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Author Topic: Star Wars Mod Update: v2.04 new guns  (Read 101459 times)

washout

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Star Wars Mod Update: v2.04 new guns
« on: February 19, 2012, 08:27:29 PM »

https://rapidshare.com/files/4085631445/star_wars_v2.04.rar

http://www.mediafire.com/?v6db8fu6wbe4so3

v2.04
Fixed: Many turrets and angles so that things are actually lined up like they should be.

Changed: Increased spread of medium turbolaser dramatically from 2-10 to 10-20 for balance it may warrant a even higher increase.
Changed: All the variants to add the new heavy turbolasers and rebel versions of guns.
Changed: cr90 added the hidden botton medium turbolaser, and changed the side quad guns to cannons as they should be.
Changed: Anything left over that had piliums or swarmers to concussions.

v2.03

Rebel ships firing green lasers? Unacceptable!

Added: Rebel Turbolaser (sw_laser_turbo_rebel)
Added: Rebel Turbolaser Cannon (sw_laser_turbo_rebel_medium)
Added: Rebel Quadlaser (sw_laser_quad_rebel)
Added: Imperial Heavy Turbolaser (sw_laser_turbo_heavy)
Added: Imperial Turbolaser Cannon (sw_laser_turbo_medium)
Added: Concussion Missile Launcher in 4, 6, 8 and 10 payload varities (sw_missile_concussion_x)

Changed: Increased Quadlaser effective range very slightly
Changed: Balance tweaks to Proton Torpedoes
Changed: Slight tweaks to Turbolaser spread and damage
Changed: Renamed Fighter weapons

v2.02

Added: Put rebels and imperials into the campaign.

Fixed: Naming of everything so that now they all have good names, no more tie interceptor interceptor etc.
Fixed: Nebulon B forward gun arc and radius were switched.
Fixed: Changed name of tie interceptor and bomber in wing_data to make compatable with campagin.

Changed: Increased energy per shot of turbo lasers from 75 to 190, added spread.

TODO: Will add ships to stations, imps will be added to tritach and rebel to the starting

station, this will require the tt mod to be active for my mod.

Here are some pictures of the sprites I'm using:




v2.01
More Ships
Added: sw_sd_interdictor Star Destroyer version of the interdictor
Added: sw_blastboat Skipray Blastboats are part of most imp compliments.
Added: sw_nebulon_b Finally found a sprite
Added: sw_ardent the first sw legacy (comic) ship, more to come.
Added: sw_victory1 first generation star destroyer

Changed: Interdictor is now Interdictor Cruiser id remains the same
Changed: Added launch bay to the Acclimator
Changed: Acclimator has point defense laser cannons not turbo lasers.
Changed: X-Wings have 360 shields
Changed: Point costs: Acclimator up, cr90 down.

Fixed: Interdictor Cruiser had one engine glowing the wrong color.
Fixed: Rebel mission didn't have a flagship set.

TODO: Make variants for victory 2, nebulon B2 and a host of others.

v2.0 BETA

First major milestone reached!
All major ships have been added, all major weapons are complete.
Balance is mostly there. AI has some problems with the really big ships.

Added:    Two test missions, one playing imps the other playing rebels.

Fixed:    B-Wing was all crazy since I had tried to make it turn around the cockpit instead of the middle.
   It's really too bad that you can't set the collision stuff to be centered around the shield.
Fixed:    Interdictor now has engine glow and correct bounding.

Changed: Proton torps for cap ships.
Changed: Added two more launchers to the SD
Changed: Tie Bomber squad size +1 (now 4)
Changed: Tie Interceptor squad +1 (now 4)
Changed: Lowered cost of B-wing squad. They may be tough but not that tough...
Changed: Halved max flux of Home One and Star Cruiser, no longer invincable ships of doom.
Changed: Lowered shield damage to .6 for home one and star cruiser.

TODO: Maybe make the yt-1300 a little bigger
TODO: Figure out of the tt station mod works and add imps and rebls to the normal game.
TODO: Add all the pirate stuff.
TODO: Find some more imp sprites for more varity (need some of the pocket star destroyer models)
« Last Edit: March 02, 2012, 10:12:02 AM by washout »
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jocan2003

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Re: Going to start a star wars mod.
« Reply #1 on: February 19, 2012, 09:18:14 PM »

Id love to see a BSG mod tho no shield just heavy armors and balistics :D but eh... while somebody come up with something similar ill keep working on my project XD
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Foxd1e

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Re: Going to start a star wars mod.
« Reply #2 on: February 19, 2012, 09:44:18 PM »

That sounds awesome washout, I will definitely be tracking the progress of this mod. Is the mod gonna focus on Rebels vs. Imperials? Iconic Star Destroyers vs. Nebulon-B Frigates and Mon Cals and X Wings vs. Tie Fighters?
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washout

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Re: Going to start a star wars mod.
« Reply #3 on: February 20, 2012, 12:32:41 AM »

Going to focus on getting a star destroyer and some tie fighters going along with the guns and right sounds, once I have that I'll release it and then start on the rest of it. But mostly just rebels and imperials.

