Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on April 27, 2002, 02:56:38 pm

Title: List your improvements here
Post by: WMCoolmon on April 27, 2002, 02:56:38 pm
What have people done to the source code so far? Post them here, maybe include some files so that one version can be made with all the improvements added :nod:
Please don't post comments or anything else off-topic. If you want to make a comment about a mod, post it in the forum, not in this topic :nod:
Title: List your improvements here
Post by: Joey_21 on April 27, 2002, 04:16:03 pm
Command briefing animation bug where it doesn't detect keyframes.
Title: List your improvements here
Post by: Unknown Target on April 27, 2002, 04:19:49 pm
Hangars, transforming ships, more effects.
Also, more FRED 2 SEXPs (such as "begin animation")
Title: lol
Post by: deep_eyes on April 28, 2002, 12:31:12 am
1. alot more of EVERYTHING!
2. more animated ship parts.
3. SUPPORT! SUPPORT! SUPPORT! I CAN NOT STRESS THIS ENOUGH! WERE GOING TO BE THE HALF LIFE OF SPACE COMBAT SIMS!!!!!!!!!!!!
4. more support!
5. hangers...........SUPPORT!
6. better shield harmonics
7. movable hoses (like in the gayenmede), the hoves are like drifting (like in HL, the pendilum fuction)
8. daveb and kaazan build the "freespace forever engine"
Title: List your improvements here
Post by: Carl on April 28, 2002, 12:32:14 am
multiply and screen transparency instead of just screen. (for smoke, or dark matter lasers)
Title: List your improvements here
Post by: CP5670 on April 28, 2002, 12:35:44 am
Aside from the AI (the first thing on my wishlist :D), it would be nice if the game automatically detected modified tables and data files based on the currently-selected campaign and used that when playing any of the campaign missions. ;)
Title: List your improvements here
Post by: deep_eyes on April 28, 2002, 12:40:16 am
oh by the way
9. give delta 1 some burn (let him win a round or 2!)
Title: List your improvements here
Post by: Setekh on April 28, 2002, 12:50:36 am
Quote
Originally posted by Carl
multiply and screen transparency instead of just screen. (for smoke, or dark matter lasers)


Hahah, that's an Adobe-ification...

It's called Addition, pilot... that, or inverse of multiply... but addition is what FS2 does. :)
Title: MAX TWEAKING.
Post by: DTP on April 28, 2002, 01:12:50 am
ehhh, it is not a wish list, it is what you have done to the source-code "THAT WORKS", so far. There is another thread on "wishes" /  "requested" else where here

Anyway here is what I have done so far. Keep in mind I like extremes.

Tripled combined max ships to 600 in FS2.exe and FRED2 (actually FRED2 only had a MAX of 100, don’t worry, no more U: R: A Moron stuff either.

Tripled Combined max subsystems to 2100 as a result of that or else FRED2 and FS2.exe will crash upon ship entry (fighters only) #139, Max subsystems (combined) was 700, that was the reason. It is now increased to 2100 ("tripled").

FRED2 now crashes on ship entry number approx #405, but note, that is when the numbers of subsystems on all ships combined exceeds 2100, properly should increase it to something extreme like 700*6=4200, since I increased FRED2 limit to 600, (six times the original setting). So 4200/600 = 7 subsystems averaged pr ship. I assume people understands the reason for limits today and are able to put restrictions on them-self when creating missions with this utility.

More cap ships means less combined ships.

Have not touched maximum subsystems pr ship yet, since i simply cannot see any reason for any ship to have above 99 subsystems.

Maybe i will fix that if somebody can give me a really really good reason for it, other than the "I want the DEADSTAR with Guns all over in SCALE 1:1" reason.

Increased max_shield_icons to 80, that means apart from the 33 original icons you now have 47 free ones. 40 extra`s shield icons.

These are easy modifications as they only requires a number or some numbers dependant on each other to be changed.

Looking at adding insignias to cap-ships. "Name plating", without having them in
player’ Squadron.

Actually played around with a new species entry, Ancients or something similar
But got some icon.tbl parsing errors on that one, so I discarded it and will look at it later.

New Light and stuff, will also be added later, if I`m able to do it, remember I`m no expert on this c++, I learn as I make mistakes and false assumptions, and when the light dawns on my head I start wall banging with this very head. :D.

Note, I just played a mission, but it was a mission made by the original FRED2.exe, it crashed when I hit ALT-J in game. Maybe it is that Parallax error Avenger referred too. Dunno. Maybe it was because of the new settings, or maybe something else. Dunno looking at it, as I did not have Debug running at the time.

