Cambragol

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Viewing 15 posts - 1 through 15 (of 718 total)
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  • in reply to: Hello / Recommended Mods? #17243
    cambragol
    Participant

    That’s the one! I probably could have remembered the name if I had thought hard enough. It was pretty straightforward.

    Looking back though some of my modding records, it seems I produced a branch of US that had working ‘dockable’ comsecs for the Dreadnaught Corvette, the Corvette, the Advanced Patcom and the Tug. I think it got shelved in favour of other features, as it opened up a can of worms of issues. I can’t recall, but it was kind-of working. I had forgotten that I had made and abandoned it.

    There was another great mod as well, the ‘Repair Mod’ or something like that. It made the repair of your ship much more urgent during battles. Systems that were damaged would begin to affect your flight and combat functions right away. Again, not sure of the name…


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Hello / Recommended Mods? #18297
    cambragol
    Participant

    That’s the one! I probably could have remembered the name if I had thought hard enough. It was pretty straightforward.

    Looking back though some of my modding records, it seems I produced a branch of US that had working ‘dockable’ comsecs for the Dreadnaught Corvette, the Corvette, the Advanced Patcom and the Tug. I think it got shelved in favour of other features, as it opened up a can of worms of issues. I can’t recall, but it was kind-of working. I had forgotten that I had made and abandoned it.

    There was another great mod as well, the ‘Repair Mod’ or something like that. It made the repair of your ship much more urgent during battles. Systems that were damaged would begin to affect your flight and combat functions right away. Again, not sure of the name…


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Hello / Recommended Mods? #18293
    cambragol
    Participant

    One of my favourites, though not the most practical, was a mod that allowed you to dock and undock the comsec from the Dreadnaught Corvette and the Advanced Patcom. I can’t remember the name however. I thought of bringing something like that to Unstable Space, but it was daunting.

    As I recall, the original I-war had this function built in to the game.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Hello / Recommended Mods? #17240
    cambragol
    Participant

    One of my favourites, though not the most practical, was a mod that allowed you to dock and undock the comsec from the Dreadnaught Corvette and the Advanced Patcom. I can’t remember the name however. I thought of bringing something like that to Unstable Space, but it was daunting.

    As I recall, the original I-war had this function built in to the game.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Torn Stars Add on Mods #17220
    cambragol
    Participant

    I just noticed that the Torn Stars site has been down. I haven’t visited it for quite a while now. I have it working again, and would be more than happy to host your mods, d3rt13n.

    They look great, and the ships are similar to a set of ships I made for the Emerald Alliance, Sultanate, CMC and a few other factions. I had a whole set of them, but I never got to put them into the game. I think.

    In any case, Torn Stars should be able to accept your mods if you are registered and log in. If that doesn’t work I will just add them myself.

    They look fantastic.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Torn Stars Add on Mods #18272
    cambragol
    Participant

    I just noticed that the Torn Stars site has been down. I haven’t visited it for quite a while now. I have it working again, and would be more than happy to host your mods, d3rt13n.

    They look great, and the ships are similar to a set of ships I made for the Emerald Alliance, Sultanate, CMC and a few other factions. I had a whole set of them, but I never got to put them into the game. I think.

    In any case, Torn Stars should be able to accept your mods if you are registered and log in. If that doesn’t work I will just add them myself.

    They look fantastic.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: 3D Artwork #16620
    cambragol
    Participant

    The Torn-Stars website has all models available as extracted and converted, modern Lightwave objects. Those can be imported into pretty much any current 3D program(I should think).

    Here is the link:

    https://development.torn-stars.com/unstablespace/browser/tornstars/resource/avatars


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: 3D Artwork #17614
    cambragol
    Participant

    The Torn-Stars website has all models available as extracted and converted, modern Lightwave objects. Those can be imported into pretty much any current 3D program(I should think).

    Here is the link:

    https://development.torn-stars.com/unstablespace/browser/tornstars/resource/avatars


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Favorite/Worst SciFi series or movies #17143
    cambragol
    Participant

    Yeah! Red Dwarf!

    I just discovered that there is a season 10, and maybe 11. Had no idea.

    How about: Doctor Who! Both the old and new incarnations. Must be some hands up for those if we are talking SciFi.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Favorite/Worst SciFi series or movies #16180
    cambragol
    Participant

    Yeah! Red Dwarf!

    I just discovered that there is a season 10, and maybe 11. Had no idea.

