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New Campaign in work

Posted: Tue Dec 19, 2006 12:50 am
by Dragonlead
Just thought I would post a pic. This is a shot from a Tbolt launched from Nike Base. That would be on a planet's moon. Note the planet rising in the background.

V/R




Image

RE: New Campaign in work

Posted: Tue Dec 19, 2006 8:15 am
by Kuokkanen
Is this going to be in Starshatter 6?

RE: New Campaign in work

Posted: Wed Dec 20, 2006 2:12 am
by Dragonlead
Not necessarily...this is all part of the new campaign I'm building. I'm adding not only new solar systems, but going back and adding areas to the existing systems.

V/R

RE: New Campaign in work

Posted: Thu Dec 21, 2006 10:35 am
by Adonnay
If I had the time I would jump in there and help making a new campaign since this would also allow me to implement my two own fleets, but unfortunately I don't have it right now. So I'm looking forward to your campaign DL ;)

RE: New Campaign in work

Posted: Fri Dec 22, 2006 4:11 am
by Dragonlead
Appreciate the interest. However, it is my intention to keep everything stock so that anyone can play it. However, given the release of the starmod program, including your own designs after I'm done won't be difficult.

V/R

RE: New Campaign in work

Posted: Fri Dec 22, 2006 9:00 am
by Kuokkanen
ORIGINAL: Dragonlead

Appreciate the interest. However, it is my intention to keep everything stock so that anyone can play it.
Mind telling what anyone means? Starshatter version compatibility that is.

RE: New Campaign in work

Posted: Sat Dec 23, 2006 1:14 am
by Dragonlead
I'm building this in 5.0.1, however, movies and such are beyond my skills. Given that the campaign building structure is virtually unchanged from 4.5 to 5.0.1, I have to think it would work in both versions. I also see no reason why changes I'm making to the galaxy wouldn't be acceptable to 4.5 either. The only problem I can see would be the fact that 5.0.1 has new ships/fighters that are not there in 4.5. I can see this causing problems in mission generation, but I haven't progressed to that point yet.

The main point behind that statement was that noone would have to have non-stock ships and/or weapons and would be able to play it "straight-out-of-the-box".

V/R

RE: New Campaign in work

Posted: Sat Dec 23, 2006 8:45 pm
by Zanthras
DL,
I have tried moving the missions around between 4.5 and 5.0.1 and stuff does get lost...or transposed. Nav point and ships move, change objectives or simply vanish. Some of the mods I have from 4.5 don't work right in 5, or just don't work at all.
From what I have seen in the error log nothing makes sense. I found that by accessing the file in editor and clicking on each event and element will correct the problem.
In the case of undefinded ships I just reselect to an alternate replacement.
 
This being the case, I imagine that milo ran into similar issues with intergrating the old campaign files into TGS.
 
 

RE: New Campaign in work

Posted: Sun Dec 24, 2006 2:43 am
by Dragonlead
This does not sound promising at all. Thanks for the heads up.

V/R

RE: New Campaign in work

Posted: Sun Dec 24, 2006 4:55 pm
by Kuokkanen
I hope you consider making compatible versions for all relevant versions (4.5 and 3.9.4)

RE: New Campaign in work

Posted: Mon Dec 25, 2006 7:50 am
by Adonnay
I think campaign files are abstract enough to work on both versions... you have to rename some of the ships though for v4.5 since freighters i.e. have new names since 5.0.

RE: New Campaign in work

Posted: Mon Dec 25, 2006 9:54 pm
by Dragonlead
Some things won't work in the older versions though. Take for instance the following pictures:
Image

Notice that on the ship and asteroids there appear to be 2 different light sources. That's because this is an asteroid field in a BINARY star system. The next shot shows the primary star (which is a blue-white F star). See next post.
The last shot (in the 3rd post) is from the companion M star (a small dim red.) But notice the lighting effects.

RE: New Campaign in work

Posted: Mon Dec 25, 2006 9:59 pm
by Dragonlead
Picture 2

Image

RE: New Campaign in work

Posted: Mon Dec 25, 2006 10:00 pm
by Dragonlead
Picture 3


Image

V/R

RE: New Campaign in work

Posted: Mon Dec 25, 2006 10:10 pm
by Pheonix Starflare
This campaign is in the same storyline-universe as the 'official' campaigns? Is that ship from the 'good guys' or a new faction entirely?

Looks like it has fighter launch bays?

RE: New Campaign in work

Posted: Mon Dec 25, 2006 10:21 pm
by Dragonlead
Sorry...that's one of my own design. I use it as a test ship because I added a consumption value to the quantum drive and I can zip all over a system in no time. The ships will all be stock, as will the weapons. The names will change to protect the innocent. [:D]

Yes it is a carrier (think assault carrier, because anyone who gets within range is in for a NASTY shock).

V/R

RE: New Campaign in work

Posted: Wed Dec 27, 2006 5:29 am
by Pheonix Starflare
Cool; I'm looking forward to your campaign!

RE: New Campaign in work

Posted: Tue Jan 16, 2007 9:29 pm
by wdboyd
Zanthras,

I have teleported my "Raider Redux" static campaign missions into TGS. All of them seem to work properly. [;)]

The only problem I have encountered "thusfar" was the placement of my craft in the carrier deck. I had to modify my CV Justice flight deck settings to bring them down to the deck during takeoff. They were displayed floating a couple of meters above the deck. [:(]

There may be other problems but I haven't spent much time with them in TGS yet. [:D]

RE: New Campaign in work

Posted: Wed Jan 17, 2007 1:42 am
by Zanthras
ORIGINAL: wdboyd

Zanthras,

I have teleported my "Raider Redux" static campaign missions into TGS. All of them seem to work properly.


Glad to hear they successfully made the trans-dimensional shift.

it is true that some stuff does work just fine.

And if things do go wrong the fix is usually simple.

Just something one might want to be wary of, if one should be creating an entire campaign with the expectation of it working in both versions.