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Official Asteroids Thread


Andy867

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Originally posted by Alegis Gensan

That's too bad since bombs would've been cool to bomb the other teams hangar and temporarily destroy some of their ships, getting a little advantage. Same applies for the TIE bomber..Would bring a little bit more strategy in the game (escort the bombers to other base and drop!)

 

well, I did put in an extra weapon tag, bolt_muzzle7 on it and angled it down and position if on the bottom of the body of the ship. All anyone would have to do to add bombs would be to disable one of the 2 weapons in the .veh file and enable that tag to use a bomb weapon. Course, the weapon file may need to be made, don't think there is a bomb weapon made yet. But it should be releatively simple for somebody to make that change to it later so you can have either blasters and bombs or torpedos and bombs on it.

 

 

 

I used WinAmp to watch the trailer. And god knows how much I hate it when I hear ''it is released when it is released''. That's what the developers of Galactic Conquest mod for BF1942 kept spamming to everyone who asked them.

 

 

well, due to various reasons a few things in the map need to be completely remade. Due to that, the release date has been pushed back. It was originally planned for a Thanksgiving weekend release. But now we're looking at more of a Christmas or New Years time-frame for release. Don't quote me on that though. It sure as hell better be out before Easter. We're all as anxiuos as anyone else, if no more, to get this thing out, but we also don't want to release it prematurely with a lot of errors and what not.

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My first assumption was that this map would suck alot. Simply because it is called asteroids. Yet I now see from the trailer than the asteroids really don't get in the way much. Plus they are huge which is good. On KOTOR I would clip an asteroid and then explode on another one because they were so close together and so many of them.

 

Also the hyperspace thing is great. Along with the new ships. However I think that maybe this could be evolved into more than TFFA. With more maps and proper coding it would be possible to recreate the battles of yavin and endor. Even full blown siege type situations.

 

Also if your team is feeling extremely up to a challenge, you should try doing more than just ship class vehicles. Like recreating the geonosis battle complete with hellfire droids, gunships, and ground troops.

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, I wanted em, but if you think about it, they'd be useless in space combat unless you can somehow manage to fly above the enemy and get a one in a million shot hitting the person below. It'd be extremely difficult. Also, with the limitations on there only being allowed 2 weapons per vehicle, you can't have a 3rd weapon. And we already got blasters and torpedos on it.

 

why dont you try and make it like the portable missile that Chewie uses is siege? That can lock on to a target and be used as a homing missile.

 

Also an idea, because most people are saying that the imps ships are to weak, why not make some bot files that are capital ships? like a Stardestroyer or a dread nought?

 

I have some good 3D models to make skins with if you wanted to use the bot capital ship thing.

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btw guys is there going to be any bot support or sp mode for this map, cause im stuck on 56k in Australia and i doubt any local servers will put the map on (they rarley use ANY custom maps), and 500 ping to US servers kinda sux.

 

Well, it's TeamFFA, you can just start a solo game and practice flying around blowing up asteroids if you want to.

 

Putting in true bot support would be a lot of work, but... who knows. I'm assuming that that won't happen in this release, maybe some modders in the future can make support for bots flying ships in space.

 

SP Mode would actually be pretty cool (or a "coop" type of thing that's MP but you can play it in SP with limited spawns or something). The early versions of the map had TONS more asteroids floating around, making you focus on navigation rather than fighting.

 

Such a concept would work better for SP with a small manuverable ship (or big strong ship that could survive a few impacts).

 

For now though I can only suggest a LAN party... the map really is made for team play.

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Originally posted by Bishop3560

My Tie Defender now says: NPC has an invalid GLA ...

 

ok, first of all, you do have a .gla file right?

 

2nd, you also need an animation.cfg file even if there is no animations. Just look at the tie-fighter files to see an example.

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Hmm... Back to the map...Why don't you guys implement a foghull/distancecull to enable a really large map with lots of stuff in it without dragging down frame rates abysmally, since you'd only draw small portions of the map at once? You could either use a thin, black, fog to fade things to black, or you could make the thing into a whole nebula setting.

 

Nifty trick: if you insert "nofog" into a sky shader (or any shader for the matter) with the surfaceparms, the shader will show through the fog without any effect. So, if you put a black fog in and made a starfield sky shader with "nofog," then OBJECTS in the map would fade off to black (and then not be drawn any more if you use distance culling), but the skybox would always be visible, giving the impression that visibility actually does go out to infinity.

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Originally posted by wedge2211

Hmm... Back to the map...Why don't you guys implement a foghull/distancecull to enable a really large map with lots of stuff in it without dragging down frame rates abysmally, since you'd only draw small portions of the map at once? You could either use a thin, black, fog to fade things to black, or you could make the thing into a whole nebula setting.

 

Nifty trick: if you insert "nofog" into a sky shader (or any shader for the matter) with the surfaceparms, the shader will show through the fog without any effect. So, if you put a black fog in and made a starfield sky shader with "nofog," then OBJECTS in the map would fade off to black (and then not be drawn any more if you use distance culling), but the skybox would always be visible, giving the impression that visibility actually does go out to infinity.

