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Messages - jstubbles

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76
Game Assets / Re: Looking for new sounds
« on: February 05, 2011, 02:55:21 »
not off hand. Most (free) sounds aren't that great. Best thing would be to record sounds yourself, if you have a DAT recorder and mic. Then mix them up in a software app like Audition.

77
General Discussion / Re: UDK based RTT Space game
« on: February 04, 2011, 03:10:12 »
Yeah, I've been giving Galaxy crap about stuff like this for a while now. He doesn't even have a design doc for our BSG mod  >:(

78
General Discussion / Re: Nexus Launcher beta - need feedback
« on: February 04, 2011, 03:08:07 »
Bah, I love Steam :)

79
Game Assets / Re: Object animations in Layout
« on: February 02, 2011, 04:00:20 »
Hmm. Do the #def# animations automatically play no matter what? I wonder if it would be possible to initialize it's animation right when the mission loads. Maybe it would start up instantly? I don't see why it works (as I think it should) in the model viewer, but not the game itself. Rather frustrating (chalk up another one! :P).

80
General Discussion / Re: Nexus Launcher beta - need feedback
« on: February 02, 2011, 03:58:07 »
Yeah, as soon as I click play. Shuts down the launcher tries to launch Nexus and a Application error pops up with "Failed to find Steam" :(

Strange, considering it found the game, config options and all of that. Nice little package though, can't wait until it's all working :D

81
General Discussion / Re: Nexus Launcher beta - need feedback
« on: February 02, 2011, 03:10:49 »
Oh, nice :)

I have found one issue so far - doesn't work if you bought Nexus through Steam. Says that Steam cannot be found.

82
General Discussion / Re: Nexus Launcher beta - need feedback
« on: February 02, 2011, 02:45:25 »
This is really fantastic, Arparso! I'll try to come up with any critiques later on :)

We'll add the modinfo.xml to Nexus BSG in our next release, so you don't have to clutter up your code with our info once it's out :D

83
Game Assets / Re: Object animations in Layout
« on: February 02, 2011, 02:35:44 »
Damn, just one more limitation! hah. Thanks for looking that up, Arparso. :)

84
Game Assets / Re: Object animations in Layout
« on: February 01, 2011, 15:59:29 »
Nah, the animation plays fine in Lightwave. There's no slow down or speeding up. It's one constant smooth motion. But when I load the model in the game, it automatically starts the animation and when it does, it starts slow then ramps up to full speed and then plays forever. I do not want that ramp-up. It doesn't exist in the animation and it shouldn't be there in the game.

If I load the model in the model viewer there's no animation. If I press "1" to enable the first animation, it starts at fullspeed like I want - no ramp up time.

I don't know why it's giving the animation that ramp-up when loading it in the game or editor.

85
Game Assets / Object animations in Layout
« on: February 01, 2011, 06:16:14 »
Hey guys, had a quick question about animations in Layout. I got everything animated and it compiles and plays in the game. The problem I'm having though is that the animation looks like it's on a spline ramp instead of being linear. So when it starts, it starts slow then winds up faster and faster. This is not the behavior I want. It should have a constant speed.

I've gone into Layout's graph editor and set the animation keys to repeat in the pre/post behavior and also set the keys from TCBSpline to Linear. But this doesn't seem to help it at all in game.

Any ideas?

86
General Discussion / Re: Hello, Again, Guys!
« on: January 22, 2011, 02:40:29 »
Yeah, Arparso's Freespace is looking fantastic. Stargate is also really great.

And welcome back!

87
Mod Development / Released Mods / Re: Freespace
« on: January 09, 2011, 03:39:00 »
Looking really fantastic there, Arparso. The progress you've been making is insane.

88
Game Assets / Re: Help with turrets needed
« on: January 08, 2011, 18:57:44 »
Yeah I think Arparso already covered it pretty well. The engine definitely has some annoying limitations for sure. We'd love to have recoil animations and dual barrel flashes.

I tried making an effect like Arparso suggested, were it has 2 flashes in the texture, but it really only looks decent from a certain range or angle - I wouldn't use it as a real solution :(

89
Scripting /
« on: August 24, 2010, 02:05:14 »
Perhaps, but that's well beyond my knowledge to do, or anyone else on our team, for that matter. For the time being at least, I'll just be going with the multiple-cannon offset approach.

90
Scripting /
« on: August 23, 2010, 02:20:15 »
The only thing I dislike about this is what if you decide to manually fire the guns, the slower guns are always going to be that much slower, which is kind of silly. But I guess that's just one more limitation of Nexus :P

91
Scripting /
« on: August 21, 2010, 23:47:18 »
Yeah, easier is always better, just wanted to know which it would be. :)
Thanks.

92
Scripting / Staggering weapon firing
« on: August 21, 2010, 20:15:16 »
Hey all, just wondering if it's possible to make different kinds of firing solutions on weapons. So lets say a ship has 8 turrets of one weapon type and you choose "destroy hull" - right now they all fire at the exact same time. Is there a way to change that, or create a new weapon function button, that staggers the firing, so there's like a quarter second delay between each weapon firing?

93
Game Assets /
« on: August 16, 2010, 00:07:30 »
Modo is made by ex-Newtek staff. It supports LWO natively. For animations, I'll have to use Lightwave :(
But right now I do all modeling and texturing in 3dsmax, then I export to OBJ and import that into Modo to setup hardpoints and things like that. Then Modo saves out the LWO format for the compiler :)

94
Game Assets /
« on: August 15, 2010, 22:47:10 »
It's been a very long time since I used Ligthwave, but I remember just taking screen-caps of the UV window and resizing as needed. Not a great solution, but it does work.

I've become too pampered by 3dsmax and Modo :P

95
Mod Development / Released Mods /
« on: August 15, 2010, 20:53:45 »
Quote
Yeah, but you can always fill up the remaining invisible slots with automatic weapons, so it's not that big of a problem.

Well, that doesn't help our case :P
We need as many slots as possible to be visible. The more railguns the better, but we do need that siege slot to be visible. Maybe there's a way to alter the GUI containers. I'll have to look into that.

96
Mod Development / Released Mods /
« on: August 15, 2010, 19:20:00 »
Confirmed, this works brilliantly :)

Thanks Dreamor!

**edit

There is one issue though. The UI doesn't seem to expand to accommodate the new slots. So when I added the 4 new railgun slots to Galactica, the siege slot for the nuke launcher disappeared, haha. The weapon box just has railguns in it :

97
Game Assets /
« on: August 15, 2010, 19:16:58 »
That's awesome, Dreamor! I'll have to give this a shot as well :)

Thanks.

98
Mod Development / Released Mods /
« on: August 15, 2010, 17:58:19 »
Yeah, swapping only what you don't use (and the fact that it doesn't have to be in order) is awesome news indeed. that's like 3-4 more turrets we can add to our ships now.
I'll have to give this a shot for sure. :)

Thanks Dreamor!

99
Mod Development / Released Mods /
« on: August 13, 2010, 03:53:42 »
it's a cool ability, but it's so limiting. If you remove the siege weapon, you can't use siege weapons whatsoever, on ANY ships. I dislike that greatly.

I wish we could just add more weapons without removing others. :(
We require siege weapons on some vessels, so this can't work at all for us on BSG.

100
Scripting /
« on: August 08, 2010, 04:46:17 »
ahhhh yes, I was using the normal 7 key. Numpad 7 worked just fine :)

Thanks a lot, Arparso!

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