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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.
Oh, yeah I noticed you older comments, Good to know you have been following the team for a long time.
We (Chimas and I) haven't been included into Sunrise Industries yet (idk y), but I have been working for the mod for some months, I mainly have been working on effects, a little bit of hodding, importing stats and physics values from HW1, some more effects and tried to implement the AI, but had some problems.
And again, thanks for following us.
I think its to give a less up stretched look, I was a little skeptical at first too, but I used to like it with the time.
Not sure what you meant, but as the other ships I think we (mostly jkberna) have done a good job with the others, when ready I think a side by side comparison for your judgement, also If you have any suggestion feel free to comment, please.
And in the bottom left there is another one.
Well that ship was attacking instinctively, the AI wan't complete at the time of the SS, and also the ship is using the exact same turret values from the original, HW1 was a pretty well made game, and we are using all that good data for the mod.
Only like the marine frigate, and we would need to make the capture time longer in return.
Yeah that is what I thought,
It was only a test, and I wanted someone to give me an opinion,
That is a good question, and the only way I can think of is using the secondary sensors, and it will have the problem you mentioned, but there are some ships that will not be shown in secondary (fighters and corvettes), but these things can be subject to changes.
Sorry, people but that is one of the best Taiidan motherships I've seen and I don't thing we will going to change it in the future, unless someone make something better and offer it to us.
We have some ideas for that, which are still in discussion, nothing definitive.
You meant loading screens, right?
Man, you stole my thoughts, Thanks!
Sorry, I will stop teasing.
One by one, and they are pretty badass.
I knew that I have seen that frigate before, but wasn't sure.
Those textures make them look so lively.
I wish that too.
That screen was taken by Chimas, and looks pretty good.
The F-ing HW2 engine limit us to only 3 formations for the moment, and they are not really formations they are just Strike groups, and that is not the same at all.
Levi is right, not even the "mouseOverMinFadeSize" or "mouseOverMaxFadeSize" values does anything to change it, seems like its hardcoded.
I'm yet to understand how to solve that, after years of knowing that issue I'm still not sure how.
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.
Very well done for most of it, but I don't agree with the Dual Barreled Shutgun firing separated rounds, unless you could be able to fire both in less than a second.
I think Homeworld 2 eats more CPU than any other thing, mine runs smooth at normal caps with 6 races, but when you pass the normal quantity of units for 6 players it starts to bottleneck in the CPU.
How did you do it?
It's pretty cool!
May be the traffic is too fast, but it was for fun, it made the traffic more lively.
"a Lotus Elise appeared suddently as a bugged police car model during a pursuit?" LOL! It have never happened to me!
Also I've rewrite all the cars handling maybe is not very noticiable but, yes.
And I've made the AI cars to be the same cars that you use to play, because the AI have ever used different cars specs, using the real specs for every car(exception: I guessed about the suspension settings in most of the cars especially in the "fifth class" cars).
The planet is not mine it was made by tefrari
It was a great shot so I cant resist to use it.
He has made a lot of other Kharaks, but this one was beautiful. Here is a link for other versions
It also feels like a terraformed Mars.
If the Dreadnaught can dock with it, must be the original size i think
needs to be extremely big. And that ship I think it was vertical like the Sajuuk and has twin dreadnaught berths. I have been searching for that ship is really amazing.