 

Good suggestions, but in a space map, size actually doesn't matter... :) There's no performance hit because there's no large expanse of terrain or anything that you're having to draw. The map is 90,000x90,000x90,000 and runs fine because all it's drawing are about 30 asteroids and some ships. It would be as cheap as drawing a medium-sized detailed room of about 10-20 people with lightsabers.

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After testing a few different machines, Mike is right and how there really isnt a performance hit. On one machine, i have 1.67GHz, 768 MB PC2700 MB DDR RAM, and a GeForce FX 5900 128MB, and the settings are maxed out for 1024x768 and I get 70-100 FPS, and on my other rig, a Duron 800Mhz with 384 MB Ram and a GeForce4 Ti4200, I can push the graphics to high detail (not maxed) at 800x600 (15" monitor) and it gets 60-80FPS so, this map really will do well on medium-end to high-end machines, and probably even the minimum required-matched machines. Its really designed with performance and the gameplay factor taken into account.

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Unfortually, the controls in JA aren't good enough for it to be like RS.

 

I haven't tried playing Q3 with a joystick, but have you tried playing RS pc with a mouse+keyboard?

 

It's HARD!

 

So perhaps getting a flight stick that works with JA would enhance the experience for you.

 

But to me the controls feel pretty good, and my ship is at least as easy for me to control as I remember the RS games being on consoles.

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Originally posted by wedge2211

Hmm... Back to the map...Why don't you guys implement a foghull/distancecull to enable a really large map with lots of stuff in it without dragging down frame rates abysmally, since you'd only draw small portions of the map at once?

that's already in the game... you can see it on flight school, and other maps with large distances... and i really hate it and want to know how to turn it off. >:/

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Well as ChangKhan said, the fog thing really isn't necessary for Asteroids.

 

You have to realize the there are some significant differences between it and KOTOR Flight School.

 

Flight School is a CTF map (though it can be played in multiple game modes). It has two "bases" full of architecture, including dozens of Emplaced Guns, AT-ST's (at least 2 total IIRC), item pickups (shields and health) as well as tons of ships (at least 8 different respawning vehicles, mirrored on both sides, so 16 by my count... 18 if you include the two AT-ST's one of each of the default ships on each base, plus one of each of the three "custom ships" at each base) just sitting around.

 

Combine this with the fact that you have tons of asteroids, at least half of which are indestructable and therefore part of the immovable architecture.

 

Asteroids is a TFFA Map. It has 8 different ships (16 total), but they're segregated away from the playing field in seperate "hangars." There's no item pickups, AT-ST's or emplaced guns or flags lying around. There's no bases for architecture other than the hangars.

 

With Asteroids you're not having to factor in anything (once you've hyperspaced through with your ships) except the rocks, and the players in their ships.

 

While these rocks actually MOVE and all but one (depending on the map version) are destroyable you don't have to deal with all that extra stuff in the way like Flight School does.

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Originally posted by Druid Bremen

Man... You guys make the wait for this mod UNBEARABLE!!!

 

 

We know;) but trust me, with all the things this stuff can do, except like perform nuclear fusion, it is definitely worth the wait. As time approaches, you will definitely see more news about it on JK.net and here. but for now, we are just working out the bugs and re-doing some stuff that we and others felt could look different but better. What I personally like the best is that with the size of the map and the new vehicles and their tweaked stats, flying is much more enjoyable, yet challenging with the asteroids to consider, and the enemy ships. I also really like the hyperspace effect. Totally cool eyecandy and effect:) Like Kurgan said, this map is definitely different from KOTOR in many aspects, primarily and obviously the gameplay. And also with the asteroids in Flight school, it gets really frustrating when you are flying around and most of the asteroids are indestructable. Where with Asteroids, all but one, the Big one, are destroyable *but get spawned*. And its also nice that they move & rotate, making for interesting dogfights. With KOTOR, you have to run or jump to each vehicle, and sometimes go a long distance to get to that particular vehicle, whereas with this one, the vehicles are in close proximity but still spaced out enough so you can usually take off without a scratch (though I cant vouche for 100% perfect take-offs on my part;) ). And with the map, as soon as you take-off and leave the hangar, you are instantly engulfed into hyperspace and transported to the asteroid belt where the real fun begins:)

 

When the map is released, you can count on my server hosting it for usually 12 hours, while the other 12 are devoted to the Stargate MOD. So, be sure to check Jk3servers probably after the new year to see which server I am currently running, either the one in my sig, or the asteroids. My server is 2mb d/l, 256k u/l and has pretty much tweaked but basic settings so that I can try to get 6 people or so, but if clanservers.net or somebody wants to offer me a free server or someone is willing to pay for one for the map, that'd be cool too:) more the people, the better the map plays out:) And it works pretty well with broadband users mixed with 56k, even on my server.

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