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Hosted Projects - Standalone => Diaspora => Diaspora 3rd Party Missions, Mods & Campaigns => Topic started by: piRatemasterYT on November 21, 2016, 06:42:53 pm

Title: Mission Jumping
Post by: piRatemasterYT on November 21, 2016, 06:42:53 pm
Apparently jumping is a son of a gun in FRED_2 land. Is there any way I can learn how to jump ingame without ending the mission?
I feel I also must mention that I do not have a keyboard with a numpad, so my ability to place things correctly was severely limited.
Title: Re: Mission Jumping
Post by: piRatemasterYT on November 21, 2016, 08:04:58 pm
Attached is a little mission I created based off of the Rebel Cylons seen in the 2004 series. The goal is to jump to the Basestar, make sure it's not going to backstab you, and then bring back a Heavy Raider to the Battlestar. Obviously, I'm not there yet, but here's what I have so far. This was mostly me throwing things at a wall to see what works.. and by ripping it from the Asheron campaign. pls dont sue

[attachment deleted by admin]
Title: Re: Mission Jumping
Post by: karajorma on November 22, 2016, 06:32:37 am
You might want to look at the mission from Diaspora where the Raptor jumps for inspiration on how to do things.

I'll give this mission a try as soon as I can find some spare time.
Title: Re: Mission Jumping
Post by: piRatemasterYT on November 22, 2016, 11:30:25 am
Unfortunately, I can't find the files housing the core Diaspora campaign missions.
Title: Re: Mission Jumping
Post by: Crashdown117 on November 23, 2016, 03:36:27 am
Unfortunately, I can't find the files housing the core Diaspora campaign missions.

It's "R1_Core.vp" in whatever directory you installed the game, e.g. C:/Program Files/Diaspora
Title: Re: Mission Jumping
Post by: FrikgFeek on November 23, 2016, 04:23:19 am
Try going through Axem's in-mission jumping tutorial on the wiki.

http://www.hard-light.net/wiki/index.php/Tutorial_-_In-Mission_Jumps

Might be a bit outdated by now though, but all techniques from that tutorial should still work fine.
Title: Re: Mission Jumping
Post by: AdmiralRalwood on November 23, 2016, 09:35:56 am
Perhaps somebody should make a Diaspora-specific version of that tutorial (subspace tunnel probably unhelpful, for instance).
Title: Re: Mission Jumping
Post by: piRatemasterYT on November 23, 2016, 01:27:11 pm
After doing minor conversions of that mission attempting to micro-jump crashed my game. This is likely due to the same error I've been getting for a while, but I'm not sure.

The error is as follows:
Can't open model file <subspace_big.pof>
KERNELBASE.dll! WaitForSingleObjectEx + 75 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
FS2_Open_Diaspora_R1.exe! <no symbol>
FS2_Open_Diaspora_R1.exe! <no symbol>
ig75icd32.dll! DrvSetLayerPaletteEntries + 2267726 bytes
ig75icd32.dll! DrvSetLayerPaletteEntries + 2241438 bytes
ig75icd32.dll! DrvSetLayerPaletteEntries + 2245691 bytes
ig75icd32.dll! DrvSetLayerPaletteEntries + 2187706 bytes
ig75icd32.dll! DrvSetLayerPaletteEntries + 2535048 bytes
ig75icd32.dll! DrvSetLayerPaletteEntries + 2535048 bytes
ntdll.dll! RtlFreeHeap + 3941 bytes
FS2_Open_Diaspora_R1.exe! <no symbol>
FS2_Open_Diaspora_R1.exe! <no symbol>
ig75icd32.dll! DrvSetLayerPaletteEntries + 1606156 bytes
ig75icd32.dll! DrvSetLayerPaletteEntries + 2933990 bytes
FS2_Open_Diaspora_R1.exe! <no symbol>
ig75icd32.dll! DrvSetLayerPaletteEntries + 1718334 bytes
FS2_Open_Diaspora_R1.exe! <no symbol>
FS2_Open_Diaspora_R1.exe! <no symbol>
FS2_Open_Diaspora_R1.exe! <no symbol>
FS2_Open_Diaspora_R1.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
Title: Re: Mission Jumping
Post by: piRatemasterYT on November 23, 2016, 02:20:49 pm
oh hi log

[attachment deleted by admin]
Title: Re: Mission Jumping
Post by: karajorma on November 23, 2016, 09:38:58 pm
I think the problem is that you are trying to do a Freespace style jump in Diaspora and the problem is that we don't support those cause they aren't something you see in BSG.

