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The Homeworld Remastered Models are not available for Shared mod use until the completed public release unless specifically advised otherwise by jkberna.
Please keep in mind that it is all subject, infact a lot has since I posted the video :) all still very WIP
the sexiness of that station is beyond words!
The visuals remind me a lot of O.R.B Gog.com , really going to keep an eye on this one!
actually...that might not be a bad idea, would keep lag down considerably
I use a combination of Skunks and Missionboy SE
I'll answer this, no, not in any way shape or form, all the news is is awesome sauce news, but it won't effect the production, pace, or quality of the mod.
The UI Reminds me so much of Decent
The subtitles are exactly as they were in Homeworld 1, the punctuation is the same as well, although I have questioned how it was as well considering the voice doesn't match the punctuation, I kept it the same though for re-mastering sake but we can go through afterwords and make the proper changes that would be vocally correct.
Squadrons? we have decided it would be best to keep it as single units instead of the squadron system, our goal is to keep the remastery as true as possible to the original HW1
lol, In reguards to localization, it is a definite possability, but as was stated before, we just havnt had the time to do all of the conversions for them. The community is welcome to submit their localizations but they would have to be verified as well and we all know how unreliable google translate it :P
yes there are limits to the poly counts, I would check with JK about that though he knows more about the limits
It's not particularly difficult, just extremely time consuming, especial since sound FX are not labeled like speech events are.
As River Song from Doctor Who would say "Spoilers"
Well yes in sorts, as to the original Homeworld 1 you had the ability to choose which race you played, maybe a future feature maybe not, right now they are trying to focus on just getting a fully featured complete campaign to play.
Thanks for the mention guys! Glad to be on board :)
The shipyard is docked, the research station can only build strike craft and relies on carrier's and the shipyard to produce other vessel's. The research station by itself is pretty weak in firepower, however it can hold off strike craft.
The docked ships are purely aesthetic and story based story based though.
that was my first thought...i love it :D
a lot of it has to do with the limits the engine has pre-set with in it. Salvage is a big one but so are resources, get over 5000 objects in a map and it will start to lag, same with ship optimization, reduced LOD's should be used on ships instead of higher res ones when zoomed out, that fix's a lot of issues.
I am hoping so
The only instance's I have had this issue with if everything was the same is when someone is using a cracked .exe file
Be sure you set the CPU's race to the Race Selection.
Also for some reason when looking at the original model it has the entire ship set to Smooth, I set it back to hard edges.
When smoothing the Asteroids they turn more into the old "Space Potato's" which I am not wanting, the sharper edges give it a more rocky look which was the goal I wanted, maybe a little bit of smoothing here and there wouldn't hurt.
If you already have permission then by all mean's I do not mind, I am fully willing to share my work, I just want to make sure that all parties know whats going where. :P I will send you a message with the SVN information.
agreed, i sent a message to you in reguards to this matter please respond immidiatly or I will be forced to report the violation of the IP
Thanks my friend, I am still waiting on replies for permissions to use the original ships so till then there will no be a release.
already doing so :P