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Latest news
 
Ok, I lied. Sorta undead right now.
Star Strike icon Posted by: EVA-251 on Nov 04 2008 03:45 am
BRAINS...

No, I am kidding.


Star Strike has been put on the back-burner for a little while, as I am preparing for a complete redo of the balance system, which right now, is inefficient. Perhaps to give those who don't quite understand a bit of insight, the current version of SS has 173 new warheads, which is more than the number of new weapons I have added to the mod for all the new units.

The aforementioned site updates are pretty much finished, but because of the fact that most of the information applies to the 0.7x Beta, I won't be uploading this stuff until that is released. It isn't worth my time digging up archival versions of Beta 2 to find out changes in price, name and what-not.

But when this 0.7x Beta, with its new units, completely new balance and better graphics come out? When will I release a good version of the mod where the AI does not fubar everything? That is largely up to debate.

In the meantime, keep a look out for the possibility of another project. (yeah, here he goes again)

I live...
Posted by: EVA-251 on Aug 13 2008 05:46 pm
Yo people, I don't use this site much for communications, but here is an update for ya.

SS is coming along nice, with Build 3 being given to testers. This version is...well, to say the least, a dramatically different version in comparison to Build 2.


I've received word that the Corruption Drone bug, which was present during late pre-Build 2 testing, managed to squeeze it's way into the Build 2 release. For those unaware, this bug causes a massive frame-rate drop to about 1 FPS.

I apologize for this error, and will try to release a quick-fix for this, provided I can find the rather dated Build 2 files.

Star Strike 0.6x Build 2
Star Strike icon Posted by: EVA-251 on Apr 06 2008 03:50 am
Its been a while since I did a news post here, so I am going to spread the word right now of two things-


  1. Star Strike 0.6x Build 2 is now available for download! Head to the Download Center to get it!

  2. The Star Strike section of this site is getting constantly updated; despite the fact making unit descriptions and data listings is incredibly boring, it is making progress.


Star Strike 0.6X T-Beta Patch 1
Star Strike icon Posted by: EVA-251 on Feb 27 2008 01:07 pm
Apparently, I misnamed the HVA for the Repair Tank barrel, instead of ssrpttnkbarl.hva, it was ssrptbarl.hva.

Head to the Download Center, Mods and then to SS Add-Ons to fix this issue.

Star Strike 0.6X Transitional Beta!!!
Star Strike icon Posted by: EVA-251 on Feb 24 2008 10:49 am
It has been almost a year since Star Strike saw a beta release, and it has never seen a release with great attention given to balance, fun factor and gameplay! Today, February 25th, 2008, when Star Strike 0.6X Transitional Beta is released to the public!

The biggest changes of this release include:
-Radically enhanced balance and gameplay
-5 new Invader units
-3 Infantry
-1 Aircraft
-1 Ship
-Enhanced AI
-A majority of the SSIA land voxels redesigned
-The first GUI modifications
-New VOs for Invader infantry
-New movement and weapons sound effects

Voxel previews!
Voxel previews and screenshots!
Future Release Details and Cameo previews!
Download! (25MB)


Something to waste some of that download time
Star Strike was originally an "on paper" RPG a friend of mine made 7 years ago. Another friend, him and I made up characters, and we drew scenarios they were in. Back in that day, I played Quake 1/2 a lot, so of course, things had a Quakish spin when possible. A lot of it was centered around drawing firearms and vehicles. Some of my first were the Ionic Cannon (I picked up on CNC only 4 years ago) and a variety of Shotguns with more than two barrels. I believe I have a sketch of a quintuple barreled shotgun. tongue

It progressed into a Quake mod- I had become very, very adept with QuakeC. It featured the following weapons:
Blaster (alt fire triple shot)
Shotgun
Super Shotgun
Laser Gun
Super Laser Gun
Nuclear Grenade Launcher (alt fire energy beam)
Energy Cannon (alt fire energy ball)
Plasma Beam
BFG
Railgun (worked like Q2 one as well)
Hyperblaster
Ionic Cannon (alt fire similar the RTS version)
Magnum Rocket Launcher (fired two rockets, very similar to the Quake 2: Reckoning Phalanx)

Now that was all good, but it did not satisfy me, so eventually the mod turned into a testing ground where I implemented things like Flashlights, a mission system, a map-dependent sprite similar to Quake 2's objectives menu and eventually airstrikes. Thus it spiraled downwards and I moved onto better things...

