptor.png)(http://anbuteam.net/starsector/mara_fighter.png)(http://anbuteam.net/starsector/pegasus_fighter.png)(http://anbuteam.net/starsector/perseus_interceptor.png)

Ships
Spoiler
GTC Aeolus - Assault Destroyer. Heavy armament, fairly low armor & HP
(http://anbuteam.net/starsector/aeolus_dd.png)


GTCv Deimos - Corvette (Cruiser-size). Heavy point-defense with fairly effective but not exceptional anti-destroyer-and-smaller weapons.
(http://anbuteam.net/starsector/Deimos_ca.png)


GTC Fenris - Decent destroyer with fairly good point defense but weak against other frigates
(http://anbuteam.net/starsector/fenris_dd.png)


GTC Leviathan - Good anti-frigate destroyer with decent point defense capability
(http://anbuteam.net/starsector/leviathan_dd.png)


GTA Charybdis - AWACS ship (Destroyer). Custom ship system with custom AI. Buffs friendly fleet, debuffs enemy fleet. Very fragile, point defense weapons only.
(http://anbuteam.net/starsector/charybdis_awacs_dd.png)

GTS Hygeia - Rearming ship (Frigate). No weapons, no ship system. No hanger space, but has a flight deck. This is essentially a mobile rearming ship for fighter/bomber wings.
(http://anbuteam.net/starsector/hygeia_rearming_fighter.png)

GTD Orion - Capital Ship. Heavy broadsides on one side. Relatively unprotected engines with front-facing weapons ineffective against most cruisers and larger.
(http://anbuteam.net/starsector/orion_cap.png)

GTD Hecate - Capital Ship. Very dangerous to most ships, but will have problems with more powerful assault-oriented capital ships like the Onslaught.
(http://anbuteam.net/starsector/hecate_cap.png)
[close]


Balancing
Balancing is tough! I've tried my best to ensure that these are balanced against the base fighter/bomber wings in Starfarer. Keep in mind that generally these ships are more powerful than most base Starfarer craft, and they all have shield systems (with the obvious exception of the Pegasus), and their prices and fleet points requirements reflect that.

For the most part, I've balanced the Assault Fighters against the Xyphos and Warthog, while also seeing how they do against Lashers and Buffalo mk2s.

The Interceptors I've balanced around them killing Trident Bombers but not too quickly. Wing vs wing the Interceptors will always win, though it may take a bit and they will take some damage. They will wipe the floor with Wasps and Talons, but can have problems against the heavier fighters.

The Pegasus is balanced around being able to turn the tide of skirmishes in your favor. They won't do much by themselves, but with their EMP missiles they are great at taking out engines and weapons on distracted frigates, destroyers, and even some cruisers.

Bombers are much more difficult to balance, but they are pretty effective in support roles against cruisers and capital ships (and slower destroyers) while they will get shredded by most fighter wings.

As this is my first mod release for Starsector, balancing suggestions are always welcome.

How You Can Help
I'm looking for a spriter/artist to help by creating weapon turret graphics. I'd also like some help making the ship sprites pop a bit--probably by adding subtle outlines or other tricks to make the ships look better in Starsector.

Enjoy!
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 06, 2012, 07:57:44 AM
After some experimentation I've discovered that it meshes just fine with mods that add their own station, like Interstellar Federation.

Is there a way to just add ships to the stock lists without overwriting things other mods may add to those stations and convoys?
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: silentstormpt on August 06, 2012, 08:17:26 AM
could you help me create a mesh for the antiproton beam

Spoiler
(http://www.stowiki.org/images/thumb/b/b8/Antiproton_damage.jpg/800px-Antiproton_damage.jpg)
[close]

ive got a place holder right now
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 06, 2012, 08:32:42 AM
Ah, I'm not even using a mesh. Here's what the relevant code for my beam cannon looks like:

Code
	"fringeColor":[27,150,41,255],
"coreColor":[255,255,255,255],
"glowColor":[76,255,82,235],
"darkCore":false,
"width":75.0,
"textureType":ROUGH,

It looks like you'd also need to utilize (and change) this section from other Starfarer beam weapons:

Code
	#"textureType":["graphics/fx/emp_arcs.png","graphics/fx/emp_arcs.png"],
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: silentstormpt on August 06, 2012, 09:18:57 AM
Ok i didnt know that, well i still need to get a hold a "lighting" mesh so i can make a realistic beam out of it
Thanks
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: Trylobot on August 07, 2012, 02:49:36 PM
I have added your mod to the Master List of mods.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 07, 2012, 03:22:38 PM
I have added your mod to the Master List of mods.
Oh, thanks! I didn't even think to mention it there.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 11, 2012, 04:09:19 PM
Update (and I'll reflect the OP for this):  with the help of some FreeSpace 2 modders, I've found a good way to get capital ships into the game. This same method will also allow me to get Shivan fighters and bombers in. :)

Here's a preview of what I'm working on:

(http://anbuteam.net/lilith_cruiser.png)

(http://anbuteam.net/sathanas_supercap.png)
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: IIE16 Yoshi on August 11, 2012, 08:55:41 PM
While that second ship looks like it hails from the depths of Oblivion, I think it could maybe do with some smoothed edging, like the first. Right now, it seems to me as if you went crazy and cut out a texture on photoshop, especially that large bottom section of the hull.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 11, 2012, 09:31:55 PM
While that second ship looks like it hails from the depths of Oblivion, I think it could maybe do with some smoothed edging, like the first. Right now, it seems to me as if you went crazy and cut out a texture on photoshop, especially that large bottom section of the hull.
oh, you have me wrong. These are the initial, working files. They're not even the right size or anything. I'm just demonstrating what ships I'm working on--they're ships that fans of FS2 will recognize.

EDIT: I went a bit nuts today. I've got a LOT of material to work with!

