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-- Source Code Support for BWO (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=9746)


Posted by Xelion on 04-10-2004 02:03 PM:

I think most of us would want SCP support but not at the sacrifice of any features you would have added in anyway (eg. voice acting, new weapons, anis, etc).
I also agree in what Setekh has stated. You will be spending even more time on the mod if u decide to have SCP support, and this may hinder the release of BWO as a campaign.

So far what I've said is trivial, we all know this is going to be a great campaign whether you chose path A or B. One thing I am certain of, is that the first time a user plays this mod it will have the greatest impact, the second, the third... we know whats going to happen. How exciting, suspenseful, fun and graphic-rich this first time playing BWO will be, depends on what path you chose. I'm kudos with whatever you decide.


Posted by BabProj Team on 04-10-2004 02:08 PM:

Well since we've elected to do voice acting once the scripts are locked down means that we'll have time to tidy stuff up.

Right now we've just got the old FS1 ships that Sol uses in a green color...I'd really like to redo those skins...with external help or learn to do it myself.

We'll probably use some of the fancy new laser effects that showed up on HLP recently and I'll probably be redoing all of the nebulas to a nice 1024x1024 standard so the game looks like gold. The same will probably go for planets....

Thats the kind of things I'm thinking about. We won't be redoing models...although we may try and fix up some textures and whatnot.

__________________
- The Babylon Project Team


Posted by JamieK on 04-10-2004 07:58 PM:

i certainly look forward to this campaign, if you decide to upgrade BWO for the SCP, its your choice, but it would be more better for everyone is you just finished BWO as is.

Then, when it released, have a break and have some social parties.

When you are ready to upgrade, you could make it as a *OPTIONAL* upgrade, because even i get some problems with the SCP.


Posted by Bobboau on 04-11-2004 08:20 AM:

I'm going to try to keep the SCP files seperate from the vanila ones, but if we center around SCP then missions are going to be ballenced for SCP (this will mostly be a problem with new weapon effects)

__________________
Bobboau, bringing you products that work ......... In theory


Posted by JamieK on 04-11-2004 10:48 AM:

Well, the SCP is far from perfect......i get a MASSIVE performance drop.

ASUS A7N8X-X
AMD AthlonXP 2600+
512MB DDR PC2700
ATI Radeon 9800Pro 128MB

I would think with this setup, i could play this game on 1600x1200x32 (if it was available that is) with no slowdown what so ever.....but i always get slowdowns when it comes to flames and the jumpgates. (B5 Mod)

It is getting annoying, i can play Farcry, Halo with everything on @1024x768x32 and it is nearly smooth, but this game has major slowdowns. :/

I am sure it isn't the SCP, but it doesn't help it either, because the original Freespace 2 is sluggish when it comes to asteroid fields and flames on ships.

I guess it could just be my rotten luck.


Posted by kasperl on 04-11-2004 11:20 AM:

quote:
Originally posted by JamieK
Well, the SCP is far from perfect......i get a MASSIVE performance drop.

ASUS A7N8X-X
AMD AthlonXP 2600+
512MB DDR PC2700
ATI Radeon 9800Pro 128MB

I would think with this setup, i could play this game on 1600x1200x32 (if it was available that is) with no slowdown what so ever.....but i always get slowdowns when it comes to flames and the jumpgates. (B5 Mod)

It is getting annoying, i can play Farcry, Halo with everything on @1024x768x32 and it is nearly smooth, but this game has major slowdowns. :/

I am sure it isn't the SCP, but it doesn't help it either, because the original Freespace 2 is sluggish when it comes to asteroid fields and flames on ships.

I guess it could just be my rotten luck.



what command line args are you using? what build? what kind of media VP? LS's work? D3D or OGL? are you uing the -nohtl tag?

__________________
i'm just another guy with way to big idea`s, and no MODding of FREDding experience.


Posted by Vasudan Admiral on 04-11-2004 12:48 PM:

quote:
Originally posted by JamieK
in my opinion, the Source *improvements* make it worse....especially the metallic look.

So i think it should be as it is now.....

The only decent upgrade the source has done is the engine trail.....now that rocks, but nothing else does.



then you havn't been paying enough attention

using Kalfireth's comparison:
BEFORE:

AFTER:

and you're saying you like the before image more?

there are plenty of other screenies of all kinds of beautiful things to back these ones up, but i posted these cos, well, i'm kinda biased

i'd absolutely love to see BWO with SCP enhancements. wether in the release itself or as a later addition, it would look awesome.

