Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Rga_Noris on February 04, 2004, 01:56:54 am
-
Hello.
I'm a n00b here. I lurked on and off for a while, but I've been using the FS_open since it's first stages.
I remember there was no support to play the MVE's due to copyright issues, but now I read that some people have made AVI versions of the MVE's. I was wondering: Have you guys figured out a way to get these AVI versions to play like the regular cutscenes as I play through the standard campaign?
I'm surprised at how far this has come since the last time I plugged around with it. You guys are amazing. So far, my favorite addition has been the shinemaps and the new thruster images. Outstanding stuff! And of course the HT&L engine is cool... and the 3D warp thing. And the weapon effects. And... this whole thing is just so cool!
Also, whatever happened to the decals bit? I remember playing around with a beta of a decal addition... I could shoot ships and little battle damage marks would appear. Oh yeah, and how about the little glowy-light things? You know, with the fighter bay lights and stuff? Did those get scratched?
Thanks!
-
Target Rga_Noris. Target locked. Fire.
:welcome:
Welcome to HLP. There are exits to the left and rear. Do not attempt to use them. Under your seat you will find empty beer cans, cookie crumbs, corpses of newbies, dog eared dungeon Porn mags left by Shrike... oh, and a Flamethrower. Unfortunately, we're out of napalm, so you'll have to bludgeon people to death with them.
In the event of serious conflict, there are plasma rifles in the forward locker, though these can only be opened by an Admin, [V], God, or Hyperintelligent shade of the colour Blue. If, for whatever reason, you find yourself crawling around in the ductwork, there's a better than average chance you'll encounter a Shivan. They're easy to spot with the five legs and all. If you're lucky, it's just Carl, who responds well to food rewards. If not, then at least you die quickly. Be aware that the entrance to the main control room is guarded by subspatial claymore mines.
Do not mention FS3. Karajorma's FAQ is your friend. Worship SCP team as Gods. Have a nice day.
-
Originally posted by Rga_Noris
I remember there was no support to play the MVE's due to copyright issues, but now I read that some people have made AVI versions of the MVE's. I was wondering: Have you guys figured out a way to get these AVI versions to play like the regular cutscenes as I play through the standard campaign?
Also, whatever happened to the decals bit? I remember playing around with a beta of a decal addition... I could shoot ships and little battle damage marks would appear. Oh yeah, and how about the little glowy-light things? You know, with the fighter bay lights and stuff? Did those get scratched?
Damage decals were removed as they unfortunately caused too much of a slowdown.
The avi versions are available from the Freespace FTP server. There's a link to it in my FAQ and a thread about it on the general FS formum.
-
here is what you are looking for http://www.hard-light.net/forums/index.php/topic,16047.0.html
also pay attention to this thread for some stuff you might be looking for http://www.hard-light.net/forums/index.php/topic,19514.0.html
-
Thanks a bunch guys! Yeah, I found that FAQ and it helped out a bunch.
Now all I need to do is wait for the afterburner problem to be resolved and I'll be set!
-
actually the damage decals were causing the giant memory loads that people were complaining about. the underlying declarations was still there (which was taking up about 150MB in memory), but the code to process them wasn't there. that will be fixed in the next build.
-
and I have set about a new implementation of decals wich promeses to be very efficient, and quick, and above all capable of rendering rediculus amounts of decals with alpha blending and a high framerate, unfortunatly the management of the new system is a very hard thing to get working and I'm haveing a hard time narrowing down wich polys to use to make the decals with.
expect progress to be made after 3.6
glow points are still in, but no one ever did anything with them so we havn't been suporting them greatly.
-
actually the damage decals were causing the giant memory loads that people were complaining about. the underlying declarations was still there (which was taking up about 150MB in memory), but the code to process them wasn't there. thats been fixed in the latest build
Do you mean the 01_20_2004 one? I actually still get some memory issues in that one.
glow points are still in, but no one ever did anything with them so we havn't been suporting them greatly.
I have been using them, as they're pretty cool things. :nod: There seems to be a minor bug with them in the tech room though; I will put it into mantis.
-
oops i should reword that. i wasn't entirely awake
-
Whoa! That's awesome news, Bobboau. Hope all the problems sort themselves out, as I loved the decals, even if they made my system chuggy-chug-chug ;)