Author Topic: renegade "vae victis" project: need help.  (Read 92037 times)

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Re: renegade "vae victis" project: need help.
       Pictures? hmmn, might be difficult without a scanner.
       Weren't you looking to pick some of these books up? The fighter briefings are comparatively easy to come by on eBay I know. Much more common than the capital briefing which I've almost never seen.

 

Offline Dread

  • 22
Re: renegade "vae victis" project: need help.
Well, I have some bad news. The fighter briefings sold a couple weeks ago. I'll keep my eyes open for other copies. Have you tried Amazon?

 
Re: renegade "vae victis" project: need help.
Well, I have some bad news. The fighter briefings sold a couple weeks ago. I'll keep my eyes open for other copies. Have you tried Amazon?

    Well both fighter briefings are in an estore on ebay right now, though admittedly a little steeply priced for such an old book (20US each). No . . . auctions at the moment seem to have 'em. Mostly centurion stuff or miniatures. Though I do see both the fighter briefings on Amazon.com for 7 US a pop. Pretty damn cheap man.  No Capital briefing of course, damn thing's never available.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Thanks to thomasseen, leviathans might not be the biggest problem right now.

I also managed to find the author of the briefs. He might give me a few scans with a bit of luck.

Anyway, I can't buy right now: Some sucker toyed with my bank account, so I'll have to wait for that problem to be over.

Yet another load from thomasseen: Including a VERY interesting galaxy map:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP004.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP006.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP032.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP033.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP034.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP035.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP036.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP037.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP038.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP039.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP040.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP041.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP042.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP043.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP044.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP045.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP048.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP049.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP058.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP059.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP060.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP061.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP080.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP081.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP108.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP109.jpg

A good helping of ships, as you can see, and a rather curious map (page 4): What's the hive? is it baufrin territory? What's mom pono, mochov and dalvik, new races I forgot? Any idea, dread?

« Last Edit: March 16, 2008, 08:15:16 am by starlord »

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
I may have a source capable of acquiring the fighter briefings but nothing is certain yet. I'll tell you more as I know.

I'm asking again, I suppose, but Would anybody consider trying to mod a few RL ships?

 
Re: renegade "vae victis" project: need help.
I may have a source capable of acquiring the fighter briefings but nothing is certain yet. I'll tell you more as I know.

I'm asking again, I suppose, but Would anybody consider trying to mod a few RL ships?

        Hmmmn, I might try doing a ship or two after I've finished this Vasudan fighter I've been working on.
        Though in a week's time I'm going to get awful busy when I start a new job.
        Before I actually do any ships, I'd probably do some dummy test ship to see if a person can actually implement the bay weapons.

        In the interim, I'd suggest you try to pick up modelling yourself. It's not that difficult, though might be a bit of a learning curve.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
I have info on the races: Thomassen delivered the following info:

Mom Pono, Mochov and Dalvik are TOG provinces, not races. As the legenda in the map states.

The Hivers are an officially extinct alien race (they met the TOG), how dead they really are was never answered. It was IMO a setup for later books but of course the RL universe died a quiet death before that.

(those who feel thrilled by the "unknown menace" symptom in freespace might be able to work out something with the hivers in the vae victis MOD).

Also, I have a few interceptor pics from the first interceptor game:

http://www.4shared.com/file/41026881/9da160a1/renegade-ships.html?dirPwdVerified=380ccc6c

enjoy.
« Last Edit: March 17, 2008, 04:43:10 am by starlord »

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
I know someone who once tried to MOD leviathans for homeworld. He said he was interested, but since then, nothing. That's fustrating!

 
Re: renegade "vae victis" project: need help.
       Here, I was playing around with trying to make bays all day and here's more less what I ended up with:



       Yeah, it's a crappy facsimile of a RL Leviathan for test purposes.
       No beam weapons in the game will fire more than one shot at another ship, so in order to simulate the bays . . . they have to basically fire very fast invisible missiles with the missile trail (smoke) behind it simulating the actual laser. Identical in manner to how the Lucifer's beams worked in Freespace 1 (dunno if you played that).
       I'm guessing that a person could make animated missile trails to better simulate the beam effect. As well, a person could probably also do a "Muzzle Flash" (similar to what flak have) to simulate some sort of muzzle glow for the laser.

