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Falconius

Fedaykin
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Everything posted by Falconius

  1. i've made a few models already before you answered, sigh.. Big exam tommorow. In terms of design: i'd be looking at a very basic Dune2 based team oriented FPS. But i would like to retain many of the Tribes2 game play naunces. The final MOD should ideally be as simple, straight forward, basic and uncomplicated as possible. i've always been a great fan of siege games, but for the sake of simplicity i'll first do CTF. What did you have in mind though?
  2. Falconius

    models..

    Your models do look good. It is a bit sad that there are some duplication of effort here, but i'm sure you enjoyed making your stuff as much as i enjoyed making mine. What do you think? i've made these for a possible Tribes2 mod. i'm not looking forward to doing structures though. [attachment archived by Gobalopper]
  3. i could recomend Tribes Vengeance. It should be inexpensive. From what i've seen it has a reasonable scifi single player story line. The game wasn't realy a hit when it came out, but that was due to a marketing error made by vivendi (the guys behind fear). For the most part us Tribers are really into Tactical Team FPS games. Tribes2 is an excellent TTFPS. The weapons and vehicles was designed to make team play immensely powerfull. So obviously when Tribes Vengeance came out our type of gamer got it first and started posting bad and dissapointed reviews. i personally cannot but hate games like quake, fear and doom. So when Vengeance was done in the same style as all the common FPS games, but advertised as a successor to Tribes2 it ended in the wrong market, was flung out in disgust and thus became one of vivendi's biggest failures. They learned from their mistake, jugeing by the marketing of fear. i don't even have to touch that game to know that i will hate it.
  4. i hope you'll forgive me but i'm out of action untill the 15th December due to exams and work. Hate it when i don't have time for important stuff like Dune mods :'( Here is what i was able to piece together so far: -use Anim8or (free 3D util) to create the .obj file -use Obj2Dts_v.1 (free on garagegames.com) to create a dts model for shapes folder in T2 Attached is a short tutorial i've found on the subject. Also i add a rendering of my first dts vehicle that i'll be working on. It is loosly based on the old 1992 great game.. [attachment archived by Gobalopper]
  5. Sorry, i was a bit unclear. In the map i'm speaking of there are 3 custom weapons -> one of which the map creator didn't get around to skinning. i had a look at the .vl2 file (using winzip) and found the shape files (assaultrifleshape.dts ect.). i downloaded a util that converts lightwave obj files to dts files from garagegames. i will check out the procedure of importing new vehicles into the game. But i assume it will be tricky, otherwise there would have been more mods like that herc mod.
  6. I had a look on www.garagegames.com and found the software and tutorials needed to mod tribes2. From what i've seen it seems easiest to create what is called a "map mod". I've got a good example called DuneSea. Too big to attach. Please let me know what you think.
  7. Is there no plans to mod tribes2 yet? Or would that be alot more difficult than the old tribes? i understand Tribes2 is now freeware.
  8. You are doing a good job with the interface, MrFlibble. Me and a friend tried to have a multiplayer game -> i enjoyed it alot up to the point where the game froze.. :- This seems to happen after a set time. We will try again as soon as a new update becomes available.
  9. Oh, and as for my suggestion for KH3 -> maybe we could redo the infantry rock xbf to make it look more convincing?
  10. If i remember right Dune2k got a patch that added the grenadier and stealth raider as new units, right? The point is Westwood are never, ever in all eternaty going to release another patch for emperor that will fix bugs and adress balancing issues. And yes i know a patch should be small otherwise people won't download it. i also know the rules.txt as well as anyone that ever did Emperor mods -> you can fix some bugs and balancing problems, you don't need to make drastic changes. KH was the first 'unofficial expansion' and it was a success, wasn't it? People have spent an awfull lot of time trying new things with this game. i'd hate to think Westwood was right to abandon Emperor.
  11. My suggestion is to form a huge team to do this mod since it has alot of potential to also double as a trial run for doing a "unofficial emperor patch". Push the limit on this one, eh?
  12. Falconius

    LOTR MOD

    Sorry to have to tell you this Frodo but Emperor will require ALOT of work to try and represent hand->hand type warfare. Apart from the obvious stuff like spice, unvarying terrain, creating cavalry xafs, ect. my biggest consern for your plan is walls. Alot of fighting tend to happen on and around walls. How to implement that.. ? You should have a look at warrior kings. -> i always try to respond to those who feel like trying something that could advance the scope of RTS modifying -> this is one of the things that makes RTS games more interesting than firstperson shooters.
  13. If his bravery in battle was anything to go by he could be described as heroic. Of particular interrest is the fact that he was a verry intelligent writer who left us many good records of the battles he faught. i personally was impressed to read how easily he praised the tactics and strategies of his opponents, who with the exeption of Pompeii's rebels was mostly barberian. This is the mark of a true strategist -> the ability to coolly and calmly admire the art of others. The art of war. Julius was probably as good a commander as Cornelius Scipio Africanus but it is doubtfull if he could ever have matched the brilliance of Belisarius.
  14. i was hoping to make my mod by adding new units and weapons and leave the original units/buildings/weapons intact but disabled but there is this one new unit i've mad that i had to do with existing stuff -> It seems that there is some strange link between the OREITS and the Saboteur. In my version i have the EITS with circles = true and using the Ordos flying mine xaf. The unit is called Harkonnen commando pod and all i could do was to change all entries under [ORSaboteur] rules and art to make it the Hark commando. Has anyone done this type of thing before? i'm very curious to know if anyone has ever tried to add the saboteur parachute graphic to another xaf. It seems possible that one might need to use the saboteur xaf and add the mesh of another unit (example: sniper) to replace the basic saboteur meshes. There are probably lines of code in xafs calling for specific actions like idle-action, deploy-action and undeploy-action. From what i've seen so far a unit will freeze up if it cannot find xaf entries for deploying/undeploying.
  15. Smuggler MOD won't be finished untill Feb. My PC is getting shiped back home next week and it takes 5 weeks to deliver. I am thinking of buying a laptop i can fly home with me, though. With a good laptop i'd be able to MOD anywhere. There will be 2 versions of this MOD, a rules and art ini quick download and then a full version with new xafs and music.
  16. One way that could equalise build speed (i am hesitant to mention this) is to enable autobuild. Thats how WW made sure no one was going to harvest big time, build a critehouse full of nukes, and end a game big time. The catch is a autobuild unit is free but you could make it cost someting, just make sure it doesn't cripple someone's economy since they cannot stop building it.
  17. Falconius

