Staredit Network > Forums > Modding Discussion > Topic: The Project Graveyard
The Project Graveyard
Sep 1 2008, 5:18 pm
By: IskatuMesk  

Sep 1 2008, 5:18 pm IskatuMesk Post #1

Lord of the Locker Room

Ever wondered just how many projects I've started, failed to finish, or never announced? Well, here's your chance to discover! I'll try to go chronologically but my memory is absolutely terrible so yeah. It is sure I have forgotten a lot of them as my memory is very bad.

~2 Ages of Empires campaigns, too far back to remember details. Featured very strong custom AI. Were largely complete

Scorpy's AI - AI mod
Game: Starcraft
Date: Very early, very early AI editor version
% Completed: 100
Death by: Virus

My very first 'mod' mod. Replaced all 3 race's AI with much superior AI. Would later introduce me to actual modding.

Ascherzon's Rebuke - Total Conversion
Game: Starcraft
Date: Somewhere around 1999-2000
% Completed: around 80
Death by: Virus

AR was my first Starcraft TC. It had three fully converted races and was completely voiced. It was created at a time when MFTG and LS were still the same universe. It featured to my knowledge... The Zegredark, the Scorpy Confederacy, and the Lour? It, along with two other of my early TC's, died from a virus that raped the old 100 mhz compaq I was using back in the day.

Zelconian TC - Total Conversion
Game: Starcraft
Date: Somewhere around 1999-2000 iirc?
% Completed: 90
Death by: Virus

Zelconian TC featured the Zelconian, the Mantis, and another race I can't recall. It featured viscious AI and voice acting by DarkPrimus.

ScorpyCraft - Total Conversion PRIVATE
Game: Starcraft
Date: Somewhere around 2000 iirc?
% Completed: 80
Death by: Virus

The first Scorpycraft was completely 100% private as it featured primarily graphics pulled from various websites (gifs and jpgs) and from Star Wars Dominion. It had virtually unbeatable AI and featured the Skelmasha, the Scorpy Confederacy, and another race I can't recall. This was the first and original fleet-based conversion to set the foundation for my future projects.

~2 Red Alert 1 TC's; These were largely attribute mods waaay back in the day that made the AI cover the entire map. Just inane stuff like flame towers shooting nukes at the speed of a minigun.

There was also a MFTG-styled Tiberian Sun mod but the AI was so stupid and the game was so unstable on my compaq that it didn't really show anything other than the most utterly retarded weapons ever, including a glowy ball that made a huge crater and a landship that lagged the game with some 250 debris chunks when it died.

ScorpyCraft - Second version, Total Conversion
Game: Starcraft
Date: 2000-2001 - I think? I might be wrong.
% Completed: 70
Death by: Schizophrenia

In this project HKS joined as a wireframe editor but to this date never once has made a wireframe. It featured the Skelmasha, the Scorpy Confederacy, and the "Rebels" (Lour). This conversion was publicaly released but received no publicity at all because at the time I was hosted at AEN that was shunned by the community. It was almost completely voiced. This was when I began the big spree of making a project ridiculously fast, running out of motivation, going into a pause, then starting something new.

This mod had legendary Skelmasha AI who would remain silent for the good portion of a game and then run out and kill everyone all at once.

Infantry Gunner - Total Conversion
Game: Starcraft
Date: 2002ish
% Completed: 60ish
Death by: Corruption, Schizophrenia

IG Also received absolutely no interest because I was hosted at AEN and by now the modding community for starcraft had died. Regardless I attracted the attention of WarGiant, the supreme modeler and graphics artist of our community, and here his early work began to show. At the time, I was still using shitty programs like ICE and Arsenal which caused major corruption and instability in the mod.

Scorpycraft: Battle Tanx - Total Conversion
Game: Starcraft
Date: Unknown
% Completed: 0
Death by: No motivation, no graphics

I had conceived of multiple projects that aimed to bring the fun of Battle Tanx, which I had played for years before going to the PC, into starcraft. All of them failed miserably although some concepts were made.

