Dawn of Victory is a modification currently in development for the RTS/4X game; Sins of a Solar Empire. It is a “total conversion” replacing the games original models, textures, UI elements, and gameplay to create an entirely new and original experience.
It is our goal with Dawn of Victory to “maintain depth, but shift focus”, taking the things that made Sins of a Solar Empire a truly enjoyable game, and apply them to a different set of rules.
Above all, the team behind Dawn of Victory is committed to only releasing a product we can be proud of. While we pride ourselves on the quality of our art assets and aesthetics changes, we hope the true value of our mod is the unique and engaging gameplay.
The storyline behind Dawn of Victory was originally little more than an excuse to create what we thought would be a unique and fantastic backdrop for the game. Loosely based on the “WorldWar” series of books by Harry Turtledove, we wanted to take the atmosphere that made World War II games so compelling, and transport it into a space opera setting.
Over time however, our backstory has grown into an expansive universe, spanning over 300 years of alternate history. Our community driven wiki, dedicated to the story behind the mod has grown to over 500 pages, with hundreds of individual contributors.
The Democratic Federation combines the best elements of the American, Andrean, British and French fleets. Large numbers of specialized ships are available, and when properly coordinated, become effective against nearly every threat.
Applicants should be familiar with normal and specular maps and have a commitment to detail. The art direction of the mod calls for mostly realistic texturing with some room for stylistic exaggerations; experience with generating "greeble" and weathering are a must. Texture resolutions range from 1024 square to 4096 square.
If interested, please send an email to staff@dawnofvictory.com. Please include either some samples of your work or a link to your portfolio.
I don't think this ever got posted here.
Wallpaper
Can I only play Multiplayer?
Pretty nice video - is it a part of a longer one though? And I have to say again, I love how clean the texture work is on the ships, top-notch work!
WHOAH. Awesome video; I could spot the two Aurora-class torpedo cruisers (pretty obvious, though), and the Retivyy in the background. Question- can DoV capital ships (cruiser+) enter atmosphere, as the video would seem to imply that.
Greetings comrades, we're gonna be showing off some gameplay in video form for the first time here, so you can get a sense of how DoV actually plays.In this after action report, I face off against hydrocarbon in a typical mid-game battle.Keep in mind this footage comes from the alpha build of the game, it includes some placeholders and other crap.For reference:Slavny Light Cruiser: Multirole cruiser that's effective against frigates and corvettes.Retivvy Medium Cruiser: Basically a bigger meaner version of the Slavny, effective against other cruisers.Aurora Torpedo Cruiser: Long range torpedo ships the does tremendous damage to enemy cruisers.
Best part was the end message. Good show Swiss Knight.
that was such awesome lulz.
BBC reports as loading screens? Pretty awesome. I like the music. Retivvy Cruisers are huge! I thought they were Caps at first. NUKES?!? Lol when do we get more screenshots of the Germans?
JK about the last one but that was pretty much my train of thought throughout that video.
Looks cool, what's done so far is brilliant, and the lore behind the mod is amazingly complex. How many people do you have writing that stuff? I mean, seriously, the amount of stuff on your wiki is amazing. The Commonwealth Army entry is 8 pages long, and ground forces don't even really appear in the mod! Not that I'm complaining of course. I like to have a good backdrop to an epic space battle.
Anyway, keep up the good work. Just wondering, don't wish to nag, but is there a release date for the Soviet faction, or are you taking the approach that you get there when you get there? Thanks.
I love how much more tactical that gameplay was as compared to stock Sins and a good chunk of other mods. Also, Space Commies fighting Space Nazis, with Space Murrica coming in to 'save the day' later? Oh hell, yeah, I'm keeping an eye on this. Good show, Swiss Knight.
Really good job on the mod guys. I can see you are indeed perfectionists and it takes time.
The upside is that you then end up with a mod that blows everyone away and makes their jaws drop.
Really neat and clean looking interface and the nuke icons and tracking were awesome touches. Great narration too (less coffee next time maybe?).
ZaStalina!
Lol, nice humor too. I swear I heard Zim there for a moment.
Anyone can edit the wiki and add their own content to the DoVoVerse as long as it fits within a few guidelines. We've had over 100 contributors so far I think, but I would guess 20 or so people were responsible for the majority of the articles there.
No release date for the mod yet, as soon as we know, we'll make sure its posted everywhere.
Impressive, most impressive, Swiss Knight.
Most impressive, let's see some vid of the ships in action, Please..
That was very impressive, Swiss Knight, thank you I will now bite my tongue. Outstanding graphics, especially the super weapon at the end, very, very nice sir....
Might I make a few suggestions for the casting of the video?
Run a compressor on the voice stream (since it appears you are voicing it post-production) to even out the volume levels a bit... during the combat section I found it difficult to hear you without turning up the volume, but during the end your voice is much louder. Believe me, this is something I struggle with in my own casting (of starcraft 2 and other things) but for a slightly different reason. The easiest way to compensate is with a compressor (I use custom Dynamics Processing profiles in audition depending on my video content, but these are fairly easy to experiment with).
