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RE: Genesia's screenshots

Posted: Sun May 11, 2014 10:27 am
by Vuzz
No troubles, comments are alway welcome

RE: Genesia's screenshots

Posted: Mon May 12, 2014 3:16 am
by Vuzz
Data 40: Ladybird Starfighter (cap. 60 tons)

RE: Genesia's screenshots

Posted: Mon May 12, 2014 10:11 am
by Vuzz
Data 41: Gyr Attack Fighter (cap. 60 tons)

RE: Genesia's screenshots

Posted: Wed May 14, 2014 8:43 am
by Vuzz
Data 42: Delta Class JV-7 "Escort Shuttle" (cap. 60 tons)

RE: Genesia's screenshots

Posted: Thu May 15, 2014 2:33 am
by Vuzz
Data 43: Bloodrunner (cap. 60 tons)

RE: Genesia's screenshots

Posted: Fri May 16, 2014 11:24 am
by Vuzz
Data 44: 1 MC Unit (cap. 60 tons)

RE: Genesia's screenshots

Posted: Sat May 17, 2014 4:26 pm
by Vuzz
Data 45: Caiman (cap. 60 tons)

RE: Genesia's screenshots

Posted: Sun May 18, 2014 2:14 am
by Vuzz
Data 46: Shift (cap. 70 tons)

RE: Genesia's screenshots

Posted: Mon May 19, 2014 10:12 am
by Vuzz
Data 47: Gunboat Long Range (cap. 70 tons)

RE: Genesia's screenshots

Posted: Fri May 23, 2014 5:03 am
by Vuzz
Data 48: E.Y.E (cap 80 tons)

RE: Genesia's screenshots

Posted: Thu May 29, 2014 2:11 am
by Vuzz
Data 49: Cobra Mk-III (cap. 80 tons)

RE: Genesia's screenshots

Posted: Fri May 30, 2014 5:33 pm
by Potsmoke66
thrown into a singularity besides, nice game, how's it called? you make me feel sorry, you folks know that? i see the explorer urgently needs a texture. i hope i find some spare time inbetween a pitstop.wasted a lot of time playing nfs and sports carunlike i posted before it runs fine and i'm already addicted to it again, (un)fortunately i still can't work on the tracks.wasted also a lot of time with simcity and some rendered buildings for sc2k and sc3k, 30 new cities for simcopters carreer, playing old old lords of the realm,smoking tons of green leafy stuff, listening to the same old songs, fixing my old steering wheel (sportscar broke it, ever raced down "60's nurburgring" with a mclaren? no? 300km/h on a street 6m narrow, whoahhhh, it's a damned great game, great custom made tracks, i'm really addicted to it, the game is such good that i even didn't mind about how the cars look, 1 hour and i'm soaking wet, imagine you would drive a full race about 4h, you're finished off, 24h of le mans? these girls&boys must be crazy even if they drive as a team, and they dare to call F1 the "kings class", GT1 is the "gods class"), commenting stupid YT clips, searching for stuff i found once in the web, still working on the nfs4 mod, commenting local news platform...and having a bad time in general.

RE: Genesia's screenshots

Posted: Fri May 30, 2014 6:33 pm
by Potsmoke66
vuzz,thank you, you did a brillant job with genesia!keeping my shit alive, you deserve a gift, really. i haven't played the game since a while and i'm surprised.found some of my older models funny, but yet they look special. like i said, you make me feel ashame (i was so lazy in the past).i guess you had something in mind when you started this topic, hm?tickling me? when i look at this huge amount of ships, stations, buildings... (i'm aware not all are mine and you made some nice additions to)it lets me laugh & cry at the same time. :cry: and if i guess that there are still some who like my models :oops: ok, i won't pester you anymore, keep posting screenshots of genesia....

