Author Topic: New Features for POF Version 3000 [FS2 = Version 2117]  (Read 33620 times)

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Offline Kazan

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New Features for POF Version 3000 [FS2 = Version 2117]
I plan on adding

Objects that move upon script = ie
When
---fires(Turret01, -5) //five seconds before Turret01 files
------Move(Object, x, y, z); //where X,Y,Z are replaced wiht correct values

or
When
---Launces(FighterBay01, -10) //ten seconds before fighters are launched from FighterBay01
-----Move(DoorRight, -200, 0, 0):
-----Move(DoorLeft, 200, 0, 0); // that would make the two door objects open [Hey IceFire! FS2:TBP could use this :D]


Hull Lights [ie running lights like in IWar2]

That will require 2 new chunks

MVRS or "Movers"
LGHT or "Lights"

who else has suggestions
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Offline Ulundel

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
v00t!

 

Offline Unknown Target

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
How about support for trails? (For TAP)
And something....I forget what it was, but something for MODabilaty, especially for the Robotech MOD...
Oh, yea, not sure if this is what you mean in your last post, but how about animations that, stay (as in-fighter to gerwalk-to battloid, and back again)?
Also, more ability to be MODed, and how about a feature for a cockpit (you can turn this on or off, if you want), rather than just the bland HUD of FS2....
Cheers!
Unknown Target
« Last Edit: April 13, 2002, 10:35:54 am by 368 »

 

Offline Kazan

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
we already have trail support - it's in the tables
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Thorn

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Man, didnt we already discuss the trails?
Not. Gonna. Happen.

 

Offline Thorn

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Quote
Originally posted by Kazan
we already have trail support - it's in the tables

He means engine trails, like in Homeworld. Fighters and Corvettes leave long colorful ion trails. Only way to make em work would be to make the mission in an invisible nebula, and that means no backgrounds. Too much work for a useless effect.

 

Offline an0n

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Explosion orders so the ship blows up in a certain way.

Although that could be mission specific I suppose.

EDIT: Shockwave points. It'd make sense for missile bays to give off their own shockwaves as well as the reactors.
« Last Edit: April 13, 2002, 10:37:17 am by 397 »
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Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Quote
Originally posted by Ten of Twelve
v00t!


isn´t that w00t. Or some new elite speak i haven´t heard of.

Anyway...uhh... animated texs???
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Offline Ulundel

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Quote
Originally posted by Stunaep


isn´t that w00t.

 


:wtf:

 

Offline Crazy_Ivan80

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Quote
Originally posted by Ten of Twelve
v00t!


is that 'w00t' but with a German accent?
It came from outer space! What? Dunno, but it's going back on the next flight!
Proud member of Hard Light Productions. The last, best hope for Freespace...
:ha:

 

Offline Kazan

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Thorn: OH! understood... we'll have to think about putting that in a new chunk or the existing engines chunk [perhaps the wash zone can be the ion trail.. makes sense to me]

Warning: Post is programmer oriented
struct POFString
{
     int size; //32-bit
     char *str; //exactly size chars long - no null terminator
}

Chunk MVRS or "Movers"
struct MVRS
{
     int nummvrs
     vector scripts;
}


Chunk LGHT or "Lights"
struct POFRGBA
{
   char Red, Green, Blue, Ambience'
}

struct POFRunLight
{
   POFString name;
   POFRGBA color;
   vector location; //it's a set of floats (x,, y, z)
}
struct LGHT
{
   int numlights;
   POFRunLight* lights;
}


//------

It should be noted in the POF CS sources I have a naming conflict between std::vector and vector - which wasn't a problem because I was using apvector and apstring

soon im going to rename vector to vector3d, updating all the source files, POFString is called 'string' in the POF CS sources and it'll be renamed POFString
all instances of apvector will become std::vector and all instances of apstring will become std::string

 
« Last Edit: April 13, 2002, 10:45:59 am by 30 »
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"The Mountains are calling, and I must go" - John Muir

 

Offline Unknown Target

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Yea, I was talking about, well, you know, for it to be able to have a program chunk, and in FRED2000, you put in the command line in the events editor:
-When mission starts
-Enable Trails

or simply:
-Enable Trails.....

 

Offline wEvil

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Better beam controls.

This running lights idea..will they just be blobs or will you be able to use texture maps as a base (I.E, a glowing Lilith?)

 

Offline Kazan

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
they'll be running lights

glowing textures will be part of the new texturing pipeline
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Bobboau

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
can we get shaders
and bumpmaps
a lot of that could be added into the txtr chunk
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Offline Nico

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
mmh, only thing I'd really like, I think, are those animated parts (already discussed), but, mainly, ani as textures on ships. Now that I could have a great use of ;7


edit: for the trails, the simplest way would be to force FS2 to display them out of nebs. Ok, I don't know what I'm talking about, I'm most likely saying crap.
« Last Edit: April 13, 2002, 12:20:04 pm by 83 »
SCREW CANON!

 

Offline Darkage

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Quote
Originally posted by venom2506
mmh, only thing I'd really like, I think, are those animated parts (already discussed), but, mainly, ani as textures on ships. Now that I could have a great use of ;7


edit: for the trails, the simplest way would be to force FS2 to display them out of nebs. Ok, I don't know what I'm talking about, I'm most likely saying crap.
 


:p
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Returned from the dead.

 

Offline phreak

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
specular materials.  (hull metals shine)

oh and kaz, shouldn't POFRGBA:

Code: [Select]

Chunk LGHT or "Lights"
struct POFRGBA
{
char Red, Green, Blue, Ambience;
}


use unsigned chars (0-255) instead of signed ones(-128-127)?
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Offline an0n

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Oooh, all the POF's should be able to hold people debris that trigger something in the code that makes them wiggle and explode in a special, big, red plume.
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

 

Offline Nico

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New Features for POF Version 3000 (for FSF) [FS2 = Version 2117]
Quote
Originally posted by an0n
Oooh, all the POF's should be able to hold people debris that trigger something in the code that makes them wiggle and explode in a special, big, red plume.


lol :D

The pof should hold the species, not the tbl. so you can give it the thruster colour you want, regardless of the species.
:rolleyes: ok, it's absolutly not what I meant.
Let's try again:
we should be able to choose the colour of the thruster, in fact, the colour should be hnadled like any other map, so if someone wants to map its thrusters with purple and orange flames, even if he has dull tastes, he could.
SCREW CANON!