VWBB Pages (2): [1] 2 »
Show all 24 posts from this thread on one page

VWBB (https://volitionwatch.game-warden.com/vwbb/index.php)
- The Babylon Project (https://volitionwatch.game-warden.com/vwbb/forumdisplay.php?forumid=16)
-- We're back! (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=9952)


Posted by BabProj Team on 02-20-2002 05:01 AM:

We're back!

We're back people! Talk may begin again!

Oh, and check the screen shots page. I've posted 7 new screen shots...not all of its going to be Release 2, but they are damn fun anyways.

__________________
- The Babylon Project Team


Posted by Alphakiller on 02-20-2002 05:13 AM:

the TBP link in your sig is quite useful, Ice. I didn't even have to open up my bookmarks

__________________
[url="http://www.dopefish.com"]swim...swim...hungry...[/url]


Posted by BabProj Team on 02-20-2002 05:14 AM:

Why thank you

__________________
- The Babylon Project Team


Posted by Slasher on 02-20-2002 05:56 AM:

*APPLAUSE*


Posted by Londo Molari on 02-20-2002 07:36 AM:

wow, amazing screenshots... damn the anti-aliasion on your vid card...

the drakh fighter looks good, though its textures seem to be based on the older drakh fighter mesh. I know Nadab Goksu's ( eon3d.com )mesh has better textures. Unless those are his, in which case the explosion prolly made them look bright yellow.

I also really like the drakh weapons effects.

Are you sure there IS a Drakh fighter aka smaller version of the raider? as far as I know there is only the raider, which is half the size of a white star and piloted by 1 person.

__________________
I have carefully selected the following words of wisdom for my signature:
"Gravity, you win again." - Zap Brannigan.
"Real men over-clock their modems!" - Vertigo.
"Death to SIERRA/TNT/XOOM/Fortunecity" - Me.


Posted by Lady Rose on 02-20-2002 08:37 AM:

Whee!

Oh we can talk again? That good I havent said a thing in few days (just joke).

Yeah those screenshots were good! We want more or at least I want!

__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa

Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi

Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.


Posted by Sigma957 on 02-20-2002 11:04 AM:

Great and the pics are awesome

__________________
"When it is time, come to this place, call our name, we will be here"-Walkers of Sigma957
[url=http://ifh.firstones.com]IFH[/url]-B5 free game
[url=http://freespace.volitionwatch.com/babylon/]The Babylon Project[/url]-Bringing Babylon 5 to Freespace2


Posted by Triggy on 02-20-2002 01:52 PM:

Nice screenshots and I concur with Londo about the Drakh Raider size. Unless they are to be player flyable then is there any need to have a small fighter version?

__________________
When the final reckoning comes only the damned will be there to see it.


Posted by BabProj Team on 02-20-2002 04:06 PM:

The Drakh textures I think are from Nadabs model, in any case, its IP's initial work and it might get a bit of tweaking. Overall, the quality is good.

Eternal One and I decided on the Drakh Raider/Fighter thing just recently.

The size of the Drakh Raider has changed more often than the size of the WhiteStar (which has changed from 100 meters to 400 meters over the course of 3 seasons). So we've decided to have two versions of the Drakh Raider.

Drakh Fighter - Same basic hull design, scaled down to 30 meters. In terms of game balance, this ship is suited for attacking other fighters and light capital ship raids. This ship is armed with a pulse cannon of sorts.

Drakh Raider - Closer to the proper size (about 100 meters or so). Armed with the blue beam that we've come to expect. Dangerous to capital ships in groups.

This solves a balance issue and a mission design issue. If we wanted 20 Drakh Raiders in the mission....we would have to manually beam-free all of them. Then we'd have to have two different beams for the same ship...one so that fighters could be hit and not pummeled, and another that could do damage against capital ships. A beam capable of destroying a capital ship would make a fighter disintegrate in one hit, which is no fun to anyone. The other thing is that a 100 meter long ship is an easy target for fighters and does not dogfight well, a 30 meter long ship is fine. The WhiteStar has a better array of weapons and will be easier to deal with than the Drakh ships.

This is the reasoning. Its not 100% canon, but then the show never decided on size anyways....

__________________
- The Babylon Project Team


Posted by Triggy on 02-20-2002 04:54 PM:

Fair enough, very logical reasoning. Also, I guess you decided that the Drakh needed at least one more class of vessel for the sake of variety (all other considerations ignored).

How easy to destroy will the 100m Drakh Raider vessel be (for instance with a Starfury)?

__________________
When the final reckoning comes only the damned will be there to see it.


Posted by TheEXone on 02-20-2002 04:59 PM:

The whitestar is a real problem for me. If it is set as a bomber it manuvers well , but looks odd being so big, and as a capship it goes in one direction and takes a while to come around again. How did you guys solve this, and do you have the same problem with the drakh?


