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[WIP] Fullname's Capital Ship demo


REDJOHNNYMIKE

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Good news: I think I be a little less busy soon, so I should be able to get something up soon (I know I've heard myself say that before:lol: )

 

Bad news: That business means nothing was done during the time that I was busy.

(as a poor explanation... I've been working on three different remodeling projects and trying to make it out of this quarters classes in one piece, so sorry for not making cool stuff for y'all... Forgive me?:))

 

@ABC, That would probably work well. I had thought of using a "mobile emitter" ala the Doctor, but then an always accessable NPC would be demanded by evertone:D

And seeing as how I can't do audio Even if I did have a british voice actor, She'll just have to be hot ;)

My photoshop trial expired and GIMP is harder for me so she might take a little longer to finish.

 

@DB, It's already been fully tested, but fortunately I forgot to delete the files, so I'l PM the links to you anyway:)

 

@MA, Thanks, I'm not a good modder either:lol:

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Do you mean that all ship systems should be accessed through the galaxy map, or just planets?

 

Many systems will be controlled directly from their own consoles on the bridge (or locally depending on the system) and some will be accessable through the ship's AI construct entities.

 

As for planets, I originally figured I'd just use the galaxy map, but an additional option has presented itself.

One of your recruitable characters is a rogueish pilot, and since she's a pilot she'll usually sit where Carth and Atton do, except for the fact that you can actually tell her to fly somewhere;)

Another addition I've been considering is a planetarium (I don't know how to get a star map projection, I never could get the holograms to show) with suspended holograms representing known planets, which you can access, and depending on certain variables give you information on that planet's status (for example: wether the planet is under war or peace, your standing with factions, your bounty, transmissions to and from, etc.).

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A couple of *hem* "pointers"... you might wanna have story lines for the new recruitables... don't know if u do. Do u have a security room on EACH floor where you can access cameras (don't know if that's possible)... And will you include any custom planets to the galaxy map or the planetarium that your working on (I'm working on a Coruscant (really small) but its taking me forever cause im hopless).

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@Rex, If it's the same one I'm thinking of, then no, it'll be a smaller room (one of the ones on the bridge) with holographic planets randomly suspended in midair (picture a small swarm of really big fireflies) the concept is actually overused in scifi, but I still like it;)

 

@MiraA, When you spend whole days doing things like painting window trim you tend to spend more time thinking about things like character backstories and personality then what you're working on;)

 

unfortunately it doesn't take me long to forget them :lol:

 

 

Read my mind, I was just thinking about security cameras the other day (doesn't sound like it will be hard to implement). There will be one main security office (Trek, B5, every other space show, it wouldn't be worthy of a space story if it didn't have a rockin security headquarters;)) as well as a chief and full police force, Cameras will be an obvious inclusion, but I haven't worked out just what to do with them other than feeling sneaky and gassing random civilians. If someone can figure out a good mystery quest involving investigations and practical use of spy cameras it may eventually be implemented;)

 

All planets will be custom, even if they are the same, they will be set up differently, but one thing to think about is that since the early part of construction will also double as a "starter kit" for those who want to mod their own ship they may not want specific titles or locations in the galaxy map, the planetarium will be simpler because with a few script deletions it would simply be something to look at and not interect with.

 

You should practice jumping more, it helps hoplessness;)

 

@Dagohir, Sorry man:( If it's any consolation my PC doesn't support sound in it:lol:

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This is an amazing idea for a mod. RJM must have been uncosciossly planning this for months :). I have the idea of maybe sticking the telos cantina in there

(if you havn't stopped adding rooms) and using it as a... a... :headbump (remember dammit remember!) stuff... I might remember later.

 

@Ztalker:

I would like to be a, ummmm item please. Underline the magic word, please.

 

Other than those few comments, this is an a-freaking-mazing mod idea.

Cool x pi and mojo meter = infinity.

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Wow, you sure are planning some hefty stuff for this...

 

I saw that you plan to add an option for the player to create his own backstory. Im curious as to how you are going to edit the GUI's, I was told those were hardcoded.

 

Sounds great btw.

 

-Gsccc

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@Dark$eth, actually this thread is a good bit of the planning, and just to clarify, the only thing actually finished is the transit system (and I'll probably give it a complete overhaul before it's finished, as of right now it only transports you from module to module instead of precise locations, this interferes with the idea that you are actually in a moving compartment, an example of the problem... you board an elevator and magically appear in the center of a room) Now that I've finished slacking off and am actually going to start getting stuff done the ship will eventually fill out.

 

If you DL it you may stick a cantina in there on your own (that's the point of it doubling as a starter kit;)) but even though I would like to include as many contributions from as many people as possible, there is at least one (Visas' quarters for sure), probably two, and maybe even three locations where a cantina/pub will be placed, but hey if you can make something awesome then it may make the cut:)

 

@Gsccc, High praise, unworthy, considering your current project:)

 

[ashamed=1] I uhhh completely forgot what I was planning for that, I might've been considering having some kind of options available after character creation, but I'm not sure??? I'll look it up after I figure out how to use lucasfiles. Man this is embarrassing:( [/ashamed]

You know there's days when you know you're not the oldest forum member, but feel pretty darn close:rofl:

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@Gsccc, I had to look waaay back in the thread to spark my memory about that one:D

I don't think it would work with the menus at all. I'm still filling out the main story arc (that's why I'm not making the story till the ship's finished;)) but my most recently decided beginning will have you waking up, meeting your first party character, and due to a screwup engineer you'll only be able to progress one room at a time, this will give you an opportunity to answer questions (like exile clarifying revan's sex) which will slightly affect the story as a whole, but most importantly affect what you find and what happens to you in the next few rooms.

 

@Darthvadersligh, The capital ship is found in the same time period that revan used the ebon hawk, so the "Ebon Hawk" will not be available, other nearly identical ships will be used, maybe even in sneaking missions. The capital ship has docks on either side, so there should be a good supply of ships to use, or even steal;)

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hi,now that my bday is coming up (its at 17 march)i gonna get a microphone,so if ya need voices i can do some for ya(tried to mod but there is a problem(some keychin prob))

 

 

 

Booyah!!!! :p

 

try still working on the mod,man *humming teh imperial theme and the birthday song(my friend made the birth day a beer day)and The Black Eyed Peas Pump it*

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@DV, Yup, unless you can think of a better use of the freighters sitting in the docking bay, or another way to get down to a planet (capital ships have a tendency to squish things if they don't lad in just the right spot;)) EH class (until someone tells me the ship classification) transports will be the way you get from ship to planet.

 

@PJ, Thanks, but I'm sorry to say that I have to save that for much later (unless I can get an independent team to work on it), as I've mentioned before, I lack sound support for TSL, meaning that I can't hear a thing and have no way of auditioning actors and matching them with characters.:(

Eventually when money loosens up I hope to invest in a new sound card and microphone.:)

VO has been something I've wanted to do for a while too;)

 

@DBlaidd, I'm not sure what you mean? Currently all levels are accessable from all terminals (I only made 1 dialog instead of 14;)) I do have a transport restriction system drawn up, but I'm not going to implement it until I've established some sort of team and actually have some basic upgrades finished.

I feel that once a logical order of resrtricted access and a more realistic T-system is constructed it will provide a much better sense of location and direction for the player, but for right now it's easier to get around this way;)

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Hmm, do you mean that when you start a new game you automatically go to the capital ship instead of the original story mode's ebon hawk?

The capital ship should be completely cut off from the rest off the game, with the files installed you should be able to play the entire game and never see it.

 

Could you describe in detail exactly what you do and what happens?

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