Battletech - Page 6

Battletech

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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What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Jasper ward: Never too late. :wink: Expect me to take advantage of your knowledge when it starts coming down to tech tree and balance issues. If you have msn or yahoo messenger you can pm me for my address if you want.

Emmanuel: That looks good.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

@ Jasper Ward: We really could use you for rules on weapons and such (exactly what are the rules on how LB-X cannons and MGs work). Currently I think we also know next to absolutely zip about Battlearmor/infantry rules and weapons (what the heck is a "Gyrojet rifle"?), so you'd be a big help if you have rulebooks covering that.
jasper_ward
Posts: 11
Joined: 21 Nov 2005, 11:44

Post by jasper_ward »

hey, I'll get back to you on the LBX, i always uss guass instead, it just easier, and more damage for the slots, but, Machine Guns fire twice per turn with 2 damage per fire, and if you give me an email i'll send the book about Battlearmor and infantry, theres volumes of info that i can't even start to tell in these forums
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

A question: are custom textures possible? If so i might have some things i could contribute.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

with the new model format (if you don't know, you needn't concern yourself with it) custom textures are not only possible, but if they are good textures or needed textures they are also desireable.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Okay, i've heard about it but i haven't messed around with that lol.

Btw you can thank Jasper_Ward for pointing me here. :)

Some of my work:

Image

More at this site, all the buildings were modelled and textured by me:

http://www.battletechmodproductions.com/btgenerals/

Thanks to ImageShack for Free Image Hosting
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

We have wiki!
http://taspring.clan-sy.com/wiki/Battletech

Add your models to the list if you please!
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

FUCKING AWWWWESOME MODEL and TEXTURE 8) CONTINUE THE GREAT WORK !

CAN U MAKE IT HAPPEN IN SPRING ?
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Hot damn! Love that Daishi! Come over to Spring, and forget Generals!
jasper_ward
Posts: 11
Joined: 21 Nov 2005, 11:44

Post by jasper_ward »

I doubt lynx will do that, but TCS is coming along, and when it's finished, u guys will have a bunch of competition, but new games in the BT genra are always welcomed, possibly due to our lack of them, so Lets take the help, but respect the other mods
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Looks like some great work going on over there. If any of you care to learn the s3o format and come along to help with models here a bit (mostly just converting I would think, so shouldn't be too much work). Maybe you'll find the Spring engine a little more exciting than the generals engine :wink:
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

jasper: I was kidding around. What's TCS?
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Masse: lol, i'm just a humble modeller/texturer, i can't code well so it'll be up to the code monkeys. :P

smokingwreckage: The Capellan Solution, or TCS is the Generals mod i'm part of. See the link i posted up there.

Archangel of Death: As far as i saw there's an exporter for 3dsmax, so it won't be a problem. I just don't have other import/export programs like Deep Exploration.
Lol, I've no doubt the Spring engine is more flexible than the Generals one, but as it is now Generals has all the props, textures, scripts, terrain etc. we need, and requires alot less work than a mod for Spring. And we have fans who want to see it done.
Also note I don't speak for the rest of the TCS team regarding contributions, i'm can only offer the stuff i made; if you want their models and textures you'll have to ask them.
jasper_ward
Posts: 11
Joined: 21 Nov 2005, 11:44

Post by jasper_ward »

Hey, everyone, I set up a sinple temporary web page at geocities, it will allow up to 5 meg downloadable files, so I will also edit my Battletech RPG game on sourceforge to also host files, and I will link when ready, I'll keep looking around to see if there is any better way of hosting for free

http://www.geocities.com/badazzflyboy87/

its basic, so don't hate it yet, will take input if you guys want to give input, or have a better idea, it just seems wierd that this mod doesn't have a site, I'll put in a screenshot section soon, so if you want to email images for me to put on the site, then I'll put them in within this month
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

just take the Total Annihilation out if the name :wink: then im happy
jasper_ward
Posts: 11
Joined: 21 Nov 2005, 11:44

Post by jasper_ward »

Will do, (Question for Everyone), is it ok if I use the screenshots off of this forum on the web page, or would you like me to wait. Also, If possible can someone send a List of who's doing what so I can put a staff list on the site.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Once you guys have something to show (the screenshots by bobthedinosaur are amazing and very impressive), you might consider asking the Battletech Mod Productions site for hosting/listing. It looks like they're very willing to help out fledgling battletech mods.

I'm not a battletech fan (just never played the games) but I sure would love to drive a few mechs around in Spring, so best of luck.
jasper_ward
Posts: 11
Joined: 21 Nov 2005, 11:44

Post by jasper_ward »

I just posted on one of masakari's forums, We'll see if he'll help out, I'm putting some of Bob's screenshots on the site, if he objects I can take them rite off
Carby
Posts: 6
Joined: 12 Dec 2005, 15:03

Post by Carby »

Heya, am also a Battletech (I refuse to call it Classic battletech) fan from way back. Have many rulebooks and TRO's (Technical Readouts) and decent understanding of them. Can research whatever you please. Would love to see this mod in full force!
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Carby: Great to have you on board. If you have msn or yahoo messenger you can get those from my profile and add me.

I've got a question for all you Battletech masters to mull over for a while: How should I do the artillary weapons in Spring? My current source has range measured in maps (whats a map? 100 hexes? 200? 1000?), which effectively means massive range. If maps are large enough 8000 range on a long tom may not be that bad for static turrets, but then of course you have mechs like the hollander. Also they have massive damage and low ammo, which defies entry into the maintaining damage per turn system (6 seconds chosen as a "turn" for now, then fudging damage and reload off of that) I was using for the more conventional weapons.

Mull it over and give me any ideas you come up with.
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