Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Mustang19 on June 14, 2007, 12:07:23 pm

Title: Attention All Modders: The SCP Feature Request Page
Post by: Mustang19 on June 14, 2007, 12:07:23 pm
Razorskiss (http://www.hard-light.net/forums/index.php/topic,47603.0.html) is willing to get all your SCP feature requests put into one Wiki page. This has been done before, just never succesfully. Just to help him out, I'm asking for all project leaders to list the features they want from the SCP team.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Topgun on June 14, 2007, 02:40:24 pm
how about non-project leaders? you know us guys that want cool stuff for are *secret* projects? Ninjas (working title)!!, Fall of Nations!!!


you did say all modders...
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Mustang19 on June 14, 2007, 02:50:54 pm
Well, go ahead. Stupid wording on my part. But we're better of with a complete list, not a discussion.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Topgun on June 14, 2007, 03:08:17 pm
1 Newtonian physics
2 wave weapons IE: you know like in metriod, the wave beam jumps up and down? I want that in freespace
3 Distortion shaders dang it!
4 waypoint paths that don't change orientation
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Mustang19 on June 14, 2007, 03:09:05 pm
Keep 'em coming. There's a lot more than that. Although please limit it to things that are actually in demand by mods, not "that would be cool" type of requests.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: RazorsKiss on June 14, 2007, 06:21:52 pm
I don't see much differentiation between the two. Sure, one project is larger than the other, most likely, but they're both "mods" :D

One thing, though - please add, to your request, which mod you're requesting it for, so I can add it in for the "supported by" section.

Yes, to Mustang's comment - please limit it to features you'll need for your mod/feature in a mod.  Blue sky stuff is all well and good, but putting in things we need should always take priority, no?

Note: I'm not saying TopGun's isn't - I'm just saying :D  So... what mod is it for? :D
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Topgun on June 15, 2007, 01:52:11 pm
all of it is for Fall of Nations, it's tc based on my own universe. the waypath thing I just thought would be useful.

I guess I am project leader? I am the only person working on this. heck, I am the only person who knew about this since I am announcing it now.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: RazorsKiss on June 15, 2007, 09:26:52 pm
2 wave weapons IE: you know like in metriod, the wave beam jumps up and down? I want that in freespace

For the second, couldn't you just use an animation for that?
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Woolie Wool on June 15, 2007, 09:57:41 pm
1. Limited sensor range sexps for non-primitive sensors (for Starforce' s asteroid mission)

2. Minefields. Just like asteroid fields, only they're mines, and they explode violently instead of burning up. (for Starforce)

3. Ship headlights/floodlights that actually cast light on objects. (for Starforce)

4. A more sophisticated shading method. (general)

5. Maximum asteroid number increased from 256 to 1024+ (possibly use depth culling to reduce rendering load) (for Starforce)
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: asyikarea51 on June 15, 2007, 10:57:17 pm
ATTOT I have fourteen ideas I want to put down, but I'm afraid of clogging up the thread with a post that huge and sidelining it. Should I, or should I not...? :doubt:

This thread just got my brains working all of a sudden. :nod:
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Scooby_Doo on June 15, 2007, 11:22:55 pm
PLEASE bring back any angle turrets. I've got several models that are currently "broken" because of it, plus Saga will be in need of it.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: RazorsKiss on June 16, 2007, 08:57:49 am
ATTOT I have fourteen ideas I want to put down, but I'm afraid of clogging up the thread with a post that huge and sidelining it. Should I, or should I not...? :doubt:

Well, I'd love to have the various mod teams post their feature requests here - so go for it.  Large, or small.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: jr2 on June 16, 2007, 12:00:11 pm
Hmm...
How about a way to fix this?

Is the possible to command the giant GTVA collusus or some other covverate?

I would like to do this during the game, instead of wasteing my time shooting the shivans, just ram into them!

Is there any way i could do this?
It's certainly possible, but as you take damage to turrets and whatnot your damage box fills up.

There's a hardcoded limit to the number of broken subsystems that can be displayed, and once that limit is reached, the game crashes to desktop.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: asyikarea51 on June 16, 2007, 12:39:05 pm
If you say so. I understand that not all requests get fulfilled anyway, so here goes. :)

Quote from: Myself. Excerpt from original message
1) Powered-up primaries (sound issues can be discussed later)

2) Allow looping sounds for non-beam weapons (for mods with ultra rapid-firing weapons and $disable linked fire penalty: YES) [btw can someone check to see if $DLFP is working properly? :doubt:]

3) Descent 3 Cyclone Missile code (I've got a whack idea specific to the universe I'm working on, but it might be complicated so I'll be quiet. :))

5) Spreadfire/Helix gun code (Not sure about this one, because Open already has a set of features for shotgun weapons.)

4) Command can come from a ship or station in a mission. IIRC someone's already working on this.

5) Better muzzleflash logic? :doubt:

6) Mechwarrior 4-style sticky beams? (Most likely for fighterbeams, though a modder can make it apply for a cap beam if he/she wanted to.)