    KH3

    Your spelling is comprehendable -> a good mind can grasp even half words, they say... He seem to be a good example of bad Atreides. We are supposed to be the noble house. :-[
  18. Oh -> that explains you, me, i play for the fun of the game. It is always sad to meet those who need a rating to boost their failing self-respect. And i will contradict one of your far fetched comments, i do dare -> unless you think you are a moderator here? User made maps in SC can be almost as good as mods in themselves since they can change the nature of the game completely. You want an example? How about this then: 2player, pirate vs law-enforcer-fleet, constant AI trade fleet movement through stage, pirate must build+maintain hidden base and must capture trade ships and bring to base for money, enforcer fleet must destroy pirate ships/rescue trade ships for money ect. Result: cool multiplayer action game that look like starcraft but is highly original. Difficult to make: i don't think so. There are a million different games one could make out of Starcraft without too much trouble exept it takes some imagination. But clearly there are those who has no imagination.
  19. Yeah -> i knew the topic would go haywire as soon as someone mention aliens. Lets rather talk about spesific planets. i find it distastefull that as soon as colonising our backyard solar system is mentioned someone always start worrying over aliens (i don't wanna leave earth cause them aliens gonna bite me! :'() i like Mars. How about you?
  20. i'd be very surprised if they respond -> after all, they are now part of the EA blood sucking group. :P They just want your money. :D
  21. i could almost quote myself -> i did say starcraft was very moddable. But i thought starcraft mods was dying because of the very old graphics and the guys from Campaign Creations didn't believe it possible to enhance it somehow -> maybe they do now... (off topic) Starcraft is the best RTS from a map maker point of view since each map has the capacity to be a unique game onto itself. Age of Kings comes close -> but isn't too user friendly. But alas Starcraft still has the most potential -> i don't know if WarCraft3 has a comparable maptool to StarEdit. Why was Westwood so pathetic when it came to custom maps/scenarios? Their map tool looks unprofesional compared to StarEdit. Emperor wouldv'e been an all time great if we could have a StarEdit type program and if it supported MULTIPLAYER!!!! trigers and scripts. i will never buy another Westwood game again because they let us down big time >:( >:( >:(
  22. i suppose i'm one of those realy evil people -> i don't think all nations should work together -> we need competition. Our generation doesn't have enough motivation to colonise other planets yet. The scientists working on this isn't all lazy or anything -> they just don't have enough competition or funds. Launching communication satelites might well come to an end in the near future -> they are about to become obsolete (can't say why->it's classified :-X). So the scientists might also be somewhat dishearted because of government strategy ect. Lets suppose the solar system are divided among the five co-operating regions of earth ;) on a contract bid basis. Say the Far-Eastern Coalition bid most for Venus, the North American Federation gets Mars and the European Union gets Saturn and all it's moons. What would be the economic impact of such a space race? And on a more individual basis -> would you be willing to contribute to see your region succesfully achieve a 'sustainable hold' on its contractual celestial body before the contract expire? What kind of contributuion?
  23. There are 3 people who might know -> Edric O, Jacob Douds and the chap who made the minimod (can't remember name). He knew how to make new xbf's long before we had any clues about it -> just had a look: Malcolm Lim and that was 16 Sept 01... Going through my planning sheet i realised that some major changes would be needed to the subhouses. The reason is that the game will represent pre-imperial forces with the Atreides barely recovering from a near mortal defeat, the Ordos are just a little more than a rumour and the Harkonnen doesn't deploy huge armies against the fairly covert smugglers -> they have bigger Fremen problems all over the planet. i was thinking of replacing them with the following: IX replaced with Advanced Harvesting Systems Fremen -> Advanced Power Systems Guild -> Build Veteran Units Sardukar -> Advanced Base Defence Turrets Tleilak -> Advanced Surveilance Systems The last two options will be power intensive -> choosing both will require alot of buildingspace. i think most people will always choose the first option since the spice will flow almost 2x faster. Being able to build veterans will also be good, but they will be expensive -> they will be hard to stop without veterans of your own. The surveilance option will give you a outpost that open the fog very far around your base -> also decloaking enemy Saboteurs (they will be set to hideunitonradar though). Any thoughts/opinions?
  24. If you ever need someone to do sounds for you -> i could help (got the gear).
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