Battlestar Galactica Tactical Mod - IT'S RELEASED

  • Thread starter Someone_forgotten
  • Start date

Someone_forgotten

Battlestar Galactica Tactical

Unofficial 1.011 update by Swyter: http://www.mbrepository.com/file.php?id=1567

I'm really sorry....... I will never start a new mod including that kind of fraking weird stuff.
OK, I undo my word.... :razz:

I said its coming soon because its coming soon. You can see it from screenshots too! We will be the commander of Galactica this time. Not a noob viper nugget pilot. You can actually feel that you are watching a battle from the movie with increased AI aiming, AI thinking, detailed models, commanding freedom and with your own strategy to survive and protect the human race!

Here is the link of the first version;
http://rapidshare.com/files/184292734/Battlestar_Galactica_Tactical.rar
http://www.mbrepository.com/file.php?id=1065
It's rapidshare because I need to gather around 500 points to re-open my premium account :grin:

When its started press enter quickly. Then you will see camera will change. Also you will see that there will be a damage and guns panel appear. You can view your status and enemy cylon basestars damage. Use your 1 key to change defensive batteries firing mod. Use your 2 key to activate or deactivate your main batteries. When using targeting fire mod with defensive batteries, you can't use your main batteries. But cylon missiles won't hit you that easy when using this tactic. And you will find it very useful in combat.

Here I got some pictures;


Credits:
BTRL TEAM - for planet textures from the demo. http://www.game-warden.com/bsg/
Coxxon - for his great models and textures.
The Witcher - for his/her great main screen background picture and for the logo!




Battlestar Galactica Mod(OLD VERSION)

903 working version: http://oguzcan.diinoweb.com/files/Battlestar_Galactica_Mod.zip
Source and more for 903: http://oguzcan.diinoweb.com/files/BSG_Mod_-_Things.zip

The Mod has ported to 1.011 by HokieBT lads. Here is the link; http://www.mbrepository.com/file.php?id=942
How to play is added as instructions to the game menu. Don't forget to read it. Enjoy...
Credits:
Ibanez - Codding and Other Stuff
Coxxon - Modelling
HokieBT - Porting to 1.011

Ported Version of 1.011 features;
-New Scene with a great dogfight
-Sounds(witch is important)
-Some Bugfixes

Thanks HokieBT for porting....

Screenshots;
http://img525.imageshack.us/img525/676/cannons****uk2.jpg


 

Someone_forgotten

:lol: I wasn't making it secret. But I've planed secretly. And thanks to everyone :grin: Stay steady for updates!
 

Merlkir

so...no firing guns in this version? :grin:

My first reaction was  "Why?!" MaB doesn't seem to be very suitable for such a mod...next reaction was "Fake!!!"...which it turned out not to be one. So....great job, but again...why? :grin:
 

Elenmmare

Amazing. I just wish there was a game/mod that had Colonials Vs. Cylons on the ground (think the episode where the Cylons board Galactica). How do you do the altitude though?
 

QuailLover

Marquis
Best answers
0
Elenmmare said:
Amazing. I just wish there was a game/mod that had Colonials Vs. Cylons on the ground (think the episode where the Cylons board Galactica). How do you do the altitude though?
Why not both ground and space?

If your ship gets destroyed near a certain planet, he hast to survive on the ground avoiding the enemy, and get picked back up.
 

Elenmmare

I just didn't want him to feel stressed. I'm not sure how that would work- the player model is a ship, afterall. Maybe it could trigger a switch. Still, putting in machine guns and cylon centurions is pretty hard.
 

Markus II

Knight
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0
Hmm, I'm very curious to see where you'll go with this one Ibanez. It is looking cool at this point.  :cool:

It's very much a case of thinking outside the box...
 

Elenmmare

Does anyone else get the Shaky Camera syndrome?. The models are fantastic (you got them from a site, right?) I must give it to you, you surely push the limits of this game. I'm glad you release your sources so we can dig around.


Edit: Hopefully your computer doesn't die again...
 

DarkAnd

Sergeant Knight at Arms
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0
I never whatched this movie cartoon or what ever this is,
Merlkir said:
so...no firing guns in this version? :grin:

My first reaction was  "Why?!" MaB doesn't seem to be very suitable for such a mod...next reaction was "Fake!!!"...which it turned out not to be one. So....great job, but again...why? :grin:
I agree, give me a .50 machinegun and a ak-47 please.
EDIT: Or a laser gun, I told you that i didn't had whatched this
 

Elenmmare

Heh, you need explosive rounds to take out centurions.... come to think of it, that would actually work! Machine guns are out of the question for M&B, but the shotgun-type explosive rounds fired by the marines can be easily modded to fit the crossbows. Centurions could be melee oriented, but have small handguns too.
 

Someone_forgotten

Thanks! I'm very glad to see your nice comments. :smile: Sorry for that shaky camera, its shaking because there is no command like animate_camera. And I'm reseting camera each 0.01 seconds. :grin: 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

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
 

Elenmmare

Amazing. Man... how do you do it?

Btw, will there be a map? If so, what will it be like?
 

KON_Air

Master Knight
M&BWB
Best answers
0
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:
#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")],[]),