       But bottom line is that the beams probably won't be beams unless someone can figure something else out. But . . . the end effect could probably look a lot more cool than what I did (as it was only a test). Not sure what's all possible with FSOpen. So maybe a person can make the smoke trails animated, have them glow, etcetera . . basically look like beams even though they're not beams.

      Also the maximum number of fire points on any one turret is 10. I learned this the hard way. So all Bays would need to be broken down into ten point blocks. This means that a 100 gun bay will actually be 10 turrets. But, even though it's 10 turrets, each of those turrets will fire 10 shots for 100 shots total. In my picture above, that's 3 turrets firing . . .but it's 30 shots altogether. It also probably wont be firing at exactly the same time . . . nor will it necessarily only fire at one target. A person can specify that it only fires as capital ships through certain weapon flags I'm pretty sure but if there's more than one large non-fighter ship in that direction the ship will probably split fire to a degree. Though . . it does seem that even though I had seperate turrets for the bays, often the bays would fire at the same sort of area on the enemy ship. So even though a ship can fire at multiple ships in one arc, it may just fire at one ship? Who knows.
     EDIT - Oh, but the FREDer can give each turret priority for who to fire at. So for well-scripted missions, the FREDer can give the whole 100 gun bay of 10 turrets the same target priority so they should shoot at the same target more/less. Though not necessarily all at exactly the same moment. It'll be a little broken up I'm sure.

   
    Also quite frankly I would just ignore shields.
    Renegade Legion shields don't work like Freespace shields. RL Shields don't absorb damage, they stop it entirely. In the game, this is equated as a modifier to hit. Basically a fighter or ship with stronger shields is harder to hit because there's a greater chance the damage will be stopped entirely by the shield. (A higher shield rating means the shield is "up" more often, meaning less chance of enemy firing hitting the ship). But a person can't really simulate this in FS2 at all. What a person could do is add a base percentage onto the hitpoints per shield rating to reflect the added toughness of the ship. So a ship with 100 hull all around and rated 3 shields will have more hitpoints than a ship with 100 hull and rated 2 shields.
   Though I don't know how the Wing Commander shields work in WCSaga. If they block damage all together, what a person could do is give all the ships shields and make all weapons ignore shields except for fighter missiles. Since in the game, it seems they're the only weapon which is stopped cold by shields altogether.
« Last Edit: March 19, 2008, 03:54:25 am by Akalabeth Angel »

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Wow! that's very impressive: technically it's very close to what I was imagining angel.

Now, in order to avoid overloading the F2s engine with shots, I would see the bays fire their cannons in a sweeping manner (in a 100 bay: 10*10). However, if you say a 100 bay will be 10 10 bays, the damage must registed equally to all of them (in order to be able to destroy the entirety of the 100 bay)

Also, regarding the shields, we will use normal ones: Basically, flicker shields CAN be overpowered too.

 
Re: renegade "vae victis" project: need help.
Wow! that's very impressive: technically it's very close to what I was imagining angel.

Now, in order to avoid overloading the F2s engine with shots, I would see the bays fire their cannons in a sweeping manner (in a 100 bay: 10*10). However, if you say a 100 bay will be 10 10 bays, the damage must registed equally to all of them (in order to be able to destroy the entirety of the 100 bay)

     Well, I don't really think the bays would overload the FS2 engines. 10 bays firing 10 shots is the same as 12 fighters firing 8 hornets each (96 missiles). Same number of missiles, it's not going to affect anything. Well, not at present anyway. If the trails could be animated and stuff it might matter . . . would have to see.
     I don't think you can really have the bays all linked together. It's like 10 seperate turrets. Unless the FREDer did like "when Bay X is destroyed, sabotage Bay X2-X10 or something". If one turret is destroyed, think of it like the bay is damaged and has less firepower. It's unrealistic to shoot one group of 10 lasers and have 10 lasers way down the line get destroyed too. A 100 gun bay might be like 300 meters long. Destroying 50 meters on one end shouldnt affect the other lasers 200 meters down the line I'd think.
     BUT for a specific mission, let's say the player has to take out some broadside bays on a battleship of 100 lasers or whatever. You could especially FRED the mission such that after a few bays are destroyed, the rest are destroyed or perhaps more realistically they just stop firing (you can lock the turrets). But in a normal mission, wouldn't really bother. It would be a bit of a hassle to do every time especially with multiple ships. But it is possible. Again, while a Bay might be a single weapon in the boardgame that's more for the sake of simplicity. For a MOD I'd think to move it in a little more realistic fashion. Though as I said, special missions would be possible.
     The bays do fire in a sweeping manner on an individual basis, they fire one shot 10 times from 10 different points in sequences (though the start point moves up each time, so the first shot is 1-10, the second is 2-10,1 the third is 3-10,1-2, the fourth is 4-10,1-3 etcetera, if you know what I mean) Rather than 10 shots all at once. It's like a hornet firing from a fighter craft. But having them sweep from 0-100 would be not possible as far as I know. Happy circumstance perhaps.


