Author Topic: Requested Changes to Existing FS2 Source  (Read 30886 times)

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Offline Anaz

  • 210
Requested Changes to Existing FS2 Source
Quote
Originally posted by CP5670
A non-projectile based weapon? Maybe something that uses a stream of randomly-aimed particles emanating from the ships. ;) (would be useful for "lightning cannons" or flamethrower-type weapons)


flamethrowers are actually quite easy to make. Just make an image where the weapon is a ball, set its refire rate to something very low, range to something quite short, and there you have it!
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Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Requested Changes to Existing FS2 Source
Quote
Originally posted by Analazon
flamethrowers are actually quite easy to make. Just make an image where the weapon is a ball, set its refire rate to something very low, range to something quite short, and there you have it!


I think what would distinguish a flamethrower from something like that is a gun that fired in pretty random directions, within a set domain, rather than on a straight direction...

I wonder if flamethrowers would work without an atmosphere, anyway... :D

But then... oh, crap! Better support for atmospheric stuff? :D
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Requested Changes to Existing FS2 Source
I had a situation where is-tagged wouldn't be redundant.  I was quite unhappy that it didn't work.  Has-been-tagged only returns true once, and I needed an event that would trigger every time the ship was tagged, not just the first time.
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Offline Carl

  • Render artist
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    • http://www.3dap.com/hlp/
Requested Changes to Existing FS2 Source
option in weapons TBL weather you want your laser to have additon transparency (darker pixels are more transparent) or multiply transparency (lighter pixels are more transparent)

someting like,

$trans:  multiply

this would be cool for creating smoke or dark matter lasers.
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Offline EdrickV

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Requested Changes to Existing FS2 Source
Quote
Originally posted by Sesquipedalian
I had a situation where is-tagged wouldn't be redundant.  I was quite unhappy that it didn't work.  Has-been-tagged only returns true once, and I needed an event that would trigger every time the ship was tagged, not just the first time.


You can use has-been-tagged multiple times if you set the event to repeat with about a 20 second interval. From what I've seen is-tagged was supposed to do the exact same thing, without the delay. The way it's written suggests it was a quick hack for testing other junk.
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Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Requested Changes to Existing FS2 Source
Quote
Originally posted by Carl
this would be cool for creating smoke or dark matter lasers.


Only so useful... in the blackness of space, you won't be able to see Multiply Smoke for most of the time. What you really need is 32bpp image support... then you can have real transparency in there, not just relying on a white or black background to blend your image on.
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Offline Kellan

  • Down with pansy elves!
  • 27
    • http://freespace.volitionwatch.com/blackwater
Requested Changes to Existing FS2 Source
Quote
Originally posted by Setekh


Heh heh, how much text have you lost to that b1tch of a bug, Kellan? ;)


Oh, about half the Derelict script just fell off the bottom of the CBs...if someone could fix this, I won't have to create 2 versions of BWO for 1024 and 640 users.

Bah.

 

Offline Shrike

  • Postadmin
  • 211
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Requested Changes to Existing FS2 Source
Yeah, it's an annoying bug all right.... like the failure of briefing text to wrap some times.
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Requested Changes to Existing FS2 Source
i've got an idea that might be possible, but probably impractical;

a capital ship mod:

it would have to be arranged before hand who would do what, and it would take a great deal of co-ordination to do it, but the way i'm thinking of it is this:  several people on turrets, either a person per turret, or a couple of people using several turrets each, let me explain:  each turret would be assigned a specific button (user definable) and a person (if controlling multiple turrets) could use the regular targeting method for defining what ship to shoot at, and each button, when pressed, would fire the assigned turret.  there could also be a navigator, controlling the movement of the ship, although this would require patience, which most people playing multiplayer games don't have ;) and possibly someone controlling fighter launches, but the fighters would be controlled by bots, hopefully with improved skill over the current fs2 computer pilots :p


anyways, you can see why this would take a group of dedicated players, with some good coordination skills :)

anyways, that's my idea...  wow, what a first post... :D

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Requested Changes to Existing FS2 Source
Heh, that's certainly a big idea. ;)

And welcome to HLP, Terawatt. :D
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
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Offline heretic

  • 26
    • http://www.warpstorm.com
Requested Changes to Existing FS2 Source
tables, animated textures, higher polys, oh my.
VBB survivor: June 1999 until the end. Only banned 2 or 3 times (I think)

 

Offline kode

  • The Swedish Chef
  • 28
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Requested Changes to Existing FS2 Source
easier mod handling, perhaps one directory for every mod, instead of overwriting existing files...
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Offline Black Wolf

  • Twisted Infinities
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Requested Changes to Existing FS2 Source
There is only 1 thing which I want to begin with...

