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Yeah is nice for it to be toggled, but bet you are going to need it, HW1 ships are very difficult to see, and yeah those were 3, the second one being the most useful and less intrusive, and its more like from a certain distance onwards.
Yeah its possible, but we don't want that AFAIK that was a limitation and not a feature.
Yeah, I know I need to look into that.
Nice work, but I'm a bit concerned about the the weapons firerate, even if it looks cool, it easily becomes a huge hog for the CPU to process, not even mentioning large battles and multiple battlefronts, just my 2 cents looking forward to this project, seems promising.
Thanks I forgot about those, I wish their values were a little bit higher since at 55 health when the script is triggered they easily get killed when RTB.
Also I used the same script for both fuel and damage, I just needed to add a simple line, two kill with one shot.
Yeah, I think our interceptors are a little bit smaller than those on your link.
I understand your thinking about the sizes, but then BSG would be far worst, and that is the main reason I'm happy with these scales in Homeworld.
Still working on that.
Yeah, but for that I would need to separate the fuel script in a function for every class (which is exactly what I want to do now) for them to use different intervals for each class.
Lets see if I can get it working as I want in the end.
Maybe the perspective is playing you tricks, I've compared them with the sips latched, and they look the correct size, the scout is around 16m.
After a lot of test I found that increasing the script interval, didn't help at all, because with high amount of ships that the script needs to work in the same frame sometimes is too big and too noticeable.
So I'm going to try to divide the script load over time.
I read that thread on Relic News Forums, maybe it could work for something else in our mod, like Mr Thi said, it could be worst with this amount of ships.
Thanks for the suggestion.
Yeah I understand what you mean, and I wish the HW Remastered from GBX could give us that option, seems like HW2 had lazy development.
About HW2 bullets they are more like beams with a bullet animation, which is a silly solution if you ask me, also seems that the code is very inefficient having problems when managing several slow bullets from many turrets.
Not exactly, but more like fighter getting inside the R.Controllers or Support Frigates, a quick solution was to disable one latch point like you see in the screenshot but I want something better.
I think you are right, I will try to optimize it better, I have some other ideas aside from increasing the check interval, right now I checking for 2 sec to look if it works correctly. I don't want to raise it too much because it could make the Kadesh swarmers work incorrectly.
In HW1 the interval was 1/16 of a second and the fuel consumption was twice during combat, I wish this was that efficient.
Yeah, its a large lag and stuttering source, and even more since our fuel script is two or three times longer, but I could optimize it to allow the original HW1 unitcap(80f, 50c) with between 2 AI players and keeping around 60 fps in my old Phenom II machine, I bet nowdays CPU would have less problems, still 1/2 and 1/4 HW1 unit caps are available.
Also we it will be optional in the gamemode, so you could get better performance.
Thanks 23-down, but I beg to differ in a few details:
1. HW1 corvettes as other bigger ships use the default attackstyle,a variation of "Frontal" from HW2 but always strafing, the bigger the ship the less it strafes, but that strafe depends on the tactics used.
2. The corvettes in the video are chasing fighters which normally are faster keeping them at the edge of their attack range, but after they reach 0.5 of their maximum attack range, they will immediately strafe around its target, If you look closely you will notice that.
3. HWU and HW@ use the "flyround" attackstyle from the corvettes in HW2 renamed to "circlestrafe" and tweaked a littlebit, nowhere near HW1 in anyway.
4. The Defenders movement was bug caused by a limitation of the engine to use certain acceleration and max thruster values, HW1 was much better in this aspect.
5. I just checked all this from playing a skirmish in HW1, downloaded and played HWU and HW@, and looked at its internal files to verify, the same day I wrote this.
Thanks for the suggestion, and you would be able to verify this pretty soon, when we launch our second demo.
Edit: the only one using the HW2 attack style in our mod is the minelayer corvette, but with its correct range stats for the attackstyle.
Interesting comment, I would have thought that the corvette behavior was correct, they are using a completely different attack style from the ones in HW2 (I created it myself), I will take into account your input and do the best I can to achieve the HW1 feeling.
You bet, we have successfully got over major issues changes and important decisions, we wish we had more time for modding since its something we love and care, but with patience we have achieved something beautiful.
I don't think we will let the mod die so easily, we have been very busy with RL, even though I can only talk for myself, we haven't contacted each other in quite a while.
One thing that has been a huge turn down is that the AI is reluctant to work, but I have a few Ideas that still want to apply.
HW2 mass drivers are far superior to Cata energy weapons, in speed and range, that is why Higs don't use them anymore(maybe?). Also this mod is not about Cataclysm, yet?...
I'm getting weird glitches in my 560 ti mainly when there is too much white in the image, they are like flashing different color channels at different resolutions and normally messes up the image brightness making almost impossible to play, it they become less visible when I keep HDR low or off but still showing up a little of it in the bottom left corner, apart from that the game can look awesome when not glitched.
I wish there could be something like this for Quake 4.
This is the best mod compilation that still keeps the DOOM 3 original feeling.
Nothing really special, a simple method would be to take the original textures resize them, adjust brighness and contrast, apply a few filters and redraw a few parts (or copy and pasting from other ships like I normally do), but JK normally make new textures almost from scratch, because he makes new UV maps for the new models.
There is no option to turn nlips off, but it should be done by modding, maybe this could help you:
Maybe by doing some speed research options can make up with that, I 'm going to used that same approach to the build times, and also could make it optional for multiplayer matches.
Yep that would be good for a comparison, I have mine installed always and with nlips deactivated.
Nope, the speed in HW1 UI was really feet per second even if it says meters per seconds (because it makes much more sense), I know a lot of people would argue on that.
So if you compared Hw1 vs our mod you would see that speeds are correct(I think).
Yeah I saw the files and the angles seems to be way off that could help a lot.
Since we are using as much HW1 stats as possible speeds were far slower than its HW2 counterparts, and we want to keep that the same as HW1 so they are not going to change just as fighters health (which is far higher than in HW2) and damage, but as you said accuracy levels are the key and they need to be worked on, also are the unitcaps, I think we are going to discuss that deeply.
Also hyperspace will be enabled in the future completely, and we need more maps variety (smaller maps maybe?).
Well there is no clear way to bring back the formations from HW1 but tactics is the best option.
About the physics, there is almost no problem, most of the acceleration values were compatible, except for the braking, the rotation values have been emulated (some of them look weird), but the only ones left are the accuracy levels which need much more tweaking.
We need to work on the parallel building script yet, thanks for the suggestion.