>>537960394
>Speaking of EGP, a buddy of mine sent me this pic way back in the day.
That screenshot still gives me chuckles to this day. That was caused by an FCS volley cooldown typo.
>Appropriate. It's the most impressive and lasting thing the game's community will have.
Honestly I didn't expect things to advance this far. The previous person who abandon the project had run into soft locking issues related to mission completion and among other things. When I showed him I could finish his project test missions, everyone involved exploded with the feeling of accomplishment and relief. Many felt modding the game was starting to get a bit stagnant until this happened.
>I remember absolutely loving Gauntlet Edition Farbanti (even if all the jammers completely tanked my framerate).
I suggest trying the new A5 release, it now supports addon planes mods and includes a ton of fixes compared to the old A4.1 release.
>>537961551
>What's the biggest challenge to tackle before you can say "yeah, this is usable"
The biggest issue right now is theres a lack of a good working dummied asset library, the current ones I'm using is fairly outdated as mentioned in the article, some pawn features like death animations, turret targeting and some cases AI behavior are not working as expected on spawn or activation. This problem is rooted from the custom GUID hash that Ace Combat 7 uses, which unfortunately will be a pain as cooking new dummied assets would require post editing to correct their generated GUIDs to their expected ones. Without a full working dummied asset library means very little you can add to maps and missions such as AI pawns and map related props and other game actors.
Making a dummied asset library from scratch will take incredible amounts of time, energy and reverse engineering efforts, given how many assets are in use in the game. Creating new original assets shouldn't be a problem when process becomes well documented.