Blades of Thorium: Cataclysm - Total Conversion
Game: Starcraft
Date: Unknown (Early 2003 maybe?)
% Completed: 40
Death by: Everything

BoTC was an interesting conversion and it started to gather attention. It featured the Asthurr, the Biotic Legion, and the Drennokk (Scitor). It was my first true foray into messing with models. I used Lightwave and screenshotted assorted positions of models and then mspainted player color onto them. At the very end of the project's life I was introduced to Rhino and used Rhino to import a stupidly high poly ship model I had downloaded and threw it into the game with mspainted player colors. Despite its shortcomings BoTC was a very well balanced mod and played very well. I also was introduced to lygher_Xero in this project who did a few graphics (mostly Biotic buildings) which were a real pain in the ass to convert from enormous render jpeg to ingame material. BoTC also had a lot of voicing done, not only by myself, but by an old acquaintance (Sabin).

MFTGATRL - Total Conversion
Game: Starcraft
Date: 2004 or 2003 iirc
% Completed: 90
Death by: Schizophrenia, lack of graphics

MFTGATRL was my first truly publisized work and featured a lot of effort on behalf of HKS as well. Produced spanned around a month - an extremely long time for me - and a vast deal of starcraft's features were either modified or replaced entirely, including the UI. MFTGATRL was based on the newly reformed MFTG universe and featured three races - the Gallantry Crew (unrelated to Desler's work), the Undead, and the Pants Legion. It had a huge amount of work put into it but the lack of grapics meant that I had to use any source possible. I used Rhino and rendered out hackjobbed graphics I downloaded, WarGiant did a handful, and DeathSythe7 also lended a hand. Ultimately the graphics looked really random. HKS also did the only few kitbashes he's ever done and they looked far, far superior to any other kitbashes out there right now and they all had animated overlays to boot. Unfortunately when I resized some of them they got seriously mangled.

At one point MFTGATRL's AI got broken somehow and now it really doesn't function that well.

MFTGATMF - Total Conversion
Game: Starcraft
Date: 2004ish
% Completed: 20
Death by: It had no real reason to exist

MFTGATMF had the most powerful zerg AI ever built to date simply because it rushed with an unstoppable wave of Undead ships that could clear of the map of 7 players in about five minutes. It wasn't that the ships were overpowered, it's that the AI was so freaking fast in getting them. Other than that, this fleet-based mod had no real strong points other than the introduction of my first real models and entirely custom sound effects. They were all terrible.

Undying Fury - Total Conversion
Game: Starcraft
Date: 2004
% Completed: 60
Death by: Engine limits

Undying Fury was the most publisized of my mods and just like MFTGATRL it was overshadowed by the long-dead player-base for starcraft mods and this would hurt it a lot. It had a lot of manhandled graphics jacked from games like Homeworld 2 I fucked with inside rhino for new ships and stuff. WarGiant did some of his best work in this mod with the Confed buildings. The Xy`Kranasha AI was amongst the most viscious AI ever created but for some reason it is completely broken in my current version. UF suffered from being a fleet-based mod; maps were just too small and strike craft could never be balanced correctly. For a 2004 mod, though, it'd feature effects and systems that most mods here in 2008 do not have.

Khan the Destroyer - Total Conversion
Game: Diablo 2
Date: 2004ish
% Completed: 5
Death by: Schizophrenia, D drive crash

KTD had a very strong start and then quickly suffered from monumental difficulties in overcoming problems with the game. In particular, diablo 2 is a motherfucker to debug and I received little help at the time. KTD had several massive maps done and a variety of monsters. It was also dragged down by the inefficient and very difficult methods required to mod the game at this patch version and so the project gradually fell into obscurity and its data was lost in the D drive crash. The mod's idea was never lost, though.