 - Beam Free All...by default! B the Way, as long as Daveb is floating around this forum anyway, why the hell did you guys make beams locked by default anyway?
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Requested Changes to Existing FS2 Source
Quote
Originally posted by Terawatt_99
i've got an idea that might be possible, but probably impractical;

a capital ship mod:
 ....
anyways, you can see why this would take a group of dedicated players, with some good coordination skills :)

anyways, that's my idea...  wow, what a first post... :D


Reminds me of Warbirds. :nod:
I tried it out online, once... One of the things you can do is to man a gunner's seat. I went on a bombing run in a B-17 and manned one of the guns. It involved a somewhat long wait from the field to the target, with nothing to do but chat with the pilot using the intercom, and other pilots with radio. But when enemy fighters appeared, it was quite thrilling. :)

In Freespace the battles come up faster, so there's less waiting. This could be fun, worth a try?
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Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
Requested Changes to Existing FS2 Source
about the new sexp setup, i think it would be very nice if keep the regular SEXP setup but add an option to script lines manually so someone fluent in the language of programming can bust out and make some new funtion that he/she has always wanted to do without making it impossible for us non-programmers to build missions :D  compromises are nice.

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Requested Changes to Existing FS2 Source
Someone should really fix the graphics code, where whenever the game has a number of ships, it gets super choppy.
Also, could someone get rid of the [forgotten] FRED 2 bug, where it crashes if you put over....60, I think...:(

 

Offline heretic

  • 26
    • http://www.warpstorm.com
Requested Changes to Existing FS2 Source
Quote
Originally posted by kode
easier mod handling, perhaps one directory for every mod, instead of overwriting existing files...



yes- a "mod" menu like q3 has- that just looks for tables in a different directory, and uses ones there instead of default ones.
VBB survivor: June 1999 until the end. Only banned 2 or 3 times (I think)

 

Offline CP5670

  • Dr. Evil
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  • 212
Requested Changes to Existing FS2 Source
Quote
Oh, about half the Derelict script just fell off the bottom of the CBs...if someone could fix this, I won't have to create 2 versions of BWO for 1024 and 640 users.


The command briefings in PI might have this problem as well; I'm not sure at the moment, since FS2 doesn't work for me at all on 640x480. :( (same results on other computers; I think that my CDs might be damaged) This is one place where a team of testers comes in handy. ;)

I think the whole thing could be fixed by simply locking the menu resolution on 1024x768 regardless of the in-game resolution. Computers that cannot run the game properly on 1024x768 would still have no trouble with the menus on that. ;)

On a side note, has anyone tried searching for the exact code for the "U.R.A. Moron" thing? :D

 

Offline EdrickV

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Requested Changes to Existing FS2 Source
Quote
Originally posted by CP5670


On a side note, has anyone tried searching for the exact code for the "U.R.A. Moron" thing? :D


void fix_ship_name(int ship)
{
   int i = 1;

   do {
      sprintf(Ships[ship].ship_name, "U.R.A. Moron %d", i++);
   } while (query_ship_name_duplicate(ship));
}

Fred2\Management.cpp :)
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Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
Requested Changes to Existing FS2 Source
Quote
Originally posted by Setekh


Only so useful... in the blackness of space, you won't be able to see Multiply Smoke for most of the time. What you really need is 32bpp image support... then you can have real transparency in there, not just relying on a white or black background to blend your image on.


real transparency never looks good for some reason. it would also double the number of images you need for a weapon. IMO just using addition and multiply would be a big space and time saver.
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