Quote
Also, regarding the shields, we will use normal ones: Basically, flicker shields CAN be overpowered too.

    Er, yeah. But . . .overpower = ignore.
    In Centurion for example, there are two types of weapons. Weapons that care about Shields, and weapons that don't (MDCs). There's no inbetween. There are no, for example, weapons that degrade shields. Shields never get worse, they either stop the damage completely or they don't. It's like a completely different concept. In Freespace it would be like a fighter going invulnerable, and vulnerable, and invulnerable again multiple times over the course of a second. And when you shot at the fighter, either you did ZERO damage, or you did full damage. That's what a flicker shield is.
   But if you just to want to translate them into the game as normal shields instead of flicker-style then that's cool.
   

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
No, I meant the flicker shield can be overpowered (pierced) by a sufficient volume of fire (I suppose this rule was made up to suit up more to the battle for jacob's star space sim). What I'm trying to say is we will keep a standard shield (for cap ships and fighters).

Besides, the idea of Fs1 lucifer "beams" is a good idea, however, the beam charge and noises is something I would like to keep with the "pseudo beams", also one thing I loved with real beams is that they scoured the target's armour, while the lucy's didn't do visible damage (just the sexp stipulating the galatea's huul should go down to 32, then to 1 then to 0).

One thing I'm thinking about too: There isn't one type of laser bay only: lasers have dimentions (the bigger the better range and damage). Shall we set a damage and range for each of the types or shall we "standardise"?

And of course, the fact of having bays being consisted of 10 "mini" bays (careful, there are 25 gun bays), is a good idea, but bays plus spinal mount plus turrets (the missiles will simply be one subsystem spawning missiles aroud the ship): Are we not going to go past the FS engine limit?
« Last Edit: March 19, 2008, 11:30:57 am by starlord »

 

Offline gevatter Lars

  • Another wingnut
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    • http://gevatter_lars.tripod.com/
Re: renegade "vae victis" project: need help.
I think haveing different types of Lasers makes sense.
About using missiles...give them a homing ability and it would make a greate anime like FX ^_^
I know its not what you want but would still look interesting.

@Akalabeth Angel
Would you mind to release the model/textures and its tbl files?
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

 
Re: renegade "vae victis" project: need help.
Quote
Besides, the idea of Fs1 lucifer "beams" is a good idea, however, the beam charge and noises is something I would like to keep with the "pseudo beams", also one thing I loved with real beams is that they scoured the target's armour, while the lucy's didn't do visible damage (just the sexp stipulating the galatea's huul should go down to 32, then to 1 then to 0).

   Hmmn, I don't think you can get a beam charge and cooldown sound with these guns. Normal guns don't really charge and cool down. Unless it's possible to add those sounds to normal weapons? Usually a gun like a flak cannon, or another gun just fires. What a person could do is make a sound that has both the "shooting sound" and the "cooldown" sound. So that every time a beam fired it would have the beam fire and the cooldown sound attached to the end. A firing sound can be as long as a person wants I think.
   Similarly I'm sure the gun can be given any sort of impact explosion a person wants, and at any size as well. The beams won't sort of slash the target like the Terran and Vasudan beams, but they will hit the target like in a row of 10 explosions sorta thing (same as how they fire).

   Hmmn, when I threw a third ship in there. There did seem to be some slowdown . . . so maybe animated missile trails would be a little out of the question. Who knows, would have to see. The sound would be definately doable I think.

Quote
And of course, the fact of having bays being consisted of 10 "mini" bays (careful, there are 25 gun bays), is a good idea, but bays plus spinal mount plus turrets (the missiles will simply be one subsystem spawning missiles aroud the ship): Are we not going to go past the FS engine limit?

