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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Aftermath  (Read 128739 times)
thatsteveguy
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Re: Aftermath
« Reply #180 on: July 07, 2004, 04:31:16 am »

Quote

Finally, is there a way to add ships and weapons? As an experiment, I changed galaxy.dat and added new entries so I could purchase Ur-Quan ships, but that didn't work. Specifically, I copied and pasted the Ur-Quan entry and changed "Team: Ur-Quan" to "Team: Federation."  The only way I managed to get Ur-Quan ships purchasable was to replace the Light Cruiser and its weapons with the Ur-Quan equivilant. There must be a better way?

Actually, it is very easy to add ships and weapons. I've made a bunch of custom ships with custom weapons. I haven't released them because I've been giving them to MadGap for additional content for the next version and I didn't want to spoil it for when it came out.

As far as making the UrQuan purchasable, you need to change the team and requirements for the AutoFighter weapon and hull entries in the Galaxy.dat file as well. Aftermath checks to see if you can purchase each weapon that comes by default with the ship. Capitalization and spacing matters!

If there's a lot of interest I may post one or two ships, but I really want to wait for the next version.

I'm at work now, but when I get home I'll post the files you need so that you can just drop them into their respective directories.

-TSG

EDIT: Ok, now I'm at home and I could take a look at the Galaxy.dat file. You want to change the team for the UrQuan ship that you're trying to purchase after the
**************Ship_Definitions***************
line. It looks like this for the Devestator hull.

Begin ShipDef
 Name: UrQuan2
 Hull: Devastator Hull
 Sensor: Basic Sensor
 Weapon1: Plasma Cannon
 Weapon2: Auto Fighters
 Drive: Warp Drive
 Team: Federation
End

Other things to keep in mind:
 -The Warp Drive has a requirement for mines, (1 crystal and 2 titanium I think), so you won't be able to purchase it until you have them. (Or change the requirements in the Galaxy.dat file)

 -All names or Case Sensitive. This means you must type everything EXACTLY as it is named elsewhere. (In other words, if you type 'federation' for the team it won't work, but typing 'Federation' will.)

 -Don't spend too much time learning all the ins and outs of the Galaxy.dat file. The next version will probably have a very different way of storing the galaxy info.  Grin
« Last Edit: July 07, 2004, 07:26:15 am by thatsteveguy » Logged
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Re: Aftermath
« Reply #181 on: July 08, 2004, 01:44:13 pm »

I was looking through source forge in hopes of stealing code and claiming it my own when I stumbled onto this
It seems the name aftermath is already taken. Check this out at source forge.


BTW: stealing code is a bad thing you should never  never never never NEVER do.
« Last Edit: July 08, 2004, 01:47:27 pm by BioSlayer » Logged

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Re: Aftermath
« Reply #182 on: July 08, 2004, 02:05:12 pm »

Burn the witch?
« Last Edit: July 08, 2004, 02:05:20 pm by Deep_Jiffa » Logged

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Re: Aftermath
« Reply #183 on: July 08, 2004, 08:51:41 pm »

>Project UNIX name: aftermath
>Registered: 2004-06-29 13:45

Looks like they just registered it.  I called it first!   Tongue

Anyway, I'm sure just about every word in the dictionary has been claimed by someone...so we just tack something onto the 'official' title like:
Aftermath: The Frungy Conspiracy

Cheesy
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Re: Aftermath
« Reply #184 on: July 08, 2004, 10:18:04 pm »

Possible new name suggestions:

Project: Aftermath

The Aftermath Chronicles

Codename: Aftermath

AfterCalculus   Roll Eyes

Or you could make up some lame name and then translate it to another language using this, to make it sound cool.

This is aftermath translated into the indicated languages:
Nachmahd (german)
Consecuencias (spanish)
Guaime (Italian)
« Last Edit: July 08, 2004, 10:18:26 pm by BioSlayer » Logged

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Re: Aftermath
« Reply #185 on: July 09, 2004, 06:15:02 am »

i am in awe.  i can't even imagine how much effort has gone into this game, and to think that it's been done by one person is amazing.  i was excited to find there was a re release of sc2, and jubilant to find something new.  that's all i have to say for the moment, everyone has posted everything i could think of to improve.  keep up the good work  Grin
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Re: Aftermath
« Reply #186 on: July 09, 2004, 09:25:20 am »