(http://i.imgur.com/RofK8.png)
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: Wriath on August 12, 2012, 12:50:06 AM
Looking forward to this mod once it gets more fleshed out, looks like you've got a lot of material to work with there, don't rush yourself trying to get everything implemented at once, there's a lot of potential here and you've made a great start!
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 12, 2012, 12:52:36 AM
Looking forward to this mod once it gets more fleshed out, looks like you've got a lot of material to work with there, don't rush yourself trying to get everything implemented at once, there's a lot of potential here and you've made a great start!
Yeah. I won't be implementing most of the non-fleet stuff (such as sentry guns, installations, gas miners, etc) for a while.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: Lictuel on August 12, 2012, 03:12:56 AM
As a Freespace fan I have to say im loving this, though i cant see how you want to get the sathanas (thats the 2nd preview capship for those who don't know it) into the game. It is just so big compared to everything else. Anyway im really looking forward to this.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: hadesian on August 12, 2012, 03:14:07 AM
Update (and I'll reflect the OP for this):  with the help of some FreeSpace 2 modders, I've found a good way to get capital ships into the game. This same method will also allow me to get Shivan fighters and bombers in. :)

Here's a preview of what I'm working on:

(http://anbuteam.net/sathanas_supercap.png)
Hang, on, haahahahaa

is that Daedric Armour/Weapons textures from TESIV?
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 12, 2012, 08:05:54 AM
As a Freespace fan I have to say im loving this, though i cant see how you want to get the sathanas (thats the 2nd preview capship for those who don't know it) into the game. It is just so big compared to everything else. Anyway im really looking forward to this.
Yeah, I haven't figured out yet if Sathanas or Colossus will actually make it in. We'll see. Based on current ship sizes and all, even the Hecate and Hatshepsut-class capital ships (along with several of the Shivan capitals) are larger than any of the stock Starfarer ships by a bit... and the Sathanas and Colossus are 3x that. I might make them but not include them in the campaign.

Hang, on, haahahahaa

is that Daedric Armour/Weapons textures from TESIV?
Uh, no?  That's what the Sathanas looks like. Seriously, do a Google Image search for 'SJ Sathanas'.  FreeSpace 2 is a space combat sim from 1999.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: Wriath on August 12, 2012, 08:10:05 AM
is that Daedric Armour/Weapons textures from TESIV?
Kids these days...
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: acidzombie on August 18, 2012, 06:38:16 AM
I cant wait to beat the (censored) out of the Sathanas, but are you going to implement the Lucifer? I know its from FS1 but still?
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 19, 2012, 12:17:16 AM
I cant wait to beat the crap out of the Sathanas, but are you going to implement the Lucifer? I know its from FS1 but still?
The Lucifer will be easier to implement than the Sathanas or the Colossus.

The problem with both of those two is that they are incredibly huge, to the point where I'm not sure Starfarer's max zoom level will work well. I can make them smaller, but the other capital ships will already be quite large.

Here's a few of the capital-size ships. These are NOT their final sizes or even the final color/shading, they will be smaller in game. These are simply the images taken using the 3D models.

Lucifer (http://imgur.com/I67fy)
Hecate (http://imgur.com/tivuF)
Hatshepsut (http://imgur.com/U2TsI)
Demon (http://imgur.com/DQir6)
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: acidzombie on August 19, 2012, 12:46:58 AM
I know they are big but idk if you have seen the tri-tachyon cc mod there is a giant capital ship so well idk its your mod and your decisions, I cant remember what class the galatea are but what about that one? And is it possible to change the name pool in the game and make them be called with their real names?
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on August 19, 2012, 09:16:11 AM
I know they are big but idk if you have seen the tri-tachyon cc mod there is a giant capital ship so well idk its your mod and your decisions, I cant remember what class the galatea are but what about that one? And is it possible to change the name pool in the game and make them be called with their real names?
Yes, it is--there's a name pool generator that you can assign to factions. That said, I don't think it would discriminate between ship types, so you'd get some funny names occasionally (not that there would be name mixing between Shivan and GTVA ships).

Keep in mind my output on this project is going to be very low for a few weeks due to the release of Guild Wars 2. But, I will try and get a few ships finished this week and put out another release.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: acidzombie on August 19, 2012, 11:59:10 AM
Ohh my are you infected with the GW2 Plague :O arhhhh JK
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: DJ Die on August 19, 2012, 10:55:27 PM
While that second ship looks like it hails from the depths of Oblivion, I think it could maybe do with some smoothed edging, like the first. Right now, it seems to me as if you went crazy and cut out a texture on photoshop, especially that large bottom section of the hull.
hipster freespace :) using daedric armor before it was cool...
the thing is SJ Sathanas thats the big thing youre talking about is about 6km in lenght the other smaller ship is SC Lilith/Cain which is a cruiser about 200m so 30 times smaller than the Sathanas so that picture is kinda smaller than it should be leading to low res

Ender: very nice work so far keep it up :) ive always loved freespace and its same it doesnt get all that many RTS mods
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: Bobakanoosh on November 26, 2012, 05:33:57 PM
Just wondering as to what the status of this mod is. is it dead? still alive?
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on December 02, 2012, 08:48:35 AM
Just wondering as to what the status of this mod is. is it dead? still alive?
It's on hold. I actually just started playing Starfarer again with the latest patch but I'm too busy with work, my upcoming GRE exam, and Guild Wars 2 & PlanetSide 2 to make any progress.

I will probably pick it up again in a few months with the next large patch to Starfarer.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: Mapleleaf on January 02, 2013, 11:51:12 AM
Happy New year!

How's the mod development going?  Also where do i buy the fighters?
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: EnderNerdcore on January 03, 2013, 02:06:40 PM
Happy New year!

How's the mod development going?  Also where do i buy the fighters?
It's sort of on hold at the moment, though I've been playing Starfarer again a bit in the past few days and working on some weapon ideas.

If you've downloaded the mod, once you start a new game you will be able to find various fighters in all three stations, and some of the other fighters are randomly brought in by supply convoys.

However, a change in 0.54a from 0.53a means that the Pegasus fighter causes a crash in any station it is in (meaning, the Tri-Tachyon station currently) due to a new column being added to the ship_data.csv file.

You can either fix it yourself (see my thread in the bug forum here: http://fractalsoftworks.com/forum/index.php?topic=5237.0 ) or I will go ahead and upload a fixed version this evening when I get home.


