Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on March 02, 2003, 12:31:16 pm
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Multiplayer client stuff, including an IRC client.
In-engine Cutscenes
Xvid support (?)
Ogg support (?)
What else?
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- Volley fire guns (or is that already in? I know it was just started).
- The famed "Gunship" AI class for vessels that are bigger than bombers, smaller than cruisers, and more manuverable and agile than a capital ship but with many of the other characteristics (turrets, figher bays, etc.) and player control. Useful for TBP WhiteStars, SunHawks, as well as for planned future MOD's with player controlable gunships.
- Specular highlighting so that metalic ships reflect in a metalic way? (presumably easier than doing bump mapping at this time)
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-Incorporate more optimized decals into code if possible rather then in TBL (this would less complicate newbies on editing TBL's) if possible.
-Custom made Launcher with abilities of the original Launcher but incorporating the newer features.
-If you havent already, maximize TBL input from 400kb to like a meg each.
-That gunship funtions makes sense.
-regarding Open GL, i know FS2 is C++ all the way, but is it possible to say incorporate engine aspects from another game thats C++ with a better Open GL source? like Q3?
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since you seem to be going for engine updates anyway, why not make one simple thing. lens flares for suns.
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if we can get DX8 merged with the source we could have some major perfomence boosts
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Originally posted by Bobboau
if we can get DX8 merged with the source we could have some major perfomence boosts
good idea
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one more thing, you could work on the AI, and boost the survival rate of an average wingman up from the current 3.5 seconds
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Right now, the DX code is actually slower than what we have, if the testers are to be believed.
There is a pretty robust OGL implementation in there, by the way, don;t forget that.
Anywho, full DX is on hold till we get one of the DX boys back :)
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Originally posted by Stunaep
since you seem to be going for engine updates anyway, why not make one simple thing. lens flares for suns.
OOOOooooohh... ;7
Optimization of the Decal code to make it useful would be the best now, then more performance tweaks to make the code more efficient all around.
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u guys should really look @ (if u havent already) other source code projects from other games that have similair coding. maybe u can incorporate those features into this project.
beyond that, everything is fine besides my lil misspelling opengl issue, which i didnt misspell meh.....
:rolleyes:
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Some more accurate AI when it comes to NOT_BLOODY_FLYING_INTO_EACH_OTHER could be useful :D
Actually, is it posible to implement a sort of crude motion prediction into the AI routines that slows down when it looks like another ship or object is about to hit them? Or maybe to make them reverse (if possible in the tbl entry..?) or halt when they collide with another object twice in rapid succession, and that object is ahead of them? (maybe override this for the kamikaze setting)
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If were talking AI...I wonder if we can make them do some more interesting things. Right now they fight pretty hardy on both friendly and enemy side...but their manuvering sucks. Love to see them do barrel roles in an attack, loops, whatever.
Not a priority, just putting it on the table.
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Maybe different AI's? Like Rebel, Special Forces, Shivan, Terran, Vasudan, Pirate. They all fight differently.
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SKYBOXES!
This is actually already supported via the subspace tunnel code. Someone just needs to implement a new table that parameterizes all its settings and then integrate that into FRED. So, instead of checking "Subspace", you'd have a dropdown list of available skyboxen.
The table (sky.tbl, or whatever), would probably look something like this--
$Sky: Subspace
$AmbientLeft: Subspace_Left.wav
$AmbientRight: Subspace_Right.wav
$Model: subspace_small.pof
+Spin: 1
+Alpha: 0.5
$Model: subspace_big.pof
+Spin: -1
+Alpha:0.5
As you can see FS2 already supports sky effects much more elaborate than your typical boring box. It's just a matter of exposing this power to the modders. And thanks to the ability of POFs to have rotating parts, you could, for example, have a Saturn-like planet in your background with rings that actually spin. Or orbiting moons.
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I like the plant idea. I have a Saturn like planet but no rotation....
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Awesome suggestion! Skyboxes are indeed something that can be used to powerful effect. Dark, back in his day, was able to accomplish amazing feats using what was available then to make some really neat looking things!
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Anyone know whether the spinning of the subspace tunnel models is at the POF or source level?
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a few of things that I personnally would like to see
- Max ships.tbl entries bumped to 200ish, without breaking multi (which means redoing the packets thing)
- AI docking while both ships are moving.
- And finally, to top it off, Grabity! Last one's probably the toughest, but ya, it'd be very very good.
Yes, I do know none of these are 1 line fixes, yes I do know they're gonna be pains in the rear, but IMHO they're gonna open a bunch of new doors.
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Originally posted by ZylonBane
SKYBOXES!
OK, I'm stupid. What is a skybox?
I'm assuming you don't mean the luxury suites at baseball parks...
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Originally posted by penguin
OK, I'm stupid. What is a skybox?
I'm assuming you don't mean the luxury suites at baseball parks...
The best example is in say...Unreal Tournament where you go into spectator and float around the sky and stuff. You look around and the entire level is actually just floating in a big box with textures on it for the background sky and whatnot.