7) Something like what Topgun said, maybe "wave" weapons? Like the kind in perhaps X2 or X3?

8) Variable inaccuracy for generic cannons? (I know Open has some tags for inaccuracy, but it's still "fixed" in a way.)

9) Totally new ways for missile locking? (Don't know how to explain this one. May be specific to my own universe, might have to explain it visually.)

10*) Anybody actually tried flying all the way into a planet's atmosphere in X2/X3 and got blown up? Maybe when using a planet model, an "atmosphere radius" can be set, instead of the atmosphere being right where the player ship collides right into the planet model?

11) Alpha strikes? (Select any, or all secondary banks, toggle dual-fire, and fire away at the target. Might make for some really frantic capship attack/defense battles when combined with improved AI, dumbfire bombs and battle music methinks, but then the capships are gonna die way too fast...)

12*) I don't know how MW4 does it, but their Gauss rifle effect doesn't look "flat". Is it feasible in FS, and did they use some cylinder model or something as a base for the Gauss trail texture? Or was the projectile texture simply a hollow circle drawn into a trail? :doubt:

13) Variable missile launching - if the ship model has enough secondary firepoints assigned to a bank, instead of dual-launching only, you can launch x number of missiles up to the number of available firepoints in two ways - individually and very fast with optional on-the-fly reload, or a slow, full-on barrage.

But make it come at the obvious cost of ammo, a variable reload time penalty that can be set, and do not allow bombs to use this feature? Also, the standard $Fire Wait may have to be ignored. (I think this is an extremely complicated feature to do, so it might be best if this was portrayed through a non-gaming medium instead.)

14) Magazine weapons on both primaries and secondaries - when a magazine is depleted, you need to wait a while for the next mag to load. Perhaps add in a loading sound here too. This one IMO should suit pirate factions a lot, but I figure it's going to be a nightmare to code if non-magazine weapons need to be included as well. And not forgetting that mags come in different sizes...

15) Recoil that physically sends you backwards. This can be a complement to suggestion 1 when ultra-high power primaries get involved. #added in for this post :)

I admit I'm still not sure about a few things. Besides, the mod I'm working on is on permanent hold until I can create my own content, a long way off, which is why I added some suggestions which I think other modders could use as well. Can't be selfish now! :)

I'm doing a "smaller" mod which is a more realistic goal, following advice from the experienced. :)
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Wanderer on June 16, 2007, 02:03:53 pm
You could probably just script some of the features you want to get.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: karajorma on June 16, 2007, 03:12:01 pm
And 4) is already done (Goober did it, try a HEAD build).

Some of the others stand no chance of being coded unless you know a coder willing who has played the game involved. I haven't played descent so I have no idea what 3) and the first 5) are.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: RazorsKiss on June 16, 2007, 04:39:21 pm
1 Newtonian physics
2 wave weapons IE: you know like in metriod, the wave beam jumps up and down? I want that in freespace
3 Distortion shaders dang it!
4 waypoint paths that don't change orientation

Ok, thinking about how to put this in on the page, and I'm stymied, a bit.

For #1 - I'll let the devs tackle the response to that one - but I've seen several places where they've said that would require an almost-total engine rewrite.

For #2, again, wouldn't that be an animation, not a code request?

For #3, I'll probably add that - but, I'd like a little more info than you gave about it.  If you look at the features request list, there's usually a bit of info to go along with them, to detail what, exactly, you want accomplished, and for what reason.  If the request is vague, the response will be too, most likely.

Same for #4.  Give me some more information about your request, please?

Actually, let me tell you what.  I'll post a format for feature requests, so that we have a specific way to ask for things like this - and it will include detail about what you want it for, and what mod it's for - even if it's a personal project, etc.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Topgun on June 16, 2007, 07:25:27 pm
2 wave weapons IE: you know like in metriod, the wave beam jumps up and down? I want that in freespace

For the second, couldn't you just use an animation for that?

No, the laser ball actually moves.


and for #1 I might be willing to make that myself.

for number 4, think space stations.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Mustang19 on June 18, 2007, 10:01:54 am
You know, guys, instead of posting your requests here, you could edit the Wiki page.

http://www.hard-light.net/wiki/index.php/Feature_Requests
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: RazorsKiss on June 18, 2007, 10:48:24 pm
Except... very few do :D
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: ssmit132 on June 20, 2007, 02:09:42 am
Get rid of registry dependency. Then I can play FSO at school in free time. :P
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: Mustang19 on June 20, 2007, 08:16:07 am
I believe they're moving away from registries toward INI files. Still an important fix, you're right.
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: asyikarea51 on June 20, 2007, 12:34:26 pm
Just posting to say that I've read the responses to my long post. I'll keep watching the thread. :)
Title: Re: Attention All Modders: The SCP Feature Request Page
Post by: jr2 on June 21, 2007, 02:48:58 am
I had a request, but I forgot it already... :(