EDIT: Fixed file uploaded.
Title: Re: FreeSpace 2 Mod v1.0 Release
Post by: Mapleleaf on January 10, 2013, 09:22:26 AM
Alrighty thanks mate
Title: Re: FreeSpace 2 Mod v1.1 Release
Post by: EnderNerdcore on January 13, 2013, 10:22:17 PM
1.1 release. See first post for download link plus the ships I've added.
Title: Re: FreeSpace 2 Mod v1.1 Release
Post by: Pred the Penguin on January 22, 2013, 03:34:53 PM
Been lurking around for a few days, getting really addicted to this game. I can't believe more people from HLP aren't into this game.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on January 28, 2013, 06:08:47 PM
Huge new update, take a look at the OP.

I'm also looking for art help with turrets and cleaning up ship sprites, and can exchange coding services in return.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Andy H.K. on January 28, 2013, 08:10:36 PM
One campaign error caught! Please take a look

Quote
1493237 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:33)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Besides nice work on the mod, Freespace 2 had been "the game of my life" during my teen  ;D
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on January 28, 2013, 08:52:26 PM
One campaign error caught! Please take a look

Quote
1493237 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:33)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Besides nice work on the mod, Freespace 2 had been "the game of my life" during my teen  ;D
Thanks! I believe I've fixed it, it wasn't getting the convoy spawn data correctly.

EDIT: Nope, not yet...
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on January 28, 2013, 09:23:33 PM
There, that should fix it.

http://anbuteam.net/starsector/FS2_1.2.zip (http://anbuteam.net/starsector/FS2_1.2.zip)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Andy H.K. on January 28, 2013, 10:36:34 PM
Strange, this time I got a "GTD Orion not found"

Quote
587950 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.addRandomShips$(GTVAConvoySpawnPoint.java:60)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on January 28, 2013, 11:57:54 PM
Strange, this time I got a "GTD Orion not found"

Quote
587950 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.addRandomShips$(GTVAConvoySpawnPoint.java:60)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
I made another mistake in the convoy spawn code.

Just uploaded a fix. Redownload the file.  :)

http://anbuteam.net/starsector/FS2_1.2.zip
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 01, 2013, 05:40:16 PM
For those interested, I've begun working on the Shivans.

I'll give a bit of my idea on how they will be balanced, then show a bit of a preview.

I'm not going to make the Shivans a "playable faction", at least not in terms of them having a station, or any place to purchase their ships. They will generally be pretty powerful, and have difficult-to-defeat fleets.

That said, because this is Starsector and supposed to be fun, you'll be able to capture the ships... if you're lucky.

Here's a preview of some of the ships:

(http://anbuteam.net/starsector/astaroth_fighter.png) (http://anbuteam.net/starsector/lilith_dd.png) (http://anbuteam.net/starsector/moloch_ca.png) (http://anbuteam.net/starsector/ravana_cap.png)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 03, 2013, 09:36:43 AM
For those interested, I've begun working on the Shivans.

I'll give a bit of my idea on how they will be balanced, then show a bit of a preview.

I'm not going to make the Shivans a "playable faction", at least not in terms of them having a station, or any place to purchase their ships. They will generally be pretty powerful, and have difficult-to-defeat fleets.

That said, because this is Starsector and supposed to be fun, you'll be able to capture the ships... if you're lucky.


Nnnnnnnnnnnnnnnnnnnnnnnnnoooooooooooooooooooooooooooooooooooooooooooooooooooooo oooooooo!

And the shivans were always my favorite faction / race... Q_Q

Either way an awesome mod i'm loving the beam weapon effects and sounds! :D

Edit1: I sure hupe you actually put the Sathanas and colossus to the game but considering how much armaments those 2 have and their size compared to the other ships in the game it's probably going to be a pain in the ass to balance. Doesnt Sathanas have 4 large beams on those "spikes" at the front? 1 salvo from all 4 of 'em was enough to take down colossus in a few seconds if i remember correctly.

Edit2: bolded the wrong text.... Anyway i think it's fair to make the shivans not have a station or any other way of buying their ships... hence you can keep them a bit overpowered i think? (They were OP anyway. <.<) Within the limits of reason of course.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 03, 2013, 09:55:58 AM
I'm planning on putting both in, but you're correct, those are going to be difficult or impossible to balance.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 03, 2013, 10:22:51 AM
Testing out the mod currently... I have a tendency of doing an insane amount of damage to my own ships instead of the enemies with the large beams. XD Oops

Edit1: Not sure if it's a known issue but every now and then the sounds for the large beams cut out... or they arent played at all... maybe too many diffirent sounds playing at the same time? :O
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 03, 2013, 10:49:56 AM
Known issue, and my guess is it is an engine limitation with max number of actively playing sounds.

The other issue is the AI has trouble with having the beams mounted on the side rather than the front of the ship, tending to swing them away from their target.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 03, 2013, 10:55:59 AM
Aye but so far from what i'v seen that hasnt been a major problem in battles... they still manage to destroy their targets... although it may take a tad longer. :P Dont know about the bigger fleet engagements though... if the AI would know how to use them properly it might prevent some ship losses.... maybe.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Shield on February 03, 2013, 12:19:05 PM
AHMERGAWD, where is my Maxim cannon??? And tornados
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 03, 2013, 01:09:31 PM
AHMERGAWD, where is my Maxim cannon??? And tornados
Neither of those are particularly difficult for me to make, but since Starsector does not allow the player to change loadouts on fighter wings, they would have to appear as different variant wings.

Which isn't a bad idea, but making variant wings with different weapon loadouts is pretty low on my list of priorities at the moment.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 03, 2013, 02:27:39 PM
AHMERGAWD, where is my Maxim cannon??? And tornados
Neither of those are particularly difficult for me to make, but since Starsector does not allow the player to change loadouts on fighter wings, they would have to appear as different variant wings.

Which isn't a bad idea, but making variant wings with different weapon loadouts is pretty low on my list of priorities at the moment.

Hmmm... Something popped into my mind. It's nothing really major but.. After you're done adding both of the major factions in to mod and done any tweaking.. would you be interested in adding more ship? Namely i'm talking about the Freespace 2 Blue Planet: War in Heaven Earth Faction. Of course you would have to ask the permission from the makers of that mod but... i think they have done a pretty decent job adding 1.... no wait 2 factions to the freespace 2 universe. The earth coalition or what ever and the Vishnans. (If the Shivans are the ones to destroy the universe the Vishnans are the ones to preserve or create it.)