In FreeSpace, the skybox is the stars and nebulas. Or in subspace...the blackness with a model file in it for the subspace portion.
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Originally posted by penguin
OK, I'm stupid. What is a skybox?
You must not play FPSs much. A skybox is exactly what it sounds like-- a box that acts as the sky. The distant outdoor environments (clouds, mountains, cityscapes, etc) in pretty much every FPS engine since Quake are usually nothing more than the insides of a giant textured cube.
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mod selection ability?
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Originally posted by Inquisitor
In-engine Cutscenes
Thank you. Have you tried the one I posted?
Do you mean the way I posted, with the new SEXPs, or some other way.
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Something that could be super cool:
TORPEDOES!!!!
As in, missiles launced from capships that home in on other capships.
Think 'Starlancer' and you'll get what I mean. This would open up a whole variety of new engagements, and would fill in the only remaining hole in capship armaments.
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You could even fly into them and get killed all the time.
Do the capship cannons in StarLancer even do any damage.
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http://www.3dap.com/hlp/hosted/fsport/working/GEglowmaps.zip
THank you Galactic Emperor.
Or, even better the .vp file
http://www.3dap.com/hlp/hosted/scroll/misc/glowmaps.zip
THank you Sesquipedalian.
--> I think that is very important. It is even more important that it is incorporated by 3.6
--> I mean, we all want it now. How about a new and improved 3.51???--The sooner the better.
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Originally posted by Killfrenzy
Something that could be super cool:
TORPEDOES!!!!
As in, missiles launced from capships that home in on other capships.
Think 'Starlancer' and you'll get what I mean. This would open up a whole variety of new engagements, and would fill in the only remaining hole in capship armaments.
make a turret, make it launch a big missile. yeah! torpedo.
skyboxes would, well, rule. if they're not boxes of course, wanna make a pof and use that as the "box".
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Originally posted by Killfrenzy
As in, missiles launced from capships that home in on other capships.
You can already do this. Just make a torpedo-shaped "fighter", then order it to kamikaze whatever capship you want.
Originally posted by venom2506
skyboxes would, well, rule. if they're not boxes of course, wanna make a pof and use that as the "box".
Nothing wrong with cubic skyboxes. If they're made right, you can't even tell it's a cube.
But yeah, the advantage of hooking into FS2's existing code is that you could do skyspheres, skytubes... whatever.
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Nebulae use skyspheres, don't they?
Anyway, what good would this be? How would spinning rings work, Zylon?
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Originally posted by GalacticEmperor
Nebulae use skyspheres, don't they?
Anyway, what good would this be? How would spinning rings work, Zylon?
benefits? how, I can render a unique, great looking background impossible to achive with regular nebulas.
and no, usual nebulas are planes, just try and make 6 very gigantic nebulas placed like a cube in the mission, you'll see, well, a cube. they overlap, etc
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Originally posted by venom2506
and no, usual nebulas are planes, just try and make 6 very gigantic nebulas placed like a cube in the mission, you'll see, well, a cube. they overlap, etc
I think he means the full nebulae. And i think he's right. There is a huge blue sphere pof in the sparky.vp, and all I can think of is that it is the full nebula B/G, on a similar prinicple to the subspace tunnels.
BTW, why are there two subspace tunnel pofs?
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They rotate in opposite directions with alpha channel transparency. :nod:
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Originally posted by GalacticEmperor
Anyway, what good would this be? How would spinning rings work, Zylon?
The same way every other spinning submodel in the game works.
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Originally posted by GalacticEmperor
They rotate in opposite directions with alpha channel transparency. :nod:
Ahh, so one fits inside the other! That's quite froody.
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Originally posted by Petrarch of the VBB
I think he means the full nebulae. And i think he's right. There is a huge blue sphere pof in the sparky.vp, and all I can think of is that it is the full nebula B/G, on a similar prinicple to the subspace tunnels.
ah, yeah, that. true, there's a mapped sphere as a background.
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Tis what I said. Also, that sphere must have some sort of texture variance code, as it is blue in Modelview, yet can have many different nebula colours.
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To do what most of you refer to as specular highlighting, all you need to do is use a specular map (which is basically a while gradient sphere, with the middle being brightest) on a black background, and map it onto every vertex using the vertex's normal for texture coordinates, after scaling the normal.
something like:
glBlend(GL_ONE,GL_ONE); //Add-blend the specular highlight
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glTexCoord2f((Vlist[index].x/2) +0.5f, Vlist[index].y/2 +0.5f);
I'm not gonna explain the math behind why it works, but it is mathematically correct phong shading, assuming that the light source is a point light, right where the viewer is, and the viewer is infinitely far from the viewed object (As in, looking at it through a giant telescope, so there's no perspective taken into account).
It's got limitations, but it looks good, and is very easy to implement on hardware.
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or we can multitexture :D
on another note i had an idea - level 4 tag system:
A friendly ship would shoot a level 4 tag missile at a ship. once its tagged, others friendly ships in the area that have special missiles will fire these missiles and they would conduct a subspace missile strike. basically you become the firer of the ssm strike
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Kind of laser designating a target IRL, where a soldier "paints" something as a target for an air strike?
