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Topics - Mobius

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General Freespace / Quick Question About
« on: October 29, 2009, 08:38:16 PM »
Is GoG the only legal way to obtain FreeSpace 2 at the moment? Are there any other sites selling the game legally? I'm writing a review and I would like to support GoG, but the other staff members I work with are apparently arguing the possibility of promoting a site which does not support our own...ergo my question.

Freespace 2 MODing / Help - Squadron Logos
« on: September 20, 2009, 09:24:47 PM »
Me and ShadowGorrath have repeatedly tried to get one working, but with no avail.

As you probably know, the RGB setting 0, 255, 0 results in transparency... our problem is that whenever we try to change that value it's automatically reset back to 4, 254, 4 (which is the original value). Although I remember how to create squadron logos (palette, resolution and BPP are fine) this problem is preventing us from getting a nice squadron logo.

Any clue?

Freespace Campaigns / On Posing, Expectations and Criticism
« on: August 30, 2009, 03:52:07 PM »
I was tempted to turn this into a poll, but since it's mainly supposed to work as a pure discussion I decided to post it here. Additionally, it's not my intention to divert attention from the successful poll regarding SoL's multiplayer.

I'm currently doing... something, and started thinking about an important aspect of project development. After reading Ransom Arceihn's replies on the Project 03 thread, I kind of understand what Ransom is currently up to.

A while ago, on another community, I noticed a discussion about criticized games. It was proved how long awaited games tend to get strong criticism when they delude the fan's expectations, even if the games themselves are pretty good and superior to most games in circulations. The very same principle is applied to the successors of well praised games which exploit the "trail" of their predecessors to the limit in the effort of attracting as much attention as possible. The point is that a fan who looks forward to a game and somehow finds out that the game is not as good as expected... well, is very likely to write detaiiled and harsh critiques.

I think there could be a parallelism with commercial games and mods, such as the ones developed by the FreeSpace community.

My questions are: is raising the expectations of the community favorable? The risk of deluding someone and read demotivating critiques is concrete. On the other hand, a nearly-unknown mod may emerge quickly upon release if it's very well done. When games don't have great expectations, their opinion on "unknown" projects can only improve. I know publicity and positive feedback keep a team motivated, but I'm also realizing how too much expectation may turn into delusion.

This is a generalized thought, and it's not intended to be a reference to projects X and/or Y.

Discuss. :)

General Discussion / Mensa
« on: August 19, 2009, 07:08:40 PM »
Are there any members of Mensa here?

A couple of years ago (maybe three) I visited their site and tried the preliminary text, which resulted in 80% of chances to join Mensa. Is it a good association? Is joining it really worth the effort? From a social point of view, I guess being part of it may not be a good thing - people tend to consider the "Over98"* guys arrogant. That's why I ask if there are any members of Mensa here who are available to post their POV on the matter.

*"Over98" is a term used by the members of Mensa to define the members themselves. In order to join Mensa, a person's IQ needs to be 148 (Cattel) or higher... and it's presumed that only 2% of the population "breaks the limit".

Freespace Campaigns / The FSCRP News Thread
« on: August 16, 2009, 11:37:54 AM »
Hello everyone! :)

This thread is to provide info regarding the FreeSpace Campaign Restoration Project's work and imminent releases. The project is working simultaneously on multiple campaigns, but lacks manpower (I do most of the FREDding job, but I can't do that much for testing purposes). Thanks to Game Warden's Content section, I think it's possible to bring final testing to community members.

The release of Warzone v2.3, a consistent development over versions 2.0 through 2.2, is imminent. This latest upgrade of the campaign has been developed without the project leader, Admiral Nelson (so I hope he'll be happy of my work when he will come back :)). I worked a lot on this campaign, and a simple look at the change log is well enough to confirm my claim. Because it's only a matter of sanity check now, I would like a couple (or more) community members to test the latest upgrade of Warzone so that I can make additional changes (if necessary) and then re-release this campaign.

Thanks to HLP's administrationship, the FSCRP has an FTP account which will enable the testers to get the campaign without having to rely on e-mails and... urgh... Filefront.

Other WIPs of the FSCRP include the first two episodes of Black Horizon, an FSPort campaign which is undergoing a serious upgrade. FreeSpaceKing is currently working on the Black Horizon maps to maximize the improvements. I'm not sure, but I believe other campaigns (Deep Blood and Aftermath) will also be released shortly.

General Freespace / Character-driven or military experience?
« on: August 15, 2009, 01:36:52 PM »
What are, in your opinion, the pros and cons of character-driven campaigns? Do you prefer them over "pure" military experiences?

I prefer military experiences, as I'm not a big fan of plots which are centered around characters. I don't deny that the use of characters to improve a campaign's plot, but I think there's a reasonable difference between featuring characters (without giving them an important role during the campaign) and basing the plot around them.

What do you think?

