[Mod]Battlestar Galactica AP[30/6] [Test version Released]

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killerog
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Post by killerog »

The BSG should be the same size as the old model. So if that was too big no one told me :P

Spectre01: I used you turret ideas for a base for both Galatica and Peg. I added the missile turret to Galatica so it had to be tweak due to engine limitations.

TonyEvans: You video was good. Was ment to say so after you posted must of forgot :oops:. That is an idea. I do want to add an intro video again but jcc did that and I have emailed him. Sounds/video is the one thing I havnt done before.

Oh and reading is good :P
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TonyEvans
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Post by TonyEvans »

killerog wrote:The BSG should be the same size as the old model. So if that was too big no one told me :P

Spectre01: I used you turret ideas for a base for both Galatica and Peg. I added the missile turret to Galatica so it had to be tweak due to engine limitations.

TonyEvans: You video was good. Was ment to say so after you posted must of forgot :oops:. That is an idea. I do want to add an intro video again but jcc did that and I have emailed him. Sounds/video is the one thing I havnt done before.

Oh and reading is good :P

:D :D :D :D :D :D

Anyway. I've still got ReadText errors. Is that just me, or an unresolved problem? I thought I'd seen mention of it earlier but I couldn't be sure.

Also, the fire trail for the railguns look a bit thick. Should probably just be that initially for maybe 5 metres, then thin down to close to what the old Flak was, and the new flak would be the same way. Also, my Flak isn't sending off explosions. The main weapon fragments and the shots fly into different directions, but no secondaries.

Lastly... what's up with the new Mrk II viper model? With the flak and grey etc? I thought the old one looked pretty legit. It still looks good, but just never seen it before.

:evil:
killerog
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Post by killerog »

Where are the readtexts ? There will be some. Flak is set to only explode once at the moment.
New mk2. Viper is not finished. The old one was a lowpoly model with plenty of texture errors.
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TonyEvans
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Post by TonyEvans »

killerog wrote:Where are the readtexts ? There will be some. Flak is set to only explode once at the moment.
New mk2. Viper is not finished. The old one was a lowpoly model with plenty of texture errors.
First game I played the ammo for the Kews and BSG weapons weren't readtexts, but it didn't say like "Viper Kew Ammo"it said ModUseOnly_19_3 or whatnot. Same goes for the Railgun Flak and PD ammo.

I had two ships that stated Readtext, might have been three.

The second game I started, everything was readtext. All the ship names, weapons, ammo. Like it decided to, that one time, not read it.
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Spectre01
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Post by Spectre01 »

killerog, is there a file that has parameter that controls a ship's size? Or we have to wait for you to manually adjust the whole model... :(

man, I should mention the overly big size in that previous thread... I thought that was intensional.
TonyEvans
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Post by TonyEvans »

Love the mod so far!

Why the engine trail size on Vipers and Cylon Raider/H.Raider?

Great new job on the Galactica and Pegasus, though I thought the Galactica's name might be sticking out a bit too much. Very early on in the show even, it showed the name panels on the pods as not being nearly so bright.

Are the flaks' single-detonation setting a temporary or a permanent thing?

Any plans at all to introduce Mrk I Cylon basestar?

Any luck on seeing if using the music by Bear McCreary would violate NBC's copyright grounds (no matter how rubbish, selfish, and greedy they are)? I think I may have a few more song suggestions.

Lag: I don't know if this is just me, but when I try to do a manual docking, the closer I get to the docking zone in the pod, the laggier i get. I'm talking 3-4 FPS until I've in Galactica's cockpit itself. I had the same problem flying near a docking birth with both the Galactica and Pegasus on the X3-TC Version.

How's Uni going? You've given so much time into this and all our questions have been directed at the progress for the most part, might as well as how well your other time is spent 8)
DannyDSC
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Post by DannyDSC »

Kill, we've the same sector from AP or this mod use the BSG's setting?
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killerog
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Post by killerog »

@ Danny same sectors, If you look in the last thread I did give my idea for this mod but its basically BSG fleet and a cyclone fleet some how end up in the X-UNI so the first load of missions will be on making friends /enemies with the x-uni races while still being chased. I chose to do this as I wont have the time on my own to make a full mod ( hell of a task for a bloke ).

@ Tony engine trails are a bit random need to be sorted for next version. Ill take a look at the name on the Galatica easy to fix. Balancing of weapons/ ships and scripts is not done that includes how many time the flack will go bang.

I do have planes to add more ships but only high poly ones. So will take time at least until I finish this term.

No idea about music yet. I will leave that for a few versions.

Lag is a bit odd don't get any on my pc but then its quite fast. What are your specs ? Might simply be down to how many polys are on the screen (lots of docked ships that were also in the old model).

Uni is going fine, final report half way there and the robot I am working on is almost working completely.

@ Spectre01 I think there is but cant remember where it is, not sure if its in the scene or body file. I have never changed a ships size that way. If it is too big ill look at changing it the next weekend. Changing its size also means the scene file needs changing.

Is anyone else getting readtext errors ?
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TonyEvans
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Post by TonyEvans »

http://i840.photobucket.com/albums/zz33 ... -38-35.jpg

http://i840.photobucket.com/albums/zz33 ... -30-74.jpg

http://i840.photobucket.com/albums/zz33 ... -25-87.jpg

http://i840.photobucket.com/albums/zz33 ... -21-42.jpg

These are sort of what I was referring to as Readtext errors. The only time all of the ships/etc are ReadText is when I do a Custom Game and start on XUniverse.

http://i840.photobucket.com/albums/zz33 ... -03-16.jpg

See top two ships. Those are the ReadTexts I get regardless of start.
What's the EA Destroyer at the very bottom though? Is it something I added accidently or something in the mod?


