Author Topic: things to do (before beta 2)  (Read 1405 times)

Nuke

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things to do (before beta 2)
« on: October 10, 2005, 03:00:04 PM »
this is just a reminder to me on what i need to do, il check them off as i finish them so it will give you an idea of whats going on. also feel free to make suggestions.

must do:

finish hi-poly ragnorok (75%) and valhalla (75%)
implement new gatling gun system and vwep (10%)
make vwep models (30%)
fix crash causing models (namely phoenix) (0%)
lods on all hi poly ships (anything over 5k polies will get at least 2 lods) (0%)
adress balence concerns (give super death guns to enemy) (0%)
hackishly fix spiecies related problems (2%)
beat quake 4 :D (%100)


might do:

ragnarok carrier varient (0%)
rumrunner optimisations (texture merge), better door animation, and other misc tweaks (0%)
hi-poly dante interor (0%)
revise older models (phoenix, chaos, seker) (0%)
pirate rearm vessel (0%)
cockpits (15%)
finish pirate base (30%)
pirate asteroids (0%)
pirate briefing icons (0%)
rework lower res textures (0%)
make interface models (5%)


want to do, but probibly wont:

proper path data (waiting for pcs 2, need autogen, lazy)
glowpoints on everything (waiting for pcs 2, need autogen, lazy)
soundtrack (remixed black metal)
make pirate skins for gtva fighters
pirate character models
squad logo support (pcs 2, cant get it to work under current version)
« Last Edit: October 27, 2005, 07:58:22 AM by Nuke »
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Axem

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things to do (before beta 2)
« Reply #1 on: October 10, 2005, 09:57:44 PM »
Super duper. As soon as the Pheonix thing is fixed, I can finish up the ARX27 mini-campaign, and then get back into the full CoS Campaign.

Nuke

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things to do (before beta 2)
« Reply #2 on: October 21, 2005, 10:51:02 AM »
i plugged in some guesstimates of where i am at the various aspects of beta 2. as you can see, im pretty lazy. assume anything in the 3rd category is 0%. by the way i just finished modelling valhalla.
« Last Edit: October 21, 2005, 11:03:29 AM by Nuke »
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Nuke

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things to do (before beta 2)
« Reply #3 on: October 22, 2005, 12:24:33 PM »
add 10% to valhalla, just finished uv-ing it :D
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Axem

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things to do (before beta 2)
« Reply #4 on: October 23, 2005, 04:17:35 AM »
Fix this:

Code: [Select]
Error: The following species are missing debris types in asteroids.tbl:
Pirate


It's not letting me through to the pilot selection screen at all.

Also have you been updating the ftp at all? If so, could you PM me the login stuff. If not, could you do it anyway? :biggrin1:

Nuke

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things to do (before beta 2)
« Reply #5 on: October 23, 2005, 07:41:22 AM »
when they said they implemented the spiecies table they never said using it would require me to edit every damn table in the game, im gonna look at my tables i mighta patched this temporarily. i know i patched the briefing icons. at some point im gonna make fred icons for pirates, i can generate some asteroids with the eros topography maps i borrowed from the nasa website. il put those out when i finish the pirate base. should put that in the to-do list.

as for the ftp ive pretty much been using it as a screenshot archive. my copy of nukemod has become so messy from 'new features' its not even funny, hence plans to put out a beta 2 (hopefully before christmas). all weapons will be overhauled at some point. the goal is to get zero errors as of the latest offitial build. of course by that time there will be a new offital build and another pile of bugs :D

*edit*
seems i did a cheap patch to fix asteroid and icon related problems. il upload those to the ftp (probibly under nukemod-cos/updates/). let me know if there are any other problems related to the spiecies.
« Last Edit: October 23, 2005, 08:13:45 AM by Nuke »
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Axem

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things to do (before beta 2)
« Reply #6 on: October 23, 2005, 04:01:26 PM »
I also get this "Serious" Loading Error with the Hellbat. It says 4 normals capped to zero or something. I don't know how serious it is because it lets me go through anyway. :p

I tried out the rest of your models and that's the only one with that problem.

Nuke

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things to do (before beta 2)
« Reply #7 on: October 23, 2005, 07:01:07 PM »
i remember at one point i went through the fred debugger and fixed every single error, i guess they made it more bitchy.
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The Trivial Psychic

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things to do (before beta 2)
« Reply #8 on: October 25, 2005, 02:43:54 AM »
I've played with Multis-species before.  The thing about the asteroids table is that it also handles debris fields.  The new code requires the standard debris entries for each species in the species_defs table.  Its easy enough to simply copy the debris entires from other species and change the name to those required, but ultimately you should make real debris for each species.

As for the capped normals thing, I've never had had FSO complain about them (in TBP)... only FRED, and then only under HTL mode.  I asked about them in the SCP forums, but got no answers indicating any real negative effects from this error message.  I even posted a mantis bug about it, but nothing realy came of it.  Best to ignore them.
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Nuke

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things to do (before beta 2)
« Reply #9 on: October 30, 2005, 06:05:19 PM »
i was looking at the phoenix class, wondering what could be done to increase its performance/stability. i think im just gonna remodel a new one from sceratch with new textures to boot. the old texture sucks and the mesh has always been abit buggy. the minor upgrades i did were kinda hackish which is probiubly causing the problems. i dont seem to have the old version anymore.

i wonder if the bsg guys saw my ship before they designed the cylon raider. the similarities are very noticable.
« Last Edit: October 31, 2005, 07:40:49 PM by Nuke »
Thou shalt not make a machine in the likeness of the human mind