   Oh making some "half" bays/turrets of 5 shouldn't be a problem.
   The game seems to have a limit of about 100 turrets. For most ships, this shouldnt be a problem . . . the Venatrix is a notable exception as it has 12 bays of 100 guns each (120 turrets) not including AF defenses. For that, well a person could potentially basically combine bays . . . it wouldnt be ideal, but a person could say just give it bays that fire twice instead of once. Same firepower, but it'll look a little less impressive perhaps. For the Venatrix in particular, the basically 80 of those guns could be turned into 40 since the aft 20 are identical calibre, the front are identical calibre, etcetera . .. .
   
   I think a person would definately want to re-create every laser mount. Give them different ranges, different damages. Higher diameter give them broader beams sorta thing.

   And for turrets . . honestly I would ignore what the book says and for turrets their application should be a lot more liberal. As it is, each class of ship has EXACTLY the same anti-fighter defenses. That's honestly really boring. Imagine if in Freespace 2, the Fenris, Leviathan, Cain, Lilith, Aten, Mentu and Aeolus all had exactly the same fighter defenses. Anti-fighter defenses are basically the biggest interaction the player has with capital ships, I would certainly look at making some ships good anti-fighter ships and have some ships as fairly crappy. And  base that largely on whatever information a person can get out of their description or the ship's intended role.

Quote
About using missiles...give them a homing ability and it would make a greate anime like FX ^_^
I know its not what you want but would still look interesting.

    Eh . . anime? Bah. Save it for a Gunbuster mod.  :nod: The Gunbuster's "homing laser" was one of the low points of the OVA for me to be honest. Whereas I thought the "main barrage" from the fleet was more of a camera effect or something rather than having them home in on the fleet (in the first large engagement, when the lasers sorta curve around the planet at the alien fleet). Also, since they're going to be primarily anti-ship weapons . . I think homing lasers would mean that they would basically never miss. Maybe kinda boring?? I dunno. But they'd definitely read/look more like missile barrages than laser fire that's for sure.

I attached the ship in a zip file. It's a piece of crap to be honest. The model's a little screwed up . . . the textures are just from the Deimos and I don't know how to tile them so it's stretched all over the place. The port side has 6 turrets/bays, the stbd has 1, the front has 1 spinal mount sorta thing (with some dink gun in there). Also the turrets are messed up, for some reason the turrets all register in flight as being at the same point in the hull. I think this in turn causes no more than 4 of the turrets to work at any one time (by work I mean fire). I added engines but I couldnt seem to add thrusters, I dunno what the heck. Maybe MODView isn't ideal.

But basically, all you had to do is make a new folder in your FSOpen directory (ie RL) then extract the zip there and it'll release a data folder, etcetera. I included some crap test mission with three of the ships fighting a Deimos. One of them I gave a slightly different gun. It fires harbingers Fusion Mortar-models instead, and in volleys of 20 . .. with that ship there, it can slowdown a bit on my computer. Obviously the lasers shouldn't fire missiles but what I do like about that is that from a distance it looks like the lasers have a bright head to them. I think that's sorta cool.
   
I'm not sure about velocity limits in FS2. Obviously the lasers should be pretty fast. And the missile trails life should last at least as long as the weapon's range. If the trail starts to dissappear before the laser reaches its target it wont look like a beam imo.


       Hmmn, like what I see for capital ships in RL:
       Personally I'd like the engagement distances to be a lot bigger . . for like 37.5 . . .the longest range, make it like 10-20kms range.
       Think about it, you've got like a Shiva and an Ultor class (ie the Kraken), circling eachother at like 10 kms. Each of them firing broadsides of 250 lasers from their 37.5 bays. Meanwhile the player is caught inbetween, doing whatever they're doing while the two behemoths whittle eachother down at extreme range. Maybe give the "lasers" like velocity 2-3000 or something, at 10km they reach their target in like 3-5 seconds.       I like the look of large glowing laser heads . . . the player's flying around, suddenly 10-20 lasers fly right past him in front of him. That'd be cool.
       20km might be a little long . . . .15 might be ideal for the extreme range of 37.5. This doesnt mean that every battle would take place at the range, not at all. You don't want a bunch of missions where the player spends half the time going places. That would get old pretty fast. But the higher ranges would allow ships to really exploit their roles. The TOG Morkanium for example has no spinal mount but carries nothing but 37.5 bays as a destroyer. Throw it up against something like the RL Exeter which has 22.5 guns which have half the range. And the Morkanium can actually act like it ought to . .. maybe the player is based on the Exeter, the Morkanium comes in and is staying at like 9km. The player has rush over and disable it's guns before his own ship is torn apart. Or maybe disable the engines, so the Exeter can move in and with its lower-ranged but more numerous weapons deliver a killing blow.
 