They created pretty cool looking ships... Some new ships for the GTVA as well.

http://www.hard-light.net/wiki/index.php/Blue_Planet is the wiki link for the mod with general description and some pictures of the ships. I know it's going to mean more work for you but.. i was just wondering if it would be possible.

Edit1: UEF = United Earth Federation is 1 of the new factions.

Edit2: When it comes to the Vishnans... there is 1 ship that is a no go no matter what you do... tbh it's like 10 times the size of the colossus. XD

Edit3: Colossus length 6166 m - Vishnan preserver (Which is their biggest ship) 19200 m

This might be alot to consider now but this is just me dreaming of getting the UEF ships into the mod!

Anyway good luck with the shivans!

Cheers!

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 03, 2013, 03:26:14 PM
It's possible, yeah. I looked through the list of mod-added ships on Hard Light. It's quite possible, but would have to be specific ships to fill out missing roles in each fleet, and is going to be after everything else.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 03, 2013, 04:33:48 PM
It's possible, yeah. I looked through the list of mod-added ships on Hard Light. It's quite possible, but would have to be specific ships to fill out missing roles in each fleet, and is going to be after everything else.

Aye! Well they did create 2 factions. So both factions should have ships from fighters to capital ships and everything between. (Interceptors,Bombers,Frigates,Corvettes,Capital Ships)

Edit on this. Vishnans have only a few ships it seems.

UEF: http://www.hard-light.net/wiki/index.php/UEF#Ships

It's a diffirent story with vishnans though... i didnt remember it clearly enough it seems.. even though its a full blown factions it only has a very limited selection of ships... in the story it was mostly on a few missions and the weaponry was pretty interesting as well.

Edit2: Personally the most interesting ship on the UEF fleet on my opinion is the UEFg Karuna. (It even has 1 of those weird rotating middle parts to create artificial gravity inside the ship... maybe?) http://www.hard-light.net/wiki/index.php/UEFg_Karuna

In any case thanks for considering to do this. The UEF ships are rather interesting and totally diffirent compared to the GTVA.. No fancy sci-fi lazer stuff but instead more ballistics!

Edit3: On another note is that it seems that the UEF ships are more about numbers. a single UEF frigate or is that karuna a corvette? Doesnt stand toe to toe against a GTVA ship of its size. Something to consider somewhere long into the future.

Cheers!

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 03, 2013, 11:49:15 PM
Btw What are your thoughts on SD Lucifer? Are you going to stay "Lore friendly" and not add it or since it's starsector and supposed to be fun and add it anyway?
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 04, 2013, 12:03:46 AM
Btw What are your thoughts on SD Lucifer? Are you going to stay "Lore friendly" and not add it or since it's starsector and supposed to be fun and add it anyway?
I initially considered adding it, but it unfortunately doesn't really fit in very well--I actually don't think it would be a particularly interesting ship to fight or pilot, and the Shivans will already have several other Capital options.

It may go in, but while it is fun to think about, I don't think it would add much to the mod since the armament is pretty pathetic.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 04, 2013, 12:35:32 AM
Btw What are your thoughts on SD Lucifer? Are you going to stay "Lore friendly" and not add it or since it's starsector and supposed to be fun and add it anyway?
I initially considered adding it, but it unfortunately doesn't really fit in very well--I actually don't think it would be a particularly interesting ship to fight or pilot, and the Shivans will already have several other Capital options.

It may go in, but while it is fun to think about, I don't think it would add much to the mod since the armament is pretty pathetic.

Hmmm... true... the only advantage that ship had in freespace was that it's the only capital ship known to man to actually have shields. :p

Btw is it normal for a group of 3 ships 1 deimos class corvette and 2 leviathan class cruisers to be able to take down a pirate armada? :D
Spoiler
(http://i239.photobucket.com/albums/ff92/Finlander/screenshot000_zps1f5f3334.png)
[close]

Then again not sure if you even bothered to balance the freespace 2 ships agains the vanilla one's since the uomoz corvus has alot more stuff to add.

Edit1: Or it might be that the pirates just flatout suck. :D

Edit2: And now that i'v flown around with some of the ships i was wondering why doesnt the Deimos class corvette have any beam weapons? By default it's supposed to have 2. Then again considering how much damage the leviathan class cruisers do with their 1 i dont want to imagine the corvette. damn it... i'm already starting to see problems with the Blue Planet ships.... there's 1 new ship for GTVA in that mod that has 4 forward facing beam cannons... and it has 2 friends that both have atleast 2-3 beam cannons as well (In the mod they moved around as a "wolfpack" of sorts..)

Oh well i'm already increasing the work load on your list by asking for you to do this so i wont ask anything related to the Blue Planet untill we actually get that far! :D

Cheers!

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 04, 2013, 07:14:30 AM
So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

I'll be the first to admit that they aren't perfect replacements.

As for why the FS2 ships are able to defeat much larger forces, I'm actually puzzled by this--I've also seen that happen, but if you are piloting the ships manually it's a much more difficult battle.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Andy H.K. on February 04, 2013, 07:59:56 AM
I suppose the large burst damage of the beams gave them an edge during autoresolve?

In practice the beam weapons are quite hard to use IMO, and the AI cannot adapt to the relatively long burst of the weapon and a lot of damage is wasted. Their usage of anti-fighter beam is downright disappointing, although its limited range may play a role.

And I don't know if the power of flak weapons are supposed to be that low...

PS. I do remember anti-fighter beam was mentioned to have a range of 1500m in FS2 (mission: Feint! Parry! Riposte!), so maybe its range need a little buff?
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: LazyWizard on February 04, 2013, 08:04:10 AM
So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

Can you do something with WeaponAPI.setCurrAngle() and a custom weapon plugin?
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 04, 2013, 10:29:00 AM
So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

Can you do something with WeaponAPI.setCurrAngle() and a custom weapon plugin?
Actually, that's a good point. I suppose I hadn't looked deeply into this since before I started really diving into Starfarer's APIs.

I'll look into it further tonight, then. It *would* be nice to have slashing beams!

