Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Scuddie on April 11, 2003, 02:15:39 pm

Title: Subspace Revised
Post by: Scuddie on April 11, 2003, 02:15:39 pm
Forgive me if this is too off-topic, but I KNOW I am not the only one who wants to  throw up everytime I am in a subspace mission, so I propose, somebody should get the FS1 subspace POF and put it into the package.  Better yet, maybe somebody can re-do it :).  Also, maybe someone can fix up the mission properties and make it so that when subspace is selected, there are no visible stars in the area, nor a sun.  Maybe when fighters explode, they emit a small shockwave, got the idea from Black Horizon.  Anyway, since there is no mission in the FS2 campaign, I suppose it doesnt need a flag, but I could be wrong.  Oooo...  Lightning strikes!  More attitude for subspace would be nice........

Eh, lets just keep it simple, shall we?
Title: Subspace Revised
Post by: Galemp on April 11, 2003, 02:56:17 pm
Um... the FS2 subspace POFs are almost exactly the same as the FS2 ones... :confused:
Suns in subspace are easy. Just put a small blue one at either end of the tunnel.
If you want shockwaves on fighters give each of them a Special Explosion.

The only things that might need the SCP is to remove stars in subspace, and add an option for a lightning storm (Subspace storms? Cool....)
Title: Subspace Revised
Post by: SKYNET-011 on April 11, 2003, 02:58:57 pm
A different subspace tunnel model would be sweet:yes:
Title: Subspace Revised
Post by: diamondgeezer on April 11, 2003, 05:36:53 pm
Blimey, I remember my first sub-space mission, when I played Derelict. I definitely felt a little sea-sick... you learn to keep your eyes on the game and ignore the spinning blue stuff :D

New, fancy effects for sub-space would be cool. Maybe it could affect things liek the colour of thrusters, explosions and weapons, making them go a bit wierd. Snazzy lighting would be nice... and lightening, of course :)
Title: Subspace Revised
Post by: Bobboau on April 11, 2003, 06:30:38 pm
maybe some nebula-like poofs that go through a few times per second, to realy give you the feeling that you are hurtaling through a tear in the fabric of space
Title: Subspace Revised
Post by: CP5670 on April 11, 2003, 09:26:47 pm
Has anyone tried making a mission with both a full nebula and inside subspace? Makes for some strange effects... :D
Title: Subspace Revised
Post by: Scuddie on April 12, 2003, 02:04:36 am
I have, thats where I got the lightning idea.  However half the time FRED will screw up somewhere and save it without subspace or without nebulas.  The other half, my system crashes on mission loading :(.  The times it has worked correctly, it gave off a VERY nice attitude toward subspace, but the low visibility was a tad hindering.

As far as the FS2 POF goes, well, I just cant stand the way [V] screwed it up (sorry guys).  It's so horribly disfigured, it's pathetic.  OK, sue me for libel now :D.  Seriously, I think it should be replaced.  It just doesnt look right.

Finally, alternate subspace tunnels would be great, we can make unstable subspace jumps, or maybe even intrasystem tunnels :D.  It would rock :).
Title: Subspace Revised
Post by: Galemp on April 12, 2003, 03:15:07 am
Quote
Originally posted by Scuddie
As far as the FS2 POF goes, well, I just cant stand the way [V] screwed it up (sorry guys).  It's so horribly disfigured, it's pathetic.  


Once again: How is it any different than the subspace effect in FS1? :confused: :wtf:
Title: Subspace Revised
Post by: Scuddie on April 12, 2003, 03:41:55 am
You mean to tell me you dont notice that the subspace model is split about four times, on each side, and the end looks like a disfigured starburst??
Title: Subspace Revised
Post by: IceFire on April 12, 2003, 12:23:56 pm
I think Styxx did some fixing on it.
Title: Subspace Revised
Post by: Galemp on April 12, 2003, 02:52:40 pm
Well I'll be, I never noticed that... Subspace always made my woozy anyway. Ahem! The converted FS1 subspace models will be included in the next version of the FS Port.
Title: Subspace Revised
Post by: TrashMan on April 12, 2003, 04:57:17 pm
Well, is anyone giving it a try?:nervous:
Title: Subspace Revised
Post by: Bobboau on April 12, 2003, 06:48:19 pm
styxx did a long time ago
Title: Subspace Revised
Post by: Galemp on April 12, 2003, 07:48:00 pm
You mean for a new, weird subspace POF? I dunno. Get one of your DAWN OF TEH APOCALYPSE!!1 staff to do it.
Title: Subspace Revised
Post by: CP5670 on April 12, 2003, 08:52:01 pm
I just converted and used the FS1 model in its place, which does not have all the disfigured stuff.
Title: subspace theory
Post by: Flaser on April 13, 2003, 04:10:51 pm
Whenever I encounter a subspace orientated thread I try to propose my theory - so far only a couple of times did I get any response.

I hope it's not too OFF, but I think it may give a couple of ideas about how subspace could be implemented, and howmany scenarious can be introduced.

