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Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: Solatar on December 19, 2002, 01:02:01 pm

Title: Death Star II
Post by: Solatar on December 19, 2002, 01:02:01 pm
As you all know, in Episode VI, the rebel ships fly inside the DS2, and take out the reactor. Will we have a model for the DS2? And will we be able to fly into it?
Title: Death Star II
Post by: KARMA on December 19, 2002, 01:09:18 pm
i really doubt it will be possible at a decent level, and the tunnel will be a problem with the fs2 engine (the collision bump: you will be like a pingpong ball).
a model for ds1 will be instead something i'll try, i had a nice idea about  how to make it at an high level of detail w/o killing performances too much, but i don't know if it is possible, i'll have to make some tests
Title: Death Star II
Post by: Solatar on December 19, 2002, 01:18:10 pm
I guess I'll just have to go to the mall to fly in the death star. (Arcade).
Title: Death Star II
Post by: Killfrenzy on December 20, 2002, 12:17:35 am
For your information:


I did a 'test run' of a tunnel dash a la BoE, and the result was reasonable. The catch is that you won't have a big fireball chase you up the tunnel. The ship is just exploding around you, and you've got to make sure that she stays exploding for long enough, because if she blows whilst you're still inside, some VERY STRANGE things start to happen......

Bottom line: The Death Star tunnel run is perfectly possible......just requires a lot of thinking, playing and tweaking!
Title: Death Star II
Post by: KARMA on December 20, 2002, 05:26:02 am
Quote
Originally posted by Killfrenzy
For your information:


I did a 'test run' of a tunnel dash a la BoE, and the result was reasonable. The catch is that you won't have a big fireball chase you up the tunnel. The ship is just exploding around you, and you've got to make sure that she stays exploding for long enough, because if she blows whilst you're still inside, some VERY STRANGE things start to happen......

Bottom line: The Death Star tunnel run is perfectly possible......just requires a lot of thinking, playing and tweaking!



in thisd case we may give it a try, maybe using the redalert, but the overall model for DSII will be a big problem i dare,
well at least it is something we will look at in the future
Title: Death Star II
Post by: Grey Wolf on December 20, 2002, 05:51:58 pm
Quote
Originally posted by Killfrenzy
For your information:


I did a 'test run' of a tunnel dash a la BoE, and the result was reasonable. The catch is that you won't have a big fireball chase you up the tunnel. The ship is just exploding around you, and you've got to make sure that she stays exploding for long enough, because if she blows whilst you're still inside, some VERY STRANGE things start to happen......

Bottom line: The Death Star tunnel run is perfectly possible......just requires a lot of thinking, playing and tweaking!
Use the supernova effect. IE, you don't make it out in time, you die.
Title: Death Star II
Post by: Knight Templar on December 20, 2002, 05:56:40 pm
That could work, but it wouldn't exaclty be like there's fire chasing you.. more like a Big Huge evil Timer chassing you yelling "Die you ****er! Capella will swallow you whole!"
Title: Death Star II
Post by: Petrarch of the VBB on December 21, 2002, 08:44:06 am
Are you pissed?
Title: Death Star II
Post by: StarGunner on December 22, 2002, 01:48:03 pm
Quote
Originally posted by Petrarch of the VBB
Are you pissed?


hes right, I think the best whay to do eather Death Star is to have the player fight out side it, then you could do some intresting things with the fleets, IE Death Star II.
Title: Death Star II
Post by: Sheepy on December 22, 2002, 04:12:23 pm
*walks in*

My suggestion would be come at it from a different angle, have the same major events as in the films, but for the love of god, DONT TRY TO BE LUKE!

