Author Topic: Battlestar Galactica Tactical Mod - IT'S RELEASED  (Read 113914 times)

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Someone_forgotten

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Re: Battlestar Galactica Mod
« Reply #15 on: March 02, 2008, 08:04:17 AM »
Thanks! I'm very glad to see your nice comments. :) Sorry for that shaky camera, its shaking because there is no command like animate_camera. And I'm reseting camera each 0.01 seconds. :D And I'm afraid. It will shake much in slow computers.

I have a centurion model too! If someone can turn it into .smd format. Maybe we could do somethings! Just think about it. Colonial troops and centurions fighting. And we are bombarding centurions with our combat raptor! It would be very cool! But still, there is no colonial soldier model. And I want five number too. :lol:

No I can do machine guns. But I can't do it with an item. And I will make space combats first.

DarkAnd these ones for you;

http://www.youtube.com/watch?v=4eqs5PyQWUQ&feature=related - From Beyond the Red Line!
http://www.youtube.com/watch?v=pztqGn2pA3Y - And this is from the movie! What a fraking nice chapter. :cry:

Someone_forgotten

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Re: Battlestar Galactica Mod
« Reply #16 on: March 02, 2008, 10:21:12 AM »
Sorry for double post. I've finished viper mark II's engine particles. And solved lots of bugs.




And try it yourself: http://oguzcan.diinoweb.com/files/bsg_mod_prtcl.zip

Alenmare

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Re: Battlestar Galactica Mod
« Reply #17 on: March 02, 2008, 10:27:51 AM »
Amazing. Man... how do you do it?

Btw, will there be a map? If so, what will it be like?
nice bum chum.

Penis Colada

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Re: Battlestar Galactica Mod
« Reply #18 on: March 02, 2008, 10:31:34 AM »
This is really awesome


KON_Air

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Re: Battlestar Galactica Mod
« Reply #19 on: March 02, 2008, 10:44:45 AM »
It's animation that shutters not just the camera. Use [0,0,0 instead of 0.01 I had that code for a jeep and it doesn't shutter;

Code: [Select]
#Get Jeep Positions Pos1 is for camera, pos2 is for movement
(0,0,0, [(eq,1,1)],[
(scene_prop_get_instance,"$jeep","spr_jeep_yellow",0),
(prop_instance_get_position, pos1, "$jeep"),
(prop_instance_get_position, pos2, "$jeep")]),

#pin camera to jeep overhead
  (0, 0, 0, [(eq,1,1)], [
   (mission_cam_set_mode,1),
#high enough
(position_move_z,pos1,300),
#far enough
(position_move_y,pos1,-700),
    (mission_cam_set_position, pos1),
  ]),
 
#This will render player immobile playing anim_unused_human_anim_1 (edited to last 0,1 so when camera mode returns player won't notice there was an animation playing).
(0,0,0, [(eq,1,1)],
[
(get_player_agent_no, ":player_agent"),
(agent_set_animation, ":player_agent", anim_unused_human_anim_1),
]),
#fix jeep to ground
(0,0,0, [(eq,1,1)],[
(position_set_z_to_ground_level, pos2),
]),
#Controls acc, deacc, without gears
#Basic move using pos2
# (0, 0, 0,
      # [(game_key_is_down, gk_move_forward)],[
  # (position_move_y,pos2,10),
  # (prop_instance_animate_to_position, "$jeep", pos2, 10),
  # ]),