RE: Genesia's screenshots

Posted: Fri May 30, 2014 8:34 pm
by Geraldine
Hi Gernot, GREAT to see you here again! And yes, Vuzz has done a fantastic job. I hope your keeping well. :girlsmile:

RE: Genesia's screenshots

Posted: Sat May 31, 2014 6:48 am
by Vuzz
 i guess you had something in mind when you started this topic, hm?tickling me? In fact i make these screns for a future database of ships , and also to test alls ships when i make shoots : i've found again some adjuts, take a look on this (provisional) list of change for the future release , i'll edit this when i have complete the list of all ships GENESIA ----14 News - Don't allow hyperspacing close to planets or stations & when landing gear is down.- New security message for "CLEARANCE_DENIED_NO_BAYS" state (english & french only) Divers - News size and colours of scanner dots- Add a scanner colors table in docs folder- Update ships_data in docs folder (change allegiance to techno, & mod somes ships) Fix - Debug projector material on Ip shuttle.- Statics ships Lynx & Yacht have now the correct parking orientation.- Fix matvar interferences (?) of the cuttin' hull on Hullcutter- Correction of reverse accel. on "Caiman + 1 MCU"- Correction of ECM2 on Gunboat LR- Deletion of nil material on Cobra3's scoops Models Changes - Mod texture on Natrix, Meteor, Wave, Gunboat LR, & TestRun- Mod win material on B-Wing, Viper Def, Viper Race, Viper Pol, Gyr, Caiman, E.Y.E, & Viper X- Mod materials on TestRun & Wave- New glowmap for Meteor & TestRun- Adjust poslights on Eagle Mk-III- Downscale ECM models on Sidewinder- Mod landing gear on Wave- Mod propulsion parameters in ships/lancet.lua- Mod propulsion parameters in ships/natrix.lua- Mod propulsion parameters in ships/mcu.lua- Add forgeted second pilot on Viper Def- Add robot in cockpit on Viper Pol- Mod largegun2 position on Ladybird- Add missiles pods on Ladybird- Minors changes of ship.lua on Bloodrunner- Mod opened door on Caiman- Mod frontwheelunit's scale on Gunboat LR ... to be continued

RE: Genesia's screenshots

Posted: Sat May 31, 2014 9:51 am
by Vuzz
Data 50: Lambda Class T-4a Shuttle (cap. 80 tons)

RE: Genesia's screenshots

Posted: Sat May 31, 2014 10:58 am
by Vuzz
Data 51: ASP Scout (cap. 90 tons)

RE: Genesia's screenshots

Posted: Sat May 31, 2014 11:58 am
by Vuzz
Data 52: Sirius Interdictor (cap. 90 tons)