    How about: Doctor Who! Both the old and new incarnations. Must be some hands up for those if we are talking SciFi.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Creating a simple mod, not sure how to get started #16178
    cambragol
    Participant

    [quote=”7upMan” post=19346]Anyway, maybe cambragol, being as knowledgeable as he is, can tell if if would be feasible to a) input a distance meter into the game’s engine that calculates the distance as well as the trajectory of the ships and b) muffle and delay the debris crackling sound (via sound shader?) according to the calculations of the distance meter?

    I have no idea if I-War 2 can work with sound shaders at all. I know Doom 3 could, and that’s roughly from the same time period, but they are very different games.[/quote]

    I am not so knowledgeable anymore…However, I can see how this could all be done, relatively easily. It wouldn’t be perfect, but it would be close.

    First step would be to create two entire sets of weapons/weapons effects. One for the player, one for the NPC. A bit of a bother, but mostly just copying the files, and referencing them correctly from each ship loadout/any where else referenced.

    On the NPC ships the sounds are all changed to be ‘crackle/debris’ sound effects. The distance the effect is heard/works can be tweaked a little in the sound ini files. There would be no true measurement of distance, and sounds would be played instantly, but this could be ameliorated by restricting the ‘crackle/debris’ effects to close distance only.

    Second step…none really. But Step one actually has a lot of little steps. Heh.

    However, I don’t think this would be a perfect setup. I am not sure how this would effect impacts to the PC/NPC hull. I can’t remember how/where those are setup from, and if they can’t be teased apart, things won’t really work right.

    In anycase, I think this would be feasible, though, as mentioned, my I-war2 modding knowledge is fading, and I may have overlooked something really basic.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Creating a simple mod, not sure how to get started #17141
    cambragol
    Participant

    [quote=”7upMan” post=19346]Anyway, maybe cambragol, being as knowledgeable as he is, can tell if if would be feasible to a) input a distance meter into the game’s engine that calculates the distance as well as the trajectory of the ships and b) muffle and delay the debris crackling sound (via sound shader?) according to the calculations of the distance meter?

    I have no idea if I-War 2 can work with sound shaders at all. I know Doom 3 could, and that’s roughly from the same time period, but they are very different games.[/quote]

    I am not so knowledgeable anymore…However, I can see how this could all be done, relatively easily. It wouldn’t be perfect, but it would be close.

    First step would be to create two entire sets of weapons/weapons effects. One for the player, one for the NPC. A bit of a bother, but mostly just copying the files, and referencing them correctly from each ship loadout/any where else referenced.

    On the NPC ships the sounds are all changed to be ‘crackle/debris’ sound effects. The distance the effect is heard/works can be tweaked a little in the sound ini files. There would be no true measurement of distance, and sounds would be played instantly, but this could be ameliorated by restricting the ‘crackle/debris’ effects to close distance only.

    Second step…none really. But Step one actually has a lot of little steps. Heh.

    However, I don’t think this would be a perfect setup. I am not sure how this would effect impacts to the PC/NPC hull. I can’t remember how/where those are setup from, and if they can’t be teased apart, things won’t really work right.

    In anycase, I think this would be feasible, though, as mentioned, my I-war2 modding knowledge is fading, and I may have overlooked something really basic.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Chessking’s stuff #17138
    cambragol
    Participant

    ‘Older’ second hand ships could be implemented with your ‘Rusty’ graphics quite easily.

    You would just need to make new ini’s, and setup files for each ship, then add them into the list of ships for sale. About 1 hour of work.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Chessking’s stuff #16176
    cambragol
    Participant

    ‘Older’ second hand ships could be implemented with your ‘Rusty’ graphics quite easily.

    You would just need to make new ini’s, and setup files for each ship, then add them into the list of ships for sale. About 1 hour of work.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

    in reply to: Creating a simple mod, not sure how to get started #16143
    cambragol
    Participant

    Sounds good! Although I loved the vanilla LDS sound effect, it can grate on ones ears after hundreds and hundreds of flights. A softening of the sound is a welcome change.

    I didn’t notice, but did your mod eliminate sounds for ‘external’ events, and limit things to the player ship only? I don’t know whether that would be possible, without creating an entire set of effects/items for the player that do not cross-over with NPC effects/items.


    [center][url=”http://www.torn-stars.com”][img]http://www.torn-stars.com/images/testsig.gif[/img][/url][/center]

Viewing 15 posts - 1 through 15 (of 718 total)