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That is mostly caused by old video drivers that weren't compatible with Glare effect, but that is something I haven't seen happening again in years, I will disable that Glare in the next release, but about the voice on the cinematics issue you are the first and only that has had that, maybe you forgot to turn up the voice volume?.
The remaining ships are going to be introduced when ready, but I will try to make an effort to include new ones in the next release, maybe we will need to sacrifice some quality. But if things go as expected in the next 2 or 3 weeks.
We aren't accepting donations for the moment.
The remaining ships are more close to a release than the SP Campaign, because its still very incomplete.
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.
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.
Those textures make them look so lively.
That screen was taken by Chimas, and looks pretty good.
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.
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.
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.
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.
For the singleplayer issue, did you create a new profile for it?, most of the time that is the problem.
Yeah, the Ai has been an issue mostly because the research, if you disable it in the match options you should be able to have a better experience, I'm still working on how to make the AI better, and for that I need more feedback like this, Thanks for your input!
Thanks for the input.
We already took that into account, then, may I ask.
Did you built the modules on the research ship?
Each research module gives 10% fleet build speed bonus, and research times halved, since the research ship comes with one embedded to enable research capabilities, and you have a maximum of 6 modules, you can achieve 50% faster build speed and 1/6 research times.
Parallel building has been problematic for me so I tried a work around and tried to match or had slightly faster building than HW2 but without breaking the pace like on the last demo, an example with build speed:
Ion frigates HW1/HW2
default build times:60s/55s (seconds)
maximum upgrade: 1.5/1.3 (HW1 doesn't have upgrade, value from HWR )
upgraded build times:40/42
I would like more opinions on this though.
All Kushan Fighters have dual gatlings with five barrels each, this one is single, with four barrels, has a damage/bullet only on par with a scout, even less firing range, narrower firing arc, it only has better accuracy due to its projectile velocity and a longer firing bursts.
I think it should be a little better , so I'm planning to allow them a few upgrades for MP.
I think I know how to do that but need to test it first
I don't think so, our main lag source right now is the the fuel script and its limits kicks several times sooner.
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.
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.
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.
I wish that too.
That is my own mod, with content from a lot of other mods, the link is in my last blog.
I would like to know if they can represent this concepts Awesomeness!
It´s very well done.
I want one...
That Carrier looks good.
But from what race is it? I get a Taiidan feeling in this design, I think it is Vaygr, maybe I'm wrong.
If homeworld 1 is to be recreated I think your ship designs are perfect for the job.
I recomend you to delete the duplicated second bridge it makes it more natural