Paradise and Hell - Total Conversion
Game: Homeworld 2
Date: Unsure
% Completed: 1
Death by: Close-minded community, schizophrenia

This is a Throne of Armageddon-prelude conversion that was supposed to introduce races like the Xy`Kranasha into homeworld 2 but failed oh so miserably as at the time the Homeworld 2 community was filled with pompous assholes who wouldn't share any information excluding a single dude. It was also greatly limited because I couldn't model. And so it died very quickly.

Alpha Eclipse - Entire revamp
Game: Half-life 2
Date: Unsure
% Completed: Conceptual stages
Death by: Everything

A half life 2 project that desired to turn the game into a fleet-based RTS. Hahahaha! Yeah fucking right. This never had a hope in hell and for some reason I actually wasted the effort in writing out a game document for it. This was doomed to failure from the start.

Unknown wc3 project - Campaign
Game: Warcraft 3
Date: Unsure
% Completed: Concepts, demonstrational cinematic
Death by: Everything

A wc3 projected doomed to failure from schizophrenia. The project was a campaign intended to follow the trails of one of the Templar who managed the frozen prison/torture world of Nazadune, in Zegredark space. It was a strong concept and had some very nice terrain work I did but a lot of false promises from retards in the wc3 community who claimed they'd help and then dropped off the face of the earth would merely echo a prelude of uselessness of people for years to come.

Middle Earth - Total Conversion
Game: Warcraft 3
Date: Unsure
% Completed: Concepts
Death by: Everything

A pretty hilarious wc3 conversion I was duo-designing with Dreadnaught, I think. This was doomed to failure. It wasn't a lotr conversion but a lot of people mistook that. At the time I was running with the name Middle Earth but later planned to change it. Unlike all of my previous conversions the story and universe was not pre-created for this project and the demands for graphics neither of us could create doomed it to failure very quickly.

The Dark Messenger - Campaign
Game: Warcraft 3
Date: Unsure
% Completed: Conceptual Stages
Death by: Everything

Another wc3 campaign. I had planned probably a dozen wc3 projects but they all had the same problems. This one was going to follow the Gya Ambassador, Auumar, as he traveled the depths of the memories in the universe before being sent on his mission to support the Zelconian. At the end of this project I learned how to convert WoW models to wc3.

Eternity - First Rendition - Total Conversion & Campaign
Game: Warcraft 3
Date: Unsure
% Completed: Concepts, foundational maps, first mission
Death by: Everything

An early Eternity campaign that was an entirely new universe. Using converted WoW graphics and an uncannily strong terraining sense I was able to build the maps for several missions but the project would quickly die as the motivation versus time factor quickly killed off any hope.

Throne of Armageddon - Campaign, TC
Game: Warcraft 3
Date: Unsure (Pre-Eternity I am sure)
% Completed: Concepts
Death by: Everything

A TOA campaign for wc3. Oh come on. The game would never take this universe, and I can't model or animate! What the hell was I thinking? I had it all planned out but it would never move an inch forward.

Eternity Second Rendition - Campaign, TC
Game: Warcraft 3
Date: Unsure
% Completed: 3 maps playable
Death by: Discovery of massive engine limitations involving AI and pathing

The second attempt at Eternity. Warbringer was helping at this point and produced some artwork and terrain I could use. However, schizophrenia by now was gaining major strength and the mod soon died. Additionally I discovered the game had crippling AI stupidity and major pathing limitations.

Eternity Mark 2 Third Rendition - Campaign
Game: Warcraft 3
Date: Unsure
% Completed: 7 maps terrained, 4 playable
Death by: Engine limitations

A very serious attempt at recovering the Eternity story and dream. A huge amount of effort went into terraining this and it was amongst the most well-terrained set of wc3 maps ever made. I went to the effort of converting doodads from WoW and everything. But there was a big, big problem. The AI refused to co-operate with me and wouldn't ever even travel the lengths of these large maps let alone get around simple obsticles like ramps and cliffs. The AI could also utterly cripple the performance of an extremely powerful computer and so with just 3 computers the large maps became unplayable even though the AI never did anything. I had put a lot of effort into designing the missions, dialog, and cinematics, but this effort would never be justified.