Looking at laser length, this is how it might translate in different possible scales.
                       Boardgame           1:1            4:3           2:1 (hexes to km)
37.5                      20                  20km        15km       10km
30                         15                  15            11.25         7.5
22.5                      10                  10              7.5             5
15                          6                     6              4.5             3
7.5                         3                     3              2.25          1.5
1:1 might be a little much. But 4:3 or 2:1 would be cool I think.
     So there's basically 5 range brackets of weapons, and in each of those weapon there's 6 calibres (30cm, 25cm, 20cm, 15cm, 10cm, 5-6cm)
     Which translates into basically 30 weapons. Plus 5 spinal mounts is like 35 types of ship weapons (not including AA turrets). That's not too too many, not sure what the limit is for the weapons.tbl :)
     6 calibres also means 6 types of bay turret models/meshes. Which again isnt that many. A person could potentially even uh . . . diversify it a bit more and have them look different for each faction (slightly?). Kessrith might be a bit different, not really sure who they are yet.

     EDIT And actually, that range conversion of 4:3 or 2:1 would work well for the fighters too. Fighters have a max range in Leviathan of 3 hexes . . . which is as it says about 2.25km or 1.5 (2250 meters of 1500 meters). This is comparable to the fighter ranges in Freespace 2. So it seems like a good fit. (basic subach is about 1000 metres, Prometheus-S is around 1500-2000 I think).

     Anyway, this post is too damn long already so that's enough for now.

[attachment deleted by ninja]
« Last Edit: March 19, 2008, 08:25:48 pm by Akalabeth Angel »

 

Offline Backslash

  • 29
  • Bring Our Might To Bear
Re: renegade "vae victis" project: need help.
Lotta good stuff here.  :yes:

WCSaga's shields aren't quite as clever as you conjecture... missiles merely do less damage to shields than to hull.  If your shield is up, your shield will take the damage (but you probably don't want to get hit by another missile right away).

Nice work AA... I was just about to suggest doing such a thing.  For gameplay questions like these, it's often a good idea to just 'get it into the game' and experiment -- forget about pretty looks and proper models until you have the time and support and talent. :)  I'm going to go play with it.

Yeah, don't use Modview any more... I think you'll have a lot better success with PCS2 now that it's at a stable release.

You can have animated muzzle flashes... wonder what a long animation would look like.  You could probably have that 'glowing head' effect and make a tiny model to make the actual solid 'missile' invisible.  Some tweakage or additional options for properly 'glowing' missile trails might be doable too -- and if not, with luck it'll be easy for me (or someone) to add to the code.

'Charging' non-beam weapons (complete with effects and sounds) has been on the wishlist for quite a while.  I'll take a look at it when I have some time but I can't promise anything.  I did just think of a possible silly workaround -- have two weapons (per caliber).  The first would have the 'charging' sound, a long muzzle flash, and an almost nonexistent look and speed.  After a second or two it spawns the second weapon, which has the 'firing' sound (perhaps combined with the 'cooldown' sound) and the fast speed and visible attributes.  There may likely be some downsides to this method... we'll have to experiment.

Are there descriptions of what these lasers look like?  If not, might I suggest eventually giving different calibers different colors?

How fast are fighters on average?  How long should it take them to get between two Leviathans standing off 20km apart?

 
Re: renegade "vae victis" project: need help.
WCSaga's shields aren't quite as clever as you conjecture... missiles merely do less damage to shields than to hull.  If your shield is up, your shield will take the damage (but you probably don't want to get hit by another missile right away).

    Hmmn, not quite sure what you mean. Are you talking about ships specifically or fighters as well?
    I haven't really examined the WCSaga shields at all . .  . I think my computer had some problems playing one of the later missions, the shockwaves would make my Open crash (animated shockwaves I think??). I remember the fighter combat being really lethal. Mission launch tone would put the fear of god into me that's for sure.

