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Posted: 2007-04-01 08:53pm
by Stark
Alan Bolte wrote:Also, the installer is about half the size of the uncompressed data.
Not bad - and the install is 800Mb? Crazy.
Alan Bolte wrote:Multiplayer games are being organized in #btrl on irc.sorcery.net.
I may have to jump in and follow every victory with 'I'm using a 360 controller you n00bs'. :)

Posted: 2007-04-01 09:10pm
by Master of Cards
Vehrec wrote:Got it installed (finnaly) Ran the runmefirst. Tried to run program. Unsupported resolution. Tried changeing res, unsupported. Cussing begins.
Change graphics to Direct3D it will work

Posted: 2007-04-02 01:36am
by JLTucker
It is a really fun game to play, even if the Vipers are difficult to control.

Posted: 2007-04-02 03:08am
by Resinence
Well, you're in a mk7 viper...without the computer assist (mentioned somewhere in the game) so I guess it would be pretty hard to control...

Posted: 2007-04-02 04:16am
by Spanky The Dolphin
It controls something like Sinistar or I-War, doesn't it?

Posted: 2007-04-02 05:27am
by Resinence
It's really not that bad, I think people just get disorientated when there is no points of reference, no "up" or "down" etc.

Posted: 2007-04-02 05:40am
by Zac Naloen
InnocentBystander wrote:Support thread is here
BSG Foroum wrote:The game doesn't start!

About 90% of the time this sort of error is related to one of three sound errors.

1) You didn't install OpenAL (Windows users check the folder for a RunMeFirst file. Everyone else check www.OpenAL.org ). If you didn't run this before runing the game, run it now and see if that cures the problem.
2) Your OpenAL install is corrupt (Windows users check Windows\System32 for either ct_oal.dll or nvopenal.dll. These are the OpenAL 1.0 .dlls and they are causing the screwup. Delete them and run the OpenAL installer (RunMeFirst) again. )
3) You (windows users only) selected something other than GenericSoftware from the Launcher's Audio tab. Switch it back.
Done that still not working. Grr.

Oh well., back to C&C 3

Posted: 2007-04-02 08:02am
by Vehrec
I've given up trying to get it to work and uninstalled. I really need a bigger HD than just 30 gigs. Stupid Dell.

Posted: 2007-04-02 08:31am
by Ace Pace
Just played abit, VERY nice work by the team, only two things stick out as things that need work for the immersion.

1, the fucking help screens.
2, the fucking HUD control setting screen. Both are left overs from FS2.

Posted: 2007-04-02 08:36am
by Bounty
2, the fucking HUD control setting screen. Both are left overs from FS2.
That's the problem I have with it: it's FS2 with nBSG models. They didn't just "use the engine", they simply created a (admittedly well-done) visual mod over the existing game.

I mean, where are the modelled cockpits? The Galactica launch sequence? The integration of a DRADIS display that isn't just the FS2 radar? Where is anything that elevates this beyond FS2-with-Vipers?

Posted: 2007-04-02 08:59am
by Braedley
Downloading the torrent as we speak (unless it's seeding already, I'm not at my computer so I don't know for sure). Hope I don't have the problems mentioned here already.

Posted: 2007-04-02 09:17am
by Ace Pace
[quote="Bounty"

I mean, where are the modelled cockpits? [/quote]
Possible to create in the engine, but would require alot of artist work.
The Galactica launch sequence?
Possible, not even that complex with new scripting rules, just...probably not that good looking.
The integration of a DRADIS display that isn't just the FS2 radar?
No idea what is a DRADIS display, but I know the radar display is configureable, not sure to what amount.
Where is anything that elevates this beyond FS2-with-Vipers?
Gliding. That was enough for me, then again, I know nothing about BSG outside of SDN.


For reference: The engine is currently choke full of features that people are still practicing with, theres full scripting support, etc. that are currently not being fully utilised.

Posted: 2007-04-02 09:30am
by Bounty
RE cockpits wrote:Possible to create in the engine, but would require alot of artist work.
That's a bit of a non-point in a total conversion, surely? Half the combat views in the series are cockpit images.
RE landing wrote:Possible, not even that complex with new scripting rules, just...probably not that good looking.
Please, I've seen a Galactica landing sequence with the BC engine and even that looked...well, good enough. And it'd help immensely to bring the player into the universe.
RE radar wrote:No idea what is a DRADIS display, but I know the radar display is configureable, not sure to what amount.
This is a DRADIS screen. All they had to do was move the radar to the bottom of the screen, make it bigger, tweak the art and add the animation and voilĂ , you'd have a far better experience. I know it's more work, but it would do a lot to make this look like an nBSG game.
Gliding.
I admit that is a good addition, but still...
For reference: The engine is currently choke full of features that people are still practicing with, theres full scripting support, etc. that are currently not being fully utilised.
Let's see where they go next then.

