Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Killfrenzy on February 14, 2003, 07:25:07 am
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1) Is it possible to code it so that ships DON'T get vapourised by the beam? Can they just explode 'normally?'
2) YOU STILL DON'T GET CREDIT FOR THE KILL!!! <-- My biggest gripe!! :D
On another note, who was doing beam helixes? How are they coming along? (WANTS THEM!!!)
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3) Limited range.
4) Correct sound.
5) Cycling or non-cycling.
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Originally posted by Killfrenzy
1) Is it possible to code it so that ships DON'T get vapourised by the beam? Can they just explode 'normally?'
2) YOU STILL DON'T GET CREDIT FOR THE KILL!!! <-- My biggest gripe!! :D
On another note, who was doing beam helixes? How are they coming along? (WANTS THEM!!!)
everything is possible, if you have the time and the drive.
its a lot like the average essay, where you form an idea, you mold it, you arguement against it and for it, and finally you have a layout.
But we all know that an essay is easy to write because we all know how to write.
But to write code is a different mather, well especially since we are dealing with code done by other people. for exp. i have a very good picture of how the file system works, how it builds a file list, how it acces them, etc etc.
But i have little or no idea about the rendering, the weapons or the ship.
True i fixed the secondary bug, but that was easy, since the bug was a genuine bug where some Programmer remembered wrong and put in the wrong value. To tell the truth, the way he wanted it to be done, was not possible.
the only person who has dealt with beam weapons so far is Bobboau. And he is still learning alot of stuff. and beleive me there is a lot of stuff to learn. Also, he might have other interests, for example his POF editor.
I´m also learning, but i have this huge kick ass book from the creator of C++. A bit hard to understand for the novice, but once you get the hang of it, its easier, not easy, but easier.
so what i saying, give the man some time. evetually, he will come around to it.
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the helix position at point (x, y, z) should be determined as follows
assuming that +z is the direction of travel
(sin(z), sin(z), z)
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Originally posted by Kazan
the helix position at point (x, y, z) should be determined as follows
assuming that +z is the direction of travel
(sin(z), sin(z), z)
:wtf:
i think i get what you mean, but where does ít aim.
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down the Z axis
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Originally posted by Kazan
down the Z axis
yeah yeah, but unless i misunderstood it,
who?. :).
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I already have fixed the kills thing and the vaporize thing and the cycleing thing (though cycling is a bit of a hack at the moment it is relaited to shots(the beam field) and firewait) sound is proveing to be a major pain in the ass, and the limeted range I want to wait untill I get sounds fixed
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If those things are present in the next release (or the current one) then TBP will release and require the Open version of the EXE for play.
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Bob: I'd call these bugs, is that something that can make it into CVS asap?
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well if they arn't in there now they will be,
I'm going to dedicate myself to fixing the fighter beams once and for all this weekend
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Originally posted by Bobboau
I'm going to dedicate myself to fixing the fighter beams once and for all this weekend
WOOHOO! Everyone praise the mighty Bobboau! :D
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*praise praise praise*
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vaporised bug-fixed
kill getting bug-fixed
sound bug(s)-fixed
next up range
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*pats Bob on head* Good programmer! Gooood boy! ;)
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now all we need are committs :)
once he's got em all licked, of course :)
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I've given beam weapons a range, I'm not sure if they do damage or not beond the set range, but they only render to a table specified range, next I shal implement damage based on distance.
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Don't forget cycling!
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didn't mention cycleing becase it's been in the code for months now
OK, commiting all improvements, to use the new limeted range stuff
$BeamInfo:
+Type: 3
+Life: 0.9
+Warmup: -1
+Warmdown: -1
+Radius: 4.0
+PCount: 0
+PRadius: 0.0
+PAngle: 0.0
+PAni: particleexp01
+Miss Factor: 0.5 0.7 0.9 1.1 1.3
+BeamSound: 84
+WarmupSound: 151
+WarmdownSound: 157
+Muzzleglow: minbari_bg1
[i]+Shots: 1[/i]
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
[b] +Range: 2500
+Atenuation: 0.75[/b]
$Section:
...
shots is the number of beams that will be fired at a time,
more importantly the new values
+Range:
this is the max length the beam will fire if you are beond this range it does not apply any damage (though it may still show an impact explosion), also the beam will not render any further than this and the beam will gradualy fade along the length, I have taken into acount for beams getting shorter when they hit stuff so there should not be beams that sudenly look faded when they hit stuff.