How about some sort of beam type of weapon, where you have to keep the target painted with the beam until the missiles hit. The beam won't do any damage, it just basically calls in the strike to that target. You'd have to be within a specific range in order for it to work.
Also, going back to the main topic, what about all the threads that were to incorporate T&L and all that into Freespace? Is that coming soon to a FS game near us?
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Make the "paint" laser turn the target box blue, and send a message to all bombers in the area. Bombers could then press a pre-designated button to target it. This would be good for multi-player more thn single.
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True, it would be great for multiplayer. Also, make it only fit lightly armored ships. I don't know how hard it would be for this, but some sort of warning to the other ships that one of theirs is "painted" (kind of like startcraft I guess). I can see how fun it would be, where you're painting the target and getting creamed while you're *****ing to your team mates to hurry their butts off and drop the bombs before you're made dust by the enemy. Or hiding behind that asteroid, just hoping the other guys don't find you...
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Originally posted by J3Vr6
How about some sort of beam type of weapon, where you have to keep the target painted with the beam until the missiles hit. The beam won't do any damage, it just basically calls in the strike to that target.
...
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...
(the sound of ZylonBane's brain exploding)
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:nervous: *looks around at bits of brain meat splattered on the forum walls* :ick
In case you are wondering how it is that you have managed to murder ZylonBane, J3Vr6, I'll tell you. The weapon you desribe already exists in the standard FS2 tables. It is called the Targetting Laser. It was never used in the main FS2 campaign, but it is there. One need only make it an allowed weapon in a fighter's ships.tbl entry (and maybe fiddle with the ssm.tbl) to use it.
*Leaves area quickly and tries thinking about bunnies, as he can feel his own brain threatening to burst.*
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Ahhhhh, that would explain the mess :eek:
Well I learn something new everyday.
Need help scooping up, Zylon?
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you know tag 3's summon an SSM strike,
I realy should look into getting that tactical and teritary weapons system implemented, does anyone want to play with the mission UI stuff (ie does anyone want to suffer a form of turture that I would not condone even on an Al Quada prisoner)
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Originally posted by Bobboau
I realy should look into getting that tactical and teritary weapons system implemented
Eh? What's that?
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err... me thinks this just to mess with to see a reaction from the comunity... theres alot of things here that need addressing (which already has done by alot of the beta testers), also, its missing FRED2_open3.5 (for example if it was real). so u know i thinks that for not these r good works and just need to be focused on. make all ur advancements work right next time...
also did u guys fix the secondary loadout issue?
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Working on it. When the bugs are fixed (there are only a few left, including part of the secondary loadout issue) then we'll release it, along with fred2_open 3.5.
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Eh? What's that?
that is something I havn't touched yet, and won't untill the current problems are sorted out, but the idea was to add a few things to the weapons selection, such as a tactical system wich could be enhansed sensors or a targeting laser or something like that, and another weapon type wich would basicly be like counter measures and mines and defensive drones and decoys
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defensive drones... well for OTT I just made ships (you haven't seen those, don't search ) that guards a target and pretend they're AI controled. Not that I had much choice :p
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Look at this picture
http://ifh.firstones.com/iB_html/uploads/post-1-12013-Shot10.jpg
and you will know what I mean.
It is taken off a freeware game. I can post details if you want.
I also posted about this on SEXPS! thread. I don't know where really this belongs, so I am posting here as well!
There is a proposition of creating a skybox, which means that you will have a "CHANGEABLE" sky.
--> My biggest problem in ANY space game was the greatest difficulty to ACTUALLY understand where I am or where I am heading.
Example. I am defending a transport from incoming bomber wings. A certain wing is launching bombs. I have to nail them. How? I don't know which bomber, and I really can't tell just who has launched what.
--> Imagine an alternate scenario, now. Something like: "Missile launch, Eta Centauri direction", Then I would turn starnames on, find the launch position, and direct myself to them.
That is what ALL space games needs. REFERENCES.
This could be the answer to all those questions.
->When Skybox is enabled Show_Star_names can follow. ( I don't know if you can do this now) or how, I am just asking.
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I think the best implementation would be to have a button, turning them on/off. It could get nauseating after a while. Like a GPS. You switch it on, take your bearings, and you switch it off.
Has to be implemented in FRED, tho, and I think it REALLY needs some skybox code in.
What do you think?
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Originally posted by ZylonBane
You can already do this. Just make a torpedo-shaped "fighter", then order it to kamikaze whatever capship you want.
NO![/b]
I don't want to have to FRED in EVERY SINGLE TORPEDO that would be used in the mission. You and I both know that too many ships in a mission crash FRED.
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Originally posted by Killfrenzy
NO!
I don't want to have to FRED in EVERY SINGLE TORPEDO that would be used in the mission. You and I both know that too many ships in a mission crash FRED. [/B]
as I said, just make turrets which shoot very big missiles, because, heh, torpedoes are very big missiles.
