Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Axem on January 17, 2005, 10:01:54 pm

Title: Quasi-Release: Super FreeSpace Kart!
Post by: Axem on January 17, 2005, 10:01:54 pm
Yeesh, you'd think I should be working on other projects or studying for midterms. ;)

It's Mario Kart + FreeSpace!

Okay, maybe not Mario Kart, there's no powerups here, maybe... GT4 + FreeSpace? But its the first thing that came to mind.

Anyway, to get this to work correctly you'll need either WMCoolmon's mystery build or his cumulative one. I've only tested it with the culumative one though. It's not perfect, the AI messes up on some of the turns, but it eventually comes back on course enough to be a challenge. Try making an opponent a Horus, you'll really regret it. ;)

And now I'd just like to say I LOVE variables and arguments. Those things are awesome and made work a heck of a lot easier.

So what are you waiting for?
Link! (http://www.mts.net/~jmsrmr/narfin/fs2/axm_Funtastic.fs2)
Title: Quasi-Release: Super FreeSpace Kart!
Post by: phreak on January 17, 2005, 10:19:22 pm
hilarious :dizzy:
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Singh on January 17, 2005, 10:34:14 pm
I'm going to have to try this at home.

How do hte arguments work in this case? All I can find in that FRED code is in the place it's supposed to be.

Also, you got your Beta and Gamma lap events mixed up, in names at least.....
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Axem on January 18, 2005, 07:52:40 am
The agrument works more like a variable. Who ever set it off will be referred to whenever is used.

And for the lap events, are you sure? I just checked in FRED and they look alright, although I mispelt Gamma in one of the messages... :nervous:
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Gloriano on January 18, 2005, 08:23:13 am
I gotta try this *downloads!..*  :)
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Goober5000 on January 18, 2005, 12:18:10 pm
:lol: Super!  All we need now is Space Invaders or one of those vertical-scrolling arcade games. :lol:
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Axem on January 18, 2005, 12:31:48 pm
Space Invaders would be a pain since its lots of side to side moving. For the AI you could fake it with having the model sideways and make it move to your relative left or right.

But something like Galaga would be easier, I'll have to try that sometime. :D
Title: Quasi-Release: Super FreeSpace Kart!
Post by: aldo_14 on January 18, 2005, 12:55:59 pm
Quote
Originally posted by Goober5000
:lol: Super!  All we need now is Space Invaders or one of those vertical-scrolling arcade games. :lol:


Does cell shading still work, BTW?  I always thought a cell-shaded mod with stupidly huge explosions and swarms of wee enemies would be neat.
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Goober5000 on January 18, 2005, 02:09:24 pm
Don't think so.  It was never converted to HTL.
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Goober5000 on January 18, 2005, 02:10:36 pm
Quote
Originally posted by Axem
Space Invaders would be a pain since its lots of side to side moving. For the AI you could fake it with having the model sideways and make it move to your relative left or right.
It might be simpler than that.  Toggle Descent-style physics and use the strafe. ;)

The Scorpion can strafe, IIRC.  Try adding it and see what happens.
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Nuclear1 on January 18, 2005, 03:08:41 pm
The Mara can as well, last I checked.
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Axem on January 18, 2005, 03:32:51 pm
How do you toggle it? Is it just that Thrust Left, Right, Up, Down thing in the key config?
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Deepstar on January 18, 2005, 03:51:05 pm
hmmm.. Freespace Asteroids :D
Title: Quasi-Release: Super FreeSpace Kart!
Post by: Bobboau on February 10, 2005, 10:43:11 am
if someone want's cell shadeing enough, I now know how to re-implement it.