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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: AdmiralRalwood on September 04, 2014, 11:20:17 pm

Title: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on September 04, 2014, 11:20:17 pm
First, a screenshot that should be self-explanatory:
(http://deviance.duckish.net/pictures/fs2_open_3_7_1_AVX-DEBUG%202014-09-04%2020-38-57-14.png)

Next, the mantis issue containing the patch:
http://scp.indiegames.us/mantis/view.php?id=3103

Lastly, a link to the test build:
http://deviance.duckish.net/downloads/fs2_fred2_open_ssb_test.7z

Basic list of features:

Have a couple videos:


Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: BritishShivans on September 05, 2014, 12:27:23 am
OOH
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: z64555 on September 05, 2014, 02:35:13 am
So, The GTVA and UEF has something to piss their pants about. Lucifer class beams that can strike any target, at any time, without warning.

http://youtu.be/aXU8w336oGs (http://youtu.be/aXU8w336oGs)

[edit] bah, youtube link isn't working for me
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Parias on September 05, 2014, 08:49:20 am
Oh gosh - this is fantastic.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Cyborg17 on September 05, 2014, 10:24:12 am
Wow, this is really cool, but it breaks the universe in so many ways.

"What subspace motivator?"

"You mean people used to aim these things?"

"Why can't we just make the beam jump within the enemy ship, sir?"

I may end up using the beam create sexp, though.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: chief1983 on September 05, 2014, 02:33:04 pm
"Why can't we just make the beam jump within the enemy ship, sir?"

The same could have been said for SSMs though, couldn't it?
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on September 05, 2014, 02:35:08 pm
Which may be one of the reasons SSMs aren't canon.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Bobboau on September 05, 2014, 07:30:45 pm
"Subspace apertures can only be opened in space relatively devoid of baryonic matter. The strong and electromagnetic forces holding together an atom have a destabilizing effect on the formation of the mouth. This can be compensated with more power and specially designed subspace drives but navigation failures that lead to an attempted warp into a large solid object during a typical intrasystem jump will usually result in the aperture simply forming some distance away from the occupied region of space. The failure of the subspace aperture is a real threat in these situations, especially if the scale of the warping vessel is significantly smaller than the occupying one. The resulting envelope failure will result in the warping vessel's matter being slowly defused back into a region of space roughly 1500 times it's original volume over the course of several hours to days. Typical interplanetary space is usually sufficiently devoid of mater so as to not interfere with subspace drive operation however planetary atmospheres even relatively thin ones can be problematic. Catastrophic subspace envelope failure is exceedingly rare in atmospheric subspace maneuvering so long as proper maintenance is performed, though missed jump coordinates and disruptive power fluctuations are common problems when attempting to use subspace motivators not designed for atmospheric operation"
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on September 05, 2014, 10:03:06 pm
Test build updated to fix a crash bug, and also replaced with SSE2 builds instead of AVX. Link is the same.

Also, there's this thing:
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Beskargam on September 05, 2014, 10:13:41 pm
holy ****! that was magnificent!
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Lorric on September 05, 2014, 10:15:34 pm
Yes, that's really quite something. :pimp:
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Thaeris on September 06, 2014, 12:13:04 am
Holy ****!
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: z64555 on September 06, 2014, 07:28:53 am
[wall of text]

In case anybody glazed over that, subspace mechanics canonically state that it is impossible to warp into an object larger than the warping vessel. So, No. Alpha 1 cannot be warped inside of the Sathanas and tasked to shoot his way out, nor can a SSB originate from inside an intended target.

regarding tag-ception: Good Stuff.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Spoon on September 06, 2014, 11:58:40 am
AHAHAHAHAHA

I like it.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Thisisaverylongusername on September 06, 2014, 05:57:13 pm
How did you not get blown to bits by the BGreens? Those things were everywhere!  :eek2:
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on September 06, 2014, 07:05:22 pm
How did you not get blown to bits by the BGreens? Those things were everywhere!  :eek2:
Actually, the first time I tried to record the video, one spawned on exactly the other side of the Triton and nailed me. :P
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: X3N0-Life-Form on September 07, 2014, 05:41:10 pm
Yesssss, more subspace madness is at hand.

Named SSM strikes + modular SSM table, yes please. Regarding call-ssm-strike: given the improved readability and usability given by referencing strikes by their (new) names, having to go through every mission using the SEXP to alter it is a rather small price to pay.

There is so much awesome in there. SSM & beam abuse have got to be my favorite modding activities, so you've just opened a huge box of fresh possibilities and applications.
Thank you very much, mister :)
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on September 07, 2014, 05:51:25 pm
Regarding call-ssm-strike: given the improved readability and usability given by referencing strikes by their (new) names, having to go through every mission using the SEXP to alter it is a rather small price to pay.
I'm currently lobbying to have that change by itself (http://deviance.duckish.net/downloads/OPF_SSM_CLASS.patch) make it into 3.7.2 final so we don't have a final stable release made with call-ssm-strike referencing the SSM index; since call-ssm-strike was your "baby", if you will, I'm glad you prefer it this way as well.

Also, SSMs have actually been named since the very beginning; the reason weapons referenced the index instead of the name is because ssm.tbl is parsed after weapons.tbl, so there are no names to compare with when the weapons are actually parsed; the full-blown patch gets around that by hanging on to the string and waiting to do the comparison until after SSMs have been parsed.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Kolgena on September 18, 2014, 12:34:53 pm
"Where's the blockade? Why isn't the alliance guarding this node?"
"Our line of defense has been reprioritized for engagements elsewhere in the system. Stand by for SS beam strike. Command out."
*I regret your efforts to intercept us has failed pilots. You would be well advised to--HOLY SHI"
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Torchwood on September 26, 2014, 06:40:31 pm
Shivans have always had the edge in subspace technology, the way they manage to consistently jump GTVA ships and kepp most of their beams facing forward-only. What if they start using this technology?

...It's going to boil down to hide-and-seek with laser bazookas, isn't it?
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on October 17, 2014, 04:45:24 pm
Updated Mantis issue and test build (now built on r11150 and contains no extraneous features, like ship templates). Example files on the Mantis now include the TAG-CEPTION, so have fun with that.

If anybody can think of any related features they'd like to see (or ideas for a +Shape), I'm all ears. Otherwise, I probably won't touch this code again (unless I get around to adding multiplayer support, which would be nice, but I'd need some help testing that... and to learn more about the multiplayer code).
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on October 30, 2014, 02:45:55 pm
This video does not contain beams. I'm sorry if this disappoints anyone.


(Updated builds coming whenever I get around to it... if you're reading this and the first post's last editing date is older than this post was posted, and it's been more than a day or so since this post was posted, poke me about it.)

(...Did that last sentence make any sense? Oh well.)


EDIT: Updated download in the first post.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: X3N0-Life-Form on October 31, 2014, 09:15:37 am
I love you.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: AdmiralRalwood on December 22, 2014, 10:52:06 pm
Did somebody say... spawn support for beams?
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Thisisaverylongusername on December 23, 2014, 09:19:56 am
The THIRD BETA TESTER would be proud.
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Spoon on December 23, 2014, 09:59:06 am
aaaaah yeah
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: z64555 on December 23, 2014, 10:20:35 am
Beam shotguns, yay!
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: tomimaki on December 23, 2014, 06:27:42 pm
This is crazy  ;)
Title: Re: Beams, beams everywhere (SubSpace Beam Strikes)
Post by: Lepanto on December 23, 2014, 09:59:28 pm
This is BEAUTIFUL. You could make so many stupid awesome weapons with this!  :D