Author Topic: Official PCS2 Feature Request thread  (Read 120158 times)

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Offline Wanderer

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Re: Official PCS2 Feature Request thread
This is the thing, a simplistic table generator may be of little use, but how about one that automatically works out the vectors on your turret, so that its simplicity to use Bob's angled-turret code when it gets included etc. The potential is there, even if it takes a few generations to appear :)
Kinda bad example as - IIRC - Bobs angled-turret related stuff goes all into submodel or subsystem properties (in the POF file) and has no relevance what so ever to table files and does not need anything special from the table files...
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Offline Flipside

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Re: Official PCS2 Feature Request thread
I wondered that myself. Even simplistic stuff like auto-setting turrets to face forward et al is useful though. Someone who can't make a basic FS2 table should really be learning how to do so, I'll admit that, but certainly for some of the more long winded stuff, and particuarly for the fact that non-FS2 mods may have ships with hundreds of turrets/subsystems etc, I would guess that any labour saving would be an advantage :)

 

Offline chief1983

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Re: Official PCS2 Feature Request thread
takashi, I'm not sure a lot of the stuff you want done could be feasibly implemented by an automatic generated.  Most of the stuff you want sounds like it needs to be decided by the user, not generated from POF data.  How can it know what distance you want it to switch LODs?  For stuff like that, a full blown table editing program could be nice, but like I said, that's beyond the scope of what I was hoping to see here.

Anyway, here's kind of the output I figured it could give.

Code: [Select]
; for descriptions of fields, see the wiki for help at http://www.hard-light.net/wiki/index.php/Ships.tbl
; delete or comment with a semi-colon lines you don't want to define
; only required fields are $Name, $POF File, and $Flags
; most other fields are included to help generate a production table entry
$Name:                Name Here
$Short name:          Short name here
$Species:            Species here
+Type:                  XSTR("", -1)
+Maneuverability:       XSTR("", -1)
+Armor:                 XSTR("", -1)
+Manufacturer:          XSTR("", -1)
+Description:        XSTR( "", -1)
$end_multi_text
+Tech Description:
XSTR("Tech room description here", -1)
$end_multi_text
+Length:              (Determined by PCS) m ; generated by PCS
+Gun Mounts:          (Determined by PCS) ; generated by PCS
+Missile Banks:      (Determined by PCS) ; generated by PCS
$POF file:            filename.pof ; generated by PCS
$Detail distance:       (#1, #2, #3, #4 )  ; #1 <= #2 <= #3 <= #4
$Show damage:           YES ; YES or NO
$Density:               1
$Damp:                  #
$Rotdamp:               #
$Max Velocity:          #X, #Y, #Z
$Rotation time:         #X, #Y, #Z
$Rear Velocity:         0.0
$Forward accel:         #
$Forward decel:         #
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        #
$Expl outer rad:        #
$Expl damage:           #
$Expl blast:            #
$Expl Propagates:       YES ; YES or NO
$Shockwave Speed:       #
$Shockwave Count:       1 ; probably not good to go too high, especially with mediavp shockwaves
$Allowed PBanks: ( "Name1" "Name2" )
$Allowed Dogfight PBanks: ( "Name1" "Name2" )
$Default PBanks:        ( "Name1" "Name2" ) ; number of fields generated by PCS to match pof file
$Allowed SBanks: ( "Name1" "Name2" )
$Allowed Dogfight SBanks: ( "Name1" "Name2" )
$Default SBanks:        ( "Name1" "Name2" ) ; number of fields generated by PCS
$SBank Capacity:        ( # )
$Shields:               #
$Shield Color: # # # ; RGB, 0-255
$Power Output:          #
$Max Oclk Speed:        # ; speed at full engine power
$Max Weapon Eng:        #
$Hitpoints:             #
$Flags:          ( "flag1" "flag2" "flag3" )
$AI Class:              class from ai.tbl
$Afterburner:           NO ; YES or NO
$Countermeasures:       #
$Scan time: # ; in ms
$EngineSnd:        # ; from sounds.tbl
$Closeup_pos:           #X, #Y, #Z
$Closeup_zoom:          #
$Shield_icon:           shield animation name
$Score:              #
$Subsystem:             turret01a,       #, # ; generated by PCS
   $Default PBanks:     ( "Name" )
$Subsystem:             turret02a,       #, # ; generated by PCS
   $Default PBanks:     ( "Name" )
$Subsystem: turret03a, #, # ; generated by PCS
   $Default SBanks:     ( "Name" )
$Subsystem:             Radardish01a,    #, # ; generated by PCS
$Subsystem:             communications,  #, # ; generated by PCS
$Subsystem:             weapons,         #, # ; generated by PCS
$Subsystem:             Navigation,      #, # ; generated by PCS
$Subsystem:             Engines,         #, # ; generated by PCS
$Subsystem:             Main-Reactor,    #, # ; generated by PCS

Yes, for many subs and turrets, having all the names in place would definitely help.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
much of the data wouldn't be autogenerated, it would be new data fields in the PCS2 that you can edit.