What you need to do is to follow the way we did it in the raptor mission. You'll need a tool to extract the mission from the VP file mentioned above. I've always just used VPView for the most part but others can recommend one which is easier to use. Once you have the mission file you can then open it in FRED and see how we did it there.

I'll probably have to write an in-mission jump tutorial at some point but right now I'm up to my eyeballs in work.
Title: Re: Mission Jumping
Post by: AdmiralRalwood on November 24, 2016, 12:00:01 am
You'll need a tool to extract the mission from the VP file mentioned above. I've always just used VPView for the most part but others can recommend one which is easier to use.
My personal preference is VPGUI (http://www.hard-light.net/forums/index.php?topic=83920.0), which has drag-and-drop functionality.
Title: Re: Mission Jumping
Post by: piRatemasterYT on December 19, 2016, 09:01:05 pm
I'm looking at the original Diaspora campaign missions and only finding ways to frak them up.

Any progress on that jumping guide adaptation to Diaspora while I wait for a keyboard with a numpad?
Title: Re: Mission Jumping
Post by: Nightstorm on March 18, 2017, 09:08:36 am
In short, you don't actually "jump".  What you do is have the jump effects, all of which are laid out in Mission 3 of Diaspora and you Fade out the screen.  While it's faded out,  you re-arrange the battlespace out of sight of the player.

1. You limit DRADIS range to say 60KM, this prevent any previous debris from being targetable as you can't remove debris.
2. You vanish any ships that are remaining except for the player.
3. You remove the skybox, background, star ect and replace them with the new ones you want, presuming you're jumping to a new location.
4. You add in any ships you want at the new location that is greater than 60KM from the previous location.
5. You move the player ship to the new location with coordinate SEXP.
6. You reversed the jump effects and Fade back In.  - Jump Complete.

Of course you had to enable ALT-J and reset it, and the jumping ship has to have a jump drive.
Title: Re: Mission Jumping
Post by: piRatemasterYT on March 18, 2017, 03:52:50 pm
Ah, that sounds right. I wasn't expecting to jump, but I didn't know until recently that fading out meant fading to white, which I discovered was possible. Most of what you said will take some scavenging but I can figure something out.
Title: Re: Mission Jumping
Post by: xenocartographer on March 18, 2017, 09:25:09 pm
Axem's got an in-mission jump script that I could modify to play nicely with Diaspora if you'd like.

As for not having a numpad - I'm in something of the same boat, but there is a solution! On my numpad-less laptop, turning numlock on remaps some of the keys on the right-hand side to work like one, which may work for you. Alternatively, there are programs out there to remap keys, which you could use to emulate a numpad; this is what I did before figuring out numlock.
Title: Re: Mission Jumping
Post by: Nightstorm on March 19, 2017, 05:19:02 pm
A script for in  mission jumps would be awesome.  I plan to use it a few times in a project I'm working on :)
Title: Re: Mission Jumping
Post by: xenocartographer on March 19, 2017, 07:29:27 pm
Okay, here (http://codepad.org/rJKnuEhx) you go! Just do IMJump:Diaspora('Ship', 'Waypoint list') and the ship will jump to the first waypoint in that list, facing the second.

The script isn't mine, though, it's Axem's - I just added Diaspora compatibility :) You're also getting an experimental feature of mine, which allows multiple ships to jump at once (in the original script, it was only safe to have one ship in subspace at once because they could end up inside each other, and always would if given the same destination). If you want multiple ships to jump, the when-argument trick described in the comments is pretty neat.

I recommend not using this for anything larger than, say, a Chronos, or more than twoish wings at once. Lmk if you care about either of those, though I'll likely enable them for my own purposes anyway.
Title: Re: Mission Jumping
Post by: Nightstorm on March 20, 2017, 08:42:35 am
I'll give this a try thank you!