+Atenuation:
this is the point (between 0.0 and 1.0) along the length of the beam that damage will start to weaken, by defalt it is set to 1.0 wich means damage does not get atenuated untill the end of the beam, wich means it does not get atenuated. if you wanted a beam that was strongest right at it's sorce you but was half as strong half way down the beam you'd set it to 0.0, if you wanted a beam that was 100% powerful intill half way down the beam you'd set it to 0.5
the only thing the current beam system does not suport is warm up/downs and I don't think it is going to get it any time soon, though I may play with it a little.
but bad things happen every time I've tryed to get it to do that
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test me (http://freespace.volitionwatch.com/blackwater/fs2_open.zip)
;7
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Wow you sure know how to get things done, thanks for the hard work. I can't wait to try it but i'm probably too dumb to get it it working.
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I tryed makeing a relese build and it's crashing when ever I try and start up a campain, it does not do this in the debug build, and I have not been able get even the slimmest clue as to why and i have been fideling with it for bout three hours now, will someone else be able to see if this was something introduced by me just now or if it was there before my commit at about 11:30
I'm going to clean and rebuild but I highly doubt it is going to help any
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I tried it with the glow-map exe on the 'Resources' page and it happens there too. :confused:
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has anyone looked into this?
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Bob, the kills thing still doesn't work, but everything else is fine........apart from the garbage spewed in the corner of the screen! :D
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ok here is are the table, for you less FS2 savy people(like me), to use inorder to get bobboau's new beam code. Just get the file and d/l it and place the contents into the the root of your freespace like C:\games\freespace 2\ for most people.
here is the URL:
http://www.geocities.com/red_menace7/testtable.zip
and here is the exe build:
http://freespace.volitionwatch.com/blackwater/new_debug.zip
credits to the TBP project for the TGAs and PCX, and to the SCP, and bobboau in particular.
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whoops.....you have to right click the link and hit save target as. Also the GTF Ulysses is the only thing that can use the Beam.
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Originally posted by redmenace
Also the GTF Ulysses is the only thing that can use the Beam.
Doesn't matter to me, when I test weapons I just use the debug codes anyway.
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Originally posted by redmenace
whoops.....you have to right click the link and hit save target as. Also the GTF Ulysses is the only thing that can use the Beam.
So change it in the table!! :D
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Umm well I will later today after school and just upload a new zip with all the information in it. But ya know I was just feelin' kinda lazy last night and didn't want to insert "nuetron beam" into all the fighter entries, although I could just use microsoft word or notepad to just add it into the lines with pbank.
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snarl.....ok I have finished inserting the "Neutron Gun" into the terran ship but that is enough for testing purposes. but anyway instructions same as before. I haven't tested it yet. so anyway. happy hunting
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Bob: I haven't seen a committ, did we get some bugfixes?
Kinda waiting on 3.5 :)
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it should have gotten commited, fire a fighter beam from you're ship and if it makes the correct sounds then it got commited,
also could you check on that crash bug
or better yet look for this
* Revision 2.11 2003/02/16 05:14:29 bobboau
* added glow map nebula bug fix for d3d, someone should add a fix for glide too
* more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
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Bob, whenever I fire a fighter beam it plays the sound and WON'T STOP PLAYING IT!! Even when I've stopped firing.......
I switched off all weapon sounds for it, and it starting playing the 'lock on' beeper ad inifinitum......
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were you useing this (http://freespace.volitionwatch.com/blackwater/new_debug.zip) exe
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If that's the one you posted at the beginning of the thread, then I think so.
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BUMP:ha:
Tried again last night with your debug build, Bob, and the problem still occurs. It's fine until you shoot, at which point it keeps repeating the sound.
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crap, it IS still doing it, ARRGGG :mad:
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Any ideas on the cause?
BTW: Any chance of making those weapons usable by capships? Tried it once and they don't like shooting with them. But I don't want to use AAAs if I can help it.......
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well how would they use them, the only diference between fighter beams and other beams is that fighter beams don't have a defanant target, they last for one frame, and they have no warm up/down, I guess the turrets could just swing them around wildly.
the stop fire primary function isn't getting called corectly for the player ship, or it isn't handeling the sound stop corectly
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Originally posted by Bobboau
I guess the turrets could just swing them around wildly.
