And I found this image:
http://neurohack.com/transcendence/Imag ... rships.jpg
look at the EI100... looks like it sure has gone through a number of revisions hasn't it?
Any other, old graphics that have been removed since .99? I was also looking at some of George's old concept sketches- I got a bit of inspiration from those ^^ as well...
So I was looking around the old transcendence site...
- Aury
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I think the older versions of the centauri raiders look much ... uhm cuter than the current ones. Right now they tend to look tougher than they are
The E100 surely did develop nicely. The revision on that image looks too ... - Id almost call that borg
The E100 surely did develop nicely. The revision on that image looks too ... - Id almost call that borg
- Aury
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I was planning on going through the old versions of the game and finding old, dropped graphics. I do plan to resurrect them, though often in forms other than their original purpose (ie, the original player ship freighter graphic and the "flying brick" EI100 (how many EI100's have there been? ) are now an older series of freighters, generally owned by xelerus exotics (a vendor named in tribute to our mod hosting site- for any that are new here). There are other ships, such as the old centauri raiders that also get resurrected- the gunship as a ranx warlord scout ship (after being recolored as that grey/black color they use), and the command ship becoming an old mining barge (as opposed to a new mining barge I'm making, which will probably also be playable).digdug wrote:so, wolfy, have you got a plan to resurrect it ?
That EI100 also looks like some old, rickety design fit for the mining industry, probably as an ore-hauler. And I have no idea what other old, vintage treasures await withing the old versions of transcendence.
Yes, I'm trying to expand mining (new ships, mining devices, etc)- implementing a trade system as well is something I'm planning on- sometime I also hope to implement inter-system trade, though it'll probably be limited to in-system trade via korolov. They will be profitable ventures, and if you're outfitted with an appropriate ship, generally substantially more profitable (ie, a bulk freighter is going to make much more money than a wolfen or sapphire is, transporting those 50 ton korolov crates) and easier.
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- alterecco
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Cool... I'd be very interested in hearing your take on how to implement trading in T. I have long wanted to do a mod to this purpose, just still need a better understanding of the mechanics. I did some basic legwork concerning stations and item spawning, and have pretty much nailed down the concept of how to do inter system travel (consistent ship movement between stations in different systems). Could maybe be interesting to do a collaboration? Make a generic trade mod that can be worked into your mod or played in vanilla?Wolfy wrote:Yes, I'm trying to expand mining (new ships, mining devices, etc)- implementing a trade system as well is something I'm planning on- sometime I also hope to implement inter-system trade, though it'll probably be limited to in-system trade via korolov. They will be profitable ventures, and if you're outfitted with an appropriate ship, generally substantially more profitable (ie, a bulk freighter is going to make much more money than a wolfen or sapphire is, transporting those 50 ton korolov crates) and easier.
I did code up some of it. The inter system travel is purely concept still but you can have a look at station and items here
.]
Me too Me too!
I have also been pondering a mod focused on trading. Actually, more of a tycoon-ish type where the player starts off owning a mine and has to sell the ore to make creds to upgrade the mine, buy equpiment, buy new stations etc. Taking the focus away from fighting and point it towards resource management. The only real fighting would be voluntary as the enemies would occupy areas with resources that the player might want in order to expand their empire. Eventually the player could hire freighters to pick up items from their stations and sell them.
I would be interested in seeing some of those dropped graphics as well, you can never have enough graphics!
I have also been pondering a mod focused on trading. Actually, more of a tycoon-ish type where the player starts off owning a mine and has to sell the ore to make creds to upgrade the mine, buy equpiment, buy new stations etc. Taking the focus away from fighting and point it towards resource management. The only real fighting would be voluntary as the enemies would occupy areas with resources that the player might want in order to expand their empire. Eventually the player could hire freighters to pick up items from their stations and sell them.
I would be interested in seeing some of those dropped graphics as well, you can never have enough graphics!
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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Nice! I can't wait for that trading mod! IMO that needs to be coded into the actual game. Especially since the Ranx Dreadnought had 3000 tons of cargo space
This is our game. And George is our hero.
- Aury
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^^ I'll start a new topic in Off Topic for the trade-mod discussion.
This thread is actually for un-used graphics...
I have seen that station before- it's the one I've been using for xelerus exotics
This thread is actually for un-used graphics...
I have seen that station before- it's the one I've been using for xelerus exotics
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yep- so is the salvager, but I think the raid platform is about the same size...Hades wrote:Anyone else notice how the Tripoli destroyer is bigger in that screen shot than in game now?
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- digdug
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well, I resurrected the EI100
2 images
-removed jpg artifacts
-decolored the green areas (the green background was leaking a little)
-rotated
-the second image has the frames illuminated from the top left, like if they were rendered
it's not as a real render, i did my best.
http://img7.imageshack.us/img7/7470/res ... dei100.png
http://img43.imageshack.us/img43/2381/r ... ei1002.png
and the mask
http://img11.imageshack.us/my.php?image ... 00mask.png
2 images
-removed jpg artifacts
-decolored the green areas (the green background was leaking a little)
-rotated
-the second image has the frames illuminated from the top left, like if they were rendered
it's not as a real render, i did my best.
http://img7.imageshack.us/img7/7470/res ... dei100.png
http://img43.imageshack.us/img43/2381/r ... ei1002.png
and the mask
http://img11.imageshack.us/my.php?image ... 00mask.png
- Aury
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Does anyone know what version this came from? and if so, where can I get that version?
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- Aury
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It seems they are from before even version 0.7
I asked George in a PM if this was true, he hasn't responded yet (he read it though), though I checked version 0.7 and it has the higher quality versions of the meth enforcer and the oracus gunship, the smaller salvagers and tripolis, and the "flying red brick" EI100 variant.
Thus it is logical to assume that this image was made by George (or someone who was helping him with the early game) long before version 0.7 was released.
I asked George in a PM if this was true, he hasn't responded yet (he read it though), though I checked version 0.7 and it has the higher quality versions of the meth enforcer and the oracus gunship, the smaller salvagers and tripolis, and the "flying red brick" EI100 variant.
Thus it is logical to assume that this image was made by George (or someone who was helping him with the early game) long before version 0.7 was released.
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