Heidomus Kaladonmus - Total Conversion
Game: Starcraft
Date: Unsure (2004? Early 2005?)
% Completed: ~50
Death by: Schizophrenia

A strong TC that started off with real power. With Wargiant I was able to revolutionize the way starcraft looked graphically. His structures combined with my units and design produced incredible results. But Schizophrenia was too powerful to let the flame last and as I ran into a host of other issues the project went from road to ruin almost instantly. HK revolutionized the way Starcraft was modded by introducing complicated critical hit systems and advanced use of images.dat modifications among other things.

Blood and Bones - Campaign
Game: Wc3
Unknown?

A wc3 campaign I have a small amount of data for. I can't recall much about it. I think it was tied to TOA in some way.

MFTGAT... some 30+ characters - TC
Game: Starcraft
Date: ??
% Completed: ??
Death by: D drive crash, unknown

My memory is foggy on this third MFTG installation that had a 32-letter acronym. I know it didn't live long.

Ground Zero - TC
Game: Starcraft
Date ??
% Completed: Demonstrational concepts
Death by: No purpose to exist

A mod based on the early pages of the new Augostradia version. Featured the Alzerians, the Scitor, and an uncertain third race. Died very early in.

AR2 - TC
Game: Starcraft
Date: ??
% Completed: 10
Death by: No reason to exist, Schizophrenia

Another very short-lived fleet-based TC intended to revive the old AR by introducing the Lour, the Zegredark, and the Xy`Kranasha. Was doomed to failure.

In The Admiral's Service - Total Conversion
Game: Starcraft
Date: 2005
% Completed: 30
Death by: Completed its purpose, Schizophrenia

ITAS had a production time of two weeks and was intended to exercise my modeling capabilities in Rhino. It is the premiere of fleet-based conversions and later on after its showcase at Maplantis, a whole host of fleet-based mods sprung up seeking to explore the fleet-based ideas that ITAS had reincarnated from my previous works. ITAS had a number of notable problems including the fact that the greatly dumbed-down weapons still devoured the sprite limits. Later on, DoA would make a limit expander that corrected this, but by then the mod was long dead. By the time ITAS showed up I had learned my lesson to never rely on teams. I had learned that large teams for projects or making a project in the hopes I'd find staff to fill a certain position was a death sentence and so I did the entire project on my own without ever asking anyone for help. It worked very well, because I was in my own league. ITAS would later become a very well respected mod by all who played it.

Armaggedon Onslaught - Survival Challenge
Game: Starcraft
Date: 2007
% Completed: 50
Death by: Iscript.bin size limit

AO had an incredible start. I had graphics I could use; from infinity-engine games, and graphics that Nottingham systems had given me sole permission to use from their long-dead Diablo TC. AO featured iscript mechanics completely untouched to date to convert the Zerg race into an unstoppable killing machine controllable only by the AI. Intended to challenge 7 expert-level players, AO ran into a wall with Schizophrenia and, as I tried to kick it back into motion, was instantly killed by an unforeseen iscript.bin size limit of 65k.

AO was planned to introduce things such as weather effects, epic-level effects, and incredible displays of iscript mechanics. I had the assistance of veteran programmer poiuy_qwert on hand to not only make converting graphics a breeze but also generate copious amounts of iscript code for effects. Unfortunately our venture was very short lived and we only got in a handful of small examples before we slammed into the iscript.bin size limit at full speed. Many solutions were presented by community programmers but no one was willing to put the effort into bringing the dream back to life, and so the project died with a very anti-climactic end. This was the last of my Starcraft projects for good.