This is a must try, could produce an interesting effect. :)
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What I'm after is a similar 'feel' to Imperium Galactica III. All the laser/energy weapons are beams, which I think is A) More realistic and B) Cooler!
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Originally posted by Killfrenzy
What I'm after is a similar 'feel' to Imperium Galactica III. All the laser/energy weapons are beams, which I think is A) More realistic and B) Cooler!
Or B5 style high energy plasma weapons. Thats what I've got anyway;).
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this (http://freespace.volitionwatch.com/blackwater/fs2_open.zip) is an update, all fighter beam bugs should now be fully resolved, this also has bank specific loadouts,
and to enable shield pierceing simply add the string "pierce" into the flags of a weapon, they will go strait through shields doing no damage, but leaving a hit effect were they went through, I will look into getting better handeling of fighter beams on turrets ( :rolleyes: :lol: ) for later use
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Thanks, Bob. I'll have a play with the new fix. :)
The reason why I don't want to use AAAfs is mainly because they're a leetle unreliable! I only want one shot out of them with a short recharge rate. :)
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I made those with standard beams for the Omega-X in TBP. Its a standard beam that doesn't have the "huge" tag or whatever so they fire at fighters.
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You mean they actually shoot at fighters as often as they're supposed to?
And my Capship Laser 1 (boring I know) doesn't have the "huge" tag either, yet it's not that regular......
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Here's the code because I'm such a nice guy! :D
; EA Light Fusion Beam AAA
$Name: EA Light Fusion Beam
$Model File: none
@Laser Bitmap: laserglow01
@Laser Color: 20, 20, 220
@Laser Length: 0.0
@Laser Head Radius: 0.0
@Laser Tail Radius: 0.0
$Mass: 1.0
$Velocity: 1000.0
$Fire Wait: 2.0
$Damage: 14
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.2
$Energy Consumed: 0.0
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 125
$ImpactSnd: 88
+Weapon Range: 1500
$Flags: ("Big Ship" "beam")
$Icon: icongun05
$Anim: LoadGun02
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$BeamInfo:
+Type: 3
+Life: 0.8
+Warmup: 1500
+Warmdown: 1000
+Radius: 10.0
+PCount: 0
+PRadius: 0.0
+PAngle: 0.0
+PAni: particleexp01
+Miss Factor: 1.2 1.6 2.1 2.2 2.5
+BeamSound: 149
+WarmupSound: 151
+WarmdownSound: 157
+Muzzleglow: ea_bg3
+Shots: 1
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
$Section:
+Width: 8.0
+Texture: ea_fb1
+RGBA Inner: 0 0 0 0
+RGBA Outer: 0 0 0 0
+Flicker: 0.0
+Zadd: 0.0
$Section:
+Width: 1.5
+Texture: ea_fb2
+RGBA Inner: 0 0 0 0
+RGBA Outer: 0 0 0 0
+Flicker: 0.5
+Zadd: 1.2
+Tile Factor: 32, 1
$Section:
+Width: 6.0
+Texture: ea_fb3
+RGBA Inner: 0 0 0 0
+RGBA Outer: 0 0 0 0
+Flicker: 0.6
+Zadd: 1.0
$Section:
+Width: 2.0
+Texture: ea_fb2
+RGBA Inner: 0 0 0 0
+RGBA Outer: 0 0 0 0
+Flicker: 0.5
+Zadd: 1.0
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Oh yes...and I did a test with that EXE Bobboau. The fighter beams no longer crash for me. Thats a very very good sign. The sounds do not repeat (but they never did for me)...although the current Nial sounds don't really fit properly.
It still bounces the fighters around a bit, even with no mass. Is that because no TBP fighter has the moment of intertia set?
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Thanks, Ice. I'll have a play. :)
Bob: Still no kill register on the beams......
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are you sure?
nope it doesn't damn, I thought it was doing it
I'll have to fix this tonight
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ok the kills thing is fixed, try it (http://freespace.volitionwatch.com/blackwater/fs2_open.zip)
also for you're non-fighter beam weapons add
$FOF: 5
to the end of one and tell me what it does :)
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Will do!
You sir, are the Steely-eyed Missile Man!:D
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so is everything working like I think it was
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HELL YES!!!
One of the gripes I've got with space combat games is that you get in the right place with a bomber and you can singlehandedly take down a massive ship. With the new plans for capship weapons, you won't get anywhere near it in a fighter, and you'll still have a hard time in a bomber!
