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  #1  
Old November 30th, 2007, 02:33 AM

mantari mantari is offline
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Default MOD - Weird Worlds: Rebooted v0.10 [UPDATED]

This is an early development copy of my collaboration mod, and it contains spoilers (as in, written directly in to the star names). It works just fine, but the universe is far from complete. It is just to make sure I'm headed in the right direction.

I stepped away a bit from the idea of turning the universe upside down. But I did take things here and there and changed the context. I also see that in Weird Worlds: Incomplete, they were going to add a Melnorme trader. So I implemented that, and then I threw in a number of sounds from The Ur-Quan Masters where I thought it would work.

Again, this is not anywhere near complete. Yes, there is a glaring need for credits to be written when I do a for-real release.

REQUEST: I'd love to evaluate micro-mods, if anyone is willing to submit them.

Latest release notes ---
Took a first stab at the credits screen, more work needs done there
Imported Garthan Mothership from Star Blazers, and seriously nerf'd it down
Gave the Garthan Mothership a new context in the game
Fixed bug with Three Headed Threep (had to drop the 90 day training period)
Imported Ripcord's ship lights from Weapons FX (and fixed alpha channel problem)
Created new intro screen graphics (from Eww, ISD, Mizendar, Star Blazers)
Changed Tan-Ru sound, depending on if translator is used or not
Gave the damocles sound to the Space Slug (as the original mod intended)
Changed music for the damocles event and also for the win against primus
On random chance, one particular ally may now be seriously beefed up
Added more races to the intro screen battle
Imported the extra Urluquai ships from Even Weirder Worlds
Imported the Sphyrna race and ally event from Even Weirder Worlds
Imported the extra Garthan ships from EWW and merged with Garthan Mothership concept
Imported the extra Zorg ships and freighter ally event from EWW
Imported Vree race and Vree trader from The Babylon Project

To Do ----

* Refine the credits at the end of the game
* Make Garthan Mothership larger on the main map?
* Make the Zorg battlestation a homeworld guardian, like Garthan mothership?
* Need more black hole events
* Happier / livelier music to match the Ravian win text
* Figure out alpha error on edges of Zorg races image (too much showing)
* Perhaps make only one of the Melnorme / Vree traders appear in a game?
* Center the combat icon for a special prototype ship
* Do something with the giant shrimp
* Do something with the Bottomless Chasms of Muul
* Do something with the Gas Gardens of of Azuria - perhaps with the Wind Bag creature?
* Repurpose original Klakar race music? (not the Klakar trade music)
* Visit system with a Melnorme trader in orbit (and not first introduction) causes interaction?
Attached Files
File Type: rar 567803-a-reboot-0.10.rar (26.09 MB, 661 views)
  #2  
Old December 1st, 2007, 04:35 AM

charliecooper charliecooper is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

I like some of the changes to the weapons graphics that were made.
  #3  
Old December 1st, 2007, 08:53 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Watch out for the credits! I think Fingers was going to make it crash more elegantly, but the current credits are sufficiently near the limit. So if you're a long-winded guy like me, and decide to put your credits at the end of theirs, there's a likelihood you'll overrun and crash. Just keep your eye on that max number and you'll be okay
  #4  
Old December 1st, 2007, 11:27 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Hey, I played it and quite enjoyed it. On top of that, I'm kicking myself for not utilizing that very simple diagnostic trick of making the systems name themselves according to the quest. Good call!
  #5  
Old December 1st, 2007, 11:28 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Oh, and your threep device has that obnoxious bug that makes you uninstall something on your ship to get the game going again.
  #6  
Old December 1st, 2007, 12:50 PM

Alphasite Alphasite is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

This is a fun mod. I'm looking forward to updates.
  #7  
Old December 1st, 2007, 02:13 PM

mantari mantari is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

I think for the credits, since this is a collaborative mod, I'm going to name the other mods, one or two major contributors to that mod, and the major items taken from each of the mods. Just looking at the individual credits from the Babylon 5 Shadowfall tells me that fitting individual names and roles on there will be a huge undertaking. (That, and nobody would read all of it.) Does that sound appropriate?

The weapon graphics mostly came from other mods. I have been making a few little changes, but I haven't been concentrating on that aspect of it. My more original work was done in fixing up the Subspace Torpedo Launcher (from the Added Content mod). I replaced the yellow asterisk with some pre-existing game images (stars, no less), and I boosted its tail. I really liked how that one turned out. Aside from that, my only other work was to repackage the Extended Range Laser, which was originally billed as a Laser Support Battery from Weapon Effects mod. That weapon is seriously more useful than most people would first think.

In this version, I started to play around with weapon sizes (creating a size '3' for superweapons like is done in the Babylon mod). But I'm starting to question how good of an idea that is, since you can't easily identify superweapons, or superweapon capable slots. Or am I just not being creative enough?

I found out what was tripping the Threep bug (it came from Teeming With Life). You could also get past the lock-up by messing around with the [time fast forward] button, and advancing time a bit. The TIME 90 in combination with adding/removing the items was causing the problem. This is almost certainly a game engine bug. But I just removed the TIME statement altogether. Too bad, because it kind of removes some of the flavor from the device (exchanging time and an item to create a passenger).

I'm glad that some of you are enjoying the mod so far. Phlagm, I'd expect you to enjoy it. After all, it is like, at least, 25% your content!
  #8  
Old December 6th, 2007, 03:02 PM

clomaka clomaka is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

i really like the new subspace torpedoes and how they flicker like flares. cool!
  #9  
Old December 9th, 2007, 08:42 PM

sgqwonkian sgqwonkian is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Phlagm (and anyone else interested in Threep bug issues)

It sounds like it's the Threep from my Teeming With Life (haven't played this collab mod yet, so can't say with 100% certainty).

That's a weird thing that pops up with TIME code sometimes. Still haven't figured out why it's inconsistent. However, you DON'T have to install things to unfreeze time. Just hit the space bar. All that's happening is the game is thinking it's paused. Giving it the unpause command (space bar is the shortcut) solves the issue.

Still don't know why it's having that trouble. Fingers had told me how to fix it, and I followed his solution (which fixed it for the next 2 or 3 times it came up), but it still sometimes pauses anyway.

Anyhow, solution in-game is just hit spacebar.
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  #10  
Old December 10th, 2007, 01:23 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Yeah, it is, actually. It's that same time device issue. I can't remember which device did it to me, but I ended up scrapping it.
 

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