Polls / FreeSpace 1 or FreeSpace 2?
« on: August 14, 2009, 04:56:11 PM »
Sometimes, debates which are related to ship designs (among other things) lead community members to discuss their favorite game of the series and place it on a higher hierarchy level. There are many differences between the two games of the series, and these differences lead to different interpretations of the series itself. Each side of purists has its own reasons to prefer a particular game over the other, but the topic has been discussed only a few times.

Hence, here's a question: FreeSpace 1 or FreeSpace 2? Without considering graphics, which game of the series do you prefer?

I'm getting the discussion started by saying that I prefer FreeSpace 2. The second chapter of the series added a lot of new features and also "corrected" certain plot flaws of the first chapter, so that's why I prefer it. I admit that FreeSpace 1 managed the Shivans in a better way, though - in FS2, thanks to many unbalanced weapons (Tornado, Trebuchet, Kayser), the Shivans somewhat lost their fearsome might. Yet still, I consider the second chapter a radical improvement over the first one.

Voters are strongly encouraged to post their reasons. :)

Polls / What are your favourite combat spacecraft?
« on: August 02, 2009, 10:44:12 AM »
The title is self explanatory, isn't it?

My favourite combat spacecraft are:

GTF Perseus
GTB Zeus
SB Seraphim

I'm not a big fan of popular designs like the GTF Erinyes, and I base my preferences on shape and textures (without considering combat effectiveness).

It's your turn now. ;)

Freespace Campaigns / The New Inferno
« on: July 28, 2009, 08:07:24 PM »
Hello, people! :)

Due to my personal policies on progress, I've never loved posting upgrades and/or news on public forums... but since Game Warden is becoming every day nicer than it was before, I think it's time to go with an exception. The vast majority of the stuff you'll see here is not available on HLP, but can be found on ModDB. Some of my personal thoughts about the new Inferno continuity, however, can only be found here. ;)

Inferno got started many years ago under the lead of the great modder Woomeister. The old team managed to release what used to be one of the most popular mods for FreeSpace 2, Inferno: Release 1 (shortened to INFR1). The modpack featured dozens and dozens of totally exclusive assets and a relatively short campaign (approx. 15 missions). The massive amount of stuff, however, had certain drawbacks on the quality of the campaign, which was pretty poor in terms of plot and storytelling. In simple words, INFR1 was a modpack with a campaign released with it.

Virtually everything has changed since then. Following the original release of Inferno: Alliance, which occurred on late 2006, the Inferno Team has been renewed and the whole project has started its main goals. The upcoming Inferno releases will give a lot of importance to their main campaigns and their plot - the new team's intent is to force the people who think INF a mod which doesn't provide good plots to reconsider their opinion. I joined the project as tester in late 2006, but soon afterwards I became a full Inferno member and started working on INFASA as FREDder (but in the past few months I became a factotum).

The name "Inferno" is generic and may refer to any of the 5 Inferno mods, which are:

1) Inferno: Release 1, the first INF release. The mod featured a large variety of new assets, and is so far the main mod released by the team.

It's worth mentioning the SCP Patch, released several years after INFR1, which ensures compatibility with FreeSpace Open.

2) Inferno: Alliance, second main release. This mod was intended to be very close to FreeSpace 1 by telling the story of the Post-Great War Sol system.

3) Inferno: Alliance Standalone is a total upgrade, under all points of view, of the old INFA. It will feature new models, a totally revised campaign and a lot of consistent additions. This is yet to be released, but it's in very good shape.

4) Inferno: Alliance 2 fills the gap between INFASA and INF SCP to tell the story of the newly born Earth Alliance as it emerges in Sol. This mod is yet to be started, but it's expected to become a very nice one.

5) Inferno SCP is the main WIP Inferno mod, intended to replace the old INFR1. Unlike its predecessor, it will focus on the main campaigns and their plots.

For now, this thread will be focused on the most active WIP project, Inferno: Alliance Standalone. The main campaign has been FREDded, but it's currently undergoing a serious upgrade under several points of view.

INFASA is on ModDB, so you can expect to find the latest news there:

The Ricochet Effect.

The RE article is the description of an extremely important factor in INFASA and INFA2: the gradual inefficiency of subspace jumps in systems with no active nodes, just like Sol after the Great War. The Ricochet Effect will deeply affect INFASA and INFA2's plots, so getting acquainted with it is strongly suggested.

A new article, telling the story of Sol between the end of the Great War and the beginning of INFASA's main campaign, has been completed and is currently being grammar-checked by MP-Ryan. It will hopefully become public very soon. Other articles describing Sol's factions and their fleets are currently WIP and are also expected to be made public very soon. As you can see, INFASA has a lot of stuff to provide in terms of storytelling.

Introduction to INFASA.

Just like the name suggests, is an introduction to the project.

Onboard Computer Programs.

This is an article which describes one of INFASA's main features, the presence of multi-purpose programs. I'm very proud of this feature, which was born well inside my brain a while ago.

