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Messages - Sargoth

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26
Scripting / Re: Nexus and problems with widescreen
« on: February 11, 2016, 12:45:30 »
I had a look at the file. For me it states correctly 'she' twice. Might have been fixed by Nordic? Had a look in the CEP repository, same story there. ;)

27
Scripting / Re: Nexus and problems with widescreen
« on: February 11, 2016, 00:46:38 »
Nice catch, will update ;)

28
Mod Development / Released Mods / Re: CEP Revival?
« on: February 10, 2016, 17:54:22 »
Yes :)

29
Scripting / Re: Nexus and problems with widescreen
« on: February 10, 2016, 17:53:49 »
No, he only copied the briefing files. Not the text files we modified.

30
Scripting / Re: Nexus and problems with widescreen
« on: February 10, 2016, 12:38:25 »
Seems he could run the the game with just the boxes changed and the game loaded fine. ;)
I guess I'll have to detail that out a bit more in the readme

31
Mod Development / Released Mods / Re: CEP Revival?
« on: February 09, 2016, 21:58:06 »
You can have paid accounts for €9.99/month with 1 TB storage and €12/month unlimited storage. 2Gb for free storage though. And can get additional 125mb for linking twitter and 125mb for linking facebook and 250 for completing 'Getting started' steps. I'm sure they are selling that info.

But 2 Gb is more than enough for our purpose ;)
 

32
Scripting / Re: Nexus and problems with widescreen
« on: February 09, 2016, 21:50:55 »
http://steamcommunity.com/sharedfiles/filedetails/?id=599611707&tscn=1455049212

Quote
is it compabitable with all languages (including russian)?


I wonder, how easy/hard would it be to add additional languages to the game, if we look past editing in the text in the text files. Like setting it up so that people can select language and the likes?

33
Mod Development / Released Mods / Re: CEP Revival?
« on: February 09, 2016, 19:09:55 »
To the other users of the shared folder on dropbox. And it's on an invite basis, so only invited people will have access ;)

In essence: If I add a file via that folder, dropbox will automatically upload it and download it to you (once you log on to dropbox on your pc). Downside is that we have to be very strict about who does what at a time, but we can circumvent that if we do personal folders within that folder. :D

34
Mod Development / Released Mods / Re: CEP Revival?
« on: February 08, 2016, 20:33:11 »
Not quite like that ;) We'll be sharing a folder over the net, any file added will be uploaded and automatically downloaded to the other users. :)

35
Mod Development / Released Mods / Re: CEP Revival?
« on: February 08, 2016, 14:40:21 »
Can always do a shared dropbox and keep either a forum list or a readme file on who's doing what ;)

36
Mod Development / Released Mods / Re: CEP Revival?
« on: February 06, 2016, 01:51:42 »
1) My thoughts were to give round things more polygons, to make them, well, more roundish. Also clean the textures up and/or add more/better details. But If we're going to change the texture's we need to keep it themed. As in all those asteroid bases sure could use some more poly's and your texture, Old Dragon.

2) I'm not sure how much is possible in making Nexus less buggy. I think a lot of the "crashes" are hardcoded. But we can do what we can do; Go over mission files.

3) I'm an animator. So, new ships and textures are not my thing. For any new missions I wish we had a better mission editor, or else we'll be fiddling in a lot in code.

4) Arparso. Also, maybe CmdrKoenig.

Also, Nexus news on the horizon; http://steamcommunity.com/app/6420/discussions/0/451852571446952440/?tscn=1454707823


37
Mod Development / Released Mods / Re: CEP Revival?
« on: February 04, 2016, 21:53:23 »
Already did the first mission movie ;) and halfway through the second. If you wanna have a go at it, sure.

https://dl.dropboxusercontent.com/u/20010147/01.ini
https://dl.dropboxusercontent.com/u/20010147/02.ini

Have a look through the first one. The way I've set it up, the text will appear a bit higher on the movie and not have the bottom cut off.

38
Mod Development / Released Mods / Re: CEP Revival?
« on: February 04, 2016, 19:19:00 »
I was planning on upping the quality of textures and models ;) But I'm having a hard time trying to get motivation going to get the movies done for widescreen first :-\

39
General Discussion / Re: Nordic buys Imperium Galactica
« on: February 03, 2016, 14:10:01 »
Do I sense a Nexus-IG hybrid coming in from the fringes of the Solar System? :o

Wouldn't mind. But I'd rather hope they keep that separate, at least gameplay wise.

40
General Discussion / Re: Nordic buys Imperium Galactica
« on: February 03, 2016, 14:04:55 »
IOS and Android version are already out. Digital Reality tried to use the money from that to start an IG MMO. That sadly failed hard in 2014. http://forum.imperiumgalactica.com

https://www.youtube.com/watch?v=5E9Pjmd0Jps

41
General Discussion / Re: Nordic buys Imperium Galactica
« on: February 02, 2016, 23:55:36 »
I guess thats that for Digital Reality :(

43
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 26, 2016, 20:05:25 »
Nevertheless, I keep thinking that none of the big(ger) space battles in Nexus took place within an asteroid field. With the possible exception of the Theta Gate mission. But even there the patrolling ship and platforms were removed once the Gorg support fleet jumped in.
So I reckon they count towards this upper ship/object limit the engine can handle.

Yeah, I always found that to be a bullshit statement. That the engine couldn't handle it. So I tested it.

Here's over 3000 asteroids in a scene. It took the FPS down from about 750 to 60. And it took about 5 seconds from skipping the ingame briefing to actual play lmao

44
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 26, 2016, 16:32:23 »
Quick question, do you think the higher poly count would have much of an impact?
I seem to remember having lots (and I do mean lots) of asteroids could cause a bit of lag.
In the above pic, there's about a 360 difference in the poly counts.

I don't think so. I believe you can go hog wild with it. But just to be sure, keep it under a thousand and you should be fine.
Most people are running 2Gb video ram now a days, as opposed to 256mb of 2004 era. And what takes up that is large texture files, graphic effects like Anti-Aliasing, Screen-space occlusion and stuff like that. None of which Nexus has.

45
Scripting / Re: Nexus and problems with widescreen
« on: January 25, 2016, 19:48:03 »
You're a lifesaver. I'll mess with the these files and see if we can't have subs.

46
Game Assets / Re: NPC Reference guide
« on: January 25, 2016, 19:33:20 »
I'll quietly wait for Nexus 2 :)

47
Game Assets / Re: NPC Reference guide
« on: January 25, 2016, 18:42:02 »
You mean you never had the file in attachment?
But yours is way sharper. Thanks. :)

Nah, I do now, thanks to me ;D

I often think some of those NPC's portraits should be switched around. For instance, SpaceTech commander Xiao Lee (npc 8) seems to wear the same kind of uniform as the rescued Asgiharu flight engineer (npc 34), a Kissaki 'employee'.

The story was probably much longer or convoluted. Xiao might have been rescued at Sekunja Alpha and convinced later to switch sides. Might have been a string of bases of the kissaki that turned dark and you'd have a much more  foreboding first chapter. Might even have been multiple-choice missions ;)

48
Game Assets / NPC Reference guide
« on: January 25, 2016, 17:27:50 »
While changing some of the pics for the briefs, I decided to map the NPC's and thought I'd share.



49
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 25, 2016, 02:22:06 »
Turns out I forgot to save the project file with that info ;D I could have saved so much time haha :-[

50
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 24, 2016, 22:16:59 »
HA! I found just copying and pasting the destination works wonders. Now if it would only save the destination location for the work file. Then we'd be golden ;)

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