Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Antares on June 04, 2004, 10:11:31 pm
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* Official environment mapping, or something
* Enemy fighters that randomly fire their primaries as they a-splode
* Blinking lights, blinking lights...
* ... and fire!
* Change the designation of all Demon-class destroyers to "SD Dee-mon"
* Consolidation of Bobboau and Goober5000 into the newer, more efficient "Boober9000"
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Originally posted by Antares
* Consolidation of Bobboau and Goober5000 into the newer, more efficient "Boober9000"
:lol:
Lets see, Good decals (Including versions for beams)
Other stuff
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"good" decals?
and the system I have now is what?
asside from the temprary lack of beam suport, I think the current decal system is on par with prfesional decal systems
wmm so the hybird between me and goober only keeps the first letter of my name, that doesn't seem fair, it should be called Bobboober9800XT or something.
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:D bobber and goobboau use the same number of letters from both names, so those look fair.
The only thing I really want to see now is the repeat count bug fixed. It's been screwing a number of my missions. :p
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* Blinking lights, blinking lights...
Implemented, implemented... :p
Check out the glowpointed Arcadia. Or LS's ships with animated-glowmaps.
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What was it called...
Lights giving of there own light?
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dynamic lights and no HT&L hates haveing lots of lights
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Originally posted by Antares
* ... and fire!
you mean like escaping atmosphere from a damaged warship?..
(see freelancer's smoke to see what i'm thinking)
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The features I want (in chronological order):
- fading between alternate glowmaps: The thingy bob talked about earlier. This would allow for animated glowmaps WITHOUT blocking up all your vid card memory and causing loading stutters
- fixing the Thruster/hull bug
- better damage (i.e. fire & smoke & electricity) effects.
- MULTIPLAYER!
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Originally posted by Bobboau
dynamic lights and no HT&L hates haveing lots of lights
Well fine...:p
Then I change mine to, changes in the star background
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Improve the audio !!!
Don't forget it.
5.1 6channel support.
And perhaps some EAX improvments, as you won't notice having EAX turned on, the way it is now.
After that:
Bumpmapping
Motionblur (for afterburner)
Glare effects on the shinemap highlights.
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5.1....
So do we have someone with experience using surround sound encoding et al? Didn't think so...
I have no requests, you're all doing what needs done.
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What I would like is a LiveCD, and an attempt at getting FS gameplay, not high quality graphics, working on extreme low end PC's. (LiveCD +LowEnd support +School Pc's=fun during brakes)
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Are we doing this again? goobboau have been working so hard, as well as everyone else involved, and all we do is nag for _more_ features... and wonder why our framerates die...
By the way, how's that overexposure/bloom/whatever effect coming? ;)
Edit: woo! 4999 posts... What to do for my 5kth post...
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IIRC, I already asked above
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Originally posted by Bobboau
"good" decals?
and the system I have now is what?
asside from the temprary lack of beam suport, I think the current decal system is on par with prfesional decal systems
wmm so the hybird between me and goober only keeps the first letter of my name, that doesn't seem fair, it should be called Bobboober9800XT or something.
Sorry for the late reply
What I meant was, currently the decals seem a bit...screwy. Example: I shoot a ship, decals appear. However, when I look at that section of the ship (with the decals) from a different angle, the textures in that area are a foggy grey.
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i want that light-blooming/dynamic glow/overexposure thing. I know its been mentioned before, but it needs more emphasis.
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Originally posted by Jetmech Jr.
Sorry for the late reply
What I meant was, currently the decals seem a bit...screwy. Example: I shoot a ship, decals appear. However, when I look at that section of the ship (with the decals) from a different angle, the textures in that area are a foggy grey.
Can you please post screenshots?
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no webspace.
I could probably e-mail you a pic.
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kasper - loopstra @ het net . nl
Remove the spaces. Put HLP in the subject header. Don't go over 1 MB
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Originally posted by CP5670
:D bobber and goobboau use the same number of letters from both names, so those look fair.
The only thing I really want to see now is the repeat count bug fixed. It's been screwing a number of my missions. :p
I still haven't figured out what's going on with that. In the meantime, try experimenting with the every-time sexp to make things repeat. It works like when, but evaluates its condition every time the condition becomes true.
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if you look at my new orion maps, in one of the screens you can see a dark gray triangle where there should be a texture. Its really ugly. At least its not doing the thing where it turns white as soon as i shoot it anymore
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Originally posted by Jetmech Jr.
no webspace.
I could probably e-mail you a pic.
http://www.imageshack.us/
It'll take a couple a seconds with this :)
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okay, here's something..
an MP3/cd player ingame.. almost like GTA3's radio stations 'cept with more control, (like fwd, back, etc)
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How about changing the rendering back to Isometric instead of what it is now? That would fix the scale problem I think.
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Someone fix the launcher, please.
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but wasn't that post already done sometimes ago?
btw
what the SW conv need is:
1- a way to show the value of a persistent variable in game, during action and/or with a comm message and possibly in the briefing/debriefing (in the stats maybe?)
