Be careful of what you wish for... You just might get it. I only invested (donated, or whatever) on 2 kickstarter games. Planetary Annihilation, and Star Citizen. Why? because i did trust the developers to produce a decent product. The former i am disappointed with, but not to the point of "nerd rage". It's just an average "ok" game. The "awesomeness" factor they pushed went out after the first asteroid strike. Now its just Total Annihilation on spherical maps with a Starcraft pac
Major Stress
Agreed. I understand why Ironclad made combat in Sins the way it is. The performance cost would have been way too high at the time if they used physics in combat the way Homeworld used it. Sins to this day still has that late game lag issue from thousands of objects being on the map at the same time. Depending on how big your map is too. Consider all of those map, and unit calculations being made without the physics. Then imagine it WITH the physics. Classic HW pulled it off because t
Sins did what Homeworld could not do. Sins Gave us "Grand Strategy". Combat on multiple fronts. Exploration. Diplomacy yada yada. These things that Homeworld did not have. What i wanted was a grand strategy game that was "similar" to Homeworld, and Sins did indeed deliver in that respect. So Sins has earned its place among the classics. Homeworld focus's more on a local Tactical arena. One map. One area. I cant imagine HW as a real time tactics game where you are stuck with the u
If you never played Homeworld before. You should play Classic Homeworld. Then you will see where all of the other space RTS's (Including Sins) got their inspiration from. Graphics are dated now, but game play is still top of the line.
Game art is advancing so fast that i can no longer keep up. My ship modeling basically needs around a 6-10k poly mesh, A color map, an illumination map, and a normal map. (maybe a specular map depending on what i used it for). Looking at the above picture i see THIRTEEN different textures, and/or shaders being used!! WTF?!
HW 2 frigates are referred to as "Glass Cannons" for a reason. They pack a punch, but 2 shots from an Ion, or Torpedo Frigate, and they are finished, and Destroyers can wipe out whole squads with ease. In HW 2 frigates were cheap, easily replaceable, cannon fodder. In HW 1 the Frigates were much tougher, and losing one would hurt. The expense, and build times also made you take care of your frigates, because replacements did not come easy. Strike craft play totally different t
[quote who="the_Monk" reply="24" id="3519218"] Homeworld (1) is the only homeworld (I refuse to recognize Homeworld 2 as a 'homeworld' game [e digicons]:P[/e] ) [/quote] Agreed. There can be only Homeworld ONE. HW2 as a game in itself was pretty good, but the story in the SP campaign seemed way too "Half Assed", and rushed out the door. Plus i didnt like the "glass cannon" f
In spaaaaaaace EVERYONE can hear Major Stress scream.. Well Jafo, I suppose you could play with the sound disabled to "simulate" the silence of vacuum. [e digicons]:P[/e] We all know the only reason why there is sound in space is for entertainment purposes only [e digicons];)[/e] Otherwise why would Sins have pew pew? I kinda like the Eve Online take on sound in space. There really is no sound, but your pod simulates the sounds to heighten your senses. T
Edited from a borked post. 37 minutes of in game video showing the garden cut scene, but mostly HW2 skirmish. http://www.ign.com/videos/2015/01/26/homeworld-remastered-37-minutes-of-gorgeous-hd-gameplay-pax-south-2015
Can someone shed some light to the clueless about why windows 10 is "free" to users of 7, and 8? Especially for 7? I must have missed a memo somewhere. Yea, those icons are certified as FLAT. I guess style is out the proverbial window. I could understand if they are doing this for performance reasons, but most modern hardware could easily handle the VISTA icons. So what is it with this "euro look"?
It is now $29 which IMO is reasonable. The video which sold me. Outstanding update to the background visuals. Psy, No doubt it is gonna have issues. I found a few just watching the vid below lol, but if HW1 looks THAT good throughout the entire game then i can live with it until its fixed :) Yes this vid has been confirmed on the gearbox forums as real. [video]https://www.youtube.com/watch?v=C4LdlLQ7izo[/video]
Yea i removed the mips, because they didn't make any sense. Plus some of the skybox/environment cubes had mips where some others did not. I figure it was a mistake on the dev's part when the originals were saved. I can see how it could happen. Is there a purpose for an alpha channel in the cube map? Again some of the original cube maps have them, but others do not.
