Homeworld-style Adventure Study MKII

A place to discuss mods in development and concepts for new mods.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Thu Feb 12, 2015 8:37 pm

Mod description:
This kid was inspired by a fantastic RTS named Homeworld. In <insert mod name>, we give you full command of the Kushan mothership in all her glory.
Features:
-squadron gameplay
-mothership production capabilities means you'll never run out of ships
-better fleet AI
-<insert other features here>


I think that should be enough for a skeleton mod description.
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TVR
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Fri Feb 13, 2015 8:14 am

A few more things needed for the first release:
-Ship selection screen image
-Test with newest PSD

@RPC

Nice.
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StealthX051
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Mon Feb 23, 2015 11:35 pm

Well, I messed up the rerenders of the Mothership somehow, going to get some screenshots soon.
Attachments
Screenshot 2015-02-02 15.01.23.png
Screenshot 2015-02-02 15.01.23.png (222.84 KiB) Viewed 1132 times
Screenshot 2015-02-02 15.01.17.png
Screenshot 2015-02-02 15.01.17.png (249.77 KiB) Viewed 1132 times

TVR
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Tue Feb 24, 2015 5:08 am

-Added new XP backend support

@StealthX

Alright then, don't forget about the bitmask!

EDIT: Just need to invert the color of the bitmask.
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FourFire
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Tue Feb 24, 2015 9:47 am

Sorry for my absence, I've been rather busy IRL, but I'll see about testing the mod today.

as for a description:
"
This is the (un)official Homeworld Mothership mod for transcendence.
Features Implemented:
Salvaging of wrecked ships.
Resource to ship conversion system (fleet building!)
Squad formation.
Redocking of fleet ships.
Blueprints for buildable ships.
Reverse engineering of hulls and items.

Planned Features:
Dynamic Commands for Squads.
Progressive power growth of the mothership using an experience system.
Buy enhancements using resources, manufacture enhanced items for your fleet.
Custom System map.
"

Move anything that isn't fully functional/implimented to planned.
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StealthX051
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Tue Feb 24, 2015 11:16 pm

No cigar.

Mothership doesn't show up at all. Just the exhaust. Makes my game really laggy too.

https://www.dropbox.com/s/skn8qp71pv6uf ... 0.png?dl=0

https://www.dropbox.com/s/gd8hqckm03gzj ... 4.png?dl=0

TVR
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Fri Feb 27, 2015 1:59 am

Updated version of mothership.xml attached.

@FourFire

Great work on finishing the mod description. We should be able to post the next release on Xelerus if all goes well with the testing.

@StealthX

Be sure to download the newest mothership.xml version - the previous ones don't work properly in 1.5 due to a new bug.

Hmm, is the new sprite sheet resolution still 300x23520?

The bitmask should have a white ship on a black background, but the ship still doesn't appear?
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AssumedPseudonym
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Fri Feb 27, 2015 2:27 am

TVR wrote:The bitmask should have a white ship on a black background, but the ship still doesn't appear?
 If that is the case, I know I had that problem a few times with my own ships in TBR before finally finding a setup that works. There are apparently a few different “flavors” of BMP, and Transcendence doesn’t like all of them. The downside is that I run on Linux and do all of this from the command line with ImageMagick and ffmpeg. If you have (or can get) those, I can give you the arguments I use to produce usable sprites with them. Alternately, feel free to throw the source graphics for the sprite at me and I’ll do it up for you.
 …Unless, of course, that’s not what the problem you’re having is…
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StealthX051
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Tue Mar 03, 2015 12:28 am

The first set of pictures are of a white ship on a black background (Only the outline of the ship shows up and the engine trail is all wonky). The second set of pictures are of a black ship on a white background (no ship at all).

Here are the source files.
https://www.dropbox.com/sh/nx4kfm8yclmo ... 85qoa?dl=0

FYI: I'm still using 1.3 and using the old xml.

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Tue Mar 03, 2015 1:43 am

 Here, this should work: [link redacted]
 I tested it to make sure that everything shows up. I’m also guessing that frame 106 is the one that’s intended to point up, and made the spritesheet accordingly.
Last edited by AssumedPseudonym on Thu Mar 05, 2015 12:20 am, edited 1 time in total.
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My mods on Xelerus: Click here!

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StealthX051
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Wed Mar 04, 2015 3:57 am

Alright, thanks a lot Assumed Pseudonym.

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AssumedPseudonym
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Wed Mar 04, 2015 5:15 am

 Not a problem, glad to help.
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My mods on Xelerus: Click here!

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FourFire
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Wed Mar 04, 2015 11:18 pm

OK I have playtested the mod (finally) and have some quick notes:

* The inventory of items which can be added to a ship squad blueprint should include the list of items which are craftable seperately; I.E. if I just recycled some dual turbolasers, and can now craft them, I should then be able to put dual turbolasers on a new ship design.

* There should be two layers of dockscreen one for ship blueprints and one for squad blueprints.
This way I can have a avorite ship design, which I can copy between squads without redsigning the ship blueprint from scratch.

* Salvage shuttles should be upgradeable, and start without shields (since you can't craft shields initially)

I understand that some of these features are tricky to impliment, but you've all done a great job so far, and I'll continue testing through more enemies, great work!
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Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}

StealthX051
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Thu Mar 05, 2015 9:28 pm

A couple other suggestions:
Add turret hard points for PSD.
Give the mother ship 36 armor plates (titanium barricades)
Give the mother ship a turbolaser.

TVR
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Sat Mar 07, 2015 5:02 am

@AssumedPseudonym

Much thanks.

@FourFire

Excellent ideas, just added the first one.

A ship blueprints menu should be straightforward to add, all that is needed is some dockscreen code.

Being able to upgrade Salvage Shuttles would be great. How about being able to select their equipment using the ship design menu?

@StealthX

Still have those new spritesheets? Wasn't able to download them using AssumedPseudonym's link.

The last thing we need is a large ship image for the ship selection screen - any chance to render one?

Our latest version has PSD linked weapon support and three omni hardpoints. Should we change this? Should it be upgradeable?

Default equipment changes sound good, but should we still go with the full 36 segments, or should the mothership be like the capships in 1.3/1.5 and use 20? Do we need interior HP?
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Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ

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