Quote
Nice work AA... I was just about to suggest doing such a thing.  For gameplay questions like these, it's often a good idea to just 'get it into the game' and experiment -- forget about pretty looks and proper models until you have the time and support and talent. :)  I'm going to go play with it.

Yeah, don't use Modview any more... I think you'll have a lot better success with PCS2 now that it's at a stable release.

      Well, there's no point modelling anything if the fundamentals of the universe can't be applied (ie why do a huge battleship if you can't even get the guns to work). The bays were sort of the main problem in my mind . .. other things can be worked around in different ways.
      PCS2 doesnt really like my computer. I can run it on a basic level but it crashes if I try to add gunpoints and the like. PCS1 seems to work more/less, but the interface is like . . . bright white all the time (my model I mean). So I found it a little difficult to add points. I was putting my fighter in there just for fun and couldnt get thrusters in Modelview so I tried in PCS but I figure out where the point was. So just went without fighters. Ideally though, PCS2 sounds good so If I can get it working that'd be cool.

Quote
You can have animated muzzle flashes... wonder what a long animation would look like.  You could probably have that 'glowing head' effect and make a tiny model to make the actual solid 'missile' invisible.  Some tweakage or additional options for properly 'glowing' missile trails might be doable too -- and if not, with luck it'll be easy for me (or someone) to add to the code.

'Charging' non-beam weapons (complete with effects and sounds) has been on the wishlist for quite a while.  I'll take a look at it when I have some time but I can't promise anything.  I did just think of a possible silly workaround -- have two weapons (per caliber).  The first would have the 'charging' sound, a long muzzle flash, and an almost nonexistent look and speed.  After a second or two it spawns the second weapon, which has the 'firing' sound (perhaps combined with the 'cooldown' sound) and the fast speed and visible attributes.  There may likely be some downsides to this method... we'll have to experiment.

     Hmmn, not sure how that'd work with like a turret with 10 firepoints firing 10 beams. But . . . who knows. Could try it out (the workaround I mean). I tried to actually put the "railtrail" as an animated flash for the beams but it didnt really seem to work so I just forgot about it (the railtrail is the railgun particle spew from TBP AFAIK).

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Are there descriptions of what these lasers look like?  If not, might I suggest eventually giving different calibers different colors?

How fast are fighters on average?  How long should it take them to get between two Leviathans standing off 20km apart?

     Lasers . . . don't know, haven't really read anything. I thought about looking for some of the novels to see if they can give some more background on what's going on. Thought I'd check out the local bookstores before I ran to amazon. I'm thinking that giving different ranged beams different colours makes sense for sure, for large damage potential I figure just giving it a big missile trail would make sense. That's my thoughts anyway.

     As for the fighters . . . uh, well strictly speaking in scale terms a fighter can move about 2500 m/s which is a little fast for Freespace (average fighter probably moves about 10 hexes in the game, each hex is 75km and each turn is only 5 minutes so that's like 2.5 km /sec).
 
    But in more relativisitic terms . .. Most fighters are about twice as fast as the fastest ship. So if the fastest ship was say 30 m/s the average fighter would be 60-65 m/s sans afterburner with the fastest fighter being 100 m/s and the slowest around 50m/s. That's by Leviathan Squadron values anyway. .. if you go strictly by the fighter stats, most fighters are barely faster than the fastest ship. so it would be like . .. 42m/s? Yikes, pretty slow. One thing I didnt understand at first is that, fighters in Leviathan are sort of given a boost in fighter speed because in the game, fighters have a set number of moves they can make in a turn and that never changes. Whereas ships can accumulate speed from turn to turn (ie they have momentum throughout the game) so the fighters were kinda skewed a bit to compensate. I'd probably go with the higher levels just to keep it more in line with sorta freespace gameplay. Though the slower approach might be interesting too . . . make the afterburner much more important perhaps. The lower values would also leave some room for improvements from new designs, etcetera.
   But yeah, I think 20km is a little too far :) 10-15km is maybe okay. The ship is far enough away to look epic sorta thing but not too far that you couldnt get there if you needed to.

 
Re: renegade "vae victis" project: need help.
        Btw, I dunno if anyone posted this earlier in the thread, know Starlord was asking about it.
        But here's some reference from Gunbuster that me and Gevatter have likely both seen about a dozen times and drooled over.

http://www.youtube.com/watch?v=t8OwY86Pd5c

        Bugger, wrong link. Just a second.
        Here's the right link: http://www.youtube.com/watch?v=yboCSFYAX0c

        Unfornuately, like all Youtube you'll have to deal with the fanboy's overlay music (which is in many cases far inferior to the original score).
        At time reference: 1:10 you can see the lasers opening, preparing to fire
        At time reference: 2:10 you can see the lasers actually fire.