The optimum would be something like for the FPS, with the possiblity to define with SEXPs the colour, size, name of the variable and key to hide/show the variables
2- I haven't followed the decals progress recently, unfourtunately, btw I'd still like a virtual shields system for capships based on the decal system and connected to what argv did sometimes ago.
3-colour of thruster glows defined for each ship and not based on the specie
4-again, I'm not sure what's already implemented about this thing, but I'd like subobjects rotating forward and backward for a certain amount of ° after a key press (xwing foils).
also, it could be interesting to have a subobject rotating randomly forward and backward for a random amount of time, I was thinking at R2 on board the Xwing, but also it could be used for rotating subobjects (like a radar)when they are severely damaged
that's it. Well, maybe I'd love too to see some multiple dockings for some kind of transports in the SW universe, with a master ship and n slave ships, but I know it's just a dream:)
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I'd like someone to make a little bit more of logging available, for multiplayer games like FSCZ.
What I want logged:
Per type of ship, per team: amount destroyed, amount disabled at mission end, amount warped out, amount warped in, amount present at mission start
Per type of missile, per team: amount fired.
Per Capship: Damage at mission end, Damage to subsystems at mission end
I made the calculation in my head, and if you simply make an array with [ShipType, TEAM, Status] and one with [MisileType,Team] and do a ++ everything you see a missile fired, or a ship destroyed or something, you could do the whole thing in (130*4*5)+(200*4)=3400 integer values for the ships and weapons, and something comparable for the capships.
If you could then output this array into a textfile at mission end, the server could submit this file into some parser, and one could make a system were ships cost money to replace, missiles cost money to fire, and caps cost money to repair.
This sounds all very complicated, but acccording to some coders here it would all be easily done if one could find the time.
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Originally posted by kasperl
Can you please post screenshots?
yeas do. this sounds like an issue I have been very concerned about for a while.
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I still haven't figured out what's going on with that. In the meantime, try experimenting with the every-time sexp to make things repeat. It works like when, but evaluates its condition every time the condition becomes true.
I looked around for that but couldn't find it in the sexp lists. Was that added in only recently?
I am actually still using FRED2 open 3.55, which is lacking some of the newer stuff but was the last software rendered version and has no major bugs. The newer builds seem to have issues like messy briefing views and random crashes, even without HTL on. Can the latest FRED2 builds run in the old software mode (with a command line or something) as a workaround or has that been completely phased out? I think most of these problems started when the move to OGL was made.
Were you able to reproduce the main bug though? If so, at least that's a good sign; I was beginning to wonder if it was something to do with system resources and was only happening on my computer.
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try -nohtl as a command line for FRED2.
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That only turns off HTL though, which solves most of the problems but still leaves some. Is there a way to go back entirely to software rendering?
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Just do something about multiplayer soon I want to do some dogfighting soon getting kinda tired of doing it in Freelancer hmmmm maybe because Freelancer doesn't have any beam cannons! Multiplayer now! Then after you could work on reflected surfaces (looking at my ship in the hull plating of a Deimos)
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Some suicide missions, but would grant enternal community blessing:
- Reworked turret code
- Ditching the Bounding Box for some other collision detection method
- -In conjunction with the task above: more dynamic model format
- - -Sliding ship parts (to the ever present turret issue)
- - -Same stuff for sliding than what was asked for rotateting ship parts.
- A new render method that would enable to the player to move in a lot bigger environment (I-War style battles) enabling the implementation of Newton physics
- - Newton physics
- Dynamic model rendering that would only render part of a ship on a given LOD. Usefull for: - Jugernaut ships (Inferno may need it someday), Planet renders, Space Stations, or just extreme high-poly capships.
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You forgot Geo Modding and Multidocking :p
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Hello,
allow me to join in here and post the request for the WC-SAGA-MOD.
But I'm pretty sure that most, if not all of these wishes would be a
great addition to the code and the other projects as well. It is much,
I know, but I still want to post it here, in the hope that something
will be done.
Here they are, in the order of what is needed most in the first place:
1) To finally made the autopilot function work, there are two things
missing. A Max-Radar-Range which can be set as a flag in the launcher, so that the "infintive radar" is only the value you have set.
And an sexpression, which can controll the time-compression, best way would be, that it slows down in one or two steps, and not
jump von 64x to 1x (but even this would be enough)
Asking for a single "autopilot"-sexpression, which will fly to the
selected navpoint, activates and deactivates the time-warp and
form your wingmen (or let the player form on the leader) would
be to much to ask I guess :)
(Also a small problem, when you fly to the navpoint via autopilot,
means your fighter is controlled by the AI, you cannot target
anything (which is actually not bad), but you can't see the distance
to the Nav-Point either. Maybe some Lead-Indicator or something
could solve this problem).
2) Weapons.tbl should get a "max.range"-value for missile weapons.
Problems can be handled more or less with the live-time of the
missile, but if it is not to difficult ....Problem is, that AI-Fighters fire
their missile from a very far distance, depending on the lifetime of
the missiles.