Can we actually run a script on-fire? I know there is an on-Hit...
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: LazyWizard on February 04, 2013, 10:36:51 AM
A BeamEffectPlugin is created for the lifetime of each beam, as far as I know.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 04, 2013, 11:24:02 AM
Is it possible to change the way the current beams work? In freespace when the beams are "Loading" you just see the weird colored ball on the weapon and after a while it fires a "short" high damage burst. If this would be possible i think it might give some extra time to actually aim at the enemy or maybe aim off so you wont fire at your friendlies like i tend to do. xD
http://www.youtube.com/watch?v=q_41f7Xp9_A (Note this is an SFX video.. please dont change the sounds of the beams... XD They sound awesome anyway)
Quote
In practice the beam weapons are quite hard to use IMO, and the AI cannot adapt to the relatively long burst of the weapon and a lot of damage is wasted. Their usage of anti-fighter beam is downright disappointing, although its limited range may play a role.
Dont know for sure but maybe changing how the beams work like i mentioned above would help with this?

Second thing is with the Anti-fighter beams that they arent supposed to be continuous like the normal beams. It's more like a pulse of 3 shots that gives it the much needed accuracy against agile fighters. Not sure is it possible to create this with the starfa... *krhm* starsector engine....? http://www.youtube.com/watch?v=iRSFH77Y3eA

3rd and last thing.. is it possible to make beams to go through the enemy wrecks? Like cutting through a single part of the wreck and possibly hitting an enemy on the other side? Of course if all thease 3 things would be done the weapons would probably be even more "overpowered" (i use that word lightly for now).

Alot of diffirent things to ask for but the only thing i can do is ask since i have no idea how to create it myself. xD

Edit1: Almoust forgot. The thing in freespace with the beams was that after the beam stopped loading and fired away it was fixed at the target... hence the pulse with the Anti-fighter beams. You could correct the aim after each pulse making it more effective against fighters... though since the speed of fighters in starcontrol isnt that big dont think this is needed.... maybe?

Cheers

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 04, 2013, 11:51:14 AM
Another question... Does the station get resupplied with weapons and ships? Asking for supplies might be a bit useless when the "Campaign" is only 1 area long but.. i still havent got enough money to test the Hecate and Orion class destroyers. Q_Q
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 04, 2013, 12:58:33 PM
Is it possible to change the way the current beams work? In freespace when the beams are "Loading" you just see the weird colored ball on the weapon and after a while it fires a "short" high damage burst. If this would be possible i think it might give some extra time to actually aim at the enemy or maybe aim off so you wont fire at your friendlies like i tend to do. xD
I don't know if I can do that in Starsector, but as this one is mostly (not entirely, I know) cosmetic it will be low on the priority list.

Keep in mind that as the beams are starting they are doing significantly less damage than once they are going full-bore.

Second thing is with the Anti-fighter beams that they arent supposed to be continuous like the normal beams. It's more like a pulse of 3 shots that gives it the much needed accuracy against agile fighters. Not sure is it possible to create this with the starfa... *krhm* starsector engine....? http://www.youtube.com/watch?v=iRSFH77Y3eA
I had forgotten about this.

Yes, it should be possible. I'll have to mess with the sound effects so that this works, though--I'm not sure that Starsector supports a warm-up sound played before a burst of three beams (without playing it for each of the three).

3rd and last thing.. is it possible to make beams to go through the enemy wrecks? Like cutting through a single part of the wreck and possibly hitting an enemy on the other side? Of course if all thease 3 things would be done the weapons would probably be even more "overpowered" (i use that word lightly for now).
Possibly, there is a flag. That said, I don't really want to do it because as you said, it'd be overpowered. Of course, these beams will easily destroy most wreaks, so it'll "punch" through that way.

Edit1: Almoust forgot. The thing in freespace with the beams was that after the beam stopped loading and fired away it was fixed at the target... hence the pulse with the Anti-fighter beams. You could correct the aim after each pulse making it more effective against fighters... though since the speed of fighters in starcontrol isnt that big dont think this is needed.... maybe?

Cheers

-Sandremo
I think with LazyWizard's suggestion for how to do slashing beams I might be able to do this, yes. However, they might get it for free with the triple-burst since it is a Point Defense weapon. It depends on if the game engine allows the weapon to re-aim between bursts.

Another question... Does the station get resupplied with weapons and ships? Asking for supplies might be a bit useless when the "Campaign" is only 1 area long but.. i still havent got enough money to test the Hecate and Orion class destroyers. Q_Q
Yes, it does get resupplied. (or it should--if it isn't, let me know)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 04, 2013, 01:06:43 PM
Quote
I had forgotten about this.

Yes, it should be possible. I'll have to mess with the sound effects so that this works, though--I'm not sure that Starsector supports a warm-up sound played before a burst of three beams (without playing it for each of the three).

Not sure if you really have to make it so the game registers each pulse as an individual beam. Is it possible to fade in and out the effects? IE the beam? And make it so that instead of continuous damage you could make it act like it fires 3 "bullets" that do from X to Y amount of damage?

Like i said i dont know a thing about modding but i'll still try to help where i can. ^^"

Edit1: Or i could actually read the previous post completely before making any funny ideas.

Cheers

-Sandremo

Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 06, 2013, 07:11:51 AM
Ok, I have a working prototype of the slashing beams.

There's a lot of work to be done yet, but I'll see if I can make any headway with refining them this evening. If I don't have any luck... I'll be asking around for help.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Cycerin on February 06, 2013, 07:13:23 AM
Slashing beams will be really useful for a Battleships Forever mod too. ;D
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 06, 2013, 12:53:43 PM
Slashing beeeeemz! How's the shivans coming along?
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 06, 2013, 01:05:42 PM
Slashing beeeeemz! How's the shivans coming along?
I'm trying to solve the slashing beam problem before I start implementing the Shivans. This of course is complicated by the fact that my girlfriend and I just started playing Ni No Kuni together and my development PC can't see the TV screen the PS3 is hooked up to.  ;) Based on the problems I encountered yesterday evening it is going to take me several more evenings (if in fact the way I want to implement them is possible).