    If we could get Renegade Legion battles looking like that, that would be freaking awesome. But who knows . . .
    Notice that there's no warmup, and no warmup sound, but that the lasers still look damn cool. Though of course the guy says "fire" which is the anticipation to the firing instead of some muzzle glow. It's probably impossible to get them all lined up like that. But no worries.
    But if they could code muzzle glow and/or sounds for non-beam weapons that'd be sweet too.
« Last Edit: March 20, 2008, 01:46:13 am by Akalabeth Angel »

 

Offline Backslash

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Re: renegade "vae victis" project: need help.
zomg I Must Find Gunbuster.  That looks AWESOME.
At first I was thinking we wanted a slower 'visible' beam travel like we see in those videos, but then considering the distances they are using vs the distances we'll be using (light-minutes vs kms), it should be just about instant.

That is an awesome effect to try to imitate.  Beam weapons really seem like the best solution if they could be made to work with multiple fire points.  I'll look into that.
Hmmn, not quite sure what you mean. Are you talking about ships specifically or fighters as well?
Well, I was just talking about fighters.  But the same sort of happens for capships and torpedoes.  We may yet tweak that... haven't decided whether it's best to HAVE to batter down the shields before a torp launch will be fatal, or the torp actually punches through the shields completely (like some of the canon sources suggest).
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I think my computer had some problems playing one of the later missions, the shockwaves would make my Open crash (animated shockwaves I think??).
Please let me know your video card type and amount of video memory -- that shockwave issue happens to a few people, and we're trying to come up with something that will work for everyone.  Especially because there will tend to be a LOT of shockwaves in some missions in the full release :D
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PCS2 doesnt really like my computer. I can run it on a basic level but it crashes if I try to add gunpoints and the like.
That is odd.  Have you reported this?  Normally I'd wonder if it is also video card related, but gunpoints are so simple a concept, one would think they wouldn't be 'hard' to draw.  Bug.

We'll have to try a lot of different speed ideas.  Ignoring Freespace terms for a moment... So if the fighters were moving at 2500 m/s, how fast would an average leviathan be moving?

Back in Freespace terms now.  The idea of a capship being able to accelerate up to rather high speeds is cool, unique, AND maybe doable.  With the right combination of high$Damp, $Forward accel and $Forward decel numbers in ships.tbl entries, as well as $use newtonian dampening in ai_profiles.tbl .

WCSaga dealt with a different speed/distance 'scale' than Freespace by using an entry in hud_gauges.tbl called $Length Unit Multiplier: .  That way the higher visible numbers fit Wing Commander 'canon' while still remaining viable distances/speeds in FreeSpace's engine.  Perhaps something similar could be used here.

 
Re: renegade "vae victis" project: need help.
zomg I Must Find Gunbuster.  That looks AWESOME.
At first I was thinking we wanted a slower 'visible' beam travel like we see in those videos, but then considering the distances they are using vs the distances we'll be using (light-minutes vs kms), it should be just about instant.

That is an awesome effect to try to imitate.  Beam weapons really seem like the best solution if they could be made to work with multiple fire points.  I'll look into that.

   Yeah like a type 5 beam? I dunno.
   Gunbuster was recently re-released on DVD, that's the copy I have. Should be fairly easy to find. It's just a 6 episode OVA. It's a bit otaku-ish but also a lot of psuedo-hard science. It's one of my favourites. Not too much space combat, but what you see there . . . well, all the combat is just as freakin awesome like that man.
   Gunbuster btw is from the guy who did Evangelion. Some of his first work was also the . . . God Warrior sequence in Nausicaa if you've seen that. So yeah, his stuff is pretty awesome. I prefer gunbuster to eva by a long shot I think :). Robots are cool, but robots with spaceships is even cooler.

   And uh . . .yeah, like that laser effect is really not all that fancy. I mean, the lasers flicker. when they're fired there's sort of a expanding shockwave a little bit (totally doable). And I think they're also big to start off with and get smaller . . not sure how the trail stuff works just yet. But notice when it shows the lasers going away it's got the "fatter" glowy head on the front. That's what I was thinking would look cool. And in the thing I uploaded, I do put a ship in there which fires basically Fusion Mortars with long tails. From a distance it looks a bit like a glowy head and it does look cooler imo.

