Jeremy Reimer

Hornet

Spaceman
Hey dude!

I was wondering if you are still working on the WC1 TC for freespace 2?

I hope you are as it looks cool.
 
Yes, I am still working on this mod. Actually I redesigned the Dralthi model and redid the texturing, it looks a lot better now. I've also added guns, engine glows and shields, so I can actually play the first mission and dogfight with Dralthi pilots of varying skill levels, all with the WC1 music going in the background. :)

Here are some new screenshots:

screen04f.jpg


screen04a.jpg


screen05b.jpg


You can read more about how the mod is going at my website's forums:

http://www.pegasus3d.com/phpbb2/viewtopic.php?t=2408
 
Holy Crap! Thats tops mate!

Thanks!

Can the mod be used with the Freespace 2 Collussus demo disk thing?

I believe so, but I will have to test with it once the mod is finished. Plus with the sourcecode opened, I may be able to distribute the entire project, executeable and art, as a single package.

and he still refuses to work together with us...what a shame...think of what we can give him....

It's not so much that I am "refusing", only that I like working on this by myself, and I honestly believe that both mods are complimentary, in that you are focussing primarily on WC3 and WC4 ships, with some WC2... whereas I am doing entirely WC1 ships, trying to recreate the WC1 experience as best I can. I am having fun working on this on my own, learning all the different things... while collaboration undoubtedly results in a faster time to release, I prefer the learning experience of doing each part myself. Since WCS:BGS is close to release and my mod is still in the early stages (maybe 30% done) I don't see the urgent need to collaborate.

Right now I've switched over from the retail FS2 engine to the FS2Open source code, and I'm playing around with specular highlighting and shine maps. It's fun!
 
Sylvester said:
What happened to Lars?

*notices that Sylvester had already posted a responce "Lasers and Meson Blasters" to the thread that resulted in Lars getting banned*

Your stupidity is like a living, breathing organism. And I think it just had a growth spurt.
 
How do You get the whole Patrol 3 points thing into FS2? It has neither waypoints nor an autopilot! This is corollary to my post in the WCSaga forum.
 
How do You get the whole Patrol 3 points thing into FS2? It has neither waypoints nor an autopilot! This is corollary to my post in the WCSaga forum.

You don't... thus I am trying to rewrite the missions from being "patrol 3 points" to being something more like... fly to this asteroid field, or fly to this heavy cruiser, or escort this Drayman to this jump point, etc.

One hopes that the FS2Open coders might see it in their hearts to add an autopilot and waypoints (actually FS2 does have waypoints, but only for AI pilots to follow invisibly, there are no visible indicators of waypoints in-game) But for now, there is no way to do the "patrol 3 points" mission.

Although this involves deviation from a strict recreation of Wing 1, it is unfortunately necessary, and I thought it would be the perfect reason to redo the missions to seem more meaningful. I mean, in Wing 1, you often have to patrol 3 nav points. Why are the nav points where they are? Usually Kilrathi fighters are waiting for you at the nav points. Why? What are they guarding? Why are they there?

What I'm trying to do is script missions to basically accomplish everything you did in the Vega Sector campaign, but make it seem a little more meaningful. If it's possible, I'd like to have things where if you fail to destroy a ship in one mission it might be back in another, but I don't know if FRED2 allows that.
 
Well, you actually encountered fighters between navpoints quite frequently... still, the point of the missions wasn't to check those particular navpoints, but to check the whole route. The navpoints were just places along the route where you were supposed to change direction.

Does FS2 have some kind of neutral alignment thingy? As in, in WCP you can make a ship Confed, Kilrathi, Alien, or neutral, with neutral ships not being shot at by anyone (except aliens, sometimes). If you have such a possibility in FS2, then you could simply make a ship with no mesh (or a mesh with transparent textures) that would be used as a navpoint of sorts. If you had that, then it would just become a matter of the mission script activating and deactivating ships in such a way to make it seem like only those in radar range of the player are being shown. The player would still have the tedium of flying between navpoints with no autopilot, but for WC1 missions this wouldn't be a problem, since the distances were so small in WC1.
 
exactly my idea... take let me say a jumppoint marker from FS2, be sure it is set to no collision. Create an entry in the ships.tbl named navpoint, make sure it is not visible in the tech room.

Now all you have to do is to write sexp, that will assure that certain events take place when the distance to the nav point is less then 2000 clicks.

You are done
 
That sounds like a good mission idea - I never really liked the mass produced feel of WC missions but for a 1990 game it was par for the course - it sounds like this will be more exciting while at the same time accomplishing the same goals. Hope to play it sometime soon!
 
Jeremy, if I were you, I'd make the claw have more detail like windows, guns and the "O7" on the flight deck and maybe add the name "TCS Tiger's Claw CV-07" somewhere, but thats just me. :D
 
Yes, you can make objects neutral, you can also create your own "filler" objects like mines, stations, rocks, etc. It would be pretty easy to make a "Nav Point Buoy" in this scenario, the only problem is that you have to endure the long travel times between nav points. But you can turn 4x time compression on, and there are other things to pass the tedium, like having conversations with your wingman (I plan to add voices for all the wingmen, with my wife playing the female roles. ;)

EDIT:

Jeremy, if I were you, I'd make the claw have more detail like windows, guns and the "O7" on the flight deck and maybe add the name "TCS Tiger's Claw CV-07" somewhere, but thats just me.

Yeah, the Claw model isn't finished yet and the textures are just placeholders. That's actually the next thing I'm going to be working on.
 
gryphon said:
How do You get the whole Patrol 3 points thing into FS2? It has neither waypoints nor an autopilot! This is corollary to my post in the WCSaga forum.

Since everyone else seems to have gotten to this point before me, just chiming in additionally.

Derelict had some missions like this, which did the whole nav-point thing pretty well.(You shouldn't have to muck with the table files to actually use a nav-buoy as a nav-point marker that's not physically there.)

Also, I think some of the TBP missions had something similar. Just been seeing this ponit brought up ad nauseum here, so...
 
Jeremy Reimer said:
Yes, I am still working on this mod. Actually I redesigned the Dralthi model and redid the texturing, it looks a lot better now. I've also added guns, engine glows and shields, so I can actually play the first mission and dogfight with Dralthi pilots of varying skill levels, all with the WC1 music going in the background. :)

Here are some new screenshots:

screen04f.jpg


screen04a.jpg


screen05b.jpg


You can read more about how the mod is going at my website's forums:

http://www.pegasus3d.com/phpbb2/viewtopic.php?t=2408
Blargh, thats the ugliest thing ever. Is that jumbled mass of blocks the Tigers Claw?
:D
 
I've already said many times, the Tiger's Claw is unfinished. I haven't added turrets or other details, plus the texturemapping is just a placeholder. Also, the FS2 engine has poly limits even for capships, so you can't just go hog-wild and make a beautiful hundred-thousand-poly ship, because it will crash the game. You have to respect the poly limits, then try to make things look better with use of texture detail and other tricks.

Anyway I am quite used to negative encouragement by now but I will keep plodding away on this, putting in what time I can, and continue improving it as much as I can.
 
Back
Top