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Accepting commissions (but there's a catch)

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Accepting commissions (but there's a catch)
Offline Treewyrm
08-02-2016, 10:59 PM,
#1
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

I might take a few commissions to make models and possibly other content like particle effects.

Here's the deal and here's the catch.

Since I don't play disco there isn't any payment, instead your concept simply has to be interesting for me to make. While I can guarantee technical cleanness of the model and supplemental resources (materials, textures, particle effects, etc) it rests up to you to negotiate any proposal with devs as I take no part in those at all. If devs agree with what you got in mind and I find the concept interesting then that's the deal.

In general I'd prefer to make something that isn't yet-another ship, though not outright denying a possibility of making one, just that chances aren't great. Instead consider that the choice is wider than that - it can be a custom starscape (system background), environment assets like custom bases components, animated gates, etc. Exceptions are: no systems and no remakes of existing stuff. Despite my focus on nomad-related stuff in the past I currently don't have any theme preference at all.

Happens so I have some extra time available and don't mind a short creative distraction.
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Offline Durandal
08-04-2016, 05:16 AM,
#2
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

We could use more turret models for just about everything. Some examples which come to mind would be Outcast, Corsair, GMG, IMG, SCRA, CR, HF, and Core turret models ranging from gunboat to battleship.
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Offline Kauket
08-04-2016, 05:22 AM, (This post was last modified: 08-04-2016, 05:24 AM by Kauket.)
#3
Dark Lord of the Birbs
Posts: 6,548
Threads: 506
Joined: Nov 2014
Staff roles:
Art Developer

I think some Core Cruiser effect turrets could be good.

Also, codename engines or maybe even hybrid engines

[Image: kauket.gif]
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Offline Vendetta
08-04-2016, 05:30 AM,
#4
Technocrat Overlord
Posts: 2,689
Threads: 230
Joined: Sep 2013

New gunboat/Cruiser projectiles for Core and a few other factions would be good. Turret models specific for factions, too.

Currently unable to consistently be present in the Community due to life constraints.

Youtube
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[Image: rherh3.png]
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Offline GuapMan
08-04-2016, 05:33 AM,
#5
Member
Posts: 329
Threads: 26
Joined: Mar 2016

(08-04-2016, 05:22 AM)Auzari Wrote:
codename engines or maybe even hybrid engines

I'll second this one, that would be cool
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Offline sindroms
08-04-2016, 06:17 AM,
#6
Member
Posts: 9,434
Threads: 985
Joined: Feb 2008

Do you take paypal? (sun)

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Treewyrm
08-04-2016, 09:12 AM,
#7
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

(08-04-2016, 06:17 AM)sindroms Wrote: Do you take paypal?
If you're that adamant - sure, why not. Smile

(08-04-2016, 05:22 AM)Auzari Wrote: codename engines or maybe even hybrid engines
Are codename engines planned anyway? Would be a shame for effects to linger and collect dust like some other content I've made before. But if there indeed a motion to add them to the mod then sure it's doable. Could conjure up something fancy there.

(08-04-2016, 05:16 AM)Durandal Wrote: We could use more turret models for just about everything. Some examples which come to mind would be Outcast, Corsair, GMG, IMG, SCRA, CR, HF, and Core turret models ranging from gunboat to battleship.
Hmm, the two culprits I can see. Firstly there are many ships of the same class yet of different size. Turrets would rather be made for standard sizes. And secondly if you prepare shared material library files for target shiplines that still use .mat file per ship then it could be done.
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Offline Ramke
08-04-2016, 09:15 AM,
#8
Member
Posts: 1,771
Threads: 76
Joined: Dec 2008

(08-04-2016, 09:12 AM)Treewyrm Wrote:
(08-04-2016, 05:22 AM)Auzari Wrote: codename engines or maybe even hybrid engines
Are codename engines planned anyway? Would be a shame for effects to linger and collect dust like some other content I've made before. But if there indeed a motion to add them to the mod then sure it's doable. Could conjure up something fancy there.

Oh this would be so awesome.

I'd love to see more engine effects - but it's up for the devs to actually implement them. I guess first they should respond and answer whether they would or not.
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Offline Enkidu
08-04-2016, 11:08 AM, (This post was last modified: 08-04-2016, 11:15 AM by Enkidu.)
#9
UN| Unioners
Posts: 4,082
Threads: 378
Joined: Apr 2013

I've skyped you about it. I'm interested in a custom engine for a SHF, contact if it's doable. Performance unchanged for balance reasons, of course, but with purple - white particle spray on cruise charge with distinctly nomad-esque nozzle effects.

Think a magnetoplasma engine - VASMIR style, InRp using a magnetic bottle to channel exit gasses in the Kilo Kelvin temperature range.

[Image: XTF1d6x.png]
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
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(Links pending redevelopment).
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Offline Magnifique
08-04-2016, 11:17 AM, (This post was last modified: 08-04-2016, 11:21 AM by Magnifique.)
#10
Banned
Posts: 114
Threads: 5
Joined: Jul 2016

(08-02-2016, 10:59 PM)Treewyrm Wrote: it can be a custom starscape (system background)

I always thought Connecticut could do well with a starsphere that looks like a virtual reality background, like with lines such in classic "holodeck" environments.

Since renaming systems is a thing with the devs right now, Connecticut could be renamed to "Simulation" or "Virtual Reality" so it can serve as an IRP training or dueling ground in addition to its current purpose.

A VR within the VR, or game within the game, if you will.

Could also be a separate system from Connecticut, like a duplicate of Connecticut, just with the new starsphere, and a IRP VR.

User was banned for: Karlotta alt
Time left: (Permanent)
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