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Please let me know your video card type and amount of video memory -- that shockwave issue happens to a few people, and we're trying to come up with something that will work for everyone.  Especially because there will tend to be a LOT of shockwaves in some missions in the full release :D

     Uh, that's the problem. I don't have a video card . . it's just the basic built in thing.
     I'm starting a new job next week, so once I get some money I'll look into maybe buying a proper card. I know I've got a few games lying around here (Dawn of War, Painkiller) which I bought but can't play because my card sucks. :P That might be the core issue with PCS2 as well . . it's not just gunpoints, it's any points (dock points, missile points, thrust points). I reported it on mantis etcetera already. I saw in another thread someone having more/less the same issue, dunno if his setup is similar to mine.
    Does anyone know is there a command I can do which'll tell me what my computer's specs are? Like in a printout on the screen? I just got some computer from Dell via my parents so not really sure what it's got in it  (aside from two processors supposidely).


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We'll have to try a lot of different speed ideas.  Ignoring Freespace terms for a moment... So if the fighters were moving at 2500 m/s, how fast would an average leviathan be moving?

Back in Freespace terms now.  The idea of a capship being able to accelerate up to rather high speeds is cool, unique, AND maybe doable.  With the right combination of high$Damp, $Forward accel and $Forward decel numbers in ships.tbl entries, as well as $use newtonian dampening in ai_profiles.tbl .

WCSaga dealt with a different speed/distance 'scale' than Freespace by using an entry in hud_gauges.tbl called $Length Unit Multiplier: .  That way the higher visible numbers fit Wing Commander 'canon' while still remaining viable distances/speeds in FreeSpace's engine.  Perhaps something similar could be used here.

     Uh, well basically. Here's the scale of Leviathan
Game Turns: 5 minutes
Hex Area: 75 kms

    Most Leviathans have 2-5 thrust allowing them to accelerate/decel by that much per turn (I'm not sure if any ships have 1 thrust). So for instance, if a ship accelerates by 3 it moves 3 more hexes per turn and moves 225km faster per 5 minutes (750m/s faster I think))
    Most fighters, as a base in neutonian terms have . . . 5-13 thrust? (the fighter-only "Interceptor" game gives them constant momentum as well). But as I said in Leviathan fighters get a boost of 3-4 thrust or thereabouts because they don't do neutonian stuff (and then large groups of fighters lose thrust because of the movement needed to stay in formation or somesuch).
    If a person could introduce neutonian stuff, it might be cool. I don't know how the hell a person would do that. I know some people have played around with it, but in a MOD don't think it's been done yet aside from this sideslip thing. But no increasing momentum.
« Last Edit: March 20, 2008, 03:17:34 am by Akalabeth Angel »

 

Offline starlord

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Re: renegade "vae victis" project: need help.
Knowing that jacob doesn't stick with full neutonian momentum, I suggest we drop the idea.

Also, there are no leviathans at thrust 1 value.

The fighters have from 4 to 13 thrust unit (4 is the guardian, if I recall correctly and 13 is the arcubalista).

Regarding bay lasers colors, I think that we should keep the "basic" laser colour (orange/yellow), as other weapons like the epc and npc (exclusive fighter weaponry) are blue or green, etc...

Regarding AA turrets, Indeed it would be a good idea to specify AA capability for all ships: For instance, the serpens is often used as an anti fighter platform, but what of the canis or seadler?

Also, regarding calibers: It would be a good idea to differenciate them, but caliver variations are also present in fighter armament: a 5/1 laser wouldn't be the same as a 7.5/5 and a EPC9 wouldn't be the same as a EPC18 in damage values (although it would have the same visual effect).

Also, good to know that some guns can clearly bypass shields: This might be useful in later stages.

also, gevetter lars did a quite nice model of a bay (unfortunately deleted by the admin). Could we have a look at it once again?

Also, why do I have the neat impression of seeing TOG ships in that gunbuster clip? :D No seriously, this is truly extremely close to the feel of the renegade legion (I hope some of that feeling will appear in the MOD).
« Last Edit: March 20, 2008, 05:32:48 am by starlord »