Martian Command Voice by Rian.

The fellow community member Rian has volunteered a while ago to voice act built-in Command messages for INFASA.

Implementation of Subspace Missiles.

Recent modifications to the code allow us modders to implement SSMs (Subspace Missiles) in a more effective way, and INFASA is taking full advantage of them.

Music additions and modifications to INFASA.

INFASA will be released with a set on exclusive and re-used music tracks, part of which are described on the article. If you want to listen one of our tracks, click here.

Implementation of OCPs on the HUD.

It took me one full week to get INFASA's custom hud_gauges.tbl working properly, but I'm very proud of my achievements. Thanks to my efforts, in fact, INFASA will feature an expanded HUD interface which will allow a better interaction between the player and the OCPs.

Here you can see INFASA's latest screenshots. At the time of writing, the most recent ones were used to provide a good example of the new OCP system mentioned above. In order to understand them, you have to read the news.

The other screenshots don't require particular explanations, as the descriptions written near them provide the much needed information you need to know about them.

In the past few days I've upgraded part of the modpack by adding effects from the most recent Media VPs and the FreeSpace Port, but I intend to work on the main campaign ASAP. I need to modify the missions to use the OCPs and use other concepts I currently have in mind.

More info will come soon, so stay tuned! :D

General Discussion / More nonsense from Mobius
« on: July 26, 2009, 06:11:02 PM »
No offense to anyone, but with Karajorma being an administrator here I doubt they would continue to work on their assets here. For a similar reason (Omniscaper being an administrator here as well) the Diaspora team couldn't stay here on GW and moved to HLP.

General Discussion / Whatever happens in your life (GW edition!)
« on: July 03, 2009, 05:23:25 PM »
There are three threads like this on HLP, so why wouldn't we have one here? :biggrin1:

I had another exam today. It went nicely, but I made the stupid mistake of forgetting the formula of an integration that is related to Earth's gravity. The problem is that the formula was not on the pages I studied - I wrote it on my excercise book more than two months ago (well enough to forget it). That formula is the most complex one I've ever seen and is full of different variables.

I'd like to show you the formula, but I can't find it anywhere on the internet... :wtf:

Other than that, things are fine. I'm about to work on Warzone 2.3 now. :D

Hosting Requests / Project Hosting Request: Neo-Terra Victorious
« on: July 01, 2009, 05:07:53 PM »
Hi there... :)

I'd like to move NTV from Hard-Light Productions to Game-Warden. I've already contacted HLP's admins about this, and I'd like to know if it's possible.


Website (outdated):

News / Public Debate on the current status of GW
« on: January 24, 2009, 10:18:33 PM »
As we're probably aware of, the levels of activity here on GW aren't that comfortable.

After a well-thought discussion a number of fellow GW members, including Karajorma, decided to bring GW back to life. We intend to do it by leading here more people and resurrect the boards with new discussions.

Each team is strongly encouraged bring the forums back to life with blogs, mystery threads, eyecandy threads and so on. :)

Also, we'd like people to post comments and suggestions about the matter.

General Freespace / FreeSpace Design Ethos - Shivans
« on: December 25, 2008, 07:09:19 PM »
I'd stick with plausible Shivan concepts for warships. They tend to concentrate all firepower on the front with good anti-spacecraft defenses. I'm obviously refering to FS2 era Shivan ships, which should be the only ones being taken in consideration... we'll get to nowhere if we base our designs on the Cain or Demon.

The Lamia could be an incredibly strong cruiser with a frontal medium beam and fearsome anti-spacecraft defenses. The beam should be the equivalent of 2 SReds so yeah, the Rakshasa would have better anti-warship capabilities.

I see the new ship as an effective anti-warship design that doesn't rely on beam technology to threaten warships. The two main spikes could have weak multi-purpose beams(to be used both against spacecraft and warships) which are between the SAAA and the SRed(but much closer to the SAAA for balancing purposes). The cantral part of the front could house a new Shivan weaponry, namely some kind of big energy torpedo that uses'll appear as some sort of fireball with a red trail moving towards enemy warships. :)

What do you think? I simply threw out a few ideas to turn this new ship into an original one. :D

Tech Support / LUA error and missing "laser1-1.pof"
« on: June 25, 2008, 03:36:25 PM »
I wanted to test the changes I made to Steadfast Ep1 and I got this:

LUA ERROR: [string "GameInit"]:2: attempt to index global 'ma' (a nil value)

ADE Debug:
Name:      (null)
Name of:   (null)
Function type:   (null)
Defined on:   0
Upvalues:   0

Source:      (null)
Short source:   
Current line:   0

LUA Stack:


and this:

Error: Can't open model file
File: ModelRead.cpp
Line: 1995

Call stack:

I don't know how to solve the problem...the LUA thing's completely new to me and I wonder where I can find the missing laser1-1.pof model... :shaking:

Thanks in advance! :biggrin1:

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