I decided to paste my *shortened* text from VWBB:
-----
In Brief History of Time Stephan says  that our world is 10 or 25 dimensional - we just don't realise it since on a macroscopic level only four are visible - the rest are wraped up.

My guess is that traveling in subsapce is actualy traveling in space  on those extensions.

Gravity bends space - so subspace as well - stretching it out! So it creates a field of accesable subspace. In a stellar systems you can go to almost anywhere where ther is a big enough mass.
However between solar systems you can only travel where there is still a strong enough subspace connection between them.

My image  of subspace is a big spherical extension around solar systems  wih tunnels connecting separate systems.

To enter subspace these rifts have to be aligned to enter.

Everything that has mass creates gravity, so any object inside subspace affects it, even light -or EMWaves. The problem is that light can interfere with itself - and get trapped inside a tunnel.

Space wraps in a strange way in an interstellar subspace tunnel, it  bends onto itself on the edges. A ray of light going normal to the tunnel ends up going in a ring. These rings are stil affected by gravity, so they spiral toward  one of the stars at each end of the subspce tunnel.

The rings can create complexes that are balanced between the stars pull - these actually form a frame for the tunnel stabilising it.

Dynamic complexes create stormy tunnels, abberant complexes may seal the tunnel altogether.
-----

With a new set of subspace pofs, the whole idea could be brought into game, creating a whole range of scenarios.
Title: Subspace Revised
Post by: Killfrenzy on April 13, 2003, 04:33:31 pm
'Subspace model' = subspace_big.pof and subspace_small.pof am I right?

Or is it something else entirely?
Title: Subspace Revised
Post by: SKYNET-011 on April 13, 2003, 04:58:48 pm
Yep.
Title: Subspace Revised
Post by: Killfrenzy on April 13, 2003, 05:05:04 pm
Okay then.

Why would you want to make a different pof? :confused:
Title: Re: subspace theory
Post by: IceFire on April 13, 2003, 05:17:46 pm
Quote
Originally posted by Flaser
Whenever I encounter a subspace orientated thread I try to propose my theory - so far only a couple of times did I get any response.

I hope it's not too OFF, but I think it may give a couple of ideas about how subspace could be implemented, and howmany scenarious can be introduced.

I decided to paste my *shortened* text from VWBB:
-----
In Brief History of Time Stephan says  that our world is 10 or 25 dimensional - we just don't realise it since on a macroscopic level only four are visible - the rest are wraped up.

My guess is that traveling in subsapce is actualy traveling in space  on those extensions.

Gravity bends space - so subspace as well - stretching it out! So it creates a field of accesable subspace. In a stellar systems you can go to almost anywhere where ther is a big enough mass.
However between solar systems you can only travel where there is still a strong enough subspace connection between them.

My image  of subspace is a big spherical extension around solar systems  wih tunnels connecting separate systems.

To enter subspace these rifts have to be aligned to enter.

Everything that has mass creates gravity, so any object inside subspace affects it, even light -or EMWaves. The problem is that light can interfere with itself - and get trapped inside a tunnel.

Space wraps in a strange way in an interstellar subspace tunnel, it  bends onto itself on the edges. A ray of light going normal to the tunnel ends up going in a ring. These rings are stil affected by gravity, so they spiral toward  one of the stars at each end of the subspce tunnel.

The rings can create complexes that are balanced between the stars pull - these actually form a frame for the tunnel stabilising it.

Dynamic complexes create stormy tunnels, abberant complexes may seal the tunnel altogether.
-----

With a new set of subspace pofs, the whole idea could be brought into game, creating a whole range of scenarios.

Pretty much fits with my general ideas on how subspace works.  Why needs to be changed to bring into the game however?  I'm pretty sure you can do a nebula inside subspace thus creating a storm :)
Title: Subspace Revised
Post by: Krom on April 13, 2003, 07:02:46 pm
mmm I wanna see a star system inside subspace...  Put the shivan homeworld inside subspace! spooky
Title: Subspace Revised
Post by: Scuddie on April 13, 2003, 07:20:50 pm
Quote
Originally posted by IceFire
Pretty much fits with my general ideas on how subspace works.  Why needs to be changed to bring into the game however?  I'm pretty sure you can do a nebula inside subspace thus creating a storm :)
Thats what I'm saying...  Creating a nebula in subspace enhanced the feeling of it, but like I said, it hindered visibility and most of the time it wouldnt work (for me, anyway).  What I was thinking would be maybe keep the current subspace the way it is, except the model ofcourse ;), and we can have some variations, like an unstable hole, a hole with plenty of interferance (radar almost useless), and maybe intrasystem jumps can be different than intersystem holes.
Title: Subspace Revised
Post by: Killfrenzy on April 13, 2003, 07:28:37 pm
What? Like a different colour?
Title: Subspace Revised
Post by: Scuddie on April 13, 2003, 07:45:52 pm
Well, I am guessing the whole of the nebula effect can be used as unstable, with a little bit more.  The visibility shouldnt be reduced as much, but "poofs" should be plenty more, however, and all kinds of different lightning strikes can happen, with the occasional EMP bolt, like the ones in EMP nebulae, except not constant.  Occasional sporatic comm interferance would be present too.  They can also have lightning strikes rendered in the background.  Another thing is that the critical ship damage electric effect thingo can show up and in varying color.  These are just a few ideas, and I've got writer's block so I cant give much more :D.