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Could you not make a torpedo out of the current missile weapons capships have? The Leviathan, I think it is, shoots these streams of boring missiles at any other capships in the area. Couldn't these be adapted?
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Originally posted by Killfrenzy
I don't want to have to FRED in EVERY SINGLE TORPEDO that would be used in the mission. You and I both know that too many ships in a mission crash FRED.
*cough* Does "Wings -> # of Waves" ring a bell?
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Interceptors from Babylon 5 for TBP. Must... have...
To make them work, turret AI would have to know how to target enemy fire and try to shoot (once) at each glowing goo blob (also known as 'laser' shot :p). In B5 universe they also reduce the damage from beams, don't know how that would be implemented... But stopping turret and fighter fire alone would be utterly cool already. After that I believe you'd just need to make a weapon that fires models at them, thus intercepting them. TBP would benefit from this substantially!
Comments, improvements, suggestions?
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Originally posted by ZylonBane
*cough* Does "Wings -> # of Waves" ring a bell?
Yes, bit it won't apply in this case. It means creating a wing, initiating sexps to control the 'firing' and quite simply if you're doing a complicated mission, you don't want to choreograph every single salvo.
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##### FS2NetD Client #####
i have most of the code written for it already.. see the freaking thread
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Something to glitz the beams: texture panning. And have a value in the tables under each beam segment that controls how fast it pans, 0 being no panning. If the pan entry isn't there, assume that the segment doesn't pan.
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Originally posted by JC Denton
Something to glitz the beams: texture panning. And have a value in the tables under each beam segment that controls how fast it pans, 0 being no panning. If the pan entry isn't there, assume that the segment doesn't pan.
Already done. Do a search for beam texture tiling and translation.
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Originally posted by GT-Keravnos
--> Imagine an alternate scenario, now. Something like: "Missile launch, Eta Centauri direction", Then I would turn starnames on, find the launch position, and direct myself to them.
This is a terrible, terrible, terrible suggestion. What you propose ignores the spiffy targetting computer we already have, with a half-dozen targetting commands, an escort list, a radar, and pointers toward launched missiles. If you can't get your bearings with all that, there's no helping you.
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Originally posted by Sesquipedalian
Already done. Do a search for beam texture tiling and translation.
I think he meant in-game texture movement - like if you have a typical wavy texture for a beam, you'd see the waves progressing along the length of the beam cylinder to the target.
EDIT: Or is that what "translation" refers to? :confused:
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Yes it is, Sandy. Here, try this (http://www.3dap.com/hlp/hosted/scroll/misc/lucybeam/lucybeamscreenie.html) out to see what I mean.
Edit: Oh heck, here's a quick run-down on the Bobbaou's enhancements to the beam texture code:
Example table entry text:$Section:
+Width: 55.0
+Texture: lucybeam
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.3
+Zadd: 3.0
[b]+Tile Factor: 5.0 0
+Translation: -5.0[/b]
$Section:
+Width: 65.0
+Texture: lucybeam
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.1
+Zadd: 2.0
[b]+Tile Factor: 10.0 1
+Translation: -3.0[/b]
The bold sections are the relevant ones.
+Tile factor determines how many times a texture is repeated down the length of the beam. There are two values entered for this token. The first value indicates the number of repetitions, and can take any positive numeric value. The second indicates the type of tiling used, and takes only a 0 or a 1. So in the first example section above we see 5.0 as the first value, and 1 as the second value.
What is the difference between 0 and 1, you ask? A 0 type section will squeeze x number of texture repetitions into the length of the beam, regardless the length of the beam, where x is the first value given for the token (e.g. 5.0). (A +Tile Factor of 1.0 0 will look that same as the standard FS2 beams.) A 1 type beam section will given each texture repetition a fixed length, and simply use as many or as few repetitions as it takes to make the beam be as long as it needs to be. In this case, the first value given to the token (e.g. 10.0) merely represents the factor by which the default size of the texture will be stretched when rendered in-game.
+Translation is even easier to explain. The larger the number, the faster the texture moves along the beam. Negative values move from the source turret toward the target (so it looks like the beam is flowing out from the turret); positive values move from the target toward the turret.
Both these tokens are optional, but I think +Tile Factor has to be present before one can use +Translation (but not vice versa).
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Originally posted by Sesquipedalian
Yes it is, Sandy. Here, try this (http://www.3dap.com/hlp/hosted/scroll/misc/lucybeam/lucybeamscreenie.html) out to see what I mean.
Heh - you keep on pimping that image. :) I've seen it before, but it's kinda difficult to tell from a still shot that a beam texture is moving along the beam's length. :p ;)
Edit: Oh heck, here's a quick run-down on the Bobbaou's enhancements to the beam texture code:
{ETC ETC}
Oh. Coolness. :yes:
Death Star superlaser, here we come, eh? :p
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Well, the idea is more the download link at the page bottom than the image...
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Originally posted by Killfrenzy
if you're doing a complicated mission, you don't want to choreograph every single salvo.