Armageddon Onslaught 2 - Survival Challenge
Game: Starcraft 2
Date: 2008
% Completed: Conceptual stages
Death by: Lack of talent, Schizophrenia

AO2 was planned shortly after the first installations' death, but upon completion of the majority of concept data, I realized I didn't have the necessary skills to make this project. It would demand an extremely advanced modeler who could animate and skin a variety of complicated characters. I couldn't do that, and so the project died immediately. I could have used some WoW graphics and I also had a Baium from Lineage 2 partly rigged that someone sent me but those would only fill the slots for a handful of units.

In the Admiral's Service: Ultimate Showdown - Total Conversion
Game: Varies
% Completed: Concepts, Supreme Commander demonstrational units
Death by: Lack of talent, schizophrenia

Another project that would die from my sheer lack of capability as a person. I modeled a number of ships but they would never be skinned or texture. Upon realizing that Starcraft 2 would not be a good engine to base this in, as it was a fleet combat conversion, I tried supreme commander and ran into major engine limitations that immediately killed the concept. An attempt was also conceptualized for Homeworld 2 but didn't get off the ground.

The Legend of Stabbyman - Campaign
Game: Wc3, Starcraft 2
% Completed: Early concepts
Death by: Lack of talent

A campaign I wanted to make based on the Loladins of Legend universe, specifically the Orc Stabbyman who is comissioned by the Doom God to stab everyone. He's a monk that stabs people. I could use entirely WoW graphics for this. Wc3's engine has too many retarded problems and I somewhat doubt it would be any easier to do in SC2. I don't consider the idea completely dead but the chances of attempting it inside starcraft 2 are very small. The idea was to create a campaign with a very action-oriented RPG gameplay style based on reflexes, combos, and other such things. It would be very heavily cinematic driven with entirely voiced dialog by the most hilarious actors possible. (ie me and ricky and probably milldawg)

Loladins of Legend: The Movie - Movie/Cinematic Production
Game: Wc3
Date: 2007
% Completed: Early first episode watchable
Death by: Schizophrenia

A perfectly feasible wc3 project that was essentially a string of trigger-driven cinematics that told the story of 2042 or at least the beginning days. Unfortunately the project called for a lot of WoW conversions I didn't have the dedication to do and a lot of trigger tuning I didn't have the skill or willpower to figure out. Voicing it would have been extremely easy.

Loladins of Legend: The AoS - Wc3 map
Game: Wc3
Date: 2007
% Completed: 20
Death by: Lack of triggerers/ lack of motivation or reason to continue

The LoL AOS was a private project for wc3 and members of the SS gaming group. As I couldn't trigger very well I depended heavily on Tipereth and Xenon to do the majority of trigger work. When they decided to not do anything anymore the project died. I attempted multiple times to revive it, including by redoing the terrain to a more standard and open design, but by then I didn't have the heart to continue onwards. LoL featured the best terrain work ever created for an AoS, a combination of WarGiant's and my own handiwork which also included a lot of WoW doodads. Unfortunately the complicated terrain meant that the map took forever to load on all of the twits who were too lazy to upgrade from their 2001 computers and terrain deformation spells caused tremendous lag as the game has to recalculate every single verticie for some stupid reason. Despite this I learned a lot about map design and multiplayer map balance design I may one day find use of.




I'm sure I've forgotten a lot, but yeah. There's a glimpse of where all of my years have went.

(Copied and pasted from BWAI)



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 1 2008, 5:29 pm Pandut Post #2

I'm just a fish

I really liked BotC, shame it was never finished. Same with Heidomus Kaladonmus.



None.

Sep 1 2008, 5:37 pm Polaris Post #3



Yeah... Its a shame most of these weren't finished. But, hey, some progress on them is better then none. 20% on your old mods is practically equal to a full mod now-a-days. So, thanks for giving us all that awesome, even if it wasn't as much awesome as you wanted :)



If anything cool is ever going on Skype me up under the name "blarghle"

Sep 2 2008, 12:12 am 49281358723941702706 Post #4



Did he submit them to the Unfinished Mod database or something?



