Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: KARMA on July 19, 2004, 07:20:15 am
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The guys working on making a SW total conversion for FS2 (Emeperor's Hammer) made this new radar, similar to the traditional radar of the SW games:
(http://w1.183.telia.com/~u18312284/down/tworadars.jpg)
here is where they talk about it and the math involved:
http://www.ehnet.org/mb/viewtopic.php?p=44155#44155
here is the source code:
http://w1.183.telia.com/~u18321974/FreespaceRadar.zip
I was wondering if you could (giving credits) add it to the SCP exes, maybe adding a flag to enable it. Connected to the custom HUD configuration it could come very useful for our brother project too.
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Originally posted by KARMA
The guys working on making a SW total conversion for FS2 (Emeperor's Hammer) made this new radar, similar to the traditional radar of the SW games:
(http://w1.183.telia.com/~u18312284/down/tworadars.jpg)
here is where they talk about it and the math involved:
http://www.ehnet.org/mb/viewtopic.php?p=44155#44155
here is the source code:
http://w1.183.telia.com/~u18321974/FreespaceRadar.zip
I was wondering if you could (giving credits) add it to the SCP exes, maybe adding a flag to enable it. Connected to the custom HUD configuration it could come very useful for our brother project too.
I like it :) Reminds me X Wing Alliance:)
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Originally posted by Neo Hacker
I like it :) Reminds me X Wing Alliance:)
Thats exactly why we did it :)
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Sounds like a good idea, but I am not a coder here (nevermind the avatars), so someone else will have to judge it's possibility of succeeding.
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Looks like the radar from Tie Fighter, thats neat :)
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the code is already there so you just have to paste it and modify it a but if it's necessary.
The big part will be to create an option that enable or disable this radar and go back to the original FS one.
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COOLNESS!
I must admit I've always preferred the X-Wing radar displays to FS'. But I was always glad FS' wasn't as bad as Frontier's :)
The only worry I have is that FS' interface is not designed for radars to be in those positions - It will likely obscure comms (Incoming chatter, the video, the main panel.) which could be a problem...
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Originally posted by Neo Hacker
the code is already there so you just have to paste it and modify it a but if it's necessary.
The big part will be to create an option that enable or disable this radar and go back to the original FS one.
Are you sure, did you code this, are you familiar with the FSO code? There has been other work on the radar code, perhaps doing something very special not counting on this stuff.
As for the interface not being designed, just make a new hud_tbl and you're done.
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they are using an exe derived (I think but not sure) from FSO and they have their own coders, so the radar has been already placed in game (as you can see in the sshot) and -again, if I'm not wrong- it is already setted as optional.
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weres WCM he's the HUD lord
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Well, the radar stuff has been reworked by phreak to allow multiple types of radars, so it should be integrated into that.
The big problem I see is that it's at the same spot as the communications box and the head ANI, so either they'll block the radar or it'll be hard to read it.
hud_gauges.tbl isn't completely implemented, but it's not all that hard to add new options, I designed it specifically with ease-of-use for programmers in mind. Basically...
1) Add variables for the gauge to the hud_info struct (Usually an int[2]) (hudparse.h)
2) Add the relevant info to the gauges[] array; when referencing a var in the struct, use the HUD_VAR macro. (hudparse.cpp)
3) Load any default strings, not default coordinates which are auto-loaded, in load_hud_defaults() (hudparse.cpp)
4) Add any needed calculations to calculate_gauges, this is called right after everything is loaded. (hudparse.cpp)
5) Change variables in the gauge updating functions to use current_hud->variable_name[0 or 1] rather than (usually) variable_name[gr_screen][0 or 1]
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I don't understand that radar. :wtf: :rolleyes:
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Left side shows everything in front of your craft, right side shows everything behind it. :D
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One is the image of what is in front of you and the other one is the one is whats in back of you.
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Edit: Cleared up now... :p
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Good to know.
It still confuses me, though. I think I prefer FS2's all-in-one system :)
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Is there a way to edit the radar to only show stuff that's in a cone in front of you, but nothing that's, say, more than a 45 degree angle to your nose?
EDIT: So it'd be like this:
NOSE
________
XXXXXXXX
And you couldn't see the X's. Basicaly, like a real aircraft's radar.
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I think this could be implemented into the HUD table thing, could it be made so that you can specify multable radars with diferent properties, like fov, a normal, render mode (ie preak's orb)
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The code in Imperial Alliance has been modified a bit from what is posted here. At the moment there is a command line flag to switch between normal and Star Wars mode. When we get to the options screen will probably add the option to switch in game. But the original source to this is just a straight drop in. As of the original 3.6 it looks like FSO has never touched the radar part.
This is what it looks like in our version of the game:
(http://sco.minos.net/IA_Pics/Hud2.jpg)
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So it was you, darkchrono! I thought you were part of (http://www.hard-light.net/forums/index.php/topic,24324.0.html) SWConv.
Take a look at the current CVS, especially hudparse.cpp and hudparse.h; then check out my first post in this thread. There's actually been a fair amount of progress on the HUD. :D
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well it doesn't make sense to change the fov of this type of radar, since it already cover 360°, you just have to get used at it, and personally I like it more than the wc-style all in one.
The double radar is slower to use (you have to check to quadarants instead of one) but you get better infos of what's behind you, you have a clearer view of the relative positions of the objects, when the all in one radar just tell you in which direction you have to turn to center the target as fast as possible.
that's my 2 cents at least:)
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Both have their advantages and disavantages. Having the the types in FS ( yeah, even that awful orb thing ) would be best, can do any kind of sim, TC, whatever, and please everybody.
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I like what you have done with the HUD, but now its pretty much to late to change. In addition to having a different HUD there are interface changes. And then some more internal stuff like when you jump out it will look like Star Wars and not the wormhole thing of FS2. I don't want to have keep adding all this stuff back in when a newer version of FSO comes out.
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You've done all that? :eek:
You should talk to Inquisitor about getting CVS access. That way you can add it to the main CVS tree and it'll be included with all future Freespace 2 builds.
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W00t! Star Wars HyperDrives?
Now THAT would be cool ;)
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WOW
I'm impressed dude. Thats ****in' amazing.
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hyperdrive...uhh yes that'd be cool, and it'd save me from pissing the SCP guys for months asking for that:p
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I would ask but I can't take credit doing all of this.
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Even then, is there any way you can merge the code trees?