Home » Renegade Discussions » Mod Forum » Renegade: A New Hope Update
Re: Renegade: A New Hope Update [message #172026 is a reply to message #172020] |
Sun, 18 September 2005 22:05 |
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htmlgod
Messages: 360 Registered: July 2003
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Commander |
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Ummm, I'm not sure exactly what your point was with that ginormous picture. However, I can make a few counter-arguments anyway, because I'm just that cool.
1. Star Destroyers are a bad idea because they require a large contiguous unwrapped texture, in TGA format. That means low FPS and lag when you get near it.
2. If you're using a Star Destroyer as the team base or something, who drives it? Or does it just float there like an enormous target in open space for the Rebels to whore?
3. What happens when the enemy overtakes your hangar, and all of a sudden your only way to launch fighters is a tube at the end of which the Rebel hoarde is waiting in ambush? Now your entire team is pinned down and your only way to fight back against them is overcome by the Rebels easily surrounding a single hangar exit from the Star Destroyer.
4. This still leaves the problem of Space Combat, which I believe would be excruciatingly boring in a Renegade-style team-based combat game. Think about it. Nothing to hide behind. Nothing to obscure your enemy's view. If your enemy is smart, he'll use a craft with a longer weapon range than yours, and very suddenly all your speed and firepower are useless because he's gunned you down to nothing before you're even in range to use your weapons, and you have no way to take cover or use the terrain to your advantage; they call it SPACE for a reason.
Bottom line is, space combat would be a lot of work to set up - Star Destroyer and Calamari Cruiser models and textures!?! - and it would probably end up not being that much fun anyway. Minor balancing differences between the team are exponentially magnified by the absence of terrain and other means that give use to good strategy. And, worst of all, the Renegade engine is designed for planetary combat, and so we would have all kinds of problems to overcome, such player physics - surely you don't hope to make your way to that PT across the room, when you're floating helplessly in the air.
Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.
[Updated on: Sun, 18 September 2005 22:08] Report message to a moderator
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Re: Renegade: A New Hope Update [message #172043 is a reply to message #171832] |
Mon, 19 September 2005 03:19 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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I would use astroids for bases, fields of big/small. Animated but stationary.
Only thing i would like to change is to have the "Forward" key be locked down while in a craft. I think it would be easier, for me anyway.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: Renegade: A New Hope Update [message #172088 is a reply to message #172061] |
Mon, 19 September 2005 09:06 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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gbull wrote on Mon, 19 September 2005 07:54 |
Oblivion165 wrote on Mon, 19 September 2005 05:19 | I would use astroids for bases, fields of big/small. Animated but stationary.
Only thing i would like to change is to have the "Forward" key be locked down while in a craft. I think it would be easier, for me anyway.
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that would also make it more real. What kind of spacecraft can fly forward, stop on a dime and go backward. If the movement is like a helicopter, it will look goofy.
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Yes i agree, i however do not know if its possible. If it is, the likelyness that my SP stuff will happen.
Calling JonWil, YO JonWil? Where you at?
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: Renegade: A New Hope Update [message #172130 is a reply to message #171832] |
Mon, 19 September 2005 14:16 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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I was thinking that i could make a rig (For SP only) that would change your forward movement to CapsLock, and turn it on/off. Then when the game unloads it puts your original back.
Of course this wouldnt be "cheat" proof, but it would take the hassle out of changing.
EDIT:
Negative, i tried it and it doesnt stay constant. It would have to be OFF/ON in a loop. Ill try a SendKeys API Next.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Mon, 19 September 2005 14:19] Report message to a moderator
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Re: Renegade: A New Hope Update [message #172133 is a reply to message #171832] |
Mon, 19 September 2005 15:13 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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All Set.
(The Yellow one is for SP, you wont see it in MP)
EDIT:
The muzzle flash is set back a few because the game is wanting to push it forward for some reason. It lines up perfectly ingame though.
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Attachment: YWings.jpg
(Size: 102.99KB, Downloaded 168 times)
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Mon, 19 September 2005 16:37] Report message to a moderator
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Re: Renegade: A New Hope Update [message #172173 is a reply to message #171832] |
Mon, 19 September 2005 20:13 |
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htmlgod
Messages: 360 Registered: July 2003
Karma: 0
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Commander |
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You should try making a total conversion modification sometime. It's really a lot of work. Actually, if I were a forum moderator (Which I'm not because I'm an angsty mofo ), then I'd probably delete your post just for the insolence inherent in what you've got to say. First of all, the quality of a modification is much more important than the date of it's release, because, as the Counter-Strike proved for Half-Life, a good modification draws players to the game, whereas a bad modification won't even be long-lived among the most dedicated of community members. Since you ask, though, I'll give a brief overview of our timeline.
August of 2003 - I first get the idea into my head to make a Star Wars modification for Renegade. However, at this point I have absolutely no experience modeling or texturing, and I've never led a team before.
Winter of 2003 - I put together the first group of people who worked on the mod. I was still untalented, and everything I made at this point was eventually discarded. The same is true of everything made by other team members; they were not talented enough to produce quality work.
Spring/Summer of 2004 - The team changes around a little bit, but still no one joins the team that will ultimately make any major contributions, and my work is still not up to par.
Fall/Winter of 2004 - My work, both models and textures, is finally decent enough to make the mod worthwhile. The team has ebbed and flowed, and around this time we recruit the members who will make the mod what it is today - Exdeath, Oblivion, and Prometheus (Prometheus has been on the team pretty much since the start, but it was not until about this time that his work comes to being of meritable quality).
Spring/Summer of 2005 - The core team is about what it is now, in fall of 2005 - Exdeath, Oblivion, Prometheus, myself, and the then newly-recruited PuckDucker. We work hard through the summer and into the beginning of this school year to complete production.
Between September of 2004 and September of 2005, about 97% of the content for the mod is made. Lots of models/textures are redone, including all of the buildings, most of the vehicles, and a handful of guns, so that the mod which is released to you is of optimal quality.
People don't really care about the crappy work that we made over a year ago, when we were untalented, and when our team consisted of undedicated workers who couldn't put out a production of acceptable quality. Sure. If we'd wanted to, we could have squeezed out a release maybe in the fall of 2004-2005, but would be a completely different mod from the one which is soon to be released, with worse structures, fewer characters, fewer and worse weapons, fewer maps, and fewer and worse vehicles. In short, it wouldn't have been worth releasing, by my philosophy, because it wouldn't have been played long enough to make our efforts worthwhile.
You can count days from whenver you want to. If you want, I can find the old forums where I used to post, and find the day that I first made the topic suggesting the possibility of a Star Wars mod, a day when my 'modding' experience stretched about as far into the game as C130 drop cinematic scripting, and when my digital artistic ability was exactly nil, and you can count from then, because, hey, that's when the mod was conceived. I prefer to count from when the team was in place that produced the content which is currently in the mod, and from when my work was decent enough to merit release. Before then, the team was a disorganized rabble that didn't produce anything that you'll see in the release. That was about a year ago. Yeah, even on that timeline it is not the fastest release ever. But yes, the mod's artistic quality will be excellent. Yes, the mod will be worth the wait. Yes, the mod will be significantly better than if it had been rushed into an earlier release. And yes, anyone who has any real interest in this or any mod/game production will slap you across the face for being so foolish as to blindly value the date of release over the quality of production.
Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.
[Updated on: Mon, 19 September 2005 21:11] Report message to a moderator
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