None.

Sep 2 2008, 12:39 am IskatuMesk Post #5

Lord of the Locker Room

99% of these mods will never be seen by anyone other than me ;)



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 2 2008, 7:49 pm 49281358723941702706 Post #6



Would it be safe to say that your best ideas are in your mods currently released?



None.

Sep 4 2008, 12:31 am IskatuMesk Post #7

Lord of the Locker Room

No. Only a handful.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 9 2008, 9:43 am Sand Wraith Post #8

she/her

When you list Schizophrenia as a result of mod-death, are you serious about that?




Sep 9 2008, 1:37 pm IskatuMesk Post #9

Lord of the Locker Room

Why wouldn't I be?



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 9 2008, 11:39 pm Sand Wraith Post #10

she/her

I dunno; Schizophrenia looks to be a rather serious psychological disorder that only affects a small percent of the population (again, it just seems that the tone of text[lol[?]] makes it seem rather light-hearted, either meaning that you take it well or you're joking about it).

Besides; you don't seem to suffer from it. A lot of modders just say that they lose interest, forget about their mod, or otherwise that is rather harmless (remotely). And truth-be-told, I'm sure a lot of people here respect you as a great modder.

And I haven't really seen anything that would give you away as a sufferer of Schizophrenia.

-

Damn, I was actually pretty pumped about AO.

Then again, I never played any of your mods before, I believe *insert suicide note here*.

Didn't know that there was a 65kb limit on the iscript file (does the .bin have to be below 65kb?); nor that there was a sprite limit raiser plug-in (could anybody direct me to it?).

Interesting.




Sep 9 2008, 11:57 pm Fisty Post #11



Quote from name:Hydrolisk
I dunno; Schizophrenia looks to be a rather serious psychological disorder that only affects a small percent of the population (again, it just seems that the tone of text[lol[?]] makes it seem rather light-hearted, either meaning that you take it well or you're joking about it).

Besides; you don't seem to suffer from it. A lot of modders just say that they lose interest, forget about their mod, or otherwise that is rather harmless (remotely). And truth-be-told, I'm sure a lot of people here respect you as a great modder.

And I haven't really seen anything that would give you away as a sufferer of Schizophrenia.

-

Damn, I was actually pretty pumped about AO.

Then again, I never played any of your mods before, I believe *insert suicide note here*.

Didn't know that there was a 65kb limit on the iscript file (does the .bin have to be below 65kb?); nor that there was a sprite limit raiser plug-in (could anybody direct me to it?).

Interesting.
http://www.staredit.net/topic/3315/

And are you serious about that Iscript file? If so I might as well just polish BoB and release it as a 1race mod...damn thing's already 40kb.



None.

Sep 10 2008, 12:44 am Sand Wraith Post #12

she/her

(I'm going to self-diagnose myself with OCPD, for the second time. Last time, it was like, 3AM in the morning.)

That's a really sh*tty condition, and judging by most of the link to the other thread, looks like you're suffering from more than just that.

Seriously, I'm not one who actually exercises a lot, but you should put some heavy (life-changing) consideration on at least some light exercise a day. Even a walk around the neighbourhood is better than sitting around all day. Although it's probably not the case, you really need some fresh air and light walking to let the blood flow, and in general rejuvenate your body. Honestly though, self-delusion and/or paranoia can lead to assuming things that might not particularly be the case; as such, you might like to also consider, "correlation does not imply causation" (you can check that up on Wikipedia, too; that statement is also a part of the logic behind the Flying Spaghetti Monster). There might be another cause alike to whatever effects you are suffering from, and etc. etc., I'd rather not let this thread get so depressing.

-

On a brighter note; you are made of pure... win, and the result of chaos, as we all are.

Hooray! *Nuclear bomb goes off in the distance.*




Sep 10 2008, 4:49 pm IskatuMesk Post #13

Lord of the Locker Room

Yes, the iscript.bin has a size limit of 65kb. If it was larger, AO would be finished.