When I started playing CNC on the N64, I got hooked. My brother bought RA2 for the PC in late 2004, and that was it. CNC became my favorite game, and I began to expand my interests from there. I eventually picked up the Conquerors Collection (IDK the name), which came with TS, FS, YR, Renegade and another copy of RA2. After indulging in a failed project that some of you may know as "Stalemate", I began thinking of other ideas.

Sketches from Summer of '03 reminded me of Star Strike- I did several vehicle sketches you see ingame. Among these, the SS MBT and Juggernaut. I decided to create Star Strike for a CNC game- I was divided between putting it on TS, RA2 or YR. I looked at TS- it had almost no good logic/tags that I could use, same with RA2 but not as severe. All it had was a more suiting environment. However, the Juggernaut in the sketches was detailed to have a troop bunker- something that only YR could do. Boom, decision made.

It started simple, with the Defender, SS MBT and Fighter being my very first voxels. However, one hurdle remained for my newbie mind to overcome- 3 factions. I was not sure if you could have only two in YR, so I came up with an idea- to put the futuristic conflicts of SS (what I envisioned) in a more modern setting. The third faction would be the EDF, which at the time was originally going to just be a big mash-in of the Soviets and Allies. (my voxelling skills at this point were very poor, so I could not see far past that).

On 2/18/2005, I started Star Strike officially, adding several units into standard Yuri's Revenge in an unbalanced mess. During one test, I put a garrison of Ionic Cannon Troopers into a building on The Alamo, and while I was eating dinner and left it unpaused while facing off against a Soviet hard AI. My base was destroyed, but the single building I loaded up with 10 Ionic Cannon Troopers was still standing, and pretty much unharmed. (at this point, Ionic Cannon Troopers could destroy Rhinos in 5 shots and shoot at aircraft)

Things progressed slowly, and nothing I made really seemed to have an impact, none of my ideas were very innovative. And the major thorn in my side was still aircraft- due to non-stop bashing I got when making Stalemate, I had become very hesitant to use any public resources, something that has carried with me through these years. I never could and still can't design aircraft, so I needed help. I had added Yurisarmy (creator of the mod Yuri's New Terror and a placer in several voxel competitions) to my AIM list only a little while back. I eventually started to talk to him, found out he was a pretty cool guy. We began testing each other's mods, and he offered to lend a hand with aircraft. The answer was obvious.

The mod continued on, with eventually an early beta that was quite terrible. A few more poor voxels, a few more sloppy additions later, I had released another. I think I was killing my potential fan-base right there. SS 0.54 marked the turning point for how I treated the mod. When 0.54 was released, the Cold War was my main focus. Some of you may be disturbed by the fact I never once tested 0.54 once- the closest I got to it was changing numbers. When I got around to playing it, I realized how poorly prepared it was for release.

The defining release up to this point was 0.57, which comes next. I began giving serious thought to improving gameplay, voxel quality and fun factor. Due to poor promotion however and under-testing, it never caught on. Nevertheless, I soldiered on, determined on making a version of the mod that would literally render the previous versions obselete. This is the mod released today.

Why Star Strike 0.57 is not available.
Star Strike icon Posted by: EVA-251 on Jan 12 2008 06:45 pm
EDF Quality Control has returned with the Analysis of Star Strike Betas 0.57 and below.

Here are the results:

Star Strike 0.57 & versions >
Following a brief study, Star Strike 0.57 and particularly 0.54 have been deemed unsuitable for release, and are being removed for download.

Reasons Cited
Too much unfinished material
Very severe balance issues
Graphical issues

Other Notes
Support for 0.57 and 0.54 is being completely dropped. A future version will not be released without a proper level of testing and tweaking.

Sorry people, but Star Strike .6x will not disappoint, I promise!

Merry Christmas, Happy Holidays!
Posted by: EVA-251 on Dec 25 2007 03:20 am
Hope you guys are enjoying the holidays. I sure am! happy
And for those actually on the internets this day, I hope you will enjoy my present to you guys- the initial release of Z-Mod!

Please keep feedback in the Shoutbox or at the topic in 'Mod Announcements' at PPM. I can't encourage feedback more.

Z-Mod 0.2 Alpha
And if it crashes, that is something definitely good to tell me tongue

Site Redesigns
Site icon Posted by: EVA-251 on Nov 21 2007 11:05 am
I have this page as one of my starting pages in IE. Unfortunately, the poor design of the news section made my eyes bleed. I bet it did that to yours.

This minor redesign is just the first step in a whole new site design, which hopefully will be done before '08, provided I can find time for making it between World in Conflict, my new zombie mod, Quake Wars, Star Strike, schoolwork and plenty of other things.

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