3) Phreaks very cool stealth-modus he once developed, but should
be possible to control over sexpression and of course for AI-Fighers
as well (and for the player pressing a specific button).
4) Taunt enemy. Just for fun, but would be perfect, when a taunted
fighter automatically drops his target and attack you (after you taunted him 2 or 3 times).
5) Death screams of enemies (not all, only a few of them, maybe
activated in FRED). When fredding a death-scream in a mission, you
have to set it to guardian, then when it's hull is 1% send the
message, and then selfdestruct him, that's the best way IMO. When
I say, send message "when destroyed", the message can only be
sended by "command" or something, but not by the destroyed
fighter, and I need these comm-brackets around the target to make
it realistic. Some Fighters are exploding instantly, but others are
rotating and braking apart, for these the death-scream would be
perfect.
6) Every shockwave (except missiles perhaps) should effect the
player with the EMP-Effect, the nearer you are, the harder the effect.
Shouldn't be to difficult, because the shockwave from the
emp-missile already has that effekt. Maybe it can be edited to the
tbl, if a shockwave will have an emp-effect.
7) Every time a capship explodes (in the same moment when it
brakes apart and the shockwave starts generating) there should be
a bright flash apear on the screen (maybe like the sun-flare). Best
would be, if the strongness of the effect depends on how your view-angle is. Extrem bright when facing the exploding ship, and rather small when you turn away about 180 degree
(I always liked that in the WC-Games :) )
8) A different way to add subobjekt to a modelfile, which are visible
and destroyable, but not targetable. THis is needed for
parked fighters inside a carriers hangarbay. If you build them as
normal subobjects, you can target them, and even worse, you can
still target them when they are destroyed and didn't exist anymore.
(Maybe this could also be achived by mutliple docking-points, but I
would prefer the other solution). Turrest are a little different, they
cannot be targeted after destruction, maybe it would be enough
if you can target the parked fighters when still alive, but not
anymore when destroyed, but not targetable would be better).
Fred-Changes (Important).
9) Most of our carriers have two fighterbays, foreward and back.
Forward for launch, back for landing. We need a addon in
FRED, which let you select the subsystem , from which a wing/fighter
should launch or land. Earlier I thought, I can achive this using
waypoints, but it isn't working every time. The AI makes what it
wants to, same goes for launching, it is not always using the first
path (just an Idea, but sometimes it seems, that the game didn't say "bay01" is now free again. Can it be, that there is somesort
of "time-amount", how long a path is busy after usage ? )
10) We need a "fire missile-turret" sexpression. Same as the "fire
beam", which works fine for primaries, but not for secondary weapons. Maybe "fire beam" can be upgraded.
Thanks for your time !
P.S. My Team-Mates may correct me, If I had forgotten something.
(edit) Actually I forgot someting important. A stable shield code for
shielded capships, and good animation for these shield-hits. AFAIK
there has already been some work here.
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Oh yes, for speech, a 'voices' table where you can set what voice to use for what persona. This might help to keep the female voice with the female characters, and the other way 'round.
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Originally posted by Bobboau
yeas do. this sounds like an issue I have been very concerned about for a while.
Crap, it may be awhile before I can get you guys a screenshot, my comps acting...funny.
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Allright, kasperl, check your e-mail.
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" A stable shield code for shielded capships"
use the comand line -bobshield
and new animations are your problem, we make code, not mod content
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Originally posted by Bobboau
use the comand line -bobshield
what's that exactly?
and about animations, would it be possible to have weapon-dependent animations?
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i'd actually like to see a special capship cloaking code, so it'd sequencually phase back into view.
for example, a sath under cloak, when it decloaks, the field switches off gradually, starting with the "prongs" and retreating towards the back of the ship.
EDIT: ooh, i just thought of another... "cinema bars" for ingame cutscenes..
and gravitational drift, think black holes for this one, where if you're near something that "pulls" at everything, if your ship's engines are disabled/stopped it'll start drawing you in... would also make for an interesting mission dynamic, too.
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Originally posted by Bobboau
" A stable shield code for shielded capships"
use the comand line -bobshield
and new animations are your problem, we make code, not mod content
I will certainly test this :)
About the animations, I guess I didn't write that precisive. I mean the
ugly effect, when the shield-hit-ani will be displayed extremly big.
But I think that is more related to the shield-mesh itself and it's faces,
but it is rather difficult to build something like that(at least for me).
For a fighter it is much more easy, just make a bubble and that's it.
Can you make me any hope on the other things ?
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the hit effect is now projected usieng address clamping and a plannar UV function, it won't be huge anymore, by defalt the hit effect will be about the size of the thing hitting the shield, you will want to make sure of one thing when makeing the shield meshes, don't alow any 90 degree angles, anything hitting along the edges of triangle at 90 dgrees will have an ugly streaching effect, the rounder the geometry the better
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Originally posted by Jetmech Jr.
Allright, kasperl, check your e-mail.
done, I already mailed you back with the email URL.
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(http://www.sectorgame.com/FSCZ/kasperl/screen02.jpg)
This is the Decal bug i mentioned.