Author Topic: New mission designer  (Read 4334 times)

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Offline Shrike

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New mission designer
Alright, to go with my Next-Gen Space Sim thread, let's discuss a next gen mission designer... a superFRED.

So reference your ideas from that thread, and say what you think would be cool in an advanced mission designer.
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Offline wEvil

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better non-linear event driven tags, which would be tied in with an AI rework.

something like a graphical UI (like mayas' hypergraph) for the event logic gates.

A more intuitive grouping system..simply the interface needs to be reworked to reflect how an FS2 fleet (or whatever fleet you're designing for) actually works.

Support for volumetric scenery (graphical engine update needed)

Pre-set fleet maneouvers would be a big plus

Actually i don't have a clue because i don't design missions :P


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Offline Fineus

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Mine would definitely be designed with the modder in mind, also with the ability to render using the games engine whatever view your looking at at the time to allow for a better idea of fram rates and so on in the game.

You'd be able to preview weapons fire, ships speeds and so on without starting anything but the one program.

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Offline Jabu

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Something that can read my mind.

 

Offline NeoHunter

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Well, here are my ideas though.

1.) A build-in calculator or component of the program that let users or designers find out where ships will end up at after exiting subspace.

2.) Allow designers to insert more than one asteroid field.

3.) Allow designers to create infinite loops for some reason. Anybody used Starcraft Campaign Editor? They have something called "Switches" that can be toggled on or off or random, depending on what you want.

4.) The ability to specify which ships should have how much primary bank energy etc. Like the Starcraft Campaign Editor. That way, mission designers don't need to add a whole new entry into the ships.tbl file just so that that ship can be used only once for a whole campaign.

5.) A more advanced Error Checker that can inform the designer when the designer has assign a weapon to the fighter that cannot carry it.

6.) Two different resolution versions of the mission creator. I hate to have to change to 1024x768 whenever I want to use FRED2. I cannot see the description of SEXPs when I do at 800x600 resolution.

7.) A build-in component that creates a random Background for the designer. Sorry Kazan.  

8.) The ability to hear ingame music in the mission creator. At least I don;t have to keep using trial-and-error method to get the best music for the mission. Mission briefing music as well.

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Offline Styxx

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You think too small. I don't think about a mission editor, but an universe editor. Think about specifying everything about every system on your universe, modelling behaviour for each of the ships, setting everything and putting everything on a starting point and letting it flow alone afterwards.

Imagine something where you don't have to worry about scripting events, simply because the behaviour models will make the scenario evolve on it's own. That's what I wanted.
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Offline Martinus

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That would be mega complicated, it would be better to randomly generate that kind of data as it's needed in the game rather than having a mission designer slog through masses of calculations for stuff you're never likely to see. It's an infinite universe after all  


 

Offline wEvil

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a decent modifier set with a logic-flow graph would allow almost infinte options along what styxx suggested.

Obviously the designer would have to come up with the base data set (ship numbers, names specs etc.)...

but if designing a campaign were going to be that easy it wouldn't be special anymore, would it?



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Offline phreak

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A feature to give the stats of a weapons an it prints a table out for you.

a drag and drop system for backgrounds.

the ability to make the player entry delayed (taken out in FS).  Then you won't have to randomize the ship starting values.


ability to put more ships on the screen to make a real "Battle of Endor" mission.
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Offline Shrike

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Quote
Originally posted by Styxx:
You think too small. I don't think about a mission editor, but an universe editor. Think about specifying everything about every system on your universe, modelling behaviour for each of the ships, setting everything and putting everything on a starting point and letting it flow alone afterwards.

Imagine something where you don't have to worry about scripting events, simply because the behaviour models will make the scenario evolve on it's own. That's what I wanted.

This was one of the things I wanted to talk to you about.  Think 'systems.tbl' that'll have all the orbits, node locations, backgrounds all built in...
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline NeoHunter

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A "systems.tbl" file? Sounds interesting but how many of us actually take notice of where the jump node sout of a system are? How many of us really take note of how the nebulas look like in that mission and in another mission but in the same system?

I think that this feature is a bit redundant.

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Offline Shrike

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I never said this was for FS2.  
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Fineus

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Whilst it wouldn't work as well for FS2 (where inter-system travel can't happen in mission). It would be very useful if you wanted some level of continuity in a sequel, where you simply program the data into that table. this *could* cut down on mission file size as you simply include something saying "refer to this part of the systems.tbl" and leave all that background data out of the file. It'd be very handy.

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Offline Shrike

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exactly.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Setekh

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Mmmm...  
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
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Offline NeoHunter

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Okay.now if somebody could make it a reality.....

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Offline Styxx

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Quote
Originally posted by NeoHunter:
Okay.now if somebody could make it a reality.....  


...  
Probably away. Contact through email.

 

Offline Shrike

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Good things come to those who wait.  
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Sandwich

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Quote
Originally posted by NeoHunter:
A "systems.tbl" file? Sounds interesting but how many of us actually take notice of where the jump node sout of a system are? How many of us really take note of how the nebulas look like in that mission and in another mission but in the same system?

I think that this feature is a bit redundant.


I've taken notice and have already done someting about it. My page has the System Backgrounds - a .ZIP with all the original missions inside, but they are blank except for the backgrounds, asteroid fields and jump nodes.  


EDIT: It's in the FreeSpace 2 -> Notes section....
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[This message has been edited by sandwich (edited 06-08-2001).]
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Offline wEvil

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that sounds like it was a bit of a task, sandwich



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