Bump for release of Original Sins, and Entrenchment TSOP v1.0
What i did was remove the Mip Maps from some of the environment cubes, because they are not needed at all. The skybox does not scale when you zoom in, and out. So i treated the Skybox, and Environment Cubes as UI Textures with no lodding what so ever. Where i messed up is that i saved my edited textures in TGA format first. This was to keep the detail loss down as much as possible. THAT is where it changed from a cube map to a standard texture. When i
Never mind i found out why, and fixed it.
Bumping this old topic to point out a problem i am running into when i edit the environment cubes. When the texture is re-saved (ether from a new texture, or editing an existing texture) using the ATI compressionator apparently the "cube map" flag disappears, and you will get this dev.exe error. Assert @ C:\Projects\P4\SinsEntrench\Release\CodeSource\Engine/Render/Texture/FileCubeTexture.cpp(77) DirectXAssert: [!FAILED(dxVerifyHR)] Context: D3DXCreateCubeTextur
Assert @ C:\Projects\P4\SinsEntrench\Release\CodeSource\Engine/Render/Texture/FileCubeTexture.cpp(77) DirectXAssert: [!FAILED(dxVerifyHR)] Context: D3DXCreateCubeTextureFromFile( g_Core.d3d9->GetDevice(), fullFileName, &d3dCubeTexture) HR: (E_FAIL)-An undetermined error occurred This happened after i removed the mip maps from the skybox enviroment cube textures. However when i removed the textures themselves from the mod, the error still happ
Civ IV IMO was the best of the series. I played Civ V, but to me it was just more of the same with hex's instead of tiles. I didn't bother with BE. Gal Civ is the only turn based space game i do now. The screens look like an old Civ IV mod set in space. If firaxis wants to impress me they really need to do something totally different. Instead of making different versions of the same game over, and over again.
Any help is greatly appreciated!
Thanks ill give it a try too.. Photoshop plugin is pissing me off to no end. EDIT: THANK YOU!! The compressionator works like a charm! I optimize an original TGA texture (the strategic reduction), and save it in loss less TGA format first. Then i convert it to dxt5 with compressionator making only 4 mip levels, and the results look BETTER than the original optimized textures from TSOP 0.07. Less artifacts, and a far better looking texture. TSOP is back in business :D
How bad is the detail loss, and compression artifacts using that method? My mistake with the prior versions of TSOP was that i used the "default" settings with no error correction when i converted the TGA textures to dxt5. When i should have used "production" quality settings in the photoshop plugin. However now i dont know if its the plugin that is messing up, or its just my crappy laptop. I get MAJOR artifacts on any setting i use now. Especially in the alpha channels. The texture l
[quote who="erfield1" reply="4967" id="3515971"] Unfortunately I am not a modeler. [/quote] Try not to take any of this personally. I am just making a statement in general. This is what 99.9999% of the responses we receive are when we ask for any kind of modeling help. Something along the lines of "I cant make a model, texture, or i can't mod at all, but I'll be more than happy to "play test" the beta for you". It has been that way since 2008 when the project starte
I just got done updating TSOP for Original Sins (just got 3 more expansions to go). All of 0.08 is scrapped, and i built TSOP off the 0.07 release. TSOP 1.0 will have all of the previous file, mesh, entity, and sound fix's, and the optimized meshes/textures of 0.07. All updated to 1.195 (no more dev.exe errors). Plus a return of the Optimized Planets! Using the planet meshes from Rebellion, but using the optimized original sins planet textures (i could have used the rebellion text
Yea you are referring to the old original Homeworld SoA models. They are indeed over a decade old, but we used them as placeholders until the time came to replace them (which has yet to happen). The old models pay homage to the original SoA. The mod of which SoA 2 is a continuation of. I wish i had the spare time. I also wish there were other modelers that would help, but i have been asking that since 2008. With silence in return.
Audio has been taken care of. MyFist0 optimized the sounds and music. Looking back on the files i found an issue in TSOP for original sins. We fixed the SoundEffects.sounddata file by adding a few missing sounds (they are in the game and some units call for the sounds, but it was not in the sound data file), and corrected the names of some others.... However those fix's didn't make it into the last release! It had a vanilla sound effects file. Don't ask how that happened,