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A dev's log.

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A dev's log.
Offline Veygaar
11-19-2012, 11:35 AM,
#521
Member
Posts: 4,212
Threads: 158
Joined: Jan 2011

(11-19-2012, 09:53 AM)AeternusDoleo Wrote: also adjust MAT files where needed, to prevent texture conflicts. This may cause some models to appear differently in the game - if so, the new appearance is how the designer originally intended it.

Excellent, the flashing black/un-textured spots on the Scorpion are rather mood killing.

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
Offline Durandal
11-19-2012, 05:14 PM,
#522
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Posts: 5,106
Threads: 264
Joined: Apr 2009

(11-19-2012, 09:53 AM)AeternusDoleo Wrote: Hm. Shape is quite different from the current version. And this one suffers from the same problem as some other models - that the crosshair center isn't in the fat part of the ship by default. That causes gameplay issues (much like the current Asco being very hard to hit, although a hardcoded crosshair location adjustment sorts that model out). But for newer models I'm not going to accept such - adding a large elongated nose that extends for more then half the length of the ship, no. Also, whats with the opened missile pods at the edges? Seems to me like this gunboat isn't quite sure wether it wants to be a dual missile silo or have engines. The model quality is good, but the design concept isn't, so I'm going to have to reject that one.

I'll cede to you the point of the shape being difficult to balance, but those're meant to be sensor pods, not missile pods... hence the sensors sticking out and all.
Offline Jansen
11-19-2012, 06:46 PM,
#523
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Posts: 4,110
Threads: 501
Joined: Jan 2009

(11-19-2012, 11:35 AM)Veygaar Wrote:
(11-19-2012, 09:53 AM)AeternusDoleo Wrote: also adjust MAT files where needed, to prevent texture conflicts. This may cause some models to appear differently in the game - if so, the new appearance is how the designer originally intended it.

Excellent, the flashing black/un-textured spots on the Scorpion are rather mood killing.

That really is a problem that needs fixing.

[Image: HkdyBql.gif]
Offline JaaY
11-20-2012, 05:02 PM, (This post was last modified: 11-20-2012, 05:07 PM by JaaY.)
#524
Member
Posts: 160
Threads: 3
Joined: Oct 2012

Probably I missed it, but what's about that battleship in Omicron-Mu (Battleship Thebes)? Are there any plans to make it flyable?

[Image: qmawWxf.png]
Offline Mercarryn
11-20-2012, 08:44 PM,
#525
Member
Posts: 980
Threads: 55
Joined: Jul 2011

Don't expect that to happen. Thebes was inRP meant to be a unique Dreadnought class which is ressource intensive, which means Order would not be able to build more of that class for now with 90% of its former strenght wiped out.
Offline Jinx
11-20-2012, 09:13 PM,
#526
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

the thebes will never be a playable ship. one agreement on modelling and including it was to remain a solar object. i don t think there are any plans for the order shipline at the moment

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Offline AeternusDoleo
11-21-2012, 01:09 AM,
#527
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Yea, no flyable Thebes.

As for the flashy black squares on the Wilde Drone, I'll look into it once I'm at that model. Probably a few duplicate surfaces that need a gentle nudge into oblivion. That "Model cleanup" plugin I got for Milkshape is running overtime...

Dev update: Continuing work on the models. Currently at 60 of 291 (ship only, after that it's solars time). Just an indication of time consumed by this: On average adjusting one such model takes about 40 minutes. So yea, I'll be plugging away at this a while yet. On a positive note, all this working with models is giving me a better understanding of how they work. Transparancy, glowmaps, texture and hitbox component referencing... it all allows me to fix things more easily.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline TonyRistar
11-21-2012, 01:56 AM,
#528
Member
Posts: 72
Threads: 5
Joined: Aug 2011

Is there any place where help is needed or something can be picked up by a community member? A question I have out of curiosity, I know quality control is important, but any load taken off the devs back is a good thing.

[Image: rendarpit2.jpg]
Offline AeternusDoleo
11-21-2012, 02:03 AM,
#529
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Infocarding will be the biggest job in the coming time. I'd love some help on the modeling side, but frankly, if you need to learn this from scratch... I'm not a good teacher and tend to get frustrated with folk not getting it (in more then one way). I've gotten where I am by modding for over 2 years now, mostly selftaught.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline TonyRistar
11-21-2012, 06:52 PM,
#530
Member
Posts: 72
Threads: 5
Joined: Aug 2011

I'm not much on modelling, infocarding, data entry, those dealios I can do. I'll keep my eyes/ears open on this thread, when you get to that point, expect me to be volunteering like a cheerleader.

PPS: The work in this mod is truly astounding. Thanks again to the dev team.

[Image: rendarpit2.jpg]
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