So don't. :rolleyes: Creating a wing of one, with a high wave #, will cause one torpedo to be launched at a time. All very orderly. What's the problem?
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Originally posted by ZylonBane
So don't. :rolleyes: Creating a wing of one, with a high wave #, will cause one torpedo to be launched at a time. All very orderly. What's the problem?
Very orderly, yeah - for a single target. What about wanting to bombard any other ships - or maybe even include a bit of flexibility in the mission and not depend on everything being pre-scripted?
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Originally posted by Sandwich
Very orderly, yeah - for a single target. What about wanting to bombard any other ships - or maybe even include a bit of flexibility in the mission and not depend on everything being pre-scripted?
All this calls for is a turret with a very narrow firing arc which fires large missiles. No need for "torpedoes", they're just big missiles anyway -in FS2 atleast. If you have a problem with the thing aiming, which I never have had with the Eris (which has 2 torpedo tubes by the way), give the ship a primary bank and create a weapon for it which appears invisible and does no or an insignificant amount of damage. All set.
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Originally posted by Sandwich
Very orderly, yeah - for a single target. What about wanting to bombard any other ships
Then set the Initial Orders to "Attack Any Ship".
or maybe even include a bit of flexibility in the mission and not depend on everything being pre-scripted?
That's when you'd... write more code.
Geez, do I have to do all the thinking for you guys?
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personally i'd like shields for capitalships, different damage systems for capships, possibly editable FOV, missiondata saved somewhere (pilot files? elsewhere?) ready to be used with specific sexps (and i mean that you will be able to recover any kind of saved data from any mission in any moment of the campaign), hyperspace jumps between systems inside the same mission: just an hyperspacejump effect between two missions connected by a something like a red alert, but it will work better i think saving full mission data -like i suggested before-,for example to let you visit the same system more times without using too many sexps, this may be expanded in the future with the result of being free to move from system to system like in Tachyon
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..double post
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Here's a nice thought. In hi-res mode, scale up the sizes of the CB Anims so they fill their box, instead of being stuck in a little window.
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Originally posted by LtNarol
All this calls for is a turret with a very narrow firing arc which fires large missiles. No need for "torpedoes", they're just big missiles anyway -in FS2 atleast. If you have a problem with the thing aiming, which I never have had with the Eris (which has 2 torpedo tubes by the way), give the ship a primary bank and create a weapon for it which appears invisible and does no or an insignificant amount of damage. All set.
Have you still got that ship? Can I borrow it?
ZB, you're missing the point. Take an escort warship (like a destroyer or frigate) which is armed with torpedoes. They'll be fast ships - for their size - which would dart around the larger ships and lob some torpedoes into their unprotected vitals. The problem with your suggestion is that they're coming out at regular intervals even when there are no ships at the end.
And too much scripting is a PAIN IN THE ASS. You try doing a campaign with about 30-40 missions where for every single ship armed with torpedoes you'd have to script every torpedo!
Play Battlefleet Gothic and see how torpedoes work in that. THAT's what I'm getting at!
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Originally posted by Killfrenzy
Take an escort warship (like a destroyer or frigate) which is armed with torpedoes. They'll be fast ships - for their size - which would dart around the larger ships and lob some torpedoes into their unprotected vitals.
This by itself would require very tight scripting.
The problem with your suggestion is that they're coming out at regular intervals even when there are no ships at the end.
No, there would only be one torpedo (per launching ship) at a time. That's how Waves work, remember? And I'm pretty sure you could set an arrival cue to shut them off entirely with a single global variable.
And too much scripting is a PAIN IN THE ASS.
Bah. If it was easy, everyone would do it.
Sounds like what you're wanting is a standard FS2 torpedo anyway.
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Any plans to put in something like that hitpoint override setting I mentioned around here? It would really come in handy for us mission designers and probably wouldn't take all that much work to implement either. :nod:
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Originally posted by Killfrenzy
Something that could be super cool:
TORPEDOES!!!!
As in, missiles launced from capships that home in on other capships.
Think 'Starlancer' and you'll get what I mean. This would open up a whole variety of new engagements, and would fill in the only remaining hole in capship armaments.
the reality of torpedos are always getting downplayed and hated on cause some peeps dont feel the need, i mean the Helios for example is meant to be a torpedo, but like cap ships, like submarines, use in other space games besides beams, torpedos of some sort. closest thing to those were the bootleg morters from the cruisers, and those just sucked. i one time took the helios torpedo itself, and made it for a deimos corvette, had to tweak the table itself to get the desired effect, faster movement, including AI, dodging abilities (experimental, failed-maybe sourceable?), but all in all it got the job done.
but lastly is the damage issue. if u got capital ships duking it out with torpedos, then it is safe to assume that these torpedos, have very heavy payloads, and would be fired out of beam turret like apatures, or the 3 pronged heavy turrets on an orion. ont he deimos i planted 2 torpedo launchers in the front nose of the corvette, and 2 in the back, and 2 on each side, well balanced torpedo coverage no?
in reality the torpedo issue is a matter of making maybe a slimmer, but longer POF model, or a longer helios, faster, with a long stream like missile trail and a HEAVY ASS PAYLOAD.
