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Are you interested in my mod
Yes 65%  65%  [ 15 ]
No 0%  0%  [ 0 ]
Uh? You have a mod? 13%  13%  [ 3 ]
Only some parts are interesting to me 4%  4%  [ 1 ]
Could you please detail your mod a bit more, then I'll know. 13%  13%  [ 3 ]
Uh, is that my work your'e using in your mod? 4%  4%  [ 1 ]
Total votes : 23
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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Wed Dec 21, 2011 8:45 am 
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Slocket : what kind of artwork do you need ? if i remember well, i've sent for u some pictures too, some time ago...


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Wed Dec 21, 2011 11:15 am 
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Pretty much all of it since I have to make it in a higher resolution. For legacy graphics, I am going to try commands that auto shrink the high res graphics into distorted lower res aspect ratio graphics for support of all video cards. The main video is going to be 9:16 ratio, the main 1080* graphics of today.

The strategy map only makes sense in 9:16 for equal flight time in hyperspace between screen locations. If I change that, then fight time will not be the same vertical or horizontally, lending to confusion. Some people have noticed in Vanilla game there is a non-linear relation between planets traveling the same distance on the screen. This is more pronounced and noticeable when using 1080* 9:16 rectangular aspect ratio referring back to old square 1024* 4:3 graphics. There are a lot of odd resolutions in today's devices from laptops, hand held, and regular PC. This is meant for the PC platform. Should I included two sets of graphics? Many games do use dual resources for art work (and more).

I can see why they love the XBOX so much- one unified platform.

In order for me to use tricks of Windows for resizing graphics automatically and scrolling widgets, I need to use C++ and more sophisticated game engine and language such as Microsoft's C++ SDK. I am not familiar with making 3D graphics on it. It just makes it much more complicated.

I would try for the most modern fit, and a second mode that fits older archaic sizes. I just do not know.


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Mon Dec 26, 2011 2:08 am 
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Okay, back on topic.

Things have been slow in the last few days. Had Christmas parties and worked a lot.

However, I've got a major new for you guys: Darth Tex sent me the planet position and it was almost perfect. After he does a few tweaks, I'll be that much closer to releasing something.

Until then, I'm still working hard on those burns for ya guys. So far, I've got 7 done. Maybe I'll work on the fighters too, I'm not sure yet.

Maybe I'll work again on the Alliance GUI, by the way. I did not show you the final product, because I think the way I worked made me lose some color informations and this is not advisable. It is quite dark and I think I can remedy that.

I also plan on working some more on the load/save screen. It was a good experiment, but I think this could use a re-hauling.

Ask for screenshots if you wish. Only problem is that it is hard to get a specific ship damaged and put him into hyperspace yet. The AI is a little bit weak (as it has always been...), so it is hard to let my ship be damaged.


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Mon Dec 26, 2011 11:47 am 
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I want screenies! And actually, if you have two computers available, its a cinch to make a multiplayer game with yourself for testing purposes. If you only have one computer available, Rebellion requires so few resources you can probably run two instances of it at once and do a multiplayer game. Just have at least one instance of it running in a VM so the two don't detect each other.

And good job with all the progress! I haven't commented much (again); this time my excuse is the holiday busy-ness.

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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Mon Dec 26, 2011 12:31 pm 
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Master_Xan wrote:
I want screenies!
In 4 days, I'll be doing that for ya. Anything specific you want to see?

And actually, if you have two computers available, its a cinch to make a multiplayer game with yourself for testing purposes. If you only have one computer available, Rebellion requires so few resources you can probably run two instances of it at once and do a multiplayer game. Just have at least one instance of it running in a VM so the two don't detect each other.
I lost my old Win98 CD, so I'm afraid I can't do the VM thing. I've got another computer, but it has W7 on a 68-bit. To make-it work, I had to use budious's stuff and unfortunately, that means my Rebellion mod (which is based on 1.00, rather than 1.01 and much less budious's 1.02) make-it impossible to connect both games. So basically, I can't test mul;tiplayer myself until I find a solution to this problem. Maybe I'll try the .exe from my 64-bit computer, the one that is updated. That might do the trick.

And good job with all the progress! I haven't commented much (again); this time my excuse is the holiday busy-ness.


Don't worry, there wasn't much to comment ;)


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Sat Jan 07, 2012 2:29 am 
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Don't know if I mentionned-it previously, but the Reffinery has a new pic, reference is courtesy of Antonius. Also, as the Sandcrawler is a mining vehicle, it has replaced the mine vanilla pictures. In other news, only one thing has to be corrected by Darth Tex before my vision of the galaxy is completed (within the limitations of the Rebellion interface, of course).

I've been able to make a multiplayer game with myself. That's pretty good news. It also mean that just maybe, you guys with Vista 64bit and Windows 7 64 bits are going to be able to play-it. When I'll release my beta, please tell-me if it wors on your 32-bit as well. It does on mine, but you never know...

I'm still working on the burns, but slowly and as University is coming, I expect progress is going to slow even more. Especially since I decided to start over new with my Rebel interface project (the idea remains, but I'm gonna try to brighten the thing a notch and perhaps change a few pics here and there...)


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Sat Jan 07, 2012 1:59 pm 
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I calculated where I stand with the burn making process, and I've got 43 % done. Basically, I've got 30 ships york on and so far, I've done around 13. That means I've done more than 52 burns, as some ships are being updated. Jyst today, I've changed the Golan III for a better ref pic and used the dreadnaught encypic to enhance build and fleet pic. When I'm done, there will be a whole new feel to this game!