Posted by Mr. Fury on 02-20-2002 05:27 PM:

quote:
Originally posted by TheEXone
The whitestar is a real problem for me. If it is set as a bomber it manuvers well , but looks odd being so big, and as a capship it goes in one direction and takes a while to come around again. How did you guys solve this, and do you have the same problem with the drakh?


We are working on this one, right now we have a slight crashing problem our current beta model. Nothing serious, will be fixed in final model.

Probably we will create own AI specs for WS and similar ships.
Now, we do not know whether WS will be a bomber or cruiser.

If it is a cruiser, mission designers should not use direct attack commands (as they should not do on any ship, except on particular matters). Waypoints will be used instead, unfortunately this will mean that WS will not behave dynamically for events, like for enemy fighter attacks, unless scripted so by events.

Bomber would be the best choice, but it will behave oddly sometimes. Like when it begins moving, it spins around few times.

Don't worry, we will sort this out before official release.

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by Ashark on 02-20-2002 06:23 PM:

spin around? can you make bombers to go for waypoints if you can then make a waypoint a little away from the ship so it dosent spin but moves in a certain direction and after that it can do what it wants

__________________
A man with no sig and chek my homepage for mission pack :)


Posted by BabProj Team on 02-20-2002 06:26 PM:

Spins as in FS2's AI tries to move onto course, overshoots, and then corrects. This is a problem with all AI classes (fighter, bomber, cruiser, etc). The WhiteStar will not work perfectly in TBP....there is nothing we can do about it....but we will make it work as nicely as possible.

The 100 meter long Drakh Raider will take a bit of punishment as will the WhiteStar. 30 meter Drakh Fighter will take a little more than a Nial....

__________________
- The Babylon Project Team


Posted by Tiletron on 02-21-2002 12:12 PM:

Love the nebula effects, and the Drakh ships aren't that bad either!

__________________
…though we are not now that’s strength which in old days moved Earth and Heaven, that which we are, we are.

One equal temper of heroic hearts, made weak by time and fate, but strong in will, to strive, to seek, to find…and not to yield.

Tennyson.
-------------------------------------------------
[url=http://starwars-tpmtc.fateback.com/index.html]'Star Wars Phantom Menace TC'[/url] for Jedi Outcast (Co-Leader, Modeller, Webmaster)
[url=http://ja.ravencommunity.net]'Star Wars: Jedi Apprentice'[/url] for Jedi Outcast (Co-Leader, Modeller, Scriptwriter)
[url=http://www.ja.ravencommunity.net/lf/index.php]Forcefare Productions Network[/url] (Moderator, Co-Founder)
[url=http://www.greyfusion.net]GreyFusion[/url] (Moderator, Newshound)
[url=http://www.neocroncentral.net]NeocronCentral[/url] (Moderator, Newshound)


Posted by TheEXone on 02-21-2002 03:27 PM:

quote:
Originally posted by Mr. Fury


If it is a cruiser, mission designers should not use direct attack commands (as they should not do on any ship, except on particular matters).




So thats why my ships move like **** when I make missions.


Posted by Triggy on 02-21-2002 04:49 PM:

*ding* (cartoon style light bulb appears over TheEXone's head)

__________________
When the final reckoning comes only the damned will be there to see it.


Posted by Mr. Fury on 02-21-2002 05:03 PM:

quote:
Originally posted by Mr. Fury


If it is a cruiser, mission designers should not use direct attack commands (as they should not do on any ship, except on particular matters). Waypoints will be used instead, unfortunately this will mean that WS will not behave dynamically for events, like for enemy fighter attacks, unless scripted so by events.



I should write an extra notice for this:

That applies only to cap ships. You can just fine assign direct orders to fighters/bombers and/or fighter/bomber wings. But do not use direct attack commands on cap ships, as they will behave oddly, pilot AI assumes that all turrets are equal and do not make difference between laser, flak, missile or beam turret. That is why it goes to side of it's target even if it does not have any anti-cap ship weapons on that side where the target is.

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by Ashark on 02-21-2002 05:06 PM:

this might sound very stupid as it will but how tha hell do you turn on the ship selection butons in TBP campaign?

__________________
A man with no sig and chek my homepage for mission pack :)


Posted by Mr. Fury on 02-21-2002 05:47 PM:

quote:
Originally posted by FSF Ashrak
this might sound very stupid as it will but how tha hell do you turn on the ship selection butons in TBP campaign?


In demo campaign, you don't. Of course you can modify the mission in following way:

Open one of the demo missions:

Toolbar: Editors --> Mission specs and untick Scramble mission.

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


All times are EST. The time now is 10:33 AM. Pages (2): [1] 2 »
Show all 24 posts from this thread on one page

Powered by: vBulletin Version 2.2.6
Copyright © Jelsoft Enterprises Limited 2000, 2001.