Implementation won't be too hard, Shivan ships share some common weapons with the GTVA, and most of the rest are variations. Since all the sprites are ready to go, it mostly comes down to getting the ships into Starsector and doing some balancing passes.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 11, 2013, 03:57:46 PM
I suppose the large burst damage of the beams gave them an edge during autoresolve?

In practice the beam weapons are quite hard to use IMO, and the AI cannot adapt to the relatively long burst of the weapon and a lot of damage is wasted. Their usage of anti-fighter beam is downright disappointing, although its limited range may play a role.

And I don't know if the power of flak weapons are supposed to be that low...

PS. I do remember anti-fighter beam was mentioned to have a range of 1500m in FS2 (mission: Feint! Parry! Riposte!), so maybe its range need a little buff?

I had to reinstall freespace 2 again to remember what did you mean by that but now i know. :D
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 11, 2013, 04:00:22 PM
On weapon balancing: I'm going to do another pass on the things like flak cannons once I get slashing beams working and the anti-fighter beams fixed (since they are currently not very useful combined with not being implemented correctly)

At one point the flak cannons were far, far too powerful, making the area around any of the ships into a dead-zone through which no fighter could fly or missile survive and it appears I may have toned them down a bit too much. However, their balancing partially depends on anti-fighter beams actually working correctly.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 11, 2013, 04:45:05 PM
Hmmm the atleast back in freespace 2 the flak cannons alone werent that dangerous... the thing that made them dangerous was the crazy amount of ammunition a few cannons could fire. It's not the damage it's the continuous volley fire that made them a pain in the ass in freespace 2. And to be honest i havent seen a single fighter been destroyed by them... They were there to "keep the fighters" away rather than actually destroy them. Since flying in cloud of flak made the screen shake like there's no tomorrow making it impossible to actually do anything. xD

Cheers

-Sandremo

Edit: Actually the reason the flak cannons werent that dangerous was that the shields could take on the full force of the flak for long enough you to do your thing and bail out... and since fighters in starfarer dont have shields  you might want to take that into account.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 13, 2013, 10:09:43 AM
Just a quick question about the vasudans. Are you going to add all the vasudan ships? Meaning will you include the older ships PVD (Now known as GVD http://www.hard-light.net/wiki/index.php/GVD_Typhon) Typhon class cruisers? Of course with the upgraded weaponry... without the beam weaponry they would be totally under powered or stick to the new stuff like the GVD Hatshepsut (GVD Psamtik for example http://www.hard-light.net/wiki/index.php/GVD_Psamtik)?

Quote
I think with LazyWizard's suggestion for how to do slashing beams I might be able to do this, yes. However, they might get it for free with the triple-burst since it is a Point Defense weapon. It depends on if the game engine allows the weapon to re-aim between bursts.

Dont think you actually need to make it aim too much... since the beam it self is usually centered on the fighte... actually it needs to aim between burts... from my recent experience the anti-fighter beams in freespace 2 are trying to be shot so the fighters actually flies into them... so the point defense AI would actually have to lead the targets.. Not sure if it already does? I really dont spend too much time looking at how the point defense weaponry works. XD

One other thing you need to take into account is the duration of each pulse. Since the fighters in FS2 were rather fast the pulse didnt last long but fighters in starsector fly much slower compared to the FS2 ones well obviously since it's a totally diffirent game so you might need to make it so the pulse beam stays in place for a few seconds so there's enough time for fighters to fly into them... but this could make adapting the Anti-fighter beam sounds to starsector.. since the duration of each pulse would be longer than it is in FS2 hence making the sound stop early compared to the beams.

Cheers!

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 13, 2013, 10:25:29 AM
The Vasudans (including the FS2 version of the Typhon) will be added to the GTVA side after I've created the Shivans.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 13, 2013, 12:31:59 PM
Another thing i liked to point out... which i'm sure you're hopefully going to fix is the ship designations... sorry about this but i quite like the Freespace universe so i'm a bit strict about thease but hey it's your mod. :P Anyway on to the point. I noticed that all the ships are "GTVA something" which in a sense is correct but not 100% the only ship that was actually tagged with GTVA was the colossus since it was a joint development.

For the designations:

Fighters: GTF
Bombers: GTB
Transports: GTT
Freighters: GTFr
Cruisers and Corvettes: GTC (Note the deimos is GTCv)
Capital ships: GTD

The exceptions to the capital ships were the GTVA Colossus and the rebels who defected to the Neo terran front hence the NTF but that one doesnt really count.

Need to point out that thease are entirely cosmetical. But when you get the chance mind "fixing" it?

PS. Any idea what does the "v" in GTCv stand for? GTC is Galactic Terran Corvette but no idea with the "v".

Edit on this. After some carefull thinking it's quite easy to understand that the "v" is the "v" from the corvette hence the GTCv (GTC = Galactic Terran Cruiser)

Cheers

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 13, 2013, 02:50:55 PM
That will all be fixed in a polishing pass when ship and weapon descriptions are added.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 25, 2013, 01:23:32 AM
I was bored the other day... so i decided that i might as well try to learn this "modding" and possibly help you if i get any good at it... oh well let's see where this goes. :D
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 25, 2013, 08:32:42 AM
I was bored the other day... so i decided that i might as well try to learn this "modding" and possibly help you if i get any good at it... oh well let's see where this goes. :D
If you can get slashing beams working well before I do (no, I haven't actually been working on them at all, been busy) then by all means. :)

OTOH I just started playing again last night now that Uomoz's 17 has been released, so I'll probably take a stab at first fixing the anti-fighter beams, then getting slashing beams to work.

What I could really use is a good spriter for the turret graphics...
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 26, 2013, 12:52:59 AM
I was bored the other day... so i decided that i might as well try to learn this "modding" and possibly help you if i get any good at it... oh well let's see where this goes. :D
If you can get slashing beams working well before I do (no, I haven't actually been working on them at all, been busy) then by all means. :)

OTOH I just started playing again last night now that Uomoz's 17 has been released, so I'll probably take a stab at first fixing the anti-fighter beams, then getting slashing beams to work.

What I could really use is a good spriter for the turret graphics...

Fiddling with java isnt my kind of thing (Believe me i tried and i didnt understand which way was up and which way was down. xD) So spriting would more likely be my thing...

Btw "OTOH" = ?