As for Schizophrenia, it is the logical conclusion of observational and reflective studying. Ultimately that is how it's professionally diagnosed, anyway; they just ask you the same questions I've been asking myself.

I have no desire to be a part of the outside world and my physical health means nothing to me. My knee, heart and spine are to the point where there is no turning back, anyway. This is a one-way road; I just wish it didn't kill half of the projects I tried to make.

Looks like I'll be adding my year-long Age of Wonders 2 project to the list, soon. Corruption has caused irreversable crashing.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 12 2008, 11:48 pm IskatuMesk Post #14

Lord of the Locker Room

Loladins of Legend: 2042
Game: Age of Wonders 2
Date: 2007-2008
% Completed: around 30
Death by: Corruption

The 2042 project was my longest-running project of any kind by far, with production carried out in bursts across the length of a year. Tremendous amount of work was placed into organizing a massive 2gb sound archive, 1gb soundtrack, over 2.5gb of graphics and a novel's worth of writing. The total conversion was going strong and I finally had figured out how to use max to create the graphics I desperately needed when out of the blue the mod started crashing and failing to generate maps. After extensive investigation, no cause could be found, and it is assumed the data is corrupted (think ICE, Arsenal). Unwilling to go through the work of rewriting a year's worth of data work, I have discontinued the project.

2042 was the last hope for me as a modder. Now that is it gone, I am pretty much done with modding. I may finish some unfinished business in Starcraft, but as for new projects, I don't think so.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 22 2008, 7:56 am IskatuMesk Post #15

Lord of the Locker Room

The Black Sun: Bloodstone Jordan
Game: Homeworld 2
Date: 2008
% Completed: Conceptual Phase, a few things ingame
Death by: Schizophrenia, horrible game peformance

Homeworld 2 with its nvidia-biased engine was the only candidate for a somewhat to-scale fleet conversion using Lour Saga races. Having hardpoints and other niceties would have given the mod a chance to really show off some of my designs, but ultimately the incredible amount of work involved with rigging the ships, derived of an inefficient and outdated method of hardpoint handling, the inability to learn how to UV, skin, or program, and the ever-lasting bounds of no motivation proved once more a fatal flaw. This mod was considered dead for months now, but I kept it secret until I decided to release some scrapped videos from it.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Oct 24 2008, 8:52 am ETEFT(U) Post #16



You never finished anyone of those dude? Oh my god... this is insane you must spend each and every day modding.. damn bro.



None.

Oct 24 2008, 10:55 am IskatuMesk Post #17

Lord of the Locker Room

Those are just the ones I can remember. I know there were many, many other mods/campaigns I attempted that died miserably, and all future projects are pretty much condemned to the same fate.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[03:36 pm]
Oh_Man -- a program called mapstats I think it's on here to DL
[02:39 pm]
GGmano -- so theres a limit on total triggers on around 80k?
[02:38 pm]
GGmano -- thanks for info anyway
[02:38 pm]
GGmano -- how did you found that out ohh man?
[02:15 pm]
Oh_Man -- mapstats says 80k triggers
[2022-7-02. : 9:37 pm]
GGmano -- maybe its not about the size i guess since its now above 6000 and was saved
[2022-7-02. : 9:05 pm]
GGmano -- just seems like 6000kb is an obstacle not sure
[2022-7-02. : 9:05 pm]
GGmano -- idk it could also be about the map size its like above 6k kb map wont be saved,, 6000kb of triggers no sounds im aware sounds can go beyond that size
[2022-7-02. : 8:51 pm]
GGmano -- heres link for the new release http://www.staredit.net/topic/18475/#1
[2022-7-02. : 8:51 pm]
GGmano -- i now released it after deleting triggers 3 times sadly
Please log in to shout.


Members Online: Moose, GGmano, Roy, jun3hong