Battlestar Galactica - Page 6

Battlestar Galactica

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battlestar Galactica

Post by Hoi »

Ooh you changed geometry, you could try the texture, see if it works but if not you will have to change/retexture.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

ah the model is a little bigger than i aspected its about 12 k poly. I think i could reduce that alot actually.

But the original model i believed i came up with i got it down to 4 k poly but i burned it on too high speed on my cd :S.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

yes its not that i dont know how to do ti. But my cpu dont like paintshop alot and thats what i use.

And to use the old texture since i am no artist i need to uv map my model and i defenetly suck at uv mapping.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battlestar Galactica

Post by Hoi »

get a usb stick, a 512 one is really cheap, and reliable, and a few euro's more for a 1 gb or 2, I have a 2gb and save my stuff on it, so if my computer fails (always keep important stuff at 2 places) I still have it, don't use cd's, they will break and then you have a problem.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

I hope to learn more how ppl can be different from other ppl. I am kinda short minded when it comes to this. I dotn put ppl in a box i just judge the whole karakter by the persons last action. anyway put my self in the same position what kinda makes communication rediculous.

I like spring and battlestar galactica and thats why i am making this mod. Good gameplay is all i want. no need to become a modder. Basically my modding/ texturing and modeling are shit. my capabilities are along way from here but i am not going i gonna make this mod.


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With a little help from my friends
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Battlestar Galactica

Post by Noruas »

This is lol, because a few months ago I thought about doing something but scratched it when i realized I had no man power nor a proper idea to make it work.

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And this one for fun
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User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battlestar Galactica

Post by Hoi »

I like that!
daan 79

Re: Battlestar Galactica

Post by daan 79 »

That would be awsome and i like the model very much

This gave me soem new energy and hope to work soem stuff out.

First off all the downers

*it seems not to matter from witch alltitude a fighter attacks.
*even if a fighter got attacked from two alltitudes it doesnt seems to be in disatvantage. (possible fighters on lower alltitude act slower)
*higher alltitude fighters cant put on patrole.
* on a black space map all fun dies because lost of sight.
*The speed sould be not to fast when implimenting these fighters
*the die sequence is pretty shitty since in space they dont faal aal in one direction.
*than i might wanna introduce LOS since with 500 fighters it became a bit tricky.

One thing i might consider adding. This i could use some feedback on. The figter could also make a morph to a fighter that flight twise the speed and runs away from enemy in combat. This i would like to introduce you you can run and atttack faster. The fighter that flies twice the speed you than have a noweapon tag.

Now the oppers:

*It is really fun seeing vipers and raiders battle with the rockets they look like in the serie(when speed set to very slow.) Maybe we could set rocket speed slower to make it look better or make game speed by default slower or somthing)
*it seems that when having a viper army between the commander and the higher alltitude vipers it really gives protection.
*Its kinda less laggy than i aspected and the units do look good when played with a skybox that isnt too bright but also isnt too dark.
*fighters can handle big objects attacking but it looks sometimes a bit silly since they attempt to fly through them.
*morphinh to alltitude seems very playeble and with the tree alltitudes i used (100, 500 and 1000) it seems you keep still an idea what is weher and you can keep manageing them.

I do might wanna give some kind of icon on the radar for a unit that has higher alltitude to give you more information. Also i wanna try experimenting when a viper will attasck from a certain alltitude difference. I hope to experience the power of a anti fighter base craft to see how that works.

Those fighters hold back the nuke cylon raiders(artillery to kill the basefighter killers) and the fighters need to retreat if the artillery get shot to pieces since they also work as refueling station.) well some thoughts untill i can make a galactica that is providing soem fuel and gunpower to support his fighters.

Special tx to pressure and kdr!

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best part

greets daan
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battlestar Galactica

Post by Hoi »

Special tx to pressure and kdr!
You forgot me! :shock:

I like the best part though :wink:
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Battlestar Galactica

Post by SpikedHelmet »

I so want to bone that asian cylon. I love asians. Any asian guys here with cute sisters? Holla at me.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

cold shower
daan 79

Re: Battlestar Galactica

Post by daan 79 »

ok i am at the moment not making anymore fighter work

The fighter now come in different speeds and different alltitudes.

