The Nephilim in Nexus (Note: Image heavy)

Ok, fixed some things. And I clarified on the Nexus boards, but not here, but the image was done using the game models, however, it is not an actual in game screenshot. The scene was created and rendered in Lightwave. Once I get the ships ready for the game engine, you can expect some real screenshot wallpaper. ;)
 
Exarch said:
Ok, fixed some things. And I clarified on the Nexus boards, but not here, but the image was done using the game models, however, it is not an actual in game screenshot. The scene was created and rendered in Lightwave. Once I get the ships ready for the game engine, you can expect some real screenshot wallpaper. ;)


I don't care really. The controls and stuff just get in the way
 
True, the controls do make things annoying. Wish there was some option to turn it off for screenshots... oh well, whatever.
 
this is funny. for the early wc:t screens, i cropped out the controls most of the time, but chris reid insisted i keep em in, cos he likes the look so much:D
what ever way you do it, it's the wrong way
 
Progress is being made steadily, and I'm happy to say that I'm working hard to get a playable demo out during Spring break with the handful of ships I have retextured. No guarantees whether it will be finished on time or not, as life enjoys tossing stuff at me, and there's alot to do yet, but stay tuned!
 
Another update, the Midway has teeth! And engines, and docking points, and everything else. :D

MidwayArmed.jpg


The Enterprise label is simply for sizing purposes. What the game engine will do is read that __inscription__.tga and write the appropriate name for the ship on that part of the hull. Thus, if it's the Midway it will write Midway. If it's the Coral Sea, it will read Coral Sea, all without having to use different textures. Nifty, eh?
 
Thanks for the updates, Exarch!

I have Nexus, but haven't progressed very far through the campaign yet, so some of the following questions may be premature. :eek:

With beam (phaser-like) weapons seemingly prevalent in Nexus, have you been able to implement the more burst-like particle weapons (laser turrets, AMG's, tachyon cannons, mass drivers, etc) seen on Wing Commander capital ships, as well as missile/torpedo/capital ship missile launchers? Your most recent screenshots suggests the turrets to be firing, but in more of a projectile (bullet) manner.

Will missiles/torpedoe's also be available on various fighters/bombers?

How will the fighter/bomber aspect of gameplay work? Are the fighters arranged in wings/squadrons, where perhaps one rendered unit (say a Shrike) represents 4 of the Midway's Shrike compliment or will the entire 252 fighter compliment be available for selection?

Cheers,


BrynS
 
Good questions!

Q: With beam (phaser-like) weapons seemingly prevalent in Nexus, have you been able to implement the more burst-like particle weapons (laser turrets, AMG's, tachyon cannons, mass drivers, etc) seen on Wing Commander capital ships, as well as missile/torpedo/capital ship missile launchers?

A: I just tested that tonight, and yes, the laser, tachyon, etc. bolts are all possible to replicate in the engine. I don't have them looking perfect yet, but they are there. Missiles and torpedoes are already a part of Nexus and shouldn't be too hard to use.

Q: Will missiles/torpedoe's also be available on various fighters/bombers?

A: Oof, that's a tough one. I haven't tried it yet, but I'm fairly certain it can be done. I'll let all of you know when it's been tested.

Q: How will the fighter/bomber aspect of gameplay work? Are the fighters arranged in wings/squadrons, where perhaps one rendered unit (say a Shrike) represents 4 of the Midway's Shrike compliment or will the entire 252 fighter compliment be available for selection?

A: I plan to put fighter squadrons in groups of 3-6. The Midway has 252 fighters, and I intend to let the player use and see all 252 fighters in the game if he or she desires. Space would get very, very crowded, and it's likely the player would never need to use all 252, but the option will be there.

Fighters will work generally how they did in Nexus. You won't be able to control them directly, just tell them to attack a target and watch the show. I'm going to do my best to increase the survivability of fighters (WC fighters have much more armor than Nexus fighters as it is) and also the usefulness they have against capital ships. With the current plan to implement phase shields, bombers like the Shrikes and Devastators are still going to play a large role in destroying other capital ships.

Hope that answers your questions!
 
Hmm... was going to come to simply edit my post with the update, but I just tried launching torpedoes from the Shrike, and it works, so that answers that question. :)
 
If I remember it right Nexus used the beamlike weapons to dissable ship components and the bolt like weapons to do the damage.
How do you implement that behavior into your weapons? Will we also have weapons that are able to dissable ship components and others that will destroyer the ship or is it even possible to have each weapon do hulldamage and a little amount of component damage?
The mixed thing would be what I prefere.

Also a question about shields. When my memories are correct in Nexus when the shield is hit nearly the entire shield was glowing. Do you plan an replacing the effekt with a something like these electric effect of WC3+4 or these round waves from the movie maybe?


Beside that you progress looks realy promessing.
 
The laser turrets I have placed on the Midway can damage both shields and hull. The problem currently is that it will only target fighters, but considering laser turrets don't harm phase shielding, I guess that's a moot point anyways.

Any weapon type can be set up to do whatever. I could even equip wild weasal Vampires with anti-radiation missiles that target components like they did in Prophecy. Anything is possible, but perfecting the different weapons to reflect what they did in Wing Commander is proving to be difficult, mainly due to how the AI handles the different kinds of weapons. Given time, though, I should be able to get it working correctly.

As for the shield effects, the amount of glow depends on the damage as far as I can tell. If it's a large amount of damage, the whole shield will light up. If it's just a tiny amount, it'll be barely noticeable. So, I don't plan on redoing the shield effects at this moment. Making the laser effects was a pain as it is. :p
 
Thanks for the explainations regarding weapons effects and fighter gameplay, Exarch.

