Author Topic: Post 3.6 Features  (Read 17961 times)

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Offline phreak

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Quote
Originally posted by CP5670
...Namely, something to prevent the AI from shooting at passive asteroids, and making the AI ships capable of firing Tempests (already mentioned) and Trebuchets, neither of which they ever seem to launch for some reason.


The first one shouldn't be that difficult.
The second one has been completed

Code: [Select]

 * Revision 2.39  2003/08/03 23:38:08  phreak
 * ai now properly uses rapid fire dumbfires


Code: [Select]

 * Revision 2.36  2003/07/02 03:31:27  phreak
 * ai now properly fires bomber+ missiles at capital ships.


aicode.cpp
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Offline magatsu1

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don't know if it's beem mentioned before but how about a Rianbow Six stylee "apply load out to team" affair, on the load out screen.
It's on the to-do list.

FS menu screens run a little sloppy on my PC at the higher res. and all that draggin' and droppin' is a pain in the ass.
« Last Edit: January 08, 2004, 09:30:18 pm by 561 »
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Offline Flipside

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Hmmmm... That's odd Phreak, cos mine don't seem to do it, and believe me, in this situation, I would notice if they did! Maybe I'll try turning up the AI level a tad and see if that helps :)

 

Offline phreak

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ive seen AI plinking Mentus with trebs after i changed it.  They won't use them if they have bombs however
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Offline Flipside

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I'm sure this is a silly question, but I gotta know... will they work with missiles that are supposed to be Dumbfire, like the Tempest  because that's the setup I'm using?

Ok, I cranked up the AI to General and they started using them, so that's solved that problem, but at Captain, they still won't.
« Last Edit: January 08, 2004, 04:34:58 pm by 394 »

 

Offline Raven2001

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Well, I guess I would like:

- much cooler explosions/fireworks, with lots of particles spewed... also, it would be cool if we could define this stuff in a ships tbl...
- Rotating barrels...
Already implemented.

Can't think of anything else right now... I'll post when I come with something up...
« Last Edit: January 08, 2004, 09:28:47 pm by 561 »
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


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Offline Raven2001

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Oh, also:

- muzzleflashes like in Starlancer... I gusee this could be quite easy if you use the thruster render code...

- being able to choose the type of thruster and thruster glow in the tbl of a ship... that would make easy to create new races with new glows, and most importantly, make the capships without high speed fighter thrusters...
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


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Offline JC Denton

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I'd like to see an I-War style ORB for the radar, and an option to switch between it and the 'classic' FS2 radar.
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Offline Bobboau

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"being able to choose the type of thruster and thruster glow in the tbl of a ship"
you _can_ do that
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Offline Black Wolf

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Told you I'd forget stuff. :)

"Rapidfire" weapons flag. This would give the weapons it's applied to the ability to override the AIs default accuracy setting, so that only factor influencing the ROF for that weapon is the firewait setting.
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Offline phreak

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i'm still waiting for a T&L Fred2.

oh ****. im a coder and requesting features. looks like ill have to do it :rolleyes:
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Offline RandomTiger

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Quote
Originally posted by Sticks
Here's what I know for sure I'm going to be doing:

  • Bumpmapping
  • Dynamic Shadows
  • 3D (or 2D) Cockpit Model
  • Overexposure and Glare Effects



Ah! You've picked all the fun stuff!
I would be interested in helping out with shadows.
« Last Edit: January 09, 2004, 08:52:35 am by 848 »

 

Offline RandomTiger

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!

 

Offline karajorma

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Quote
Originally posted by RandomTiger
Ah! You've picked all the fun stuff!


I guess he got sick of bob taking all the credit :D
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Flipside

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Oh yes, if possible, could someone try that scaling function that Phreak suggested for HT&L? If it is just one line, it would be awesome :D

 

Offline CP5670

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Quote


The first one shouldn't be that difficult.
The second one has been completed

Code: [Select]

 * Revision 2.39  2003/08/03 23:38:08  phreak
 * ai now properly uses rapid fire dumbfires


Code: [Select]

 * Revision 2.36  2003/07/02 03:31:27  phreak
 * ai now properly fires bomber+ missiles at capital ships.


aicode.cpp [/size]


Great, I need to try this out. Can they use the Trebuchets against fighters and bombers, though? (the Trebuchet is after all an anti-bomber missile that just works particularly well against subsystems)

 

Offline Flipside

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Sorry, didn't read your post right first time :)

Not sure about fighters, but I think they would use the against bombers :)

Flipside :D

 

Offline Sticks

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lol RT

Yes, of course you can help with whatever you want, you know the DX8 code better than any of us. Besides, this is all a group effort anyway. I don't really care about credit so much as coding the stuff that I'd like to see myself. ;)
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Offline magatsu1

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I think using Bob's fast ship trail as an after burner/boost effect would be real cool.
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Offline Sticks

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I'd like to see the effect scaled by speed myself.
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

SCP: Templum sanctus ingeniosus