The fighters also can morph while in combat and run with twice ther normal speed.

This also works when you send thesevipers through a group of raiders. They cant follow.

This is reversiable ofcourse. After the run you can morph your fighter back so it can shoot again.

This is waht i started on to work with the raptor.

http://pastebin.com/m753b063d

Can someone point out what i only need to make those 4 pieces(flares) to work and remove all other code?

I wanna try to give this unit a lot of missles to shoot at once. so ther is a see of missles working ther way to cylons. For a weapon that shoot missles let say 10 a time would it shoot from a distance to different alltitudes easely when they got ther targets from radar?

Oh is it possible a rockets lives less longer in space by other variables.(not collusion but for instance a radiation level in a area)
User avatar
Muzic
Posts: 950
Joined: 09 Aug 2006, 07:08

Re: Battlestar Galactica

Post by Muzic »

in the new series vipers fight with machine guns and raiders fight with railguns

i dont want to be like making it hard for you or anything. You're doing an amazing job so far. I love the look. But i think it'd look cooler if vipers were shooting ballistics and raiders faught with blue ballsitics (look at CA)
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Yep i have to figure some stuff out but your right the weapons in the serie are pretty awsome. I am aslo trying to maintain the concept in the serie of batteling when making the mod.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Hi guys,

been some time to had any updates :D

My building system kinda sucks.

It works like this. Same as in any *A mods. Actually the spacecraft places a frame where to build on the ground when ordering. This kinda has bugs aswell.

What would work and i like.

A system where the builder just by clicking on his build icons start building it and when its done it places the unit next to it in a random way with a flash.

http://pastebin.com/m56f2acc1

How could i do it the simplest way?

greetz res
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Battlestar Galactica

Post by SpikedHelmet »

Look at KDR's "T.H.I.S.", it has a very cool way to build ships.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

He has,

He is just using complicated lua to have recources and canbuild system,

I kinda read in his bos how he makes them appear in game.

But since i quite not understand asmuch as i wanted to i have no clue what i can add and what i cant add.

Is ther maybe some documentation on this?
daan 79

Re: Battlestar Galactica

Post by daan 79 »

http://pastebin.com/m55f44019

this script errors on the line where i added

emit-sfx BUILDING_COMPLETE smoketype from base;

i have a few questions.
Do i need to add "show" command of every piece to work?
Do i need to add something at the static_var to amke it work?
BUILDING_COMPLETE is that somewhere else referered otehr than this file?
And maybe i mis "get" somthing before the thing i added?

I tried to read up some stuff. But i somewhere stuck on this thing. And i must say i very helpless on this scripting.

tx in adventages
daan 79

Re: Battlestar Galactica

Post by daan 79 »

I kinda didnt fix the build how i wanted but i am now able to build.

i used for raptor artillery(it has to much sight right now)
and the fighters have lasers(they need to be nerft)
ther are 4 levels of alltitude(witch can travelled directly at any time)

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greetz
daan 79

Re: Battlestar Galactica

Post by daan 79 »

I coudnt sleep so i thought let me post something here.

I had today some few nice fps in this project. I discussed with a few persons mod possibilities. One of them is: Have able to build only one uber fighter in your fleet. It would only be uber when fps ing it. This fighter could be with comshared, your weapon in close combat.

Than ther was some strategy i wanted to add to the game. I want a system that some widget divides the space in boxes of lets say 2000x2000. This could be maybe done by a unit(map feature) when accesing this box the feature will give you intelligence off that region of the map if you stay long enough in that region.

So if you been long(5 min ) in section 1. After you leave section one you will keep intellengence for about 15 min of that region. This means when another team enters the region you can see all he is doing. This connected to a teleport option would mean. Every section you have intelligence from you can jump too.

So in a midgame you have tried to explore some more ground than the enemy could be a goal. This will give you more change to suprise attack the enemy with a coordenated attack. Also a goal could be to get certain more valuable sections of the map. The more likely a enemy would pass trough it the more valuable it would be to own it.

These fps lasted not to long so lets construct a 400000 damage viper.

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