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General FreeSpace => FreeSpace Discussion => Topic started by: Dark RevenantX on February 09, 2005, 09:43:15 pm

Title: New campaign - Heavan and Hades
Post by: Dark RevenantX on February 09, 2005, 09:43:15 pm
The campaign I am making - Heavan and Hades - is well underway, and will be finished this year.  It will feature the rebirth of the Hades, new and kicking ass, and an overwhelming Shivan threat.  This campaign starts near the end of the retail FS2 Campaign, and ends a while afterward.

I have a daring mind, and I am actually attempting to incorperate a good capship piloting system.  You never fly anything smaller than an Elysium in this campaign.  The best part is you end up piloting the Hades, but obviously not the colossus.  Corvettes are hard enough to control by themselves.  You will work your way up the chain of ships.  As turrets types are introduced, you will get a name for it and a statistical loadout in the cmd briefing.  You also get one of these for your ships and beams.

I require 1 assistant to... well... assist me for the hardest part: coding in the turret, capbeam, and aaabeam lock/unlock things; coding the energy dispensing, and for making the glowmaps/glowpoints automatically shut off when a ship blows up.  Its a f*cking nightmare to code in every single damn ship that blows up just to induvidually deactivate the glow maps for them.  It seems unrealalistic to have an exploding ship with its lights on.

I know an old mod than I need pushed to get finished that incorperates energy using for turrets, and other capship friendly things that would revolutionalize this campaign.

Comments, suggestions, and extended helping hands are welcome.
Title: New campaign - Heavan and Hades
Post by: Knight Templar on February 10, 2005, 12:56:39 am
Oh boy...
Title: New campaign - Heavan and Hades
Post by: mitac on February 10, 2005, 04:05:05 am
:wtf:

By the way, it's "Heaven".
Title: New campaign - Heavan and Hades
Post by: Unknown Target on February 10, 2005, 05:44:14 am
You would have to really rework the entire code of the game for that to work.

Do a search and see why none of this would work, especially with just one coder.
Title: New campaign - Heavan and Hades
Post by: Dark RevenantX on February 10, 2005, 09:11:06 am
not necessarily.  I did a test mission with a Fenris with beamfree, and it seemed to attack my target.  If it could not, it was like a normal turret.  I would, of course, have to worry about the damage indicator, but that can be reduced to the most important turrets.  I would also need to change the red flash to a different thing.

It is possible, just a pain in the butt.
Title: New campaign - Heavan and Hades
Post by: Unknown Target on February 10, 2005, 09:50:04 am
What's the point, anyway? Use Bridge Commander instead, that game's actually built for the thing.

Not to mention that all the player would be doing the whole game would be turning something that turns so slow it's almost unnoticable, and letting the AI fire all his weapons.
Title: New campaign - Heavan and Hades
Post by: Dark RevenantX on February 10, 2005, 10:24:01 am
more than that, dude.  There is something called strategy.  Like you might want to go up to the side of an enemy ship because it has no beam coverage there, or something.  Mabey I should dump anything larger than a cruiser.  At least you can worry about big beams if you are a cruiser, and you can turn, too.

I am just one of those guys that wants to try something never done before.  To create something otherwise impossible.
Title: New campaign - Heavan and Hades
Post by: aldo_14 on February 10, 2005, 02:59:25 pm
I don't think it'll work myself, but good luck anyways.
Title: New campaign - Heavan and Hades
Post by: StratComm on February 10, 2005, 03:38:06 pm
A big problem that I don't think will get fixed anytime soon is not the damage indicator but the arming and power management of a capital ship.  As it stands capital turrets have no energy or ammo considerations, and you cannot dynamically change the way they are armed.  They can be changed via sexp, but not by the player.  This issue is actually longstanding with bomber turrets, but since it still hasn't been adjusted or fixed I doubt there's much of a way to do it on a larger ship.
Title: New campaign - Heavan and Hades
Post by: Falcon on February 10, 2005, 05:59:29 pm
Why not just make gunboats available to pilots and make beams available as a primary weapons slot as well as flak cannons and such?  My thoughts though............
Title: New campaign - Heavan and Hades
Post by: Dark RevenantX on February 10, 2005, 07:23:18 pm
as I said, Im changing it so it will be a max size of a cruiser, so things do not get impossibly complicated.  Im just learning C, so I need a helper with some of that.  I can wait, as I have that Onslaught map to do.
Title: New campaign - Heavan and Hades
Post by: Woolie Wool on February 11, 2005, 02:01:21 pm
Why not make new cruiser models with actual gun mounts, allowing you to fire beams yourself?
Title: New campaign - Heavan and Hades
Post by: Unknown Target on February 11, 2005, 02:32:48 pm
Well, I don't think it'll A) Work, or B) Play particularly well, but knock yourself out, and good luck :)
Title: New campaign - Heavan and Hades
Post by: Setekh on February 11, 2005, 08:04:23 pm
Baby steps, RevenantX. When the going gets tough, don't give up - take a break, and come back to your project. Don't be afraid to start out with something small and build from there. :)
Title: New campaign - Heavan and Hades
Post by: aldo_14 on February 11, 2005, 08:16:40 pm
Quote
Originally posted by Dark RevenantX
as I said, Im changing it so it will be a max size of a cruiser, so things do not get impossibly complicated.  Im just learning C, so I need a helper with some of that.  I can wait, as I have that Onslaught map to do.


I'm wondering myself.... can you tie in a fire-beam to target the current targeted vessel (and if not, maybe you should look at adding an sexp for that as a priority)
Title: New campaign - Heavan and Hades
Post by: Dark RevenantX on February 11, 2005, 09:02:37 pm
your turrets already fire on your targeted ship including beams.  They target random in range ships if the turret is firing at something out of range or out of sight.
Title: New campaign - Heavan and Hades
Post by: Falcon on February 11, 2005, 09:16:39 pm
What I always wanted was the ability to switch to different turrets, giving the pilot the ability to "man the guns"