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@david-arthur, on 20 February 2011 - 12:08 PM, said in Into the Void TC:
spïn resources don't actually specify whether the graphic is an rlëD or a PICT; instead, the engine looks for a PICT only if the rlëD isn’t found. The rlëD/PICT buttons found in MissionComputer (and possibly other editors, I don't know) are just instructions to the editor, and aren't saved to the actual resource
PICT support is also patchy, so it’s best to stick to rlëD for sprite graphics.
but the pict resources in question are copy/pasted straight from the nova files. there the resources required to show the ev nova load/startup screens. Why wouldnt they just work without editing involved? I tried fixing it, but from 1 error message ive gone to about 3 lol guess I gotta go back to an earlier backup : /
Are you using Absolute Minimum as your base?
@joshtigerheart, on 21 February 2011 - 11:35 AM, said in Into the Void TC:
I tried using tea cup as my base. can you provide absolute minimum link?
See if this works. http://dl.dropbox.co...luteMinimum.zip
@spartan-jai, on 21 February 2011 - 05:47 PM, said in Into the Void TC:
aH ty ty
Glad I could help.
Ok all the startup kinks have been worked out! TY everyone I should have a working prototype ready by tomorrow for you guys to play around with. All outfits/ships are free. I only have 1 race finished the Laser pew pew race. Imma populate a few systems with a collection of fleet formations ie Cruiser/frig gangs or BS/Cruiser gangs for the players to test themselves against. Be forewarned.. things will get hectic. Imma input 2 gov's that hate each other an populate the hypergate entry systems to showcase some fleet on fleet combat. should be interesting. If anyone could point out bugs or issues that need to be addressed please let me know! As a last advisory i intentionally made the ship classes specific. So dont think your gonna solo a dreadnaught in a frig.. it will one shot you! Also escorts are also free and this game will encourage you to "build" up a fleet. Trust me the ship roles are designed to counter other ship classes. And finally Enjoy!
Destruction count: 24 ramen noodle cups! a 24 cube of pepsi! many long nights of frustration!
Im currently working on the next race which will have autocannons and artillery with some missile weapons. This race is armor, the next guys are balanced shield/armor with an emphasis on speed!
@sleipnir, on 21 February 2011 - 07:53 PM, said in Into the Void TC:
I should have a working prototype ready by tomorrow for you guys to play around with.
I retract my statement lol still a number of balance issues and minor bugs to work out.
ok so unless im doing something wrong apparently spobs cant use turreted beam weapons... hmmm this is gonna put a hamper on certain defensive satellites. Anyone know if this discovery is correct? and if not can ya share with me how to make spobs shoot beams!
I don't believe planets have ever been able to use beams.
@david-arthur, on 23 February 2011 - 07:37 PM, said in Into the Void TC:
arghhhhh!!!! well looks like laser defensive satellites have gone out the window... hmmm maybe a projectile graphic with a loooong animation?
That may not be the best idea, depending on how many and how fast they fire. The engine keeps a limited number of projectiles at one point in time, so if there's a major battle happening, you may start losing shots. However, if it's long enough and it shoots at the right time, I guess it could look like a beam.
@sleipnir, on 23 February 2011 - 07:43 PM, said in Into the Void TC:
hmmm maybe a projectile graphic with a loooong animation?
Definitely doable. I suggest taking a look at Qaanol's Plug-ins, specifically the Quantum Beams plug-in. The effect is quite nice, IMO. You could certainly make similar graphics for your purposes.
takin a momentary break from this tc. Its about that time to get super drunk for the week an chill wit some friends who are movin outta town. Ill do what I can for balancing of the test tc. should be ready within the next week, gotta add a non beam race into the fray because the number of beams is chugging my mac.
Vaca Over Back to work.
This post has been edited by Sleipnir : 28 February 2011 - 09:09 PM
Does anyone know if an idea such as this one is feasible?
Spoiler: Earth is overwhelmed and the player is forced to escape via a wormhole. However the last humans where forced into hiding via a super capital "mothership" that plies the backwater systems of the cluster that earth is located in. Occasionally the mothership sets up shop and becomes "landable" thus starting the final chapter of the game and leading to hopefully the recapture of earth.
How would one go about setting up a mechanic such as this?
This post has been edited by Sleipnir : 28 February 2011 - 09:13 PM
Lots and lots of crons. You would need a ship resource that jumps from system to system after the mission bit is set, and using crons, you activate and deactivate copies of the systems you want it to land in. At the beginning of the cron, the bit that allows the copy of the system with the mothership in it becomes visible, and the empty syst goes away, and at the end, an 'end bit' (my own term, looks like !bxxx) that hides the syst with the mothership in it, and shows the empty system. At the same time, have the pers resource of the mothership not show up while it is active. You could most likely use crons, but I wouldn't know how to do that. All in all, you'd need a few crons, and duplicates of your chosen systems. If that doesn't work I have no idea.
They actually implemented this with Nova. On completion of a major string, the Earth spob (maybe the entire syst is replaced) is replaced, and in its place is a duplicate with a different desc and a weapon.