I got the star destroyer done today, but not the weapons yet.

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SgtAlex86

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Re: Going to start a star wars mod.
« Reply #4 on: February 20, 2012, 06:15:05 AM »

Going to focus on getting a star destroyer and some tie fighters going along with the guns and right sounds, once I have that I'll release it and then start on the rest of it. But mostly just rebels and imperials.

I got the star destroyer done today, but not the weapons yet.


so lets say u threw star wars factions on top of the campaign... (just because u can ^^) isnt the star destroyer bit on the smallish side? or is the cam just zoomed really far out?
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Lictuel

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Re: Going to start a star wars mod.
« Reply #5 on: February 20, 2012, 06:40:36 AM »

Loving the idea of this mod. Was thinking about doing one myself but i s**k at making sprites :).
Anway good luck and I am looking forward to this.
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Avan

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Re: Going to start a star wars mod.
« Reply #6 on: February 20, 2012, 07:27:36 AM »

You might want to render them with a top-down light, as an angled light will cause the shadows to rotate with the ship, since only one frame is used for all the facings.

Subject901

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Re: Going to start a star wars mod.
« Reply #7 on: February 20, 2012, 07:35:22 AM »

I think the cameras zoomed out
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washout

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Re: Going to start a star wars mod.
« Reply #8 on: February 20, 2012, 08:14:10 AM »

The camera is zoomed out. It's 500 tall, and the aurora is only like 380 or something. Also I'm "borrowing" all of these from a GSB mod, I'll ask for permission once I've actually got something to ask permission for. I'm no artist so I can't really redo any of these sprites.

Holy ***, making guns is like 10x harder then making the ships.
« Last Edit: February 20, 2012, 08:15:53 AM by washout »
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Deus

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Re: Going to start a star wars mod.
« Reply #9 on: February 20, 2012, 10:45:19 AM »

Wow, as a big Star Wars fan I am really looking forward to this, if you could rename the factions as well that would be great.

On a side note: Has anyone seen the new Star Wars that they released in 3D, I saw it on the biggest screen in Britain, its awesome
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Danne-Outlander

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Re: Going to start a star wars mod.
« Reply #10 on: February 20, 2012, 12:26:56 PM »

I would LOVE to help. I am basically a walking SW encyclopedia and would love to help with facts, ship ideas, and other miscellaneous SW things.
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Deus

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Re: Going to start a star wars mod.
« Reply #11 on: February 20, 2012, 12:28:47 PM »

If this goes through I'm going to call my character Darth Deus, simple as that
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washout

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Re: Going to start a star wars mod.
« Reply #12 on: February 20, 2012, 02:05:46 PM »

I would LOVE to help. I am basically a walking SW encyclopedia and would love to help with facts, ship ideas, and other miscellaneous SW things.

Can you actually help me make the turrets and guns? I can make up the mechanics and whatnot easily. But the turrets are actually really hard. Ships are super easy to make by comparison.

In the meantime I'm just going to edit sound into some existing guns. If someone feels like making the animated turrets let me know and I can supply some starter sprites.
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Arrath

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Re: Going to start a star wars mod.
« Reply #13 on: February 20, 2012, 11:29:55 PM »

I can lend a hand with the weapons, I've made some progress as I've posted in other forums. I've got a fully setup TIE fighter with sounds and a halfway done turbolaser cannon, also with sound.

I'm also trying to go through the existing weapons and compile some general balance numbers (dps, range, flux, etc) so that I can try to balance the new weapons with the existing ones.
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washout

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Re: Going to start a star wars mod.
« Reply #14 on: February 21, 2012, 10:21:22 AM »

If you are willing to continue to work on weapons, I can go ahead and make a bunch of ships and pass the files over. How big did you make the star destroyer so I'll have a frame of reference for the other ships? Also my plan was to make the star destroyer about twice as powerful as the existing large mothership and then make home one 2/3 as powerful as that and go from there. With home one having fewer weapons but better firing arcs and better shields but significantly less hull and armor.

Before I gave up on making weapons anyway.
« Last Edit: February 21, 2012, 10:23:36 AM by washout »
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