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And the ultimate thing: Torpedos don't look half as cool as beam cannons. :D
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Bleh, capship torpedoes are already possible. Think the Fusion Mortar on the Fenris. :nod:
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- Merging with Komet's MOD, including flash effects, addotional particle effects
- Additonal language support, including Japanese chars and central-european chars.
Only one EXE file it supports multiple languages is very cool:cool:
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Originally posted by Goober5000
Bleh, capship torpedoes are already possible. Think the Fusion Mortar on the Fenris. :nod:
I already said that, no-one listened :(
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If a capship has 3 dock points, as far as I recall, he can only be docked with one ship? Why not more?
And COLLISION DAMAGE should be massive.
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Yes. like in the XWing games. If you fly into a large ship you are destryoed, and if you collide with another fighter you are thrown around.
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Originally posted by TrashMan
If a capship has 3 dock points, as far as I recall, he can only be docked with one ship? Why not more?
And COLLISION DAMAGE should be massive.
I've always wondered why the fighters I ram never take damage when I do. They should hurt too.
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Originally posted by deep_eyes
i one time took the helios torpedo itself, and made it for a deimos corvette, had to tweak the table itself to get the desired effect, faster movement, including AI, dodging abilities (experimental, failed-maybe sourceable?), but all in all it got the job done.
Could I have a copy of that table entry? Either PM me or drop it off to my email:
[email protected]
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OK, some stuff (mainly for TI, but I'm sure if we need it, then others must as well, for various reasons)
- More species! Even if it's just a fourth spot for the briefing icons - in fact, that's really all I'm asking. Any other species stuff would be great (diff colours in FRED, etc.) but a fourth slot for each briefing icon is the most important.
- Layered mission backgrounds (just add an overlay checkbox in FRED - this would only give you two layers, but that'd be enough for planetary rings, moons over planets (as opposed to offset as they must be now), planets at dawn, etc.)
- More control over weapons animations - primary/secondary impact animations defined by the ship (overriding weapon impact anis from weapons.tbl) - multiple, definable shockwaves.
There's probably more I haven't thought of - will add to the list if I think of any more.
Out of all these though, the first is definitely the most important.
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How's about my ideas for in-engine cutscenes?
I know there are already some set-ship-pos and ship-look-at sexps, but how about a hud-toggle?
Oh, and does ship-look-at have to point at another ship, or just a point in space?
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By the way, the alt-name change does not seem to be working, at least in fred2_open 3.41; it still says that the limit is 10.
I thought of one other thing that should be easy to add in: the capability to add entries into species.tbl for the tech room intel area. This would be good for campaigns that contain new factions and so on. (unless it has already been done, of course)
If you do that and the mission-specific hitpoint thing I posted about earlier, I will be one very happy person. :D
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Originally posted by CP5670
By the way, the alt-name change does not seem to be working, at least in fred2_open 3.41; it still says that the limit is 10.
There should be a FRED 3.5 somewhere. Download that. :nod:
I thought of one other thing that should be easy to add in: the capability to add entries into species.tbl for the tech room intel area. This would be good for campaigns that contain new factions and so on. (unless it has already been done, of course)
Already been done. :nod:
Originally posted by Petrarch of the VBB
How's about my ideas for in-engine cutscenes?
You can basically do cutscenes now. :nod: You can skip both briefing and debriefing. You can play music. You can set ship position and heading (towards any point, in space or facing a ship). All that's missing is hud-toggle.
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There should be a FRED 3.5 somewhere. Download that. :nod:
The version on the SCP website seems to be 3.41; where do I get the new one?
Already been done. :nod:
ah okay, never mind that then. :D
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hmm, not very well publicized, it would seem
http://fs2source.warpcore.org/exes/fs2_open_3_5_1.exe
http://fs2source.warpcore.org/exes/fred2_open_3_5_1.exe
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Linkies no workie.
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You were too quick. :p Try now.
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hmm...it is giving me a load of parser errors every time I start it up with my modified tables (it will not read the "in_tech_database" or "player allowed" flags in the tables and complains every time it sees an instance of one) and evetually just quits with an illegal operation error. However, fs2_open 3.51 and the fred2_open 3.41 work fine with those tables, so I am not sure what is going on here.
It works with the normal tables, but brings up an extra window on startup called "debug spew" that contains something that looks like a loading log.
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Well, that's interesting. :wtf: Somehow somebody uploaded a debug build to the site instead of a release build.
Since I don't have a version, try this unofficial one. (It's the most up-to-date, btw, complete with texture replacement support. :p)
http://fs2source.warpcore.org/exes/fred2_open_unofficial.exe
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That one works perfectly; thanks a lot. :) That texture replacement thing looks interesting; should be able to make some pretty bizarre effects with that... :D
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*insert entire ross128 wishlist here*
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were did that thing ever go off to anyway
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Originally posted by Bobboau
were did that thing ever go off to anyway
As a random guess, either the Internet Archives or perhaps Google's cache?