Posted: 2007-04-02 09:42am
by Ace Pace
Bounty wrote:
RE cockpits wrote:Possible to create in the engine, but would require alot of artist work.
That's a bit of a non-point in a total conversion, surely? Half the combat views in the series are cockpit images.
True, technical prototype.
RE landing wrote:Possible, not even that complex with new scripting rules, just...probably not that good looking.
Please, I've seen a Galactica landing sequence with the BC engine and even that looked...well, good enough. And it'd help immensely to bring the player into the universe.
As I said, technically feasible, I have no idea however if they are working on this or not.
RE radar wrote:No idea what is a DRADIS display, but I know the radar display is configureable, not sure to what amount.
This is a DRADIS screen. All they had to do was move the radar to the bottom of the screen, make it bigger, tweak the art and add the animation and voilĂ , you'd have a far better experience. I know it's more work, but it would do a lot to make this look like an nBSG game.
Artist work, something the entire HLP community lacks.


Don't get me wrong, I agree with these conclusions, I'm just saying that they are limited, and hell, we have no idea whats in the final release. :?

Posted: 2007-04-02 09:43am
by Bounty
Don't get me wrong, I agree with these conclusions, I'm just saying that they are limited, and hell, we have no idea whats in the final release.
True. I feel a bit bad for bitching about a free game made by fans :)

Posted: 2007-04-02 11:30am
by Resinence
I mean, where are the modelled cockpits? The Galactica launch sequence? The integration of a DRADIS display that isn't just the FS2 radar? Where is anything that elevates this beyond FS2-with-Vipers?
If you actually read their forums, ALL of that stuff will be implemented in the first full release, which is using a newer engine as well. The "Demo" seems to just have been released to prove it's not vapourware.

Posted: 2007-04-02 12:26pm
by SylasGaunt
Bounty wrote: I mean, where are the modelled cockpits? The Galactica launch sequence? The integration of a DRADIS display that isn't just the FS2 radar? Where is anything that elevates this beyond FS2-with-Vipers?
Well there's the gliding feature as well as the thrusters controlled with the arrow keys so you can side slip and vary your manuevers beyond the traditional atmospheric flight model.. and damn that last cylon raider was using it to good effect, slipping all over the place to keep his forward aspect on me for a missile lock.

As for the launch sequence I believe that's been shown in several of the trailers so it'll probably be in the final one. No clue about changing the radar and hud though.

Posted: 2007-04-02 06:04pm
by Brain_Caster
I really like how they tweaked the combat, with extremely high speeds, gliding and the rapidly firing guns. But i'm having the same problem I always had in FS2: The mouse sensitivity is just too low. I set it to it's maximal value, but I still can't make a full turn without moving my mouse over the pad's corner. Is there any way to raise sensitivity more than what can be done in the options menu?

Posted: 2007-04-02 11:22pm
by Sephirius
Brain_Caster wrote:I really like how they tweaked the combat, with extremely high speeds, gliding and the rapidly firing guns. But i'm having the same problem I always had in FS2: The mouse sensitivity is just too low. I set it to it's maximal value, but I still can't make a full turn without moving my mouse over the pad's corner. Is there any way to raise sensitivity more than what can be done in the options menu?
just get a joystick already :o

Posted: 2007-04-02 11:34pm
by Uraniun235
I like the force-feedback on the guns.

Posted: 2007-04-03 12:29am
by Stark
It's great that the AI pilots can be so unpredictable: they appear to use all the crazy motion options, so it's not as 'point and shoot = win' as FS2. Once you map glide to a button and laterals to a hat you can do some pretty neat stuff.

Posted: 2007-04-03 10:59am
by Brain_Caster
Sephirius wrote:
Brain_Caster wrote:I really like how they tweaked the combat, with extremely high speeds, gliding and the rapidly firing guns. But i'm having the same problem I always had in FS2: The mouse sensitivity is just too low. I set it to it's maximal value, but I still can't make a full turn without moving my mouse over the pad's corner. Is there any way to raise sensitivity more than what can be done in the options menu?
just get a joystick already :o
I actually prefer a mouse. At the high speeds in BtRL, accuracy is important, and a mouse is much better for that.

Posted: 2007-04-03 03:19pm
by Nephtys
I'm finding this game enjoyable. It's a hell of a lot less Freespacey than that B5 mod was. I'm glad they got Freespace to move a LITTLE faster than 'everything turns like a truck'.

The weapons and way the Viper handles feels just right. I'm giggling in horrible delight as I see little blue Raider tracers streak by me, then hit the lateral thrusters, activate Inertial mode, spin around and splash him while flying backwards. :)

Posted: 2007-04-03 07:48pm
by Uraniun235
I need to go back in and properly map out the buttons on my joystick for a better experience; the damn thing has eight buttons (plus a shift button for supposedly an additional eight functions; but I don't know if that's supported, probably depends on how it works) and a hat so I *should* be able to rig it so that I don't have to touch the keyboard.

Posted: 2007-04-03 08:35pm
by Braedley
First impressions: The voice acting in the briefings and debriefings is good, but not great. In-game is much better. I'm still thinking like I'm flying in atmosphere, so I have to start getting used to using the glide function.. I failed a mission because of that. I'll probably pick up a joystick or double stick game pad to make life easier.