But yes, everything is working just fine.
BTW, is there a specific place to put the $FOF tag? I've just dumped it at the end of the entry.
Question: What does it actually DO?:confused:
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it goes in as the last entry, (just before the decal entry if you have any, note decals have been disabled temporaraly)
it adds randomness to your weapon's fire, if you put in 5 it should have aimed you're shot somewere around 5 degrees up/down/left/right
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So setting $FOF to, say, 1 will make it more accurate?
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Does $FOF work on regular/fighter weapons, such as the Subach or Maxim?
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Originally posted by Hades
Does $FOF work on regular/fighter weapons, such as the Subach or Maxim?
I hope so...that could make capital ship balancing of weapons so much more interesting.
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Very
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FOF can be thought of as sort of inacuracy, so far it only works on fighter pulse weapons
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Wait, isn't that functionality already implemented as +Miss Factor?
As long as beam bugs are getting fixed, how about the one that causes beams to collision-check against livedamage chunks that have already been destroyed? This can look pretty silly, with beams just stopping in mid-space.
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it's _not_ a beam thingy
and I've never seen that before
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Try this--
Set up a mission with a beam shot intersecting one of the umbilicals of a Ganymede. Now disable the umbilicals in FRED and run the mission again. The beam should still be colliding with the now-nonexistant umbilical.
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Originally posted by Bobboau
FOF can be thought of as sort of inacuracy, so far it only works on fighter pulse weapons
Capital ship pulse weapons too?
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I havn't added any code to the turret fireing code yet
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Originally posted by IceFire
Capital ship pulse weapons too?
Why would you bother? Avoiding capital ship weapons fire is too easy as it is already.
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Originally posted by Bobboau
vaporised bug-fixed
Eh, what exactly is this? Beams are supposed to vaporize everything. If they don't, they should have a "no-vaporize" flag or something on them. What exactly did you do here?
And you spelled "attenuate" wrong. I fixed it. :)
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I beleve I linked it to the huge flag, so if you were hit by a huge beam you would get vaporized if you were hit by a non-huge beam you would die like normal
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Um, it would probably work better if you made a weapon flag to control this. Beams, no matter what their size, should vaporize stuff by default.
Tell me where you changed it and I'll put in a flag. :)
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Originally posted by Goober5000
Beams, no matter what their size, should vaporize stuff by default.
So an antifighter beam should vaporize a Sathanas? Riiiiiight...
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Let me correct myself - beams, no matter what their size, should vaporize fighters by default.
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I disagree, small (AAA) beams should not make fighters disapear when they kill them, I beleve this was a bit of a bug becase the origonal coments at the segment of code were this is determined say that only weapons that have both the beam and huge flag should vaporise small ships, and the code looks like it should have been doing that
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Originally posted by Bobboau
...that only weapons that have both the beam and huge flag should vaporise small ships, and the code looks like it should have been doing that
I agree, it makes the most sense. Small beams don't have the punch to totally disintegrate small ships, they are meant to just crack their hull.
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Or carve them like a loaf of bread! :D
I like the Minbari Neutron beams, the way they carve through hulls.
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Originally posted by Bobboau
I disagree, small (AAA) beams should not make fighters disapear when they kill them, I beleve this was a bit of a bug becase the origonal coments at the segment of code were this is determined say that only weapons that have both the beam and huge flag should vaporise small ships, and the code looks like it should have been doing that
Well, that's interesting. And it makes sense. Can you quote the comment?
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this is the whole code snipet
// If massive beam hitting small ship, vaporize otherwise normal damage pipeline
// Only vaporize once
// multiplayer clients should skip this
if(!MULTIPLAYER_CLIENT){
if ( !(shipp->flags & SF_VAPORIZE) ) {
// Only small ships can be vaporized
if (sip->flags & (SIF_SMALL_SHIP)) {
if (other_obj->type == OBJ_BEAM) {
int beam_weapon_info_index = beam_get_weapon_info_index(other_obj);
if ( (beam_weapon_info_index > -1) && (Weapon_info[beam_weapon_info_index].wi_flags & (WIF_BEAM|WIF_HUGE)) ) {
// Flag as vaporized
shipp->flags |= SF_VAPORIZE;
}
}
}
}
}
I think this is untouched from the origonal reslese
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Aha. I stand corrected. Good work Bobboau. :)