Some intriguing new screenshots towards the end of this page -- I can't wait to take the Midway out for a spin! :D

Keep up the sterling progress!


BrynS
 
Sadly, what those screenshots can't show you is that the guns have their appropriate weapon sounds from Prophecy, and that one of the Prophecy tracks is also playing in the background. :D
 
The Tiamet is really huge! :eek: I wonder how big is it? Everytime I fly by it, it looks much larger than the Kilrathi dreadnought from WC3.
 
The Tiamat, as far as I can tell, is only 4 kilometers long to the dreadnought's 22 kilometers. I know what you mean, though, I was surprised when I saw how big that kat dreadnought is.
 
Alright, some new screenshots!

Here we have the Kilrathi Bordrav light destroyer, after it's fighters were brutally massacred by the Midway and her bombers (Dralthis suck!).

Bordrav.jpg






And now, some screenshots showing a skirmish between the Midway and a Nephilim fleet.


Whoever jumped us into this region of space needs to be shot...

Bomber1.jpg



All bombers up... time to bag a dreadnought.

Bomber2.jpg



Circling around to the engines.

Bomber3.jpg



Successful torpedo run! Too bad she's still very much alive...

Bomber4.jpg



And she's down! We're going to be needing to write to a few families, however...

TiamatDead.jpg




The destruction of the Dreadnought may seem easy, but really, it wasn't. I played this skirmish multiple times, and this was the first time the Shrikes actually took her down successfully. Also interesting to note is that the Shrikes are carrying 6 torpedoes each fighter. By the time they finally destroyed the dreadnought, they were empty. 6 torpedoes times 3 fighters times 6 squadrons equals approximately 324 torpedoes spent, minus the torps that died with the bombers that got shot down. The 6 torpedoes on the Shrikes represent Valiant light torpedoes. It takes approximately 70 of them to destroy the Tiamat. That means a bunch of them were shot down by the ships turrets, plus the Barracudas escorting her. When you add in fighter cover, bigger ships than the Barracuda corvettes, etc. the battles are going to be very interesting.
 
Impressive!

A couple more questions, if you please. :)

Can the fighters be recalled mid-flight to re-arm and/or be repaired? Is the performance acceptable with a lot of capital ships and fighters on screen at once? With the current in-game parameters, can the Kilrathi Light Destroyer inflict much damage to the Midway with it's primary weapons (AMG's) only?

Will fighters only be able to attack other fighters and bombers, leaving bombers to inflict damage to capital ships, or will fighters also be able to cause some damage to capital ships/sub-systems, although presumably to a lesser extent than a direct torpedo hit?

Cheers,


BrynS
 
More good questions, and I'm glad you've asked them.

Yes, fighters can be recalled midflight, and in many cases, it's probably a good idea to do so. Otherwise, you might find yourself losing bombers left and right as they start getting worn down. Fighters also will return automatically to a carrier when they run out of missiles.

Performance is currently much better than normal Nexus even with large amounts of ships on the screen, simply due to the fact that the models have only a fifth of the amount of polygons as the Nexus models.

The Kilrathi Light Destroyer currently cannot harm the Midway. I looked up the ship on the CIC database, and did notice it had a classified weapon. Is this an anti-capital ship weapon? If so, I will work on implementing it and fixing that problem. At the present time, however, the Bordrav only serves as an anti-fighter escort ship with a 5 Dralthi fighter force.

I think I stated this previously, but depending on what you take, fighters can attack fighters, components, capital ships, or any combination of those, depending on what type you take. This is actually one of the parts I'm looking forward to testing. While playing this mission, I came to realize just how important fighters are going to be. Nexus may center around capital ships, but the way Wing Commander works is that everything is done by fighters. Even in something like Nexus, you can't take that away. As I add more capital ships, it's going to be very hard to simply rush out the bombers and head straight for a capital ship. You're going to need to actually run your fighters on sorties in order to succeed. For example, you run into an enemy fleet. They launch a fighter screen, which is going to make it hard for the bombers to survive. You launch your own fighters to intercept. As they are going at it, you launch several more squadrons of fighters armed with anti-radiation missiles. While the fighters are busy, the wild weasals will start their attacks on the enemy ships' turrets. This will make it easier on the bombers, because (A.) they won't get shot at and (B.) the torpedoes won't get shot down. Meanwhile, your fighters are having to land and rearm, so you launch another fighter screen to cover them while they reload, and on it goes until one of you wins. Going back to the performance question, even with so many fighters on screen, I honestly don't think the game is going to slow down all that much. The fighters are only around 300 polygons each, as opposed to Nexus' 1500 polygon fighters. Furthermore, the game uses mip maps, meaning the textures will be reduced in quality the further away the camera is from them. Finally, the game will also switch off the bump, reflection, and specular maps if the camera zooms out so far that the extra detail isn't noticeable anymore. With these optimizations already built in, the only way I think you'd hit a performance problem is if you took 16 Midways and launched all 252 fighters from each at once. Ok, you may notice some slowdown before then, but nothing to make it unplayable.
 
Exarch said:
The Tiamat, as far as I can tell, is only 4 kilometers long to the dreadnought's 22 kilometers. I know what you mean, though, I was surprised when I saw how big that kat dreadnought is.

4 kilometers is awfully small for the Tiamat. I fly around it and it is much larger than the Kilrathi dreadnought.
 
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