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Messages - DreamorCZ

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51
Off-Topic / Re: Community Podcast Anyone?
« on: March 15, 2011, 12:42:21 »
I agree, Sprint-One did heavily rude comment about latest BSG picture. I also see that image is not showing many new things but there is a line which a fellow moder should not cross. If this happens again with any other mods, Taurus Group will also withdraw its support to this with both mods.

52
Off-Topic / Re: Community Podcast Anyone?
« on: March 13, 2011, 12:52:47 »
Ah, how did I missed this topic?

Podcast is surely a good thing and I'm positive about pulling it out. On ModDB we can use Nexus: TJI - Fan group and link it to as many mods as we can. I can also make translation to Czech, there is not much game fans but many are watching SG mod progress.

By the way I would not call Halo: Fleet Command and Nexus: The Aurora Affair novices. Halo is in development for some time now and Nexus:TAA is developed by one of the nexus modding living legends.

53
General Discussion / Playing on tablet devices
« on: March 12, 2011, 20:57:42 »
Playing Nexus on a tablet device is really interesting experience. Few moves of hand and your fleet goes to a battle. It's great new way how to play and I think, I will play entire campaign again just because of this.

Have anyone else had chance to play Nexus on a tablet device?

54
General Gaming / Re: Warhammer(40k) gaming
« on: March 06, 2011, 17:10:19 »
Always liked the Dark Omens series best.


Ah, Dark Omen is a classic. Mark of Chaos was a good try to remake it but I still prefer Dark Omen for gameplay.

I'm not a Warhammer fan, but I still like the Dawn of War series, especially the first one. Some good fast-paced strategy gaming to be had there. ;)

I'm not sure about the Space Marine game coming up. It looks nice for sure, but I don't yet see how it'll distinguish itself amidst the other shooters and action games out there. Particularly compared to Gears of War, since the gameplay seems quite similar... the question is: if I'm not a big fan of the W40k universe, why should I choose the Space Marine game over similar titles? What makes it stand out from the crowd, apart from the license?


I have a little Czech W40k fan-site running now, so I have quite a lot of information about it. There will be only minimal covering system, possibility to have only one weapon set at a time(no magical pockets then), space marine is a "super-man" and so he will be butchering hundreds of enemies in every level, possibility to command space marine brothers (you will be playing as Captain), weapon updating and basic rpg system for leveling.


PS: There are some SM pictures->
Code: [Select]
http://dawnofwar.herniweb.cz/photogallery.php?album_id=32

55
General Gaming / Warhammer(40k) gaming
« on: March 05, 2011, 23:17:19 »
Ok guys, who is Warhammer fan here? Are you looking forward to any Warhammer game or what Warhammer games are you playing?

I'm really looking forward to play Space Marine and I'm active player of DoW2 and Age of Reckoning.

56
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: February 26, 2011, 19:04:20 »
I completely agree with Old Dragon's plan.

About the planet rotation. It will take quite a lot of time because all planet textures must be placed on a new mesh and then animated and added to system files and there is also a little problem with night side of planets when there is not possible to re-add texture with city lights.


57
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: February 17, 2011, 11:17:33 »
Well, it's quite silent arout here. Did we abbandoned this idea or are we so not united community to even try this?

58
Game Assets / Re: Object animations in Layout
« on: February 05, 2011, 17:39:50 »
This happened to me only once when I didn't parent LoD phases with main layer. Also, converter is doing problems when you have more then 30 layers.

However, it can be anything because that is Nexus.

59
Scripting / Re: Damage dealt by an exploding ship
« on: February 03, 2011, 22:16:38 »
Quote
Maybe it's tied to the ship's HP or the size of the FinalEfx?

Both of it but that sometimes won't solve possible problems with it.

60
General Discussion / Re: Nexus Launcher beta - need feedback
« on: February 03, 2011, 15:27:50 »
"Steam is an evil." (bad thing based on a good idea)

I've encountered another problem recently. Sometimes, drop down menu is not working after playing Nexus.

Also, another two ideas. Button for launching skirmisher and not quitting launcher after clicking play.

61
Scripting / Re: Activating/deactivating animations through script?
« on: February 01, 2011, 21:03:38 »
True, there is more then one problem. I'm not entirely sure but I think there can be added script witch can denote what happens when player activates certain device.

Well, I'm going to learn much more about scripting soon and then I will try these impossible things myself and maybe will find some solutions.

Anyway, thank you Arparso.

62
Scripting / Re: How to avoid ships evacuating too fast?
« on: February 01, 2011, 15:43:50 »
From what I know, crew level can be changed only by NPC and default level is Rookier for all ships.

Only thing I can think out is use of 'Choose(weightN, commandN)' for random NPCs but I'm not sure if that can be added to ENTITIES.

63
Scripting / Re: Activating/deactivating animations through script?
« on: February 01, 2011, 15:31:14 »
That's more than great, actually. This way might be possible to create any animation we need by adding these commands as include to the mission folder. Theoretically we should be able to easily add weapon fire animation and jump animation with help of some conditional scripts.