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Is this it?
http://freespace.volitionwatch.com/editorials/02-09-00.shtml
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Originally posted by J.F.K.
Is this it?
http://freespace.volitionwatch.com/editorials/02-09-00.shtml
I believe that's the VolitionWatch FS3 Wishlist, I don't know if the Ross128 wishlist was completely seperate or what. Before my time, that was. :eek:
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Originally posted by Sandwich
I believe that's the VolitionWatch FS3 Wishlist, I don't know if the Ross128 wishlist was completely seperate or what. Before my time, that was. :eek:
If it was before your time... :nervous:
I don't imagine it would be difficult thinking up most of the stuff on the list, though. Just play through the game again and think of everything 'wouldn't be cool if I could'... ;)
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Originally posted by J.F.K.
If it was before your time... :nervous:
Meh - just look at when I registered for the VWBB - that's when I got involved in the FS community. And that was when FS2 was getting old, not to mention FS1.
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How old is FS2 already? Practically speaking, is FS Open going to move dramatically far away from FS2 - err, what I'm trying to say is, are we turning the sinking boat not just into an improved sinking boat, but into a whole new boat altogether?
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Originally posted by J.F.K.
How old is FS2 already? Practically speaking, is FS Open going to move dramatically far away from FS2 - err, what I'm trying to say is, are we turning the sinking boat not just into an improved sinking boat, but into a whole new boat altogether?
Well...Descent: FreeSpace came out in 1998 and FreeSpace 2 in 1999.
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Easier testing in FRED3. Let us click a button and very quickly launch into our mission's Command Briefing and go from there, quickly exiting back to FRED3 on command. It'd be a godsend.
I'd like to see that done.
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Wasn't there something called MILO (MIssion LOader) a while back that skipped nearly all the interface stuff and sent you directly into a mission? If not, there should be. :)
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Originally posted by Sandwich
I believe that's the VolitionWatch FS3 Wishlist, I don't know if the Ross128 wishlist was completely seperate or what. Before my time, that was. :eek:
hell the Ross128 wishlist wasn't before my time, and yet i don't remember it!
(hell, Alliance Productions (Unholy Alliance)'s first host was *gasp* GROUNDFS!!! on Stomped!!!)
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http://web.archive.org/web/20010604122039/ross128.telefragged.com/fs3list.shtml
Between the user campaigns and fs2_open, many of these have been or are being done. :)
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Originally posted by Goober5000
You can basically do cutscenes now. :nod: You can skip both briefing and debriefing. You can play music. You can set ship position and heading (towards any point, in space or facing a ship). All that's missing is hud-toggle.
Splendid.
How does the music thing work? Is it a change-music SEXP that changes the soundtrack, or a play-music SEXP that plays a specific wav file?
Speaking of music, what do you think of that soundtrack I made for TVWP?
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Add support fo more multi-part turrets!
(read: rotating submodels)
and of course, better AI
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Originally posted by Petrarch of the VBB
How does the music thing work? Is it a change-music SEXP that changes the soundtrack, or a play-music SEXP that plays a specific wav file?
Both. Read the sexp page. :)
Speaking of music, what do you think of that soundtrack I made for TVWP?
I'll respond in the forum in a few moments.
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Originally posted by IceFire
Well...Descent: FreeSpace came out in 1998 and FreeSpace 2 in 1999.
Wow, older than I thought. It doesn't look much worse than Freelancer, and that's like four years younger. Then again, from what I heard, FL's been in development for ages.
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Originally posted by J.F.K.
Wow, older than I thought. It doesn't look much worse than Freelancer, and that's like four years younger. Then again, from what I heard, FL's been in development for ages.
Probably for almost as long. FreeSpace 2 was VERY VERY good and probably ahead of its time...FreeLancer is a bit behind the times but that doesn't bother me too much...it runs smooth as silk even on my system.
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Freelancer has been a looong time in development. It garnered plenty E3 awards way back in 98' (including, as I recall, best of the show). Back then, of course, Chris Roberts was still involved with the game, but still, it has been in development since before basic raster 3d-accelerators were a requirement for all games.
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Ross128 wishlist, eh???
Fantomeye might have it, I lost all my r128 archives a while ago :(
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Originally posted by Goober5000
http://web.archive.org/web/20010604122039/ross128.telefragged.com/fs3list.shtml
Using the Internet Archives (http://www.archive.org/). :nod:
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That makes me feel VERY nostalgic...
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Originally posted by J.F.K.
I already said that, no-one listened :(
Hmm..torpedos still seem to be an issue.
I think some good points were already mentioned about them:
- Massive payload
- BIG size
- more inteligent then a simple missile
Original torpedos were designed as "autonom ships" to deliver some explosives...and they were quite faulty.
In space the requirements are quite the same. They have a massive (in other words - damn expensive) warhead.
To get it delivered they either have armorplating or some fancy AI and speed.