The second thing I would suggest is to avoid saying "uh" nearly as much as you did. This is a challenging part of casting/commentating and even after years of producing such content I still personally have difficulty in working this out of my speech, but in this cast it's a very clear and, imo, detrimental aspect of your presentation. The only thing I can recommend here is practice, practice, practice. (edit: Alternatively you can edit out the "uhs" in post-production, that's the advantage of doing voice work afterwards )
And during the very beginning of the video you are talking fast enough sometimes that I can't very clearly hear some of the words you are saying. Maybe it's because I'm Canadian and my thought process is as slow as tar.
And last but not least, always do the casting during the actual gameplay! To set up fraps to record both SoaSE and your mic, you'll need to set the volume for sins to be quite low (around 20% or lower, probably lower), then have fraps recording from both Win7 sound (or vista or whatnot, assuming hopefully you aren't running XP) and External Input at once. Barring this you can record your voice with an external app and the game normally. But during gameplay recording is really important to get that level of involvement and excitement you just can't recreate in post-production. I'll be brutally honest and say I felt very detached from the game while watching as it didn't feel your excitement level was very high for what you were trying to convey through the content. As a result I personally felt underwhelmed.
Those are just my personal opinions about your casting. Overall I think it was a good video. The missile effects for the ships sounded out of place (something easily fixed anyways), but the graphics of course were superb and the ui changes are very nice.
Hopefully this feedback is of some use for you, keep up the good work!
one of the major parts of the video is that we cut the battle and entire game down to the highlights to get it to a reasonable length and also to show what kind of strategies are possible. had we recorded the audio during the battle itself we would have ended up with something pretty incomprehensible.
Yeah. I understand that, and that does make things more complicated. I think a way around that complication might be to look ahead and say, "Okay, we're going to test some stuff/have a game, maybe we might have a decent recording out of this..." and record (at least in specific battles or events) in the anticipation that you might have something usable out of it, and later on in edit time when making the video you can mesh the recordings together and post-record to fill the holes. That's what I would do at least, but you probably don't have the drive space like I do to just store recordings like that.
Just a suggestion, and I understand that your logistics probably wouldn't be able to accommodate something like that.
Thanks for your suggestions and you have some valid points but the purpose of that video was to show the gameplay of DoV while providing a relatively stable narrative so people can follow along with how that battle was progressing.
Sins isn’t like Starcraft where a spectator can still understand what’s going on even when the player is in the midst of fighting a battle. I would have preferred to record it as it was happening, but it wouldn’t have been as interesting or useful to someone who hasn’t had any time actually playing the mod and doesn’t know how everything works. Add on top of that, the immense scale Sins has and I’d spend half the game trying to get the camera in the right place to actually show the action, never mind actually directing my ships.
As for audio stuff, that’s probably my weakest area, I did run it through soundbooth to even it out and remove the background noise but I know sometimes it sounds different on headphones vs speakers vs whatever. I guess I could have used a shotgun mic or something but I didn’t wanna have to set up a bunch of equipment when there’s a perfectly mediocre microphone attached to my headphones.
Again this really doesn’t work too well for Sins. We did something sort of like this for one of our trailers and it ended up being a huge waste of time. You can pause the game, set up your shot, and unpause rather than waste 3 hours going through unusable footage.
That was the best Sins battle summary and narration I have ever seen. And the Stalingrad clip should be a full extended trailer darn it!
...except you talked really, really fast.
How did you guys make the Stalingrad vid? I see the stock footage and hear the Russian chatter in the background. How did you get the elements and put it all together with your models?
Hah, I don't know what the deal is with everyone saying I talked fast. I'm fairly certain that's how I sound even when I'm not recording audio for gameplay previews.
Stalingrad video was just me messing around in After Effects trying to figure stuff out, wasn't originally planning to release it but I thought it looked cool.
It would take forever for me to tell you how I did it, but here for reference is how it originally looked.
http://public.dawnofvictory.com/swiss/Temp2/testlive1.png
Actually, I thought your mic quality was quite good - definitely better than that of most casters I critique for sure.
The points you raise are valid, though I'm not familiar with Soundbooth. A compressor is basically a filter that alters volumes based on how loud or quiet they are. Depending on the profile you use, it will basically lower the really loud "peaks" and raise the lower peaks. The end goal is to end up with very little disparity between all of the peaks.
On headphones the effects of the volume levels are very different I find, usually much less noticeable. But on speakers they are definitely noticeable. I'm a bit anal about these things as I deal with the subject daily, so I apologize if I seem naggy or overly negative.
After Effects explains it all.
I also do regular public speaking and trust me, you talked fast. You could actually slow it down in audacity by close to fifty percent I bet and still sound natural.
It's pretty common to talk like you think--and that's usually faster than people hear. I spent a few years teaching myself not to do that.
Still a great job and great looking mod.
Yo Swiss, i saw those bits of concept art over at moddb with the german heavy cruiser. Have you guys actually modeled/ textured it yet? or is it still just concept?
LMFAO Swiss... geez... make me laugh at the end of that video
I've been looking forward to this mod since it was first announced and its looking great so far!
I remember my dad telling me about this mod when I was a little boy. My grandchildren will be so excited when they see it released.
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