I would do some testing of this theory myself but my scripting knowledge is too much basic for this. So, would someone here be willing to spare some of his/her time to create a script for weapon animation for me or even test it right away?

64
Scripting / Activating/deactivating animations through script?
« on: February 01, 2011, 11:47:07 »
Here is a simple question about difficult matter: Can be animations like #anim attacked# or #anim def# activated/deactivated through script?

For what?: Jump in/out animations (Destiny engine charging, Galactica's docks etc.). In-game cinematic without need of CGIs for simple animations. And other things you can think off.

65
Game Assets / Re: Object animations in Layout
« on: February 01, 2011, 11:21:11 »
Animation starts always slow and stops accelerating when it reaches specifications in Layout from what I know. If I'm right, you need this for Ragnar station, so I would recommend 1000 frames for one 360° rotation.

66
Scripting / Re: How to avoid ships evacuating too fast?
« on: February 01, 2011, 11:10:52 »
My preferred way is to go to tacticsbase.ini and change EvacDamageLimit as I need for every crew rank.
Also, you can use 'NoCrew' as the last resort of the problem.

67
General Discussion / Re: Nexus Launcher beta - need feedback
« on: January 27, 2011, 21:34:05 »
Firstly, great idea. Secondly, great tool.  8) Only thing witch is a little anoying is opening of the original nexus launcher after quitting Nexus.

Also, thanks to this tool is fullscreen mod finally working properly for me.

Two ideas. One, welcoming page containing news about all mods that will participate or at least news about all installed mods using modinfo.xml. Two, somehow add AA to the config if possible.

68
General Discussion / Re: Hello, Again, Guys!
« on: January 16, 2011, 23:44:19 »
Nice to have another mod maker back.

Nexus is surely far away from dead status. I'm personaly looking forward to Freespace mod which should be released soon, so I think you should check this one out.

69
Mod Development / Released Mods / Re: Modding Appendix
« on: January 16, 2011, 00:47:25 »
Today, I was shocked by what I found (but it's possible I was only one who did not know about it). SAMPLE 02  Everything Change contains some of the original Nexus models with .lwo and .lws.

Most interesting things about that are:
1/ there is #angle 25# and #angle 26# on Destroyer, so it might be possible to add devices 25 and 26 somehow
2/ different boosters and blinks do not need to be numbered between sharps but can be denoted by letters and numbers after sharps
3/ we can see how creators handled animations
4/ those files can be used for quick learning about hard points and animations for newcomers

70
Help / Technical Support / Re: Help?
« on: January 06, 2011, 10:33:21 »
Do you have original game and right patch for your language version? Any error message?

71
Help / Technical Support / Re: Error when I open a mod.
« on: January 06, 2011, 10:30:23 »
As X4VI3R has already told you, you can't have same mission number for different missions and delete all missions with same mission number in you mission folder.

Also you can download patch for skirmisher (http://arparso.de/nexus/forum/index.php/topic,91.0.html) with which you will not need to number your missions anymore.

72
Multiplayer / Re: Can someone help please?
« on: January 06, 2011, 10:24:15 »

73
Modding Tools / Re: [Tool] Model Converter
« on: December 31, 2010, 00:15:57 »
Grace (read: "freaky old horrible model") has alone vertices, one layer, no hardpoints and no textures; Roc has textures, one layer, alone vertices and #boosters#; AncientBS has alone vertices, one layer, hardpoints and no textures; jpx_blue_x2 has alone vertices, two layer, hardpoints and textures.

All of them except jpx_blue_x2 are created with polygons. AncientBS has more then one starting/ending verteces at same two coordinates. First/last vertex is always connected with another except on jpx_blue_x2.

AncientBS, Roc and Grace is created by me with Lghtwave 9.2. jpx_blue_x2 is created by former B5 team with older Lightwave.

As I said, completely different models with nothing in common.

74
Modding Tools / Re: [Tool] Model Converter
« on: December 30, 2010, 21:15:19 »
Quote
I might add support for more advanced file formats later on (like Collada or Lightwave's lwo/lws format).

I see, we will have to build a statue for you soon.  ;)

Quote
The problem lies within the converter, though - I didn't want to suggest, that these models are faulty in any imaginable way.

Well, I wanted to pinpoint an aspect that is making the error but since every of those models are completely different........ I can only say....... strange.

75
General Discussion / Re: UDK based RTT Space game
« on: December 30, 2010, 19:33:49 »
Well, in my opinion making RTT game that is clone of Nexus is interesting but I would rather make Space-Sim/Arcade based on Nexus with Unreal game style. Something like two big ships/group of ships fighting against each other and player piloting fighter/bomber/commando (perhaps commanding whole squadron) to take out important devices of enemy ship and taking down other players etc.

I think we should put two or three major ideas here, vote and then work all together on a same project.

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