It think the it will work best not as a 'Wannabe luke' game, you guys probably have been running through this idea already but i didnt look over the whole forum, so sue me :D

*goes again*
Title: Death Star II
Post by: Killfrenzy on December 23, 2002, 02:16:09 am
The trick is to make the DSII 'tunnel' part of a MASSIVE model. The explosion time depends on the size, not the mass. Believe me, I tried! :D
Title: Death Star II
Post by: Setekh on January 05, 2003, 05:04:56 am
Quote
Originally posted by Killfrenzy
For your information:


I did a 'test run' of a tunnel dash a la BoE, and the result was reasonable. The catch is that you won't have a big fireball chase you up the tunnel. The ship is just exploding around you, and you've got to make sure that she stays exploding for long enough, because if she blows whilst you're still inside, some VERY STRANGE things start to happen......

Bottom line: The Death Star tunnel run is perfectly possible......just requires a lot of thinking, playing and tweaking!


This is excellent news. :):yes: Good to know that this is all still progressing. ;)
Title: Death Star II
Post by: Setekh on January 05, 2003, 05:07:36 am
Quote
Originally posted by Knight Templar
That could work, but it wouldn't exaclty be like there's fire chasing you.. more like a Big Huge evil Timer chassing you yelling "Die you ****er! Capella will swallow you whole!"


There's something about this which I find enormously funny. Do excuse me. :lol:
Title: Death Star II
Post by: Killfrenzy on January 05, 2003, 03:25:57 pm
Quote
Originally posted by Setekh


This is excellent news. :):yes: Good to know that this is all still progressing. ;)


Well, it's more to do with The Swarm War than SW, as that was what I was doing it for. But would I be right in that I'm possibly the only one to have tried this?:ha: ;7
Title: Death Star II
Post by: KARMA on January 06, 2003, 07:14:01 am
actually i was planning to have the DS built from different pofs possibly docked together(its something being discussed in the source code forum)
the point is that you can build in theory the DS with just 2 repeted segments (one main segment + 1 for the equator) + one individual segment for the main cannon and the end of the canal
in this way you should be able to bypass the subobject limit, the polycount limit and performances shouldn't be hitted too much (only few lod0 segments will be rendered at any time)
obviously there will be a lot of problems anyway
Title: Death Star II
Post by: Killfrenzy on January 07, 2003, 05:27:23 am
But why would you want an actual model of the DSII anyway? When you're up close to it you don't see 99% of it!
Title: Death Star II
Post by: KARMA on January 10, 2003, 07:19:34 am
mostly because it would be cool, and i don't know about the in game size of the DS
but i have to say that everything has still to be decided
Title: Death Star II
Post by: Nuclear1 on February 01, 2003, 10:44:10 am
Quote
Originally posted by Sheepy
*walks in*

My suggestion would be come at it from a different angle, have the same major events as in the films, but for the love of god, DONT TRY TO BE LUKE!

It think the it will work best not as a 'Wannabe luke' game, you guys probably have been running through this idea already but i didnt look over the whole forum, so sue me :D

*goes again*


tee hee.... considering it was Lando who made the attack on DSII..... :D
Title: Death Star II
Post by: Solatar on February 01, 2003, 10:52:19 am
Luke was inside fighting Darth Vadar and Palpatine, and we can't have lightsaber fights in fs2.:D
Title: Death Star II
Post by: Galemp on February 01, 2003, 01:06:01 pm
We can have dueling slasher beams. :nervous:
Title: Death Star II
Post by: Hudzy on February 02, 2003, 11:12:04 am
That reminds me of one of the renders in the freespace story series. The green and red beams clashing with a neat effect at the point of contact. And the Knossos in the background.

:nervous: I'm sure someone knows what I'm on about.
Title: Death Star II
Post by: WMCoolmon on February 02, 2003, 05:06:38 pm
This one? :D
(http://members.cox.net/~wmcoolmon/freakspace/freakspace14.jpg)
Title: Death Star II
Post by: <<ERROR>> on February 07, 2003, 04:55:26 am
If you want to be chased by explosions, why not make a very small, cloaked object and place them in the tunnel in a line. SEXPs can then be used to explode them sequentially and I think that the explosion damage can be set for each object, so you can take your Millenium Falcon out through an explosion and not be hurt too much.
If that feature doesn't exist already, ask the nice people who are thrashing the source code to add features to set the explosion size (and time) without using shockwaves and possibly to change the time taken for a ship to disintegrate after it goes to 0% health.
Title: Death Star II
Post by: Killfrenzy on February 07, 2003, 06:02:37 am
I like that idea!

