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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - washout

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1
Modding / Re: who plays what mods? :D
« on: March 20, 2012, 08:23:54 PM »
As a mod maker I'd just like to say that it makes me happy to see even a few people talking about using my mod. :)

2
Modding / Re: Sugestion for mod: Honorverse like mod
« on: March 20, 2012, 08:16:16 PM »
I'm pretty sure that counter missiles are on the plate for addition to the next version though.

3
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 20, 2012, 08:12:15 PM »
New art is now available, I'm going to be completely redesigning all ships and adhering to rigid sizing standards. If anyone is inclined to help at this point speak up, I could use it in any capacity.

4
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 08, 2012, 10:40:07 PM »
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?
If you are upgrading or reinstalling the mod you HAVE to delete the existing mod directory before unzipping this one.

5
Modding / Re: Stargate Mod (WIP)/(Pre-Release) *WORKS NOW*
« on: March 07, 2012, 02:07:09 PM »
How large is it? I'm thinking of the following scale for the star wars mod myself.

under 200 or 300 meters = 1:1 meters/pixel
under 500 meters 1.5:1
everything else 2:1

And probably exclude anything over 2km long, or have an upper bound of 1000 pixels tall.

6
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 07, 2012, 02:00:39 PM »
Well, the latest update is a heck of a lot more then I expected. I'll probably add the ships to stations now. It should be really easy.

7
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 07, 2012, 12:16:01 AM »
I said I was going to add them to stations, but at this point I'm just not going to bother yet. I'd have to do it via convoys and I just don't want to bother. Also development on this ship wise is now on hold while I wait for some new art. Once I get that new art I am going to put a rigid scaling rule into place and then redo all of the ships, at that point there should be over 100, but it's going to be at least a month I think.

Future plans hopefully include adding an entire star wars sector and then adapting some of the books into plot lines. Probably the thrawn trilogy first since it's a personal favorite. But we will see how difficult that it is to make an entire campaign.

8
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 05, 2012, 12:00:55 PM »
Well as I've said before, even a SSD is over 10 miles long, has thousands of heavy turbolasers, and a crew of over 500,000. If the game was made so that it could continue scaling up larger and larger, then it might be possible to implement them. But they are so large that even if cut down to 1/8 of the size they would still be far too large.

9
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 03, 2012, 10:33:11 PM »
Is it intended that lasers splice right through my shields and into ship hulls?
Ion cannons are supposed to do that yes.

10
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 02, 2012, 11:44:11 PM »
NOPE! It's a pain in the ass, maybe tomorrow since I'll be bored off my gourd at work.

11
Mods / Re: DeathSG Minimash V0.9
« on: March 02, 2012, 06:02:49 PM »
It's not possible because getentitiybyname is broken and won't work in gen files right now. So the best way to be compatible is to do everything with convoys instead, which is kind of a giant pain in the butt. After the next dev release that will be fixed though.

12
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 02, 2012, 05:42:51 PM »
I'll go through them, this is what happens when you have to manually input numbers over and over again when building ships. Nebulon B is odd though and has guns pointing all over the place so find replace on it is a bad idea. This is all kind of moot since I'm eventually going to rebuild all the ships, but eh.

13
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 02, 2012, 11:03:35 AM »
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.

14
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 02, 2012, 10:12:22 AM »
Bump for new update.

15
Modding / Re: I hit the motherload (Babylon 5)
« on: March 02, 2012, 12:48:22 AM »
Unfortunately I won't have the time to make a full mod myself, but babylon 5 would be amazing for this game engine. Babylon 5 was my favorite sci fi show of all time and the races and ships battles were so epic.Lasers cutting ships in half. Seeing a minbari Sharlin cruiser for the first time. :o . I have a lot of the materials to make a full fledged mod though I only lack the time. I have the weapon sounds that would only need batch converted to work and they are pretty high quality. These ship sprites are pretty good, I only wish I knew how to convert 3d models into 2d and keep the texture. I'm more of a spreadsheet/text file modder than a graphics modder.

If anyone would like to start work on a mod I would help out where I can though. I'll try to put up the resources I have onto a filesharer.
Similar to work I am doing on star wars mod, if you do weapons I'll do the ships, although I don't know nearly as much about babylon 5 as I do about star wars.

edit: well I found a tech manual, tell me which weapons you are going to do first and I'll do ships for those.

edit2: Actually now I'm busy working on the next release for star wars, but maybe sometime next week I can hammer these out.

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