# (0, 0, 0,
      # [(game_key_is_down, gk_move_backward)],[
  # (position_move_y,pos2,-10),
  # (prop_instance_animate_to_position, "$jeep", pos2, 10),
  # ]),
#Steering
(0, 0, 0,
      [(game_key_is_down, gk_move_right),(neg|eq, "$gear", 0)],[
  (position_rotate_z,pos2,-5),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
(0, 0, 0,
      [(game_key_is_down, gk_move_left),(neg|eq, "$gear", 0)],[
  (position_rotate_z,pos2,5),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
#gears 1,2,3, reverse and 0
(0,0,0, [(eq, "$gear", 0)],[
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
(0,0,0, [(eq, "$gear", 1)],[
  (position_move_y,pos2,10),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
(0,0,0, [(eq, "$gear", 2)],[
  (position_move_y,pos2,20),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
(0,0,0, [(eq, "$gear", 3)],[
  (position_move_y,pos2,40),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),  
(0,0,0, [(eq, "$gear", 4)],[
  (position_move_y,pos2,70),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
(0,0,0, [(eq, "$gear", 5)],[
  (position_move_y,pos2,100),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
(0,0,0, [(eq, "$gear", -1)],[
  (position_move_y,pos2,-10),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  ]),
#gear shifting
(0, 0, 0,
      [(game_key_clicked, gk_move_forward),(lt,"$gear",5)],[
(val_add, "$gear", 1),
(play_sound,"snd_car_gear"),
  ]),
(0, 0, 0,
      [(game_key_clicked, gk_move_backward),(gt,"$gear",-1)],[
(val_sub, "$gear", 1),
(play_sound,"snd_car_gear"),
  ]),
#hand brake
(0, 0, 0,
      [(game_key_clicked, gk_jump)],[
  (store_random_in_range, "$drag", -900, 910),
  (position_rotate_z,pos2,"$drag"),
  (position_move_y,pos2,1500),
  (prop_instance_animate_to_position, "$jeep", pos2, 10),
  (assign, "$gear", 0),
  ]),
#Sounds
(0.5,0,ti_once, [(play_sound,"snd_car_start")],[]),
(0,0,3.5, [(play_sound,"snd_car_run")],[]),
Comparing Fallout 3 and 1-2 is like comparing an apple to a mutated apple which is trying to bite your face.

Someone_forgotten

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Re: Battlestar Galactica Mod
« Reply #20 on: March 02, 2008, 11:47:07 AM »
Yeah, thanks a lot! (hay aklıma sıçıyım  :P).

And I'm working on collisions. Our viper must explode when hit one of those. :D And I've made a status panel. And working on aim things too.

Edit: No map. sorry. :D

Cymro

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Re: Battlestar Galactica Mod
« Reply #21 on: March 02, 2008, 07:51:44 PM »
Great! The mod is pushing the engine even further than before :P


Would it be possible to add a (picture of a) sun and a (picture of a) planet, so we can know where we are? I managed to get lost quite quickly without them.

Someone_forgotten

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Re: Battlestar Galactica Mod
« Reply #22 on: March 03, 2008, 08:29:21 AM »
I can add planets if I can find resources. And I've added sun. I think you haven't seen it. And I wanted to add asteroids to. I've tried to go out max distance. But space looks infinite! That means jumps and etc. :D

Alenmare

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Re: Battlestar Galactica Mod
« Reply #23 on: March 03, 2008, 08:58:05 AM »
So what's the actual gameplay going to be like? Large space battles like BTRL, or involving a twist?
nice bum chum.

Someone_forgotten

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Re: Battlestar Galactica Mod
« Reply #24 on: March 03, 2008, 09:51:23 AM »
So what's the actual gameplay going to be like? Large space battles like BTRL, or involving a twist?

I dunno. :roll:

Galactica Screenshots:







But I think, it is a little small than original size. Pegasus is on his way too! :D

Enjoy...

Alenmare

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Re: Battlestar Galactica Mod - Galactica's Screenshots Added
« Reply #25 on: March 03, 2008, 10:50:50 AM »
Fantastic! I'm glad to see you've got weapons/a interface included.
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Someone_forgotten

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Re: Battlestar Galactica Mod - Galactica's Screenshots Added
« Reply #26 on: March 03, 2008, 11:18:04 AM »
Thanks! I've made a target dot too(or whatever it is :P). And "cms" is centimeters per second. :D

Pegasus and Cylon Basestars:








Damn! These are ******** good models. Thanks to dear Coxxon. :P

arda9867

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damn it! awesome. and I like that particle effect it's looking good.I liked controls too very nice man keep working brother!

Merlkir

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Frak me! :D awesome.

DMcain

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I think someone needs to hire this dude...