Author Topic: Mission-based main halls  (Read 2711 times)

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Offline WMCoolmon

  • Purveyor of space crack
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Mission-based main halls
I don't know if these still work, but I found and thought it might be interesting as a "Did you know?"

http://fs2source.warpcore.org/temp/wmc/StarWars_MainHall.avi
-C

 

Offline Nuke

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Re: Mission-based main halls
cool

thats something i dont think i figured out how to do.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: Mission-based main halls
I don't have the script but it boils down to more or less:
Code: [Select]
$On Frame: [
mn.simulateMission()
mn.renderMission()
]

Or something like that.
-C

 

Offline shiv

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Re: Mission-based main halls
Awesome. I've been waiting for this. I've already tried making a movie and compiling ani then putting this into mainhall but this idea is much better.   How Can I test this option? :D
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline Wanderer

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Re: Mission-based main halls
IIRC there is the downside that game has to load the mission... so the loading time is increased by the amount of time needed to load that particular mission.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline WMCoolmon

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  • 213
Re: Mission-based main halls
Ahh right, that's what I'm forgetting...good ol' mn.loadMission(). That's not per-frame, though. :p
-C

 

Offline shiv

  • Don't forget Poland!
  • 211
  • FRED me!
    • http://freespace.pl
Re: Mission-based main halls
Guys, I really don't know scripting. I just want to set it up ;) Can anyone tell me how to do it?
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: Mission-based main halls
If memory serves,
Code: [Select]
#Conditional Hooks
$Version: 3.6.9
$On Game Init: [
     mn.loadMission("yourmission.fs2")
]

$State: GS_STATE_MAIN_MENU
$On Frame: [
     mn.simulateMission()
     mn.renderMission()

     --Alternate mainhall rendering code
]
+Override: true
#End

That reminds me that I need to add some kind of 'global' conditional for use in situations like these.

EDIT: Added section headers. Also, I'd consider the functions more or less experimental. It's been over a year since I unveiled them and they got publicity, so I might have to fix a few bugs before they'll work properly again.

There are also some important limitations to their use. You need to create an alternate mainhall in order to actually be able to see the mission. I might have the original script that I showed it off with, but I'd have to do some digging to find it. If you're seriously interested in using this I can probably find it (or remake it).
« Last Edit: January 14, 2008, 03:52:01 pm by WMCoolmon »
-C

 

Offline shiv

  • Don't forget Poland!
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Re: Mission-based main halls
You know, that's something that could help many people to make easy their own mainhalls.

I've got also other idea - animated interface. If interface files will be properly remade (I mean alpha channel or transparency) will be possible to do animated-mission interface backgrounds?
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: Mission-based main halls
Yes, animated interface art is possible, and AFAIK alpha channel support is enabled. You will have to show the correct frames of the animation manually, by using gr.loadTexture() and indexing the texture handle (with []) using the FPS, number of frames left, and ba.getFrametime() (which tells you how many seconds have passed). It's not that hard to do.
-C