All of you people watching the mod, don't forget that we still are accepting new members. We need modelers and texturers in specific. Check out our forums at http://fs2modproject.invisionplus.net/ for more information and to sign up for the team.
Rallis
[quote who="Thoumsin" reply="18" id="1996075"] vp21ct, i tried and the link and it seemed to work for me. maybe retry? anyone else have any issues with the download? The link work... but i give up... speed around 25 kb/s ( need more of 2 hours for a full download ) ... already 4 time download stop between 50% and 70% ( connection to the server reset )... and i cannot use a download manager to resume a download... these filedropper is the more bad
Considering that there's an entire mod team working behind this mod, it's kind of funny how midnight seems to be the only one releasing anything. Could you try to share your work next time, so that we may help?
Although, we are trying to be as canon to the FS series as possible, a few things will have to be bent for playability and gameplay. This will probably have to be one of those things, and you can trust we will work to be sure to balance all ships out properly. Right now our main concern is how we will integrate these weapons into the game itself, and how we will balance out the strengths of each faction's weaponry.
Bump.
Bump/Update We've pretty much officially began working on the FS1 edition of the mod, so look out for that in a few weeks. I'll try to keep everyone posted on here, as well as the project forums. If you want all the nitty-gritty details about what the final version will be like then check out the project forums.
Yes, more power to the Russians! Фигхт он, цомрадес!
Don't forget to sign up on the forums, we're posting our work there daily. You can keep up with what we're currently working on and even give suggestions for things we might have missed out.
You're forgetting the major role that strike craft will be playing. As of now we are trying to incorporate ways to make the game revolve more and more around fighters and bombers, just like the original FreeSpace. So far, we're faring pretty well, the only problems we've run into were about multiple fighter and bomber types in the same carrier. Since the UI is hardcoded, there's not much room to breath.
I haven't, and I probably won't be anytime soon. This mod is going to be strictly credited to only the people who are making it, and I don't want anyone taking the glory from the people who deserve it. Maybe sometime after we've finished it and all is said and done, I'll allow it to be included in some of the "mod packs", but until then it will only be available directly from us. By the way, there's not much use in posting it there, because everything explained here is also explained th
It's pretty much official that there will be a Freespace 2 mod sometime in the future. Currently our plans are to either make a FS2 mod to begin with, then incorporate a FS1 mod, or make the FS1 version first for an easy start then patch to a version with FS2 fully included. Either way, you can count on both eras of Freespace being included, along with Silent Threat and a few other non-canon mods. Our current idea is that the player will start in the Freespace 1 era, then slowly advance their te
Oh, and that mod looks pretty dead. I was looking at it earlier, and I don't even know if they placed it right. They said "Universe at War", so I assume it's for that game. [img]http://media.moddb.com/cache/images/mods/1/11/10359/thumb_620x2000/In_Game_00.jpg[/img] Judging by that screenshot, I believe I am right. Also, everyone remember that there are forums to register on! Forums: http://www.invisionplus.net/forums/index.php?mforum=fs2modproject&act=idx
[quote]yo didn't read any of the thread but just dropping in to tell you guys to keep an eye on this:SoaSE Freespace[/quote] BAD! BAD! Messing up my advertising for my mod. I doom you to eat dinners of sticks and leaves for all eternity!
[quote]I actually think Freespace had more realistic solar system structure in mind anyways. Note that each strategic location on the Freespace strategic map represents a star/solar system (eg, Sol, Alpha Centauri) or other large body, such as the Gamma Draconis nebula. They wouldn't represent planets. I'd expect between 0 and 2 colonizable planets (for the GTA or PVN, anyways) at each star.I think a better system would be if you made it so that stars or empty 'strategic' sectors, like a syst
[quote]Ok I was a little confused by the whole portal idea at first, but then agian I always look at FS from the great war perspective and data base. but I understand now.Since sins is ment for a map to be a solar system or two couldnt you just overlay planets with the green and red orbs they use in the FS breifings? Hopfuly this would make the map feel more like the FS map when zoomed out and make it feel like your fighting for sysems rather than planets. I dont know how this would look, but i
Well, I want to stay as canon as possible to the true FS2, and it's confirmed that the reason the Shivans destroyed the star wasn't for resources. The star formed a new portal when it exploded, but no one knows where it goes, since it was going to all be explained in FS3. But, since FS3 never came out, we don't know what happened to Admiral Bosch or why the Shivans even invaded GTVA space. It's all an open-ended mystery and we'll have to play it as such.