Stay tuned. I'll get more for you when possible (and sorry for lack of screenies, I'd rather work on the actual mod for the moment).


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Mon Jan 09, 2012 2:24 am 
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detailed Burn Status:

Home One class: done
Corvette Marauder: done
Assault Frigate: done
Neb-B: done + Changed image
Al. Escort Carrier: Done
Corvette CR-90: done
MC-40a: NY + change image
Lucrehulck: NY
Gunship DP-20: done (May change image though)
Defender Star Destroyer: done
CC-7700: done
Viscount Star Defender MC: done + changed image
MC-80b: NY
Neb-B2: Done + changed image
Dauntless: done
Strike Cruiser: NY + change image
Lancer: NY
Interdictor: Done + changed image
Carrack: done
VSD: done (May change image)
ISD: done
Executor class Star Destroyer: done
Corellian Heavy Gunship: done + change image
DS: done
Picket Cruiser: done
Golan Defense Station III: done
ASD: done
XQ2 Station: done + changed image
Star Forge: NY
Dreadnaught: done

Edit: Darth Tex has completed the last stuff that had to be changed. The Galaxy changes are now as perfect as possible. At least, I hope it is, since I would have to have a fully conquested galaxy to be entirely sure.

Edit 2: If I do what I wish to do, that means I have 24 ship burns ready to go and mostly perfect (though I admit I improved my method from when I began doing burns and may wish to re-do them again.) In practice, though, I did some more, which are subject to changes and as such, are not gonna get used in the beta version. That would put the count at 25/30. Roughly, I did work on 160 pics so far and more to come!


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Mon Jan 16, 2012 3:29 am 
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Sacrament! That was a lot of work. All in all, 120 burn pictures done. I had to redo about 60% of them twice to fit the correct pattern.

Also, I tought a few of the cards did not look good enough for my taste and I wanted to make at least some of these cards myself, so these are either brand new cards that I did or old ones from me too:

Nebulon-B Frigate
MC-40a
Defender Star Destroyer
Viscount Star Defender MC
Neb-B2
Dauntless: edited
Strike Cruiser
Interdictor
Carrack
VSD
Dreadnaught: edited
Star Forge
Golan Defense Station III
XQ2 Station
Picket Cruiser
Executor class Star Destroyer

Next, I'll try to make the correct credit section for the ships:
Assault Frigate: Pucho777
ISD: VinBadir
Corvette CR-90: Lord la forge/Edited by me
Death Star: EW/A'Kula/Edited by me
MC-80b: Rebellion Reloaded/Edited by me
Home One class: Hal Horn/Edited by me
Lancer: Nairb Lots/Edited by me
Corvette Marauder: Mylok
ASD: Reloaded/Edited by me
Al. Escort Carrier - Quasar: EW/JohnMeyer/Edited by me
Lucrehulck: VinBadir/Edited by me
Corellian Heavy Gunship: EW

Gunship DP-20: vanilla
CC-7700: vanilla

Ah, and there is a slight new: I am very close to a release. First, I need to correct a little blue thing, switch a few chars, perhaps and correct the mine ency pic. But basically, the 2 biggest part are done: galaxy and burnS. I think I'll go ahead and release the beta with the alliance GUI for the moment, because it will take several hours to fix-it. Still, it beats keeping Reloaded's set of colours, in my opinion. Stay tuned!


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Tue Jan 17, 2012 10:55 pm 
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Read-me for small, non-extensive changelog.

Rebellion 1.5 Beta is ready, even if not entirely complete.

Link ready in 2 hours...


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Wed Jan 18, 2012 8:53 am 
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Damn, now I feel like Tim (see KOTF :D)! I slept before the upload was complete. It may have had time to upload, but that is not sure. I'll check with the right computer, but it ain't sure. Problem is we lost electricity sometime in the night...


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Wed Jan 18, 2012 10:55 pm 
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There it is! Sorry for the delay, guys. Enjoy!

http://www.multiupload.com/XISWL1XIY6


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Thu Jan 19, 2012 9:55 am 
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MrPhildevil wrote:
Damn, now I feel like Tim (see KOTF :D)! I slept before the upload was complete. It may have had time to upload, but that is not sure. I'll check with the right computer, but it ain't sure. Problem is we lost electricity sometime in the night...

What's KOTF and who's Tim? ...

Electricity is a wonderful convenience, completely taken "for granted" until it's no longer there :wink: Glad to see you got everything put together!

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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Thu Jan 19, 2012 1:27 pm 
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WEll, Tim is a turkish guy who basically stole a lot of modder's work and said he'd do something with-it, which he partially did, but got blamed with reason by a lot of people. He had a forum back in the day and if you tried to criticise any of his work, you'd either loose your message or be bannished. Not to mention his famous "countdowns" to realease that he virtually never respected. On top of that, he tried to get paid for his work on said mod... Basically, not a very appreciated lad. And his mod was considered to be a virus by some anti-virus...

Google "KOTF" and you'll see his website. I still go there sometimes to see if he'll ever release his part 2 of his mod :P


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 Post subject: Re: Rebellion 1.5 mod
PostPosted: Wed Jan 25, 2012 11:38 pm 
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Was anybody able to test beta version? There are some of multiupload's provider still working!


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