Progress Update

Babylon 5 mod for Homeworld 2
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Moderator: Zeelich

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CnlPepper
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Progress Update

Post by CnlPepper » Sat Mar 14, 2009 10:40 pm

Its been quite a while since I've written anything here so I thought it would be best if I update you on the state of the mod. I have to admit things are going slowly at the moment. I started a new job a few months ago and it, plus searching for a house, is currently taking the majority of my time. However, I and the rest of the team are still working on things. Now I've got the Relic FXTool working, with textures loading properly, I've been spending my time experimenting with hit FX and explosions. I'll hopefully be able to upload the results in a week or two.

The Area Capture Game logic has been rewritten to allow more flexibility. I've added a new "paused" state which means that a player mid way through capturing a point does not have the capture reset when an enemy ship enters the control zone. Instead, the capture is paused until the player successfully fights off the enemy. It restarts where it left off. If the player loses the battle, only then is the capture timer reset.

I'm making a call for any modellers out there who would want to help as Zeelich is very busy atm. Amras, if you are still reading these forums from time to time can we possibly use some of your B5 models to fill in the gaps we have in our ship line-ups?

Finally are there any people out there who want to do some foley work for them mod? (foley = Sound FX). We'll want to get samples from the episodes or, where it is not posible to get a clean sample, remake the SFX. I simply don't have the time to work on the sound atm.

Anyway, things are still moving and they will pick up so please don't abandon us yet! :)

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TheOneNamedViper
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Post by TheOneNamedViper » Sat Mar 14, 2009 10:54 pm

I'd like to add here that we do have a few good models already that aren't quite ready to go in the mod yet. Among them is the Babylon 5 herself. The model simply put, needs to be made ready for HW2 and the new shaders, so anyone who's up for the task of getting models ingame feel free to offer your services.

snake
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Post by snake » Sun Mar 15, 2009 12:05 pm

i'm still working on a secret part of the mod, and CnlPeper, i'm late, i know, so please accept my excuses. RL is currently taking a good part of my time unfortunately.
B5 addicted

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CnlPepper
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Post by CnlPepper » Sun Mar 15, 2009 1:46 pm

No worries snake :)

BigBANGthe0ry
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Post by BigBANGthe0ry » Mon Mar 16, 2009 11:26 am

CnlPepper wrote: Finally are there any people out there who want to do some foley work for them mod? (foley = Sound FX). We'll want to get samples from the episodes or, where it is not posible to get a clean sample, remake the SFX. I simply don't have the time to work on the sound atm.
I might be able to help out here, although I have some modelling skills in 3DSmax I don't have the time to do much of that atm. What I do have though is the B5 Universe Boxset on DVD and Adobe Audition to capture and edit sound samples.

Presumably you will want to replace the Karan S'jet & Makkan voices from HW2 into something more B5...

My modding priority atm though is to get proper animated gun turrets into Sins of a Solar Empire, something you and the X3 team don't need to worry about u lucky barstewards. Things are quiet on that front right now so I'll help where I can.

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Post by StarFall » Tue Mar 17, 2009 4:17 am

Good to see you guys still around. Whenever life throws $hi# at me I play your mod as a pick me up. Even if it takes A while I and I'm sure many others are here with you. Keep up the good work as quickly as life allows

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Dukoth
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Post by Dukoth » Tue Mar 17, 2009 7:53 pm

I thought the sins engine couldn't support turrets?

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TheOneNamedViper
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Post by TheOneNamedViper » Tue Mar 17, 2009 11:26 pm

Also, last I checked, X3's turrets didn't visually animate. It always annoyed me that turrets on capital ships weren't pointing in the direction they were shooting.

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Post by BigBANGtheory » Fri Mar 20, 2009 2:50 pm

TheOneNamedViper wrote:Also, last I checked, X3's turrets didn't visually animate. It always annoyed me that turrets on capital ships weren't pointing in the direction they were shooting.
They do m8, check out this vid if you want confirmation of this http://www.file-upload.net/download-124 ... d.avi.html

Amras
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Post by Amras » Wed Mar 25, 2009 7:33 pm

TheOneNamedViper wrote:Also, last I checked, X3's turrets didn't visually animate. It always annoyed me that turrets on capital ships weren't pointing in the direction they were shooting.
BigBANGtheory wrote:They do m8, check out this vid if you want confirmation of this http://www.file-upload.net/download-124 ... d.avi.html
Just want to agree to BigBang's correction. They do. And it looks really nice on an Omega...^^

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