We now have forums at: [link="http://fs2modproject.invisionplus.net/"]FS2 Mod Project[/link] If anyone wishes to volunteer to help us get these set up, update them, and just help out in general, you're welcome to ask. Also, don't be confused by what I just said, though. Everyone is allowed to register and chat about FS2 or the mod any time there.
[quote]well i have no problem waitng too i just thought that helping would not only make it come sooner but would allow you guys with the brains more time to deal with the trickyer issues while someone like me changes all the names to FS2 ones for instance or sets up a new development/tech tree for fighters and bombers, or something that is just irratating and time comsuming, not nessessarily techically difficult, like porting/making 3d models. Sometimes i bet mod teams cut some courners in the
[quote]Whats the % complete of this nebulous mod we know nothing about. Who are the members, who is doing what, what is complete, what is left to do....Oh and make a ModDB page for this as well.For a formal mod name, Sins of a Shivan Empire sounds cool.[/quote] There is practically no completion at the moment, maybe 5-6%. The only members as of now are myself, Midnightjoker, and Mazer. That's why I made a post about how people could ask to help us out. Leave it to us, please,
[quote]Midnightjoker, the FS2 models are already done. There was a tutorial in either this thread or the other one about how to extract the files from the FS2 SCP .vps's and through several programs export them into .mesh format. With that, all you would have to do is find someone to re-tex the models, because I think they have multiple texture maps, and Sins doesn't like that.[/quote] Yeah, they're multi texture, that's gonna be annoying.. especially for engine lighting and things<br
Myself and Mazer are now starting a Freespace mod team in the thread here: https://forums.sinsofasolarempire.com/313295/page/3 Message me or post in the thread if you want a part in it. We're all just now learning how to mod Sins, and if anyone with experience doing so wants to help out and teach us some stuff, they're very welcome. I've got the GOTY Edition of Freespace 2 with all the bonus stuff and extra music, plus the bonus campaigns and can direct us on any of that to focus on bef
Myself and Mazer have been messing around with ideas getting it off the ground right now. Like I said earlier, I'll take any recruits for the mod team. Right now we're focusing on getting a site up and ModDb. I'll also make some renders later on and maybe mod logos and icons.
Hahaha, I made a map with a huge fleet of everything, and more than one Sathanas and other Shivan cruisers. There was one Sathanas I put in the center of the group that I edited the explosion radius and damage on, so when it blows you up have to out-run it's explosion and the ones from all the other ships it kills. I never beat it yet. lol I wonder if we could put the explosions into Sins somehow? So that they kill fighters and damage cruisers.
[quote]Well, Alexmase, it is not a SOC loop or anything. You actually fly a Mara as your main fighter craft. Hell, your whole wing can even fly Maras. And the Shivans will never know what hit them. Of course, you might accidentally hit an ally, whose in a Mara.[/quote] That's in the FS2 main campaign. You and a wing of the Special Intelligence Recon (something like that anyways) members fly into an area of Shivan space where there are those massive machines you have to blow up, sinc
I'm lucky and I happen to have the GOTY Edition, with the FRED and all that stuff. The sticker on the box says it's 1462 out of 2000. Must just be that production set. If I can figure out just how to extract the models from the game and turn them into a format for Sins, it'd be great. What I'd really like though is to get in touch with some people about this and start a mod team. If there're any volunteers, feel free to message me. EDIT: Wait, nevermind, there's a certain lengt