But for starters it works until u press ALT-J in multiplayer, have not tested Single yet.
Title: List your improvements here
Post by: Setekh on April 28, 2002, 01:34:25 am
Whoa... quite a list... :D
Title: List your improvements here
Post by: Carl on April 28, 2002, 01:36:28 am
i need someone to make it so the engine glows are rendered twice as big so i can make a decent new glow.
Title: My $0.02
Post by: Liberator on April 28, 2002, 01:46:15 am
FS2 is pretty good the way it is and I don't know enough about the little ticky things about the engine to comment, but one thing that I would like to see someday would be large scale damage effects on capital ships.  Like when a TSlash or a BRed really creams another ship have the impact point glow or something.
Title: List your improvements here
Post by: Carl on April 28, 2002, 01:48:14 am
geo-modding is good for that.
Title: List your improvements here
Post by: Setekh on April 28, 2002, 01:52:30 am
Geo-modding is way out of our reach for now. ;)
Title: List your improvements here
Post by: Kellan on April 28, 2002, 03:23:47 am
Animated textures would be the best shot for something like that. They could glow white-hot and then cool down to be a black patch or something, covering the texture below (that way, 1 ani can apply to all ships if it doesn't have to integrate the maps below).

But I have no idea how hard that is.
Title: List your improvements here
Post by: Setekh on April 28, 2002, 03:38:27 am
Quote
Originally posted by Kellan
Animated textures would be the best shot for something like that. They could glow white-hot and then cool down to be a black patch or something, covering the texture below (that way, 1 ani can apply to all ships if it doesn't have to integrate the maps below).

But I have no idea how hard that is.


Hmmm... actually, we already have some animations in the FS2 VPs that could fulfill that position. :)
Title: List your improvements here
Post by: Bobboau on April 28, 2002, 04:00:43 am
I got fighter beams (http://www.hard-light.net/forums/index.php/topic,7197.0.html) to work

damn I sure am proud of my ability to write a simple for loop :D
Title: List your improvements here
Post by: Setekh on April 28, 2002, 06:14:24 am
Well, it's the results that matter ;)
Title: List your improvements here
Post by: wEvil on April 28, 2002, 06:41:16 am
Quote
Originally posted by Kellan
Animated textures would be the best shot for something like that. They could glow white-hot and then cool down to be a black patch or something, covering the texture below (that way, 1 ani can apply to all ships if it doesn't have to integrate the maps below).

But I have no idea how hard that is.


Particle systems/particle age?  Take a look at...damn.

do a google search for PETER WATJE, his particle systems for MAX come with the source, so it might be relatively easy to splice it in (with his permission of course), or do some derivative work off it.
Title: List your improvements here
Post by: Nico on April 28, 2002, 09:33:11 am
Quote
Originally posted by Carl
i need someone to make it so the engine glows are rendered twice as big so i can make a decent new glow.


what? just double the radius in PCS.
Title: Re: MAX TWEAKING.
Post by: _argv[-1] on April 30, 2002, 02:20:34 pm
Quote
Originally posted by DTP
Have not touched maximum subsystems pr ship yet, since i simply cannot see any reason for any ship to have above 99 subsystems.

Maybe i will fix that if somebody can give me a really really good reason for it, other than the "I want the DEADSTAR with Guns all over in SCALE 1:1" reason.


Hey, can't hurt, can it? It's not like people are using boxes with 16 MB of memory anymore. :rolleyes:

Quote

These are easy modifications as they only requires a number or some numbers dependant on each other to be changed.


Then perhaps you could increase the number of ships/weapons. :D

Quote

Looking at adding insignias to cap-ships. "Name plating", without having them in
player’ Squadron.


If you're feeling really adventurous, you could take this a step further and render the Orion nameplates from scratch. I guess you'd need to have a large set of bitmaps, one for each character, with an alpha mask and all of that. Probably non-trivial.
Title: Re: Re: MAX TWEAKING.
Post by: DTP on April 30, 2002, 02:58:59 pm
Max sub systems pr ship; not a legitimate reason from my perspective Big mesh 2500 polygons+ 150 subsystems that has an average polygon count of 20 = 2500+(20*150)=5500 polygons for 1 ship. Ehhhh, we don’t all have the latest CPU and GFX card, and more memory don’t solve Rendering speeds for GFX cards, remember more polygons means slower Frames pr second.

Limits for FS2 and FRED2; already did, 400 ships possible. Have not touched weapons yet as I’m looking at max ship types. When I get the time

Ships.tbl is set to 1000000 bytes, instead of 390000 bytes but what good is this if you cannot have above 130 ship types, the current setting. That is why I’m looking at this rather than going ahead and code new stuff.

Nameplates: you simply need a box where you can assign an insignia in FRED2. And of-course the corresponding code in FREESPACE2 to project this texture.

PCS already has the ability to put in an insignia on any kind of model so I / we would not need to wait for any further development of PCS for this kind name plating to work. Of course I’m not talking about the standard insignia 64*64 size, but a texture that is max 256 in height and max 256 in length. More than adequate for "name plating", this is the most easy and in-expensive way to do it, and thus it ensures backward compatibility with POF files that has no “name plating” data. So in essence we need no extra data part in the POF file. We can use the POF file as they are right now.