Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on January 14, 2005, 12:34:29 am

Title: Mystery build
Post by: WMCoolmon on January 14, 2005, 12:34:29 am
I wanted a break from the techroom, so I went and toyed around with my newfound 3D knowledge. This build is the result...I'll let you discover for yourself what's changed. It should be pretty obvious.

http://fs2source.warpcore.org/exes/latest/C01132005.zip
Title: Mystery build
Post by: Ransom on January 14, 2005, 01:15:24 am
Couldn't figure it out, except that when I try to enter a mission the HUD twitches and then everything goes weird and dies.
Title: Mystery build
Post by: WMCoolmon on January 14, 2005, 01:17:01 am
:blah: Have you tried creating a new pilot?
Title: Mystery build
Post by: Ransom on January 14, 2005, 01:24:26 am
Still gives the same weirdness.
Title: Mystery build
Post by: WMCoolmon on January 14, 2005, 01:32:18 am
Try this mission then...goes in data/missions, run it from the techroom. (Uses default FS2 table data)
Title: Mystery build
Post by: Ransom on January 14, 2005, 01:41:08 am
Haha. Neat. Doesn't seem to work on regular missions though...
Title: Mystery build
Post by: Drew on January 14, 2005, 01:56:10 am
kinetics?

i tested it in the nekbet mission.  once your ship accelerates, the backround and ship modles spin.  and the keys wont bind. i had to go to external cam.  and a the rakshasa was flipping a hatshepsut on its axis. looked ****ing rediculous.
Title: Mystery build
Post by: Scuddie on January 14, 2005, 02:26:16 am
Oh my god, I think I just creamed my pants.  That is frikkin AWESOME!  I have always wanted to play FS like that...

Although you might want to tell the AI to never use the Y axis.  It's no fun if you're shooting at the belly of a Mara while it's moving back and forth, getting all confused.
Title: Mystery build
Post by: Nuke on January 14, 2005, 03:16:14 am
holy **** thats freaky.  i got a ctd when i tried to jump out.
Title: Mystery build
Post by: Black Wolf on January 14, 2005, 03:59:19 am
Weird, and  a little buggy, but has the potential to be a lot of fun - certainly an intersting take on things anyway :)
Title: Mystery build
Post by: Scuddie on January 14, 2005, 04:17:19 am
Dare I say RTS?  Dare I?  Yes!  RTS!
Title: Mystery build
Post by: vyper on January 14, 2005, 04:34:44 am
Screenies?
Title: Mystery build
Post by: Bobboau on January 14, 2005, 04:55:50 am
that right there was fuct :wtf:

who can say space invaders mod! :lol:
Title: Mystery build
Post by: Nuke on January 14, 2005, 05:02:49 am
dont suppose you can do 3d rendered shield icons as well?
Title: Mystery build
Post by: DaBrain on January 14, 2005, 07:37:41 am
Still don't understand what this is, but I'll download it.


BTW the thread name is pretty cool. ;)

Damn "Mystery-Hype" :lol:
Title: Mystery build
Post by: Bobboau on January 14, 2005, 08:27:06 am
alright for those who don't want to download, it turns the game int a top down 2d game, it's weard as hell.
Title: Mystery build
Post by: redmenace on January 14, 2005, 05:26:22 pm
//added to the website.
Title: Mystery build
Post by: WMCoolmon on January 14, 2005, 05:32:06 pm
Quote
Originally posted by Scuddie
Dare I say RTS?  Dare I?  Yes!  RTS!


Bah, you could do that in 3D mode too. Invisible waypoints could be used for move commands and attack commands could be handled with the same code as the comm interface. The big difficulty would be in getting the interface designed, or if you decided to try and go with build commands and stuff.

The deal with the Y axis is that right now I'm using extremely hackish code...after the physics and such are calculated, I reset values to the ones for the previous frame. The AI do a bit better if you set the rotation time of their ship to 9999 along the X and Z axis, they run away. ;) It'd probably be easiest to write new AI code rather than modify the existing code to handle 2D movement, though.
Edit: Anyway, for a proper implementation it'd take a fair amount of work; the radar needs to be fixed, physics code modified, AI code rewritten, the way I do the 2D view should be redone, and make it all toggleable with a mission flag.

The topdown view could be made a separate view, I suppose, although it might be more frustrating than the first person one for anything but capships.

At the moment, you might be able to use judicious use of waypoints to do something like Tyrian, or make a model consisting entirely of walls to make something like Continuum. (Although then you'd need to have a multiplayer server for it...I have no clue if this will work with Fs2NetD, it just might.
Title: Mystery build
Post by: WMCoolmon on January 15, 2005, 03:00:15 am
Quote
Originally posted by Nuke
dont suppose you can do 3d rendered shield icons as well?


In order to keep the feel of the HUD, I'd have to shade them green (probably meaning invoking the fog system somehow, since shaders don't seem to work well with it) and alpha blending them. The cloaking system probably uses what I need, but I'm not sure how fast/accessible it is for rendering ships not in the normal world-space.

Solid, fully-colored 3D ships wouldn't be too hard (or wireframes) though. I don't think there's an easy way to get the shape of a ship drawn (too bad, you could make some pretty neat form-fitting shields then) so a generic shield icon would have to be used...

It's not extremely critical, I don't think FS will crash, and there's always the hull/shield strength display in the center.
Title: Mystery build
Post by: AqueousShadow on January 25, 2005, 06:38:09 pm
Error: Failed to read flag file?

:(
Title: Mystery build
Post by: karajorma on January 26, 2005, 01:13:40 pm
Do you have devil.dll in your main FS2 folder?
Title: Mystery build
Post by: AqueousShadow on January 26, 2005, 06:27:17 pm
Thank you. I acquired the dlls and got the game to run, but it CTDs when I get to desktop...and I need to play the missions through there.

Help?
Title: Mystery build
Post by: WMCoolmon on January 26, 2005, 06:31:21 pm
Have you addressed these issues?
http://www.hard-light.net/forums/index.php/topic,29938.0.html
http://www.hard-light.net/forums/index.php/topic,29910.0.html

Meh, this is stupid. I'm going to haxx0r some code into FS2 to load another ship model if it's missing one, and issue a warning instead of an error.