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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: den5 on May 18, 2005, 12:27:01 am

Title: Questions
Post by: den5 on May 18, 2005, 12:27:01 am
1. This question to coders first. Undoubtedly all saw jump gate open's effect in Babylon 5 show. It can be transferred to game using glow points on jump gate and Fred SEXPS. But there is one obstacle. Delay in 1 second too long for this effect. It's possible to use chain's delay less than 1 second? Editing in a WordPad does not help.

2. What limit in polygons for game and Fred? Probably such question already was, but I don't remember.
Title: Re: Questions
Post by: karajorma on May 18, 2005, 06:00:52 am
Quote
Originally posted by den5
1. This question to coders first. Undoubtedly all saw jump gate open's effect in Babylon 5 show. It can be transferred to game using glow points on jump gate and Fred SEXPS. But there is one obstacle. Delay in 1 second too long for this effect. It's possible to use chain's delay less than 1 second? Editing in a WordPad does not help.

2) What limit in polygons for game and Fred? Probably such question already was, but I don't remember.


I'll take the second one first.

Retail ~750 polygons per subobject. Above that you had more and more chance of getting crashs and shards of death.

FSO I believe the limit is 25,000 triangles per subobject. Ominiscaper has managed to get his 50,000 poly battlestar galactica model to work in game so the poly limit (whatever it is) is way up there. You'd probably slow the computer down to 1 fps long before you hit a hard limit.

1) I can't think of any reason you can't have a chain delay of 0. In fact IIRC that's what FRED defaults to.
 Is that introducing a delay for some reason?
Title: Questions
Post by: Slasher on May 18, 2005, 12:06:50 pm
You can use whole numbers for a chain delay but rationals don't seem to work even if you use WordPad.  Negative numbers don't work either, despite FRED2 telling you to input an integer.
Title: Questions
Post by: StratComm on May 18, 2005, 01:12:08 pm
Why would negative numbers EVER work?  Seems like a negative delay would present continuity problems left and right if it's dependent on the previous event being true.
Title: Questions
Post by: DaBrain on May 18, 2005, 01:17:02 pm
Well, FRED improved a lot. I can work on a mission with far more than 25,000 polies. The speed is perfect.

But FS2 won't load the mission. :(
Title: Questions
Post by: Slasher on May 18, 2005, 01:47:29 pm
Quote
Originally posted by StratComm
Why would negative numbers EVER work?  Seems like a negative delay would present continuity problems left and right if it's dependent on the previous event being true.


It doesn't work anyways.  FRED2 will immediately unchain any event where a negative or rational number was input as a delay, and erase said input.  My attempt to create a temporal paradox that would rip open space-time and kill you all, just by using FRED2, has failed.  Cheerio.