I have more or less the same issue with the B5 model I imported, I left the data map section of your Mesh importer blank it had no effect.
TFL BigBANGtheory
[img]http://img87.imageshack.us/img87/7061/b5oase2ef3.jpg[/img] I have 20 shadow vessels flying around now, I'll try and get some video footage.
Lightning is a very difficult effect to simulate accurately as an example look at the Ion Distruptor in X3 where Egosoft got it completely wrong. UT3 has a nice effect with their 'lightning gun'....
I have imported the first B5 model as you can see from the 'And so it begins....' thread. The purpose of this test was to see how SoaSE handled a high-polygon model and I have to report so far so good. What I want to do next is to see how the game handles 20+ Shadow vessels, then apply a more advanced texture.
[img]http://img50.imageshack.us/img50/5076/b5oaseap6.jpg[/img] And so it begins... ;p a mere 5000 vertices & 10,000 faces with credit to the model author(s) Balogt & Cycrow from the X3 modding community.
I think the Vasari textures make the ships much more believable and using the softer colours basically works.
[img]http://img378.imageshack.us/img378/7669/dontpanicsmallyc9.jpg[/img]
Through talking to some of the X3 modding community I have also collected various B5 models to try out. I haven't seen the HW2 B5 models myself but even an average X3 model is pretty detailed compared with a HW2 model which might make them unsuitable I guess we'll see. The problem is the models are in the proprietary X3 format '.xsp' and need conversion or a friendly chat with the author(s) to obtain a compatible format for SoaSE i.e. '.3ds' If anyone has any ideas or suggestio
Err what about Einstein & gravity? Shouldn't a stunned ship start falling towards the source of gravitational attraction being the resultant force and all that.
They probably wanted him out and were looking for an excuse.
What could be done to discourage 'singular uber fleet tactics' is an increased intel open to all players. In much the same way a tight battle/carrier group can be spotted more easily in the open sea than a dispersed or distrubuted force. So translating that into SoaSE, the UI could inform players of the presence of a large battle fleet much earlier and thus allow them time to plan their defence. The skill would be to navigate smaller battle groups in relative secret to a single
I think part of the problem is Homeworld players wanting to play Homeworld style battles on the scale of SoaSE with the accompanying galactic UI. Clearly this would be an instant success. Iron Clad however have set out with something else in mind, and are taking a risk by using their own formula. We'll have to wait and see I guess, I'm sure there are plenty of gameplay enhancements to yet to be implemented to offset the things that we think we want. Formations and the 3rd race
And when two fleets of near equal strength meet for battle you're happy for the outcome to be largely determined by the actions of the AI or elements of chance?
You can definately move in the Z axis in Beta4, though its fairly obvious the whole Z axis function isn't polished yet.
Yes thats right, along with the other z-axis points/observations of course like the return journey. You sound like a Developer in disguise sometimes Ron.
As a father myself I actually found having a newborn child actually creates windows of oppourtunity to play games, though what you need is games you can pause or quick multiplayer rounds like Counter Strike. Essentially any game which doesn't screw you up by having to go afk. So the single player version of most games incl. SoaSE or the mother of all single player games X3 are exactly what you need. What else are you gonna do at 3am whilst your missus is asleep knowing baby nee
Ron wrote: [quote]Huh? Do you mean you arrive "on top" of the phase lane as in prior versions? [/quote] No not above but at the zero level in the z-axis i.e. in the 2D plane where the default SoaSE ships occupy. Start Phase Jump Here ---- ---> Expected to Arrive Here ------ ------ ------> Actually Arrive Here (damn HTML formatting, you get
Correct. Why is it intended behaviour Ron, whats the value in allowing the cursor to move when changing view? If I'm missing something then fair enough atm I find it reasonably irritating.
maybe I need to make a movie if its a problem unique to me...
I don't like how the cursor moves away from a selected/centrally focused object when rotating the camera. I expect it to stay on the object in the center because it can sometimes reach the edge of the screen when you stop which then asks the UI to scroll the view in that direction when you 9/10 wouldn't have chosen to do that as your next command. I don't see why the cursor should move at all whilst rotating the camera, thats why I described it as a bug. I dont use zoom the cur
[quote]Damn what do you want from me[/quote] Much better, lets get back to the voice business.
There is no evidence to support Vista running games faster than XP, in actual fact it is the reverse due to the OS overhead and poor driver optimisation. Hopefully that will change at some point.
That 3rd sentance is a bit dodgy isnt it? You might want to tweak that one before an admin swats you.
Its not easy to re-engineer a single threaded application into a multi-threaded app by any means. If SoaSE has been coded with multi-threading in mind that will make life much simplier and therefore more likely in the release code. The truth can only be answered by the lead programmers though it probably lies somewhere between the two in reality. I think I'm right in saying only Crysis takes advantage of Quad core processors to date, though of course in all games the OS will offload its
Well done Multianna your efforts are appreciated.