[Mod] 3xper1ment4l mod BETA v0.26

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Re: [Mod] 3xper1ment4l mod BETA v0.25

Postby Hybrinoid on Thu Jul 08, 2010 3:02 pm

You don't need to ask, it was just a suggestion for a description :)
This is a new era...!
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OF CUPCAKES!!
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby SirJamon on Mon Jul 12, 2010 9:19 am

The new hulls for the Empire are here!
I know the dreadnought doesn't follow at all the hull naming trend of the Empire, but they are desesperate to conquer the galaxy :P
Btw, let's see if anyone is able to see the three references to some famous numbers that are in its stats.

Alliance are finishing the latest mutations in their new hulls. It will take them at least a week to get them to the battlefield fully functional.
Moar modules will be developed after all the new ships are ready to battle (I still need to code a unique gratuitous explosion sequence for each new hull. And no, dreadnoughts won't spend five minutes exploding before the hull collapses. Maybe two minutes :P).



Blame Freelancer for the slow progress in this mod... xD
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby SirJamon on Mon Jul 26, 2010 1:14 pm

Posting just to say that I'll temporaly 'stop' the work on this mod and only god knows when there will be any new updates.
Sorry for this, I'll keep watching the progress of gsb and its mods from time to time (and maybe posting around).

The wait is over. Tomorrow, it finally arrives...
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby ludsoe on Sat Jul 31, 2010 2:17 pm

oh come on i want to see the dreadnoughts explode for half a hour before they stop also put all the ships into one file and upload it some time
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby SirJamon on Sat Jul 31, 2010 8:27 pm

It's sure I'll finish this mod (at least the part where I add new hulls & modules for each race), but it will take longer than expected.

Let's say that I'll be this august resting from modding (in SC2 lol).

BTW, Eich, if you make the dlc hulls post here saying so, I'm subscribed to this thread so I'll get the mail saying that someone replied here (I'm not looking much the forum lately). I know not everyone has the dlc races, but its not fair that some races don't have dreadnoughts ;)
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby SirJamon on Sat Aug 07, 2010 10:47 am

Greeeeeeeeat.
Just after viewing the problems ppl had when downloading the SW mod I checked if it worked the dl link here.

Filefront is f*%& up for me :(

Alternate link in mediafire for the v0.26:
http://www.mediafire.com/?m5k3eftw6vn0i7i
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby mrjjay on Sat Aug 07, 2010 6:03 pm

Thank god you final fixed the link now I can actually download the mod
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby SirJamon on Tue Aug 31, 2010 1:39 pm

Bumping to tell people that I'm resuming my work in this mod :D

Next update changes the death explosion sequence of the 3xper1ment4l ships and adds a couple of running lights updates around some hulls. If it doesn't take me too long it will probably add the Alliance hulls.

And maybe this...

rebnew2.jpg
New Rebel ship?
rebnew2.jpg (28.79 KiB) Viewed 88 times

rebnew.jpg
Different version of the hull
rebnew.jpg (24.07 KiB) Viewed 88 times

Yea, I only used parts from the Fenrir cruiser. I was just testing my skills for another thingy I'll be adding for the scenarios. It still needs all the damage overlay and the hulk texture :(

-Edit-
I'll leave the updates for dreadnoughts for when the new patch goes live. It's not the same coding the explosions of a 270 size ship than the ones of something bigger :)
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby Eich on Wed Sep 01, 2010 2:34 pm

Well, good I read some recent posts, so Jamon concerning the DLC races. I do not know when I'm going to supply you with the dds files. I just "returned" to modding myself after exams and Nehrim (great Oblivion total conversion). I have an ongoing construction site concerning my Pirates mod and maybe I will work parallel on a update for the Scavengers. This means there is little time left for other projects... But maybe you will undertake your own attempts to create extra ships for the dlc races because your post containing your rebel ships shows that you have the skills ;) I will keep you up to date concerning any dlc race-ships I do.
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby SirJamon on Fri Sep 03, 2010 7:50 pm

Don't worry about the DLC stuff and finish first with what you've got planned for your mods ;)
This mod was mainly built around the core races so I still don't have much thought for the other races. And I also want to get finished the main part of the mod, new cool hulls would distract me from my goal xD

And thanks, I was just testing to see what I could get with my skills. It's good to know that what I'm secretly building could end up being pretty good :D

@Everyone following the mod
I'll wait until cliff launches the new patch so I won't have to upload a quick fix increasing the sizes of dreadnoughts (and updating the stuff affected by the resizing). Yea, their real size isn't just 270 :P
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby SirJamon on Tue Sep 07, 2010 8:09 am

Big enough? :D

Image

Image

500 size and no crashes, thanks Cliff ;D

Now, I need to fix the engine glows and running ligths to go with the new size and make a pretty long explosion chain for them.

--Edit--
I think it could be bigger... :)
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Re: [Mod] 3xper1ment4l mod BETA v0.26

Postby N3MES1S on Wed Sep 08, 2010 1:20 am

SirJamon wrote:Big enough? :D

Image

Image

500 size and no crashes, thanks Cliff ;D

Now, I need to fix the engine glows and running ligths to go with the new size and make a pretty long explosion chain for them.

--Edit--
I think it could be bigger... :)


Good, where did u get the size patch???? O_o
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