{Oversize images changed to links - Terre}
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apricotslice
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Post by apricotslice »

EA Destroyer was in the original mod, its part of the original series.
TonyEvans
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Post by TonyEvans »

Suggestions now, since I've played a bit more...

Restore the Galactica Engine trail to its old, and set the other BS's to match. The new one seems to glare a bit more than it should and is relatively distracting.

The color of the Viper's engine is good, but make it very short (1/10th of what it is now), and it should be alright. Same for Raptors and Mrk VII.

Restore the trail of the old Raiders (Heavy Mrk II etc) but also make them maybe 1/4th shorter. The old trail seemed a bit long even though (though in my opinion still far better than now). The red definately doesn't look right. I know you said the trails were all random, but for future reference.

Will the Basestars be getting their missiles this next patch or perhaps the one after?

I'm confused as to the change of weaponry in the Raptors. I was somewhat fond of them having the Viper Kews, though I suppose it does make some sense for it not to be. I'll personally be placing some Pulse Beam'd emitters on it, for missile defense.

Thorn missiles: Intentional to have on Vipers... based on its encyclopedia description it's the last thing I would want on there. If my vipers are in dogfight, one friendly missile might take out the target, but not without pewing my own fighters, or severally damaging them.

Pegasus and Galactica both have an invisible Plasma Beam Cannon. Not in Freight and not able to be equipped. Tried to use cheat screen to remove and no success

Restore Peggy's main guns. They not like Galacticas in that they were turrets. As seen in The Exodus, Peggy's guns are fixed to fire-forward.
Last edited by TonyEvans on Thu, 22. Mar 12, 00:35, edited 1 time in total.
Sk_2013
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Post by Sk_2013 »

I hate to compare people (I'd hate to be compared to Cycrow. I'd lose before we started.)

Anyway, will the missile turrets be like those that Cadius uses (can't think of in game referance) where the missiles have deticated launch ports? It's always bothered me to launch a missile and have it appear below whatever ship I'm flying at the time.

And nice work. :D
Peace through superior firepower.
TonyEvans
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Post by TonyEvans »

Sk_2013 wrote:I hate to compare people (I'd hate to be compared to Cycrow. I'd lose before we started.)

Anyway, will the missile turrets be like those that Cadius uses (can't think of in game referance) where the missiles have deticated launch ports? It's always bothered me to launch a missile and have it appear below whatever ship I'm flying at the time.

And nice work. :D
Well the missiles on this Galactica use the missile ports as seen in the show, over the Temple of the Five (when Adama was prepping to nuke the area). Hopefully the same can be done for the Basestar's missile turrets

Additionally... Edit: In the Pilot movie, the Basestar destroyed the station with missiles from the base of the out-reaching segments, near the center area. To look a bit more cannon we could restrict all the hitpoints to that area, so that turrets and missiles only go after that. Look a bit more cool instead of pouding the frak out of the arms.
longbow1
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Post by longbow1 »

TonyEvans wrote: Additionally... Edit: In the Pilot movie, the Basestar destroyed the station with missiles from the base of the out-reaching segments, near the center area. To look a bit more cannon we could restrict all the hitpoints to that area, so that turrets and missiles only go after that. Look a bit more cool instead of pouding the frak out of the arms.
and yet when we look at other episodes the battlestars were basicly just vollying shots also hitting the arms, and i guess unless the sizes were not sorted out then we'll have ships crashing into the arms of the baseships
TonyEvans
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Post by TonyEvans »

longbow1 wrote:
TonyEvans wrote: Additionally... Edit: In the Pilot movie, the Basestar destroyed the station with missiles from the base of the out-reaching segments, near the center area. To look a bit more cannon we could restrict all the hitpoints to that area, so that turrets and missiles only go after that. Look a bit more cool instead of pouding the frak out of the arms.
and yet when we look at other episodes the battlestars were basicly just vollying shots also hitting the arms, and i guess unless the sizes were not sorted out then we'll have ships crashing into the arms of the baseships
Ahh, that's true as well
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bulgaria
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Post by bulgaria »

no cockpits...that suck :thumb_down:
killerog
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Post by killerog »

And there never will be.
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Sk_2013
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Post by Sk_2013 »

did we ever figure out the issue with the Readtexts?

Also, for some reason the downloader is only downloading the first mission.
Peace through superior firepower.
killerog
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Post by killerog »

First mission? There is only one mission at the moment.

I think there will be readtexts if you start a non bsg start, don't think the other starts load the right tfiles at the moment.
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Sk_2013
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Post by Sk_2013 »

herm. I'm still talking the TC version, not the AP. When I last downloaded there were several missions in the director folder. (8 I think). I'm still using the BSG start (Appolo). Only mod I'm running is the cheat package to check the readtexts.

Everything. The weapons, the ships, the wares, it's all readtexts. And the mission doesn't start. :/

I get the idea that there is something interfering, but for the life of me I can't figure out what.

EDIT: Ok, the gamestart works, but the mission won't start. All of the items load correctly (Weapons, ships, etc) but without their names. The mission won't start. The music works (as in its the BSG stuff)
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