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Post by zatch on Nov 2, 2006 5:17:06 GMT
It's a step in the right direction. I'd like to see something more low-key though, and the red text needs to be changed (it's all about consistency.)
Also, something wider and shorter, more like a typical website banner. Note that I didn't make the current banner and I can't change it (I don't have administrative abilities here) so you'll have to run it by masterzog in the end.
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Post by zatch on Oct 2, 2006 20:59:48 GMT
Yep, we were given the go-ahead a few months ago. Just recently we received permission to extract the models & textures from the client.
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Post by zatch on Jan 6, 2007 14:36:20 GMT
Oveur mentioned that we could use at most one song straight from EVE, I'm not sure about sound effects though (I'll probably ask after the visual side is done.)
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Post by zatch on Jan 6, 2007 0:15:40 GMT
iostream is currently our only UI artist, he's already constructed a new frontend but I'm not sure about the rest of the game.
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Post by zatch on Sept 25, 2006 21:30:30 GMT
We've actually shifted gears since getting permission from CCP to extract the models from the client. So our main needs now are UI artists (buttons, layouts, etc...) and sound artists, though iostream is handling our musical needs (which leaves sound effects.) We also need some nice explosions, as in not cookie-cutter explosions rendered from some pre-made library (as so many tv shows seem to rely upon.)
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Post by zatch on Jul 20, 2006 12:37:10 GMT
Actually all ships are being modified post-Kali. The reason for this is the improved renderer, which finally supports more advanced shaders, higher resolution textures, normal mapping (I believe, don't quote me on it) etc...
We'd love to have you aboard, I'll see if I can get you some good reference shots for the Scorp/Raven/Caracal.
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Post by zatch on Jul 5, 2006 10:20:04 GMT
Give us an example of your work and we'll decide if you have the talent necessary for the job. It's a very large workload, we're already backlogged with several ships in the pipe and not a single pixel worth of custom texturing on most of them.
The problem isn't technical ability (I have several years of experience with 3D modelling, Photoshop, etc...) It's an issue of creativity, having the ability to improvise and create details from scratch. That's why I generally stick to programming, scripting, importing & rigging models, etc... I haven't developed my visual artistic abilities sufficiently (yet.)
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Post by zatch on Jun 21, 2006 0:00:36 GMT
I already have a different program capable of unpacking everything, but doing so will prevent this mod from being released.
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Post by zatch on Jan 27, 2007 14:42:04 GMT
When it's done. Also please use the new messageboard, I don't check this one as often.
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Post by zatch on Dec 24, 2006 1:29:41 GMT
He's busy with other things I presume. His name is masterzog on these forums.
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Post by zatch on Nov 27, 2006 12:00:11 GMT
I'll be investigating ways to completely remove the hyperspace effect, and simply put the ships into a super fast point-to-point movement mode. There may be some sort of distortion around the ships as they travel at warp speed, much like you see in EVE, but no guarantees yet.
Another option is to make the current effect a bit more subtle, but a lot faster. Getting rid of the slow box-sliding warp-in effect can change appearances quite a bit.
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Post by zatch on Nov 25, 2006 20:35:03 GMT
I never said we'd get rid of titans. They just won't be the motherships. Also I'm pretty intent on keeping POSes immobile, because stations are immobile by definition. POSes will still be very difficult to kill, since they cannot evade the enemy.
Warping will be free, based only on time, much like it is in EVE (especially since we're not simulating capacitor usage.) You will be limited in range, though, which is where the stargates come in. These will behave very much like the Vaygr hypergates in stock HW2, but they'll be the only way to efficiently traverse a large map (and the maps will be very large.
Rapid deployment is done by setting up forward command posts (meaning you move a carrier, mothership, or titan closer to the enemy and start producing midsize fleets from that ship.) The largest ships should never be constructable via anything mobile, as this would make it too easy to hide near the enemy's POS and churn out dreads until the game is over.
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Post by zatch on Nov 23, 2006 6:24:27 GMT
Guns: We'll have one version of every ship. Only capital ships will have selectable weaponry (e.g. blasters versus rails on a Moros/Erebus.) HP Values: We'll use the same HP values, maybe pre-Kali. This is one thing we'll be adjusting (as well as regeneration times) to deal with the lack of proper tanking. A battleship will instapop if it has 20 others shooting at it though, that will never change. Tanking, Cap, NOS: None of these will be implemented. Capacitor capacity, active tanking, etc... are all suited for single-ship play. Managing 50 BS active tanks is not fun. Stasis Webifiers: They'll probably be implemented, but not necessarily in the way you'd expect (e.g. blast boats won't always have webs, but interceptors will.) If every ship becomes their potential solo ownage-mobile, a lot of the tactical decision making is lost. Drones: Only the true drone-boats will be able to deploy drones. Also they will have some rather aggressive LODs so they shouldn't lag the game very much. Production: Control Towers will be the immobile analog of HW2's Mothership. All assembly will be performed via assembly array modules (built just like the fighter/corvette/frigate/etc... modules on the HW2 Mothership.) The capital ships may have a low level of production ability, much like you suggested (smaller cap ships will produce smaller ships.) Titans: They're in right now just as placeholders, I'm not planning on using them as motherships despite claims I might have made earlier in the mod's development. Electronic Warfare: It will be implemented to some extent, mostly sensor dampening and boosting. Tracking disruption and such may or may not make it in. Cloaking: Covert Ops and Recon ships will only support self-cloaking. Also we're definitely including multiplayer. Ammo and Charges: Unlimited supplies, reload times are not a factor. This may change but at the moment that's how I'm handling things (remember part of the goal of this mod is to reduce the micromanagement inherent in EVE gameplay.) Hit-and-run operations are definitely possible. Warping will play a much bigger role in the EVE mod than it did in stock HW2, and warp disruption (bubbles of all types, scrams) will also be fully implemented.
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Post by zatch on Nov 21, 2006 21:38:30 GMT
No betas will be released. Not sure when I'll release another video.
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Post by zatch on Oct 3, 2006 4:34:51 GMT
Ship list last updated: October 6, 2006We have permission from CCP to extract the models & textures directly from the client. Ships currently in the game and (mostly) rigged: [Gallente]Titan: Erebus Carriers: Dreadnoughts: Battleships: Megathron Battlecruisers: Cruisers: Destroyers: Frigates: Navitas, Tristan Other: [Caldari]Titan: Leviathan Carriers: Dreadnoughts: Battleships: Raven Battlecruisers: Cruisers: Destroyers: Frigates: Other: [Amarr]Titan: Carriers: Dreadnoughts: Battleships: ArmageddonBattlecruisers: Cruisers: Destroyers: Frigates: Other: [Minmatar]Titan: Carriers: Dreadnoughts: Battleships: Battlecruisers: Cruisers: Destroyers: Frigates: Other:
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