EDIT:  Tell me if I'm starting to being annoying that it would seem I would be another FreeTerran, and I'll stop :p :D.
Title: Subspace Revised
Post by: NecroBob on April 13, 2003, 09:53:47 pm
hmmm
on the topic of planets in subspace, or planets in general.

would anyone benefit from a realistic sized planet that could be destroyed or blown up?  I made one for grins and giggles.
it's huge, 12,800,000 meters wide, in-game. earth sized.
and save the tweaking the explosion, ships.tbl entry and making chunks for it, it works fine.

that brings up another question of mine, can anyone tell me what happens specifically or what regulates\modifies how something explodes?
i.e. what influences how long it takes while it sparks and electrifies before it breaks up, I figure small fighter explosions aren't that dissimilar from large capship explosions.
and stuff, just a thought and a question.

Bob
Title: Subspace Revised
Post by: Stryke 9 on April 13, 2003, 10:05:23 pm
I think Subspace was originally designed to look a lot like the Capsule Space in Independence War. The anims show it as quite similar, but blue and without the freaky electrical thing in the middle or real transparency, so maybe we should model it after that.
Title: Subspace Revised
Post by: NecroBob on April 14, 2003, 05:18:51 am
hmmm
why model is after anything specifically?

why not give it customizable aspects to be left up to the mission designer?  you've implemented texture replacement, why not try and implement subspace model replacement?
or are there not enough == true's in the world??? :nervous:
just a small thought, it's 6:18 est and I just got up, I don't feel much like thinking.

Bob
Title: Subspace Revised
Post by: Galemp on April 14, 2003, 08:24:38 am
Do we really need FRED parameters? I mean, how many subspace missions can you realistically have?
Title: Subspace Revised
Post by: NecroBob on April 14, 2003, 05:49:16 pm
true, or at least think of supporting palette remapping, I dunno :D

how many fred params do we need? how many subspace missions can be made?  who knows, give the people the means, step back and see ;)

Bob
Title: Subspace Revised
Post by: ZylonBane on April 14, 2003, 07:28:00 pm
I've already suggested elsewhere in this forum that subspace be expanded into a generalized skybox renderer, where you specify whatever and however many POFs you want (along with spin, alpha, yadda yadda).
Title: Subspace Revised
Post by: NecroBob on April 14, 2003, 07:45:13 pm
well, it's been suggested again
btw, the alpha and spin is a good idea as well :)

Bob
Title: Subspace Revised
Post by: IceFire on April 14, 2003, 08:04:25 pm
Quote
Originally posted by ZylonBane
I've already suggested elsewhere in this forum that subspace be expanded into a generalized skybox renderer, where you specify whatever and however many POFs you want (along with spin, alpha, yadda yadda).

Then we can do Dyson Sphere like things too!
Title: Subspace Revised
Post by: NecroBob on April 14, 2003, 09:43:11 pm
a dyson sphere probably wouldn't be too hard to accomplish either, whether inside or out...

for inside, just make a REALLY big model for it, center it at 0,0,0 or wherever, depending on your mission.
for outside, use the same model, hideously far away (or close), and have a bit of the sun shining through.  
I'm presuming we have some form of additive or transparent textures (thrusters, etc.) to work with, why not make massive light beams streaming from it? :D

just a thought, I also might be quite insane.  I'll tinker with the dyson sphere model idea after I get done with this planet thing.
silly real life gets in the way :nod:
I'd personally push for something similar to halo :)

Bob
ideas? flames? etc?
Title: Subspace Revised
Post by: ZylonBane on April 15, 2003, 05:02:22 pm
Quote
Originally posted by NecroBob
I'd personally push for something similar to halo
You mean Ringworld (http://www.sfreviews.net/ringworld.html), right?  :thepimp:
Title: Subspace Revised
Post by: NecroBob on April 15, 2003, 05:30:59 pm
ah, spiffy, thanks :)
(yes, that's what I was thinking of)

Bob
Title: Subspace Revised
Post by: JTK-1701-E on April 17, 2003, 03:35:07 pm
I'd think it'd look cooler if you could make subspace "flow" in a direction rather than have two cylinders spinning in opposite directions.  Make this "tunnel" come at you or flow with you.  Make it a bit transparent and have the "Trek" warp look on the outside to give the feeling of actually moving through space at fast speeds!
Title: Subspace Revised
Post by: NecroBob on April 17, 2003, 05:55:18 pm
I had an idea like that as well, with space warping around you depending on which way you were facing, but I'd not suggest it, lest they ***** about GeoMod :D
(that was a fun one though...)

Bob