Author Topic: news  (Read 13843 times)

Nuke

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« on: April 26, 2005, 08:03:15 PM »
i worked of a few vwep models for the gatling guns. modeling/texturing is done. i still have to scale them properly and recompile the ships to be compatable with the new system. no screenies yet.
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Axem

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« Reply #1 on: April 26, 2005, 09:40:15 PM »
Due to a massive hard drive failure, all progress on the campaign is on hold for 4-8 weeks until those silly manufacturers send a replacement motherboard and hard drive. Cause right now I'm on a 200Mhz machine without enough HD space to even install FS2 Retail.

Axem

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« Reply #2 on: June 04, 2005, 10:32:36 PM »
My computer's up and running (finally), so work on the campaign is restarting again!

Yay!

Nuke

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« Reply #3 on: June 05, 2005, 08:59:30 AM »
cool, pretty soon il have another better computer, yay :D

athlon 64 3500+ clawhammer
1 gb system memory pc3200
geforce 6600 pci-x 16 w/ 256mb ddr
msi mobo w/ ati radeon express 200 chipset
160gb hatachi sata150 hd
16x dvd burner
yay!

on a side note i got the coders to fix the vwep bug thats been holding up progress. id like to see a few more features though, like vwep working in the loadout/techroom interface so the ships dont look so neutered without their gunz. :D
« Last Edit: June 05, 2005, 09:07:31 AM by Nuke »
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Axem

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« Reply #4 on: July 12, 2005, 03:44:33 AM »
Update on the campaign for anyone interested.

I've finally finalized the final story outline and all mission outlines (maybe). So the FREDding can get roaring! Missions 1 and 3 are nearly complete. 4 and 5 are about half done. 6 and 8 are started, and 7 is... off in a void somewhere. Meanwhile number 2 is waiting for multidocking to get fixed. Missions 9 through 24 are still on paper... well, digital paper... see? :p


Clickly clicky!


Depending on how stuff goes, I might release the campaign Act by Act instead of all at once. Each Act would be 8 missions long, with 3 Acts all together.

That would really depend on the weapons getting balanced by then though. *hint hint* ;)

Taristin

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« Reply #5 on: July 12, 2005, 04:04:41 AM »
They can't be all that good, one line descritions are never desriptive enough :p You cheat. :p
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Axem

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« Reply #6 on: July 12, 2005, 04:26:37 AM »
Descriptive enough for me. :p I'm the only person who needs to make sense of them.

Grug

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« Reply #7 on: July 12, 2005, 01:45:41 PM »
Is that in keynote?

I plan on using keynote for unit when I start. :)

Axem

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« Reply #8 on: July 12, 2005, 03:33:41 PM »
Yup yup. All in Keynote. I use it for everything. ;)

Nuke

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« Reply #9 on: July 16, 2005, 12:53:35 AM »
oh yea, the mod. i guess with all the dating lately my minds been elsewhere. anyway ive sorta decided to stick with features supported by the next offitial release. weapon models will be fully supported. which means the weapons system will probiubly be totally rethought out. smaller guns will be more interchangeable, big guns will be mostly used in an anti capitol role and have lower ammo caps while retaining their punch. the 100mm guns will be weakend down abit. i also might switch from the 50mm,100mm,150mm, and 200mm calibur system to a more realistic 12mm, 30mm, 60mm, 110mm.
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Grug

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« Reply #10 on: July 16, 2005, 11:46:48 AM »
Sounds good. ^_^

Nuke

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« Reply #11 on: August 05, 2005, 07:14:27 AM »
it looks like my work season is spirriling down again. so soon i guess i will get back on the ball and start modding again.
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Nuke

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« Reply #12 on: November 30, 2005, 11:35:39 AM »
Current events:

well i finished the final touches on the phoenix model (first lod anyway), mainly smooth grouping, i made a full hierarchy version of the testing compile, for when the code gets patched to handel it.

i was looking at various models trying to decide what my next project will be, realised i need to texture optimise and configur alot of them for the vwep system, and cockpits as well. im currently working on the sepulture's cockpit after that il recompile all already cockpitted ships for use with vwep system. my goal is to get every pirate ship cockpitted and vwep enabled then move on to improving the rumrunner, which will be detailed better, will get new launch doors and will replace alll its tiles with a proper texture. in other words im finishing the existing pirate fleet. if im feeling really productive il lod and dibrits them as well.

i got me a copy of fraps which seems to run incredibly well on my computer. so im thinking of splicing together a little promotional video. im gonna be lesurly recording video from some test missions i made. im probibly gonna do fast cuts so i really dont need any overly complex scenes, so i think i should be able to handel all the work on that. also il need to get some more of the vwep work done for the "gatling guns are cool" shots.
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Axem

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« Reply #13 on: December 01, 2005, 03:21:30 AM »
Yay trailer. I got half written trailer script for CoS, but that's far away still. I really really hope to get ARX27 done by the end of the year, and then kick into super FREDding mode to get the whole thing done by June/July.

Nuke

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« Reply #14 on: December 01, 2005, 07:56:06 AM »
Quote from: Axem
Yay trailer. I got half written trailer script for CoS, but that's far away still. I really really hope to get ARX27 done by the end of the year, and then kick into super FREDding mode to get the whole thing done by June/July.


i think il try to meet that deadline so im gonna try to release beta 2 by then. im gonna recompile all ships for vwep and try to get cockpits in as many as i can, as well as optimizations whenever possible. stuff like hi-poly dante interior, the pirate base and the carrier varient of the ragnarok can hold off till after beta 2. i guess that puts lods and debrits somewhare in the middle. with the amount of work i doubt that will get done unless i can get a moddeler or two to do some polychopping for us. one thing is for sure is that when it gets done the mod will progress from a beta to a full version

beyond the actual 1.0 mod release, i want to add a soundtrack, better sfx, maybe some voice acting, as well as new ships as they pop into my head and continual revisions to old models. i also want personafied player models for the main characters, might see if i can dig up a character artist for that, or take on the chalenge myself. as for voiceacting im not going to take the traditional aproach of recriutment, rather i will do as mindcrime did, he is famous for the 4 hour long machineime "the seal of neharah", for the quake engine, which takes place in the quake universe btw. see he did all the voiceacting himself my faking numourous different accents. it was rather convincing albeit comical. il probibly tweak the mission scripts abit for dramatics. this is of course all in my head, il need to get some somewhat decent recording mics and a better soundcard, which i cannot currently afford.

now comes the question as to what time we should put out a promotional vid, as soon as possible, so as to get more people involved in the mod, or between the next beta and the full release. the video will be better as time progressis, as content gets refined, however we would loose any binifit of community support which could speed up mod development if we wait till the last minute. i guess the promotianal video will be created at my lesure, like the rest of the mod :D
Thou shalt not make a machine in the likeness of the human mind