The first would be hassle, and the second would take time, but I'm sure it could be done. :)
Title: Death Star II
Post by: Galemp on February 07, 2003, 03:13:46 pm
Incedentally, you can instantly vaporize a ship by sabotaging the hull subsystem 101%. Useful for superlaser impacts.
Title: Death Star II
Post by: Warlock on February 07, 2003, 03:50:56 pm
Quote
Originally posted by Sheepy
*walks in*

My suggestion would be come at it from a different angle, have the same major events as in the films, but for the love of god, DONT TRY TO BE LUKE!

It think the it will work best not as a 'Wannabe luke' game, you guys probably have been running through this idea already but i didnt look over the whole forum, so sue me :D

*goes again*


Ummm guys ... I think he means basically ,... don't try to play the MAIN movie out.

I mean ,...with what....TWO ENTIRE FLEETS,...I think there's plenty of things to do OUTSIDE while the falcon is blowing up the DS2 ;)


"Concentrate all firepower on that Super Stardestroyer"

Hmmmm Primary Objective 1: Take out Shield subsystem of Executor ?

Secondary Objective : Sit back and watch litle A Wing slam into Executor....causing the Bridge Crew to **** themselves before dying. :D

The story of what happened outside during Lando's attack could be quite dramatic,... and saves the whole "doing the DS2 tunnel and such.  But if you guys do try the tunnel ... I'd suggest the method XWA did. Missions outside leading to a mission that starts in the tunnel.
Title: Death Star II
Post by: Goober5000 on March 12, 2003, 11:56:16 pm
Or you could have the player be the A-wing that crashes... :nervous:

Quote
Originally posted by Killfrenzy
you've got to make sure that she stays exploding for long enough, because if she blows whilst you're still inside, some VERY STRANGE things start to happen......


Eh?  I've been messing around with GE's fused Karnak, and I tried blowing it up while I was still in the central chamber.  Nothing out of the ordinary happened.

And I don't think that destruction time is tied to mass - I think it's tied to the amount of damage the explosion causes, or something.  Otherwise, why does it take so long for the Karnak reactor to explode?

As far as explosions chasing you up the tunnel... if you want to use the SCP, I'll be adding an explosion sexp soon that can be set off anywhere, any time you want to.  You can have it consistently 10m behind the player if you want. :nod:
Title: Death Star II
Post by: Hudzy on March 13, 2003, 11:33:08 am
Now that sounds good :D
Title: Death Star II
Post by: Killfrenzy on March 13, 2003, 03:12:03 pm
Goober, I tried it with a big cube with a tunnel - I didn't make it out in time and the thing blew up with me still half way out.

I was slamming into INVISIBLE things!
Title: Death Star II
Post by: Goober5000 on March 13, 2003, 06:13:00 pm
Hmm.

Weird.  Probably the best solution is to self-destruct the player if he doesn't make it out in time. :)
Title: Death Star II
Post by: Killfrenzy on March 17, 2003, 06:19:06 am
That's fair enough, but the thing didn't take long enough to explode to let you get down a decent enough length of tunnel. You have to make it a challenge to get down this tunnel, AND have the thing explode for long enough so that you can make it out.
Title: Death Star II
Post by: Goober5000 on March 19, 2003, 03:38:44 am
Explosion sexp has been implemented, so now you can have explosions chase the player up the tunnel. :)
Title: Death Star II
Post by: KARMA on March 19, 2003, 03:45:00 am
good!:)