Edit: Is it possible to make the "Turrets" fixed in a sense but the beam it fires mobile? IE you can actually aim it? The idea for that was to make the "beam turrets" look like it's on freespace 2 but it would be weird to make it look like the freespace 2 variant if it clips through the ships hull when it's aiming... Guess i need to let my imagination free.

Edit2: I cant seem to find any basic guides for creating weapon sprites...

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 26, 2013, 02:03:51 AM
Question! When i eventually get there what weapons do you need sprites for anyway? Here's hoping that i'd get some ideas what the weapons would look like depending and what it's function is.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 26, 2013, 07:36:32 AM
Question! When i eventually get there what weapons do you need sprites for anyway? Here's hoping that i'd get some ideas what the weapons would look like depending and what it's function is.
All the custom weapons except the fighter weapons (though the GTM Piranha needs a turret & missile graphic since it is also mounted on capital ships).

OTOH = On the other hand

Unfortunately I don't think you can make the turrets static, so we're going to have to depart from FS2's look a bit here. Keep in mind they looked as they did with the limitations on polygon counts on the 3D models, so I think there's plenty of room for interpretation as long as we don't make them huge.

For the moment single-sprite turret graphics are enough, we don't need to animate them yet. I'll probably work on the fighter beams and the slashing beams this evening, I need to get back into java coding.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 26, 2013, 09:26:19 AM
Yea i'll get it try to make something for you.... as soon as this bloody photoshop decides to work this year.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 27, 2013, 09:02:06 AM
Slight delays here. Turns out the DVD of photoshop my friend gave me is a pirated copy and it doesnt work.. so now i need to find a diffirent program that's has the same features as photoshop to replace it.

-Sandremo
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on February 27, 2013, 09:18:04 AM
Use Paint.NET or GIMP depending on which one you find easier to use.
GIMP is as powerful as Photoshop but I've never found it very easy to use. Paint.NET is Photoshop Light basically and very easy to use.

For pixel art Paint.NET is probably more than enough.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: LazyWizard on February 27, 2013, 07:27:02 PM
Use Paint.NET or GIMP depending on which one you find easier to use.
GIMP is as powerful as Photoshop but I've never found it very easy to use. Paint.NET is Photoshop Light basically and very easy to use.

For pixel art Paint.NET is probably more than enough.

If you do try GIMP, a recent version added a single-window mode which removes all the floating windows in favor of a standard interface. You can toggle this with Windows - Single-Window Mode. This option makes the program much easier to use (the old interface was an absolute mess). :)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 28, 2013, 12:19:20 AM
Didnt know that installing a single program could be so hard. -.- "Another installation is in progress please complete that install before continuing with this one" What installation!?!? I just started my computer o_O

Edit: Stupid windows automated updates.

Edit2: Right so guess i need to start building something pixel by pixel. :P i'll see if i can build something around the existing placeholders for now. Need to learn first xD Though trying to get rid of the green color is going to be a bit pain in the ass.. Btw Do you want to create for example a large beam graphic for each capital ship? Not that the weapon is diffirent in the way of it's stats but usually the weapon is the same color as the hull of the ship. xD Now it would look weird if you'd have a weapon colored as the Orion mounted on the Hecate :D Ignore that. <.<
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Sandremo on February 28, 2013, 02:45:53 AM
Small update on my progress. I managed to get the paint.net working and i think i know how to use the program now i ended up creating something in like 30 mins (Obviously i'll end up looking diffirent when it's finished!) but anyway here it is. (http://i239.photobucket.com/albums/ff92/Finlander/TR_Large_T_zpscaa492a1.png)

1 thing to note... IT'S TOO SMALL I KNOW! DX

-Sandremo


PS. And i'm off to mess around with it again. :D Need to start experimenting with colors instead of using gray and black constantly
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Isimiel on June 12, 2013, 09:02:26 AM
Hows progress going :)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: EnderNerdcore on June 17, 2013, 09:26:13 PM
Hows progress going :)
Sorry, I've had a lot of stuff going on in real life. I will likely pick the mod back up and continue adding the Shivans once 0.6 comes out.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Isimiel on June 18, 2013, 08:09:44 AM
its ok real life > modding but i have some GTA sprites i used for a distent worlds shipset you are welcome too then if you need em  :)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Cheezl on October 05, 2013, 02:03:10 PM
Hi, I'm new to the forum, and this is the first time I've heard of Starsector.
I'll probably end up buying the game, but what really caught my attention were your FS2 sprites, which look amazing. :)
I've stumbled across this thread while I was searching the net for FS2 ship sprites (top down view) for a project of my own. What I'm interested in is how you managed to make those sprites? I'd like to make my own, but I can't find pictures of the ships in top down view, so that leaves me guessing how you did it.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Stalker on February 12, 2014, 05:50:32 AM
So I recently was turned on to Starsector, and I've found it to be a pretty excellent game. As I am also a huge fan of Freespace 2, I was exceptionally excited to see an FS2 mod for the game. I am a long-time game modder, myself, so after this mod errored out on my first play-through, I decided to get under the hood and figure out why. I was able to figure the issue out without much trouble (missing sound files and references to them), and I realized in the process that this game is super easy to modify.

Simply put, since this mod appears to be abandoned, I'm going to take a shot at getting it cleaned up. That means a full pass at fixing sounds, weapon graphics and overall ship balance for the GTVA. Once that is sorted, I'll look at doing more.

In the interests of keeping this open, I'm going to put the whole package up on Github in case anyone else wants to contribute.

Current issues as I see them:

- The sound implementation isn't as granular as it should be. I'm going to map out using as many of the sounds as possible from FS2 to give the mod a solid audio foundation.
- Weapons sprites need a pass to clean them up
- Weapons are currently pretty weak against vanilla and most other modded counterparts.
- Ship loadouts need a look. Almost everything is geared to making the mod exactly like FS2, which hampers ship effectiveness (this is closely tied to weapon attributes as well).

As an example of all the above, the Deimos should have 2 forward-facing medium energy hardpoints... Without some firepower, it's just a glorified AAA cruiser with pitiful range. Of course, range is part of the problem. Weapons need to have greater range to be meaningful in combat against the AI. Also, all FS2 ships-of-the-line should have heavy armor instead of shields, to reflect their more "straightforward" approach.