So - torpedos should be:
BIG MAMUTH KILLER type
-big like a fighter (so only corvette should be big enough to mount one alone - maybe even a corvette may have only two launchers - and only a couple (2-4) of torpedos)
-->they may be treated as automatic crafts or drones
-do huge damage *much more than Helios - 3 torpedos hit - there goes a Hecate
-have an AI similar to a drone
Since they're so big there's no way a ship would fire more than a dozer or a little more - so they can be treated as a suicide fighter.
NIMBLE BASTARD type
-the torpedo's still big, but can be fitted even onto a bomber
-they do less damage - maybe they're for surgical strikes, so they do more damage to the system they hit
-even a frigate may fire them - but not in all directions like a missile - the torpedo is massive and the engineers better make sure they don't go off inside the hull.
-they are manuverable and skippy - they have an AI similar to a fighter on the run
Since a couple of dozens may be fired during a mission they can be treated as very inteligent missiles - some figter AI traits should be transfered.
*Ships with torpedos may have a torpedo vault - based on the number of torpedos left massive damage may await any ship that gets its storage blown :devil:
Ships may launch torpedos from a distance - so foghters may have a chance of interception - easier than taking down a bomber, but lot harder then a bomb, since these bombs dodge and take a couple of hits.
...or from close range - which puts even the attacker in grave danger - if the torpedo goes off while being lauched - :devil:
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I hate to bug you guys about this, but, could you please restore the shield impact effect to how it was? It's not conforming to the shield mesh anymore.
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Have you submitted a bugzilla bug?
tell me what version it worked in, aand any other relevant details :)
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Originally posted by Flaser
Hmm..torpedos still seem to be an issue.
I think some good points were already mentioned about them:
- Massive payload
- BIG size
- more inteligent then a simple missile
Original torpedos were designed as "autonom ships" to deliver some explosives...and they were quite faulty.
In space the requirements are quite the same. They have a massive (in other words - damn expensive) warhead.
To get it delivered they either have armorplating or some fancy AI and speed.
So - torpedos should be:
BIG MAMUTH KILLER type
-big like a fighter (so only corvette should be big enough to mount one alone - maybe even a corvette may have only two launchers - and only a couple (2-4) of torpedos)
-->they may be treated as automatic crafts or drones
-do huge damage *much more than Helios - 3 torpedos hit - there goes a Hecate
-have an AI similar to a drone
Since they're so big there's no way a ship would fire more than a dozer or a little more - so they can be treated as a suicide fighter.
NIMBLE BASTARD type
-the torpedo's still big, but can be fitted even onto a bomber
-they do less damage - maybe they're for surgical strikes, so they do more damage to the system they hit
-even a frigate may fire them - but not in all directions like a missile - the torpedo is massive and the engineers better make sure they don't go off inside the hull.
-they are manuverable and skippy - they have an AI similar to a fighter on the run
Since a couple of dozens may be fired during a mission they can be treated as very inteligent missiles - some figter AI traits should be transfered.
*Ships with torpedos may have a torpedo vault - based on the number of torpedos left massive damage may await any ship that gets its storage blown :devil:
Ships may launch torpedos from a distance - so foghters may have a chance of interception - easier than taking down a bomber, but lot harder then a bomb, since these bombs dodge and take a couple of hits.
...or from close range - which puts even the attacker in grave danger - if the torpedo goes off while being lauched - :devil: [/B]
And what part of that requires the source code? I don't understand....
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Originally posted by IceFire
And what part of that requires the source code? I don't understand....
Exactly... I don't understand what qualities of the torpedoes you describe can't be attributed to ordinary missiles or bombs through table editting, and maybe a few new POFs.
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I'm with GE. Right now the shield impact is displayed as an ANI on a square polygon created on the plane of the impacted polygon of the shield mesh, instead of conforming to the shield mesh. Basically it's just a bill-board (Not in DirectX SDK terms, just to signify, flat) right now, instead of the proper effect.
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Hear Hear
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Originally posted by J.F.K.
Exactly... I don't understand what qualities of the torpedoes we describe can't be attributed to ordinary missiles or bombs through table editting, and maybe a few new POFs.
You must give the newbies their learning period. Just be patient. :7
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Support for 16.7 mio color interface and not the limitation of 256 colors.
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There's a thread all about that.
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Originally posted by IceFire
And what part of that requires the source code? I don't understand....
In brief I'm not a coder - so I don't know.
In length there was a discussion a couple of moths ago wheter torpedos should be done like ships or a missiles.
I tried to collect the ideas and put them together in two feasible concepts that -imho- wouldn't hamper the game's balance to much.
About the true source part - it's AI and launching.
The big ones need an AI for a ship class that's a designed suicide fighter - I don't know how volition programed their own routine, I know it's already possible to set them in "kamikaze mode".
That concept also need the launching to be handled - the torpedos (or ships if it were a hangar) have to leave the tube in a certain angle and speed - and from inside the ship, appearing gradualy.
The small torpedo concept would need AI as well - to have the torpedo dodge incoming fire.
That's all.