RE: Genesia's screenshots

Posted: Sun Jun 01, 2014 7:24 am
by Potsmoke66
sirius inderdictor: good ol' pioneer :) to the problems with the hullcutter,i assume you use the version in scripted geometry,because i know it leaks, but it's mainly a problem of "partial models" (submodels) hierarchy in the script.the name "Hullcutter" is first a remembarance to"Space1889", but also it describes how the scripted geometry of the ship was made.the hull of the ship is cutout several times.i'm not sure what's the problem you have actually, but i assume the collada model will solve it.besides, compromises i had to make for collada, that's obvious.i could make a wavefront of it still using the lmr and keep the advantages of both versions.a problem which can't be solved (except to render it different) is that, because of the twin cockpit, from one side the other cockpit gets cut.idea:wouldn't it be nice to post the names of the original creators of the ships with the screenshots?i know in certain cases neither you or me remember them, but with some help from community we can fulfil this easy, i guess.i rember i started something like that by putting a readme to some models, a tag on the texture is another poss.a embossing or a plate on the ship would be "pure luxury" but i would like it most.else someone will utter: "koffer klau'n auf'm bahnhof" (stealing cases from the railway station)happened when i presented some of my 2D shoot 'em up clones on GLBasic's forum"can't ya read "Cyrapi" = "Piracy""<p>"Cyrapi" is as far as it's possible with GACK (SEUCK) a clone of "R-Type", first two levels only finished, i cancelled the project, it was just to find out where are the limits, what can i do with the given tools.</p><p>while others stated, "der lässt GACK ja richtig Grafik auskotzen" (he' let's GACK vomit real grafics).</p><p>and yes damned i'm still proud of how i solved the first (resp. second in my version) level boss. a h.r.giger (r.i.p) like alien.</p><p>still i'm surprised how good i cloned the attack waves, it never turned out this good again.</p><p>but less time to create all the ships and things (sprites) means more time left to tune the attack waves (a real boring job sometimes, repetively playing a level, repetively tune speed and entry points, inability to select a level when testing is one of the weakest points of GACK, another reason why i stopped after level2. the next big project "Spitfire" i planned better and started with creating the last level first, almost, it's difficult, because certainly you have this or that idea while you are working on a level, "this enemy belongs to a different level - another background looks better there - what if i make a train with guns on it? - the tanks/wagons move to slow/fast - can i make a glow when a building is destroyed? - adding some smoke would be fine - oh look clouds look cool here - battleships have to move backwards else you can't blast them - how to solve that you have to hit all turrets before the battleship sinks? - can i achieve a "3rd dimension" in a 2D shoot 'em up? - bombers shouldn't explode, first a burining engine, then wings, then fuselage before all goes down and dissolves in a fireball - can i hide flak's in the forest? - what about soldiers? - meanest would be some civilians/animals = negative points when hitting (never released this idea)" all these ideas came while i worked on the game, most is adapted from games like "midway" the hidden flak and civilians/animals come from a game close to "xevious", as boys we liked it much, pink flamingos, ppl on a beach, when you flew over them they ran away from you, just imagine. the whole idea to "spitfire" came after a project where you have to free planet earth from aliens, after that i thought it would be cool to make a ww2 like shoot 'em up, since i liked the idea with the sub's, they are hard to hit.</p><p>in general attack waves are stupid in GACK, enemies do not react they only follow a given path, hiding adds a (near to) random element, depending on when the enemy appears and this depends on how fast you move through the level, while the animation (hiding) is always in the same rythm.</p><p>finally many of that inspired me for a next project, let's walk through the levels, add hidden keys to open doors, hide as much as possible, let the player run into dead ends.</p><p> </p><p>---</p><p> </p><p>talking 'bout deadends, a element missions urgently need, i've read the comment "if you like adventure games...".</p><p>if pioneer will become a real adventure game, well then deadends are a vital thing.</p><p>also "keys to open doors", of course we don't have to open doors, but the idea can be transferred to a mission, do something, "push this button" resp.</p><p>"fulfill this" also "not to fulfill", something happens, what will happen the player won't know, we can even do it far better, because we have true random elements. finally, and this brings me back to the idea i posted years ago, all can be put in "sequences of missions" which can be mixed even randomly,</p><p>it's pretty much the same as what i do when i create levels for a stupid 2D adventure game. a mission has i.e. a "forehead", a "nose", a "mouth", a "chin", to transfer the idea to how the faces are composed. a "condition1", "condition2", "condition3", "condition4". clever made the elements can be exchanged. another example of the idea is a randomly changing path made of repetive elements. the dungeons in "AD&D" (resp. "Adventure") are a good example for this.</p><p>we have all the tools, but, and this counts not only for our project, we often forget with how little you can achieve something "intelligent".</p><p>one of the most popular adventure games ever: "Indiana jones" & "monkey island", what has made them so popular, to such longtime runners as they was?</p><p>in the days of 8bit (and less) machines the gamedesigners had to find simple yet "intelligent" stuff, graphics was shitty and possibilities limited.</p><p>but ambition was high, "what can i do with the given possibilities?" - "let's hunt that demon".</p><p>let's get real "blue sky rangers".</p> 

RE: Genesia's screenshots

Posted: Sun Jun 01, 2014 8:49 am
by Vuzz
In the future database , you can find the name of creator ,(and of the eventual modder). for the moment i just make shoots., ( the more easy part of this job)