GTVA will then play like they should: stand-off capital ships while fighters get in close.

I'll be doing this in little bits using my spare time, but some progress is better than no progress at all, right? ;)
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: acidzombie on February 12, 2014, 08:16:40 AM
I thank you ohh great GTVA scientist, the Shivans were starting to win ground. So an update to our weaponry would be greatly appriciated :D
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Tecrys on February 12, 2014, 08:34:37 AM
So I recently was turned on to Starsector, and I've found it to be a pretty excellent game. As I am also a huge fan of Freespace 2, I was exceptionally excited to see an FS2 mod for the game. I am a long-time game modder, myself, so after this mod errored out on my first play-through, I decided to get under the hood and figure out why. I was able to figure the issue out without much trouble (missing sound files and references to them), and I realized in the process that this game is super easy to modify.

Simply put, since this mod appears to be abandoned, I'm going to take a shot at getting it cleaned up. That means a full pass at fixing sounds, weapon graphics and overall ship balance for the GTVA. Once that is sorted, I'll look at doing more.

In the interests of keeping this open, I'm going to put the whole package up on Github in case anyone else wants to contribute.

Current issues as I see them:

- The sound implementation isn't as granular as it should be. I'm going to map out using as many of the sounds as possible from FS2 to give the mod a solid audio foundation.
- Weapons sprites need a pass to clean them up
- Weapons are currently pretty weak against vanilla and most other modded counterparts.
- Ship loadouts need a look. Almost everything is geared to making the mod exactly like FS2, which hampers ship effectiveness (this is closely tied to weapon attributes as well).

As an example of all the above, the Deimos should have 2 forward-facing medium energy hardpoints... Without some firepower, it's just a glorified AAA cruiser with pitiful range. Of course, range is part of the problem. Weapons need to have greater range to be meaningful in combat against the AI. Also, all FS2 ships-of-the-line should have heavy armor instead of shields, to reflect their more "straightforward" approach.

GTVA will then play like they should: stand-off capital ships while fighters get in close.

I'll be doing this in little bits using my spare time, but some progress is better than no progress at all, right? ;)

No that's funny I started modding the same way. I took DSTech, had the same problems with sound files, updated it quite quickly for the most recent SS version and made it work with Exerelin.
After that I started my own mod.
Welcom to this great community!
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Stalker on February 12, 2014, 01:48:53 PM
Thanks, all.

Ok, so here's my first theorypass at the non-fighters. I basically took the OP's ship post and modified it, taking a high-level look at what the comparable strengths of the larger ships are.

Ships
Spoiler
GTC Aeolus
The Aeolus is an older, slower workhorse cruiser. While it's not as heavily armed as other cruisers, it's extremely heavily armored for its size. It's especially geared toward anti-fighter roles.

Anti-ship Armament: Low
Point-Defense Armament: High
Armor: Moderate
HP: Moderate
Speed: Moderate

(http://anbuteam.net/starsector/aeolus_dd.png)



GTCv Deimos
The Deimos Corvette is a newer ship designed as a convoy escort. It's moderately fast, but doesn't boast extremely strong weapons or armor. It's designed as an all-around ship, not especially good at any role.

Anti-ship Armament: Moderate
Point-Defense Armament: Moderate
Armor: Moderate
HP: High
Speed: Moderate

(http://anbuteam.net/starsector/Deimos_ca.png)



GTC Fenris
A very basic cruiser, primarily focused on smaller engagements. The Fenris is not going to be able to hold the line against larger capital ships, but has the capability to outmaneuver them.

Anti-ship Armament: Low
Point-Defense Armament: Low
Armor: Moderate
HP: Low
Speed: Slow

(http://anbuteam.net/starsector/fenris_dd.png)



GTC Leviathan
The Leviathan is an upgrade over the Fenris in terms of armament and armor, making it a real threat to fighters, but it does not have a large-enough powerplant to take advantage of these upgrades, reducing its speed to a crawl at best.

Anti-ship Armament: Low
Point-Defense Armament: Moderate
Armor: High
HP: Moderate
Speed: Slow

(http://anbuteam.net/starsector/leviathan_dd.png)



GTA Charybdis
Custom ship system with custom AI. Buffs friendly fleet, debuffs enemy fleet. Very fragile, point defense weapons only.

Anti-ship Armament: None
Point-Defense Armament: Low
Armor: Low
HP: Moderate
Speed: Low

(http://anbuteam.net/starsector/charybdis_awacs_dd.png)



GTS Hygeia
No weapons, no ship system. No hanger space, but has a flight deck. This is essentially a mobile rearming ship for fighter/bomber wings.

Anti-ship Armament: None
Point-Defense Armament: None
Armor: Low
HP: Low
Speed: Moderate

(http://anbuteam.net/starsector/hygeia_rearming_fighter.png)



GTD Orion
An extremely well-armed carrier, capable of handling itself well in a fight against other capital ships. While a capital ship-killer, the Orion is barely capable of defending itself against bombers and their payloads.

Anti-ship Armament: High
Point-Defense Armament: Low
Armor: High
HP: High
Speed: Slow

(http://anbuteam.net/starsector/orion_cap.png)



GTD Hecate
While not as all-around capable in capital ship engagements as the GTD Orion, the Hecate can support more fighters and has a more extensive point-defense array. That being said, do not underestimate the Hecate in a direct engagement--its super-heavy forward beam cannon is a threat to even the largest of vessels.

Anti-ship Armament: Moderate
Point-Defense Armament: High
Armor: High
HP: High
Speed: Slow

(http://anbuteam.net/starsector/hecate_cap.png)
[close]
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: 603bill on February 12, 2014, 03:37:43 PM
I think it would be cool if someone updated the sprites to look a little closer to vanilla, because right now the sprites feel a bit out of place.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: Tecrys on February 12, 2014, 03:49:35 PM
That's not too hard actually, my sprites are all based on 3d renders.
Take gimp and run it through some filters like unsharp mask or even pixelize, than increase the contrast and add some outlines via the selection editor, use stroke.
Works for me.
Title: Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
Post by: acidzombie on February 12, 2014, 11:32:38 PM
Could you maybe make us an example?