I thought of something that would be cool to improve, but not really a huge improvement...If, when an item was selected in the equip section, or when a ship was selected, there was a description of it (like damage, range, etc) it would be helpful.  This is more in the market section of the starbase since those items have no description, however the damage/range/etc would be nice to have in addition to the description in the equip section.  Also, perhaps someone that is in this forum would be willing to do images of each item, like the nuke, big nuke, things like that?  that way, you wouldn't have to give out your code but you could still be helped.  just a suggestion :-)
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Re: Aftermath
« Reply #187 on: July 09, 2004, 09:56:04 am »

Just incase you wondered whether or not it was hard to make ships for this excellent game, see a sampling of what can be done:



Yes, MadGap you do have a few more coming to you Wink

-TSG
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Re: Aftermath
« Reply #188 on: July 09, 2004, 10:52:57 am »

Only the Terminator and the Avenger look nice to me.  Cry
« Last Edit: July 09, 2004, 10:53:15 am by Deep_Jiffa » Logged

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thatsteveguy
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Re: Aftermath
« Reply #189 on: July 09, 2004, 09:46:51 pm »

Deep Jiffa-
Don't you think it's time to move beyond and expand upon what Star Control 2 was? Without a doubt it was, (and UQM is), one of the best games ever produced. It seems to me though that every game that is started that has some of the elements of SC2 gets bogged down in trying to be exactly like it. No game will ever be SC2 again. Ever.
So let's move beyond making games with the exact same set of ships every time. What's the point? It's been done, (TimeWarp, UQM, etc). It's not only re-inventing the wheel, but re-inventing the EXACT SAME wheel over again.  
I suppose my point is this: The only ships on that screen shot you like are the ones that are exactly like SC2 ships. At least I got that right. However, to just decide that the rest suck only because they are not pulled directly out of SC2 seems... premature. On top of that, why don't you tell me why you don't like them? The worst critique you can give is "I don't like it". Without telling me, (or anyone for that matter), why you don't like something makes it impossible to pull anything of use out of what you say.
Finally, the real reason I put together the screen shot was to show that it is easy to make ships! I put these together with Wings3d and GIMP which are open source and free. Oh and notepad. Wink  That is what is exciting.

-TSG

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Re: Aftermath
« Reply #190 on: July 09, 2004, 11:51:06 pm »

Actually, I have no problem with new races and ships. I just told you what I liked.
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Re: Aftermath
« Reply #191 on: July 13, 2004, 06:14:52 am »

Hey, thatsteveguy, if you're using wings, how'd you like to convert your Ilwrath into xmesh format for this little side project of mine?
http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2365
There's a VS xmesh plugin for wings supposedly.  If that doesn't work, exporting to .3ds and using VS's 3ds2xml perl script does the trick.

The reason I ask:  I don't have any ilwrath models, and I'm trying to make the initial Sol system from SC2 in VS as a proof-of-concept for a full SC2/VS mod.
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Re: Aftermath
« Reply #192 on: July 13, 2004, 07:51:58 am »

You're in luck. Aftermath already uses the .x file format, so I've already converted it. It also uses .dds for the textures. What kind of texture format do you need? Will .dds work or do you need .tga, tif, .bmp? I may need to also swap the x, y and z axes depending on the orientation in VS. I'm doing more models for Aftermath so if you're interested I could give you a few others.
Let me know and I'll convert it to whatever you need, (I can pretty much give you  whatever format you need for anything).

-TSG

Edit: I just took a look at the VS forums and I'm not sure this model will have enough polys, (1,928 polys). It's also probably scaled wrong. If you give me a .3ds model from VS I can make sure it's scaled and aimed correctly. Also it appears that the .xmesh format you're talking about WAS different than what I was thinking. So I would have to install the plugin. I don't know anything about the tags for mount points and whatnot, you know how to do that?
« Last Edit: July 13, 2004, 08:26:26 am by thatsteveguy » Logged
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Re: Aftermath
« Reply #193 on: July 16, 2004, 06:12:42 am »

Let's continue the xmesh etc. modeling discussion on vegastrike's forums (specifically the forum that I listed two posts above).  I'll post a URL for the .3ds I used to create the xmesh stuff (it did have to be oriented in a special way).
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Re: Aftermath
« Reply #194 on: July 17, 2004, 11:24:19 am »

Do I see a space shuttle in there? Anyway on a whole it looks nice. I especially like how the BSS Eluder was done.
« Last Edit: July 17, 2004, 11:24:31 am by Terminator » Logged

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