Just found why AutoInsigia corrupted models in PCS1.x
« Last Edit: March 23, 2007, 12:53:32 pm by Kazan »
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Offline Nuke

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Re: Official PCS2 Feature Request thread
well if were gonna be running some table generation, any chance of an animation and turret simulator/editor. then you can tweak animations in pcs2, generate the table data for them, and they will be pretty much ready to use. the turret side would let you modify the turret rotation axes (bobs turret features) and simulate the movements to check for any unwanted clipping and whatnot.

another thing i want is user editable ascii based data sheets to store non obj2 chunk data in. so stuff like gunports can be entered in a text file and auto loaded into their proper fields in the editor.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
don't bring up any details related to that stuff until we're about to implement it
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Offline Getter Robo G

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Re: Official PCS2 Feature Request thread
I mentioned a few weeks ago in SCP section about ship/weapon table generation checker etc...

A normal table would be out of the question: how does PCS2 know the diff between a fighter/bomber, a cap ship of any class, or other ships/objects? It doesn't all that data would have to be edited so at best the most vaguest of tables could be generated via what it finds in the .cob.

Again such features (while nice) are definitely a distraction to the core program.

I'm glad to hear .cob importation is the priority!

oh and:

Are there stages in teh conversion process? So if your progress bar stops at say stage 3 it can also display an error message on fail or if hung up past like 5 mins (arbitrary time limit I'm throwing out there) and say, "PCS2 failed @stage 3"

So if different processes occur during conversion you know which one has the problem. (which greatly clarifies individual mesh issues that can later be looked at).
« Last Edit: March 23, 2007, 08:19:17 pm by Getter Robo G »
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Offline chief1983

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Re: Official PCS2 Feature Request thread
It may be a distraction, but a very short distraction time wise.  Read the data from the file, and output what is mostly a static file with a couple loops dependent on the number of subsystems and turrets.  I'm going to try to write it myself, so no one has to bother with anything other than feeding it the right data in the program.  I still think having the basic layout dumped to a file with the right number would be useful on complicated ships.  The SWC is going to be pushing the limits of turrets, and it would be much easier than doing all the subs by hand.

Edit:  Anyway I'll stop talking about this because it's starting to overshadow all the other more important suggestions made so far.  Keep up the good work, I'm sure it's going to be excellent when it's done!
« Last Edit: March 23, 2007, 10:34:40 pm by chief1983 »
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Offline takashi

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Re: Official PCS2 Feature Request thread
maybe an auotgen of sorts for the fighter/bomber/other diff? like naming the hull object in the hiearchy a specific word....

 

Offline Sandwich

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Re: Official PCS2 Feature Request thread
Quote from: Kazan on MSN
[03:22.28 AM] Hans Kazan: sandwich - please post in the PCS2 discussion threads in modding that i had a 5-alarm family emergency and will be out of contact
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Offline Kazan

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Re: Official PCS2 Feature Request thread
i'm back... but my stress level is high enough that i became sick, so if i'm short with someone please forgive me

[edit]
oh.. cob import is done, but untested (it expects data in the cob to be sublty different than PCS1 does - mostly because i have it coded for 1-1 scaling)
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Offline takashi

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Re: Official PCS2 Feature Request thread
how about more comon formats, like .3ds?

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
how about you STFU and RTFT
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Offline Getter Robo G

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Re: Official PCS2 Feature Request thread
And if that wasn't therapeutic, I dunno what is!  :lol:

Seriously Kazan, take as much time as you need dude!
We appreciate what you put into these type of things, but everyone needs to remember it's just a hobby.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
it's not working on PCS2 that is the problem, and taking a break from PCS2 won't help
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Offline Nuke

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Re: Official PCS2 Feature Request thread
well give me a build and i got about 20 different truespace models to throw at it.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
alpha executable for your mashing pleasure: http://www.ferrium.org/media/pcs2-alpha-20070325.zip
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Offline Turey

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Re: Official PCS2 Feature Request thread
alpha executable for your mashing pleasure: http://www.ferrium.org/media/pcs2-alpha-20070325.zip

Crashes whenever I try to open a pof.
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why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
alpha executable for your mashing pleasure: http://www.ferrium.org/media/pcs2-alpha-20070325.zip

Crashes whenever I try to open a pof.

that's new...

[edit]
and i cannot replicate it
« Last Edit: March 25, 2007, 12:45:55 am by Kazan »
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Offline Getter Robo G

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Re: Official PCS2 Feature Request thread
heh, just extracted it and tried to run in own folder,
"application failed to start cause incorrect configuration"

It has all it's dll's that came with it so I wonder what's going on?  :confused:

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Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)