__________________
\/asudan /\dmiral
[url=http://www.scifi3d.de/twistedinfinities/index2.htm]Twisted Infinities[/url]


Posted by BabProj Team on 04-11-2004 02:15 PM:

Actually you can tone down the specular highlighting which is what I've done. Its fairly easy and it was very important in the beginning when the brightest highlight was a pure white color.

Since then its been toned down quite a bit.

Also having real specular maps to go along with every single ship in the game was an important step.

__________________
- The Babylon Project Team


Posted by JamieK on 04-11-2004 03:17 PM:

its kinda weird that one is in deepspace, while one is inside a nebula.

Try having both in deepspace.

in the Nebula, the after image looks better, but in normal deepspace, it looks terrible.

Also, i think this is what i am using.....

C:\Games\FreeSpace2\fs2_open_r.exe -spec -glow -pcx32 -jpgtga -d3dmipmap

I have no idea what to pick....also, if you need other stuff for it......where do i get it???

I get debugging errors everytime the game runs.


Posted by BabProj Team on 04-11-2004 03:51 PM:

Debugging errors because you have a debugging build. There is still no final 3.6 release yet...thats what we're waiting on.

__________________
- The Babylon Project Team


Posted by JamieK on 04-11-2004 04:49 PM:

oh, so the debug version is the reason for it being so sluggish???

whats the link for the latest *final* release????


Posted by JamieK on 04-11-2004 05:15 PM:

Well, tried the Latest Release link and same thing.....debug errors.

So, which is the latest final release???


Posted by MattHewPapa07 on 04-11-2004 05:38 PM:

I think when BWO is released, the launcher should be set on a few default command lines that are compatible with nearly everybody. Then, advanced users can change the settings later on.

By the way, I don't know if this is still an issue, but does this project still need any anis for breifings, voices or even skins? I have just now got into all of this modding stuff and am learning fast. If this project needs any more help in that area would someone let me know because I would be HAPPY to help out.


Posted by JamieK on 04-11-2004 05:47 PM:

i am getting very annoyed with this SCP thing, there are sooooo many different versions, i have no i dea which the latest version is.


Posted by kasperl on 04-11-2004 06:22 PM:

quote:
Originally posted by JamieK
its kinda weird that one is in deepspace, while one is inside a nebula.

Try having both in deepspace.

in the Nebula, the after image looks better, but in normal deepspace, it looks terrible.

Also, i think this is what i am using.....

C:\Games\FreeSpace2\fs2_open_r.exe -spec -glow -pcx32 -jpgtga -d3dmipmap

I have no idea what to pick....also, if you need other stuff for it......where do i get it???

I get debugging errors everytime the game runs.




http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Downloading%20and%20Installing

http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/media%20VP

http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/SCP%20Media%20Additions

READ..

and don't use a build with -d in it's name, unless you knows what it does, use a -r build.

if you want to know what command line args to use, read the bottom of the first page i linked.

also, what do you call debug errors?

and a tip for command line args:

-spec -glow -allslev -jpgtga -FOV 0.39
-spec makes the ship shine, it looks one hell of a lot better with shinemaps, located in the media vp full version or the mv_shine vp.
-glow gives the ships lights, you need glowmaps for this, in the media vp full version.
-allslev shows you all the missions from the current campaign in the techroom. only works when you have at least one non-training mission completed with that campaign and pilot.
-jpgtga let's you use JPG and TGA files as textures
-FOV 0.39 limits the Field Of View to a certain angle, making ships appear bigger.

and why is the reply box so bloody tiny?

__________________
i'm just another guy with way to big idea`s, and no MODding of FREDding experience.


Posted by JamieK on 04-11-2004 06:52 PM:

i'll give these a try....

it comes up with 'Error: Unrecognized commandline perammeter -spec' or something like that.


Posted by Trivial Psychic on 04-11-2004 07:00 PM:

You're getting that error because you're using a build from last year or early this year. Try out some of the links Kasperl put up and look for something from this month.

Later!

__________________
The Trivial Psychic Strikes Again!


Posted by JamieK on 04-11-2004 07:03 PM:

well, they point to the 3.5.5 version and i have tried the latest version and it still comes up with it.

I wish they would keep track of the latested *released* version. :/


Posted by Bobboau on 04-11-2004 08:45 PM:

the latest relesed version is3.5.5, there are however many vastly superior builds currently in beta, go to the SCP forum and in the builds subforum look for the build with the most recent date.

__________________
Bobboau, bringing you products that work ......... In theory


Posted by redmenace7 on 04-11-2004 08:57 PM:

here is a recent SCP build
it is one of Kazans.
With 64x time compression.
http://deepbluebettas.com/fs2/fs2_open_r.zip


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