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General FreeSpace => FreeSpace Discussion => Topic started by: Fozz on August 31, 2007, 10:19:48 pm

Title: Freespace FPS ?
Post by: Fozz on August 31, 2007, 10:19:48 pm
just had a load of thinking time.........
........
...... :nervous:......
........

i realy realy want to blow shivans up with a gun instead of a spaceship for a change.

the levels could be set inside the diffrent FS ships, it would give moderlers and mapers somthing new to work on.

what we would have to decide on first is what graphics engene the game would be based around. i.e.

Counterstrike Source, Red Faction or somthing else...



Sorry about the randomness of my message its 4:16 in the uk and i am knackered and cant think strait.
Title: Re: Freespace FPS ?
Post by: Fozzy on August 31, 2007, 10:24:58 pm
Damn I posted that with my old account  :mad:

EDIT- oh well a bit of vote rigging never hurt anyone  :rolleyes:
Title: Re: Freespace FPS ?
Post by: Iron Wolf on August 31, 2007, 11:34:36 pm
Use the source engine. STEAM offers some support for Mods IIRC.

You won't be shooting just Shivans though. Vasudans and Humans could also make an appearance. Also, it doesn't have to be ships. I'm sure taking over a planet requires some work by infantry.
Title: Re: Freespace FPS ?
Post by: Sarafan on August 31, 2007, 11:55:56 pm
I always considered the 14 year war to be a really good scenario for a FS FPS. :nod:
Title: Re: Freespace FPS ?
Post by: Unknown Target on August 31, 2007, 11:57:26 pm
Use the source engine. STEAM offers some support for Mods IIRC.

You won't be shooting just Shivans though. Vasudans and Humans could also make an appearance. Also, it doesn't have to be ships. I'm sure taking over a planet requires some work by infantry.

Source sucks mega ass.

And this has been attempted like 3 times already.
Title: Re: Freespace FPS ?
Post by: Hades on September 01, 2007, 12:05:50 am
I think a FreeSpace RPS would be like a frigging horror game. :nervous:
(800TH post!!!Wheee!)
Title: Re: Freespace FPS ?
Post by: Flipside on September 01, 2007, 01:28:38 am
It'd be interesting to see someone attempt a shooter using the Unreal 3 engine to be honest, but it has been attempted on numerous occasions, using the Fallout engine among others.

I suspect one of the hardest parts would be designing/animating the Shivans and Vasudans properly. Probably the best time to set it would be around the Silent Threat era, that way you can justify both sanitisation against Terran and Vasudan enemies as well as combat against remaining Shivans later (because they are MUCH harder to kill). The only down side to that is that it'd be kind of difficult to make Shivans the 'ultimate enemy' since by that stage the Lucifer was destroyed, so you'd need some kind of plot like the GTI experimenting with trying to control the Shivans in some way, possibly the first experiments with ETAK.
Title: Re: Freespace FPS ?
Post by: jr2 on September 01, 2007, 01:38:04 am
Hmm.  Have you seen the features list of 3.7.0?
Title: Re: Freespace FPS ?
Post by: Flipside on September 01, 2007, 03:02:39 am
Hehe, yes, I have, but the Freespace engine doesn't handle things like multi-frame animation beyond a basic level, Goobers a damn good coder, but I think what he has in mind will be more like 'Battlezone' than an 'organic' type shooter :)
Title: Re: Freespace FPS ?
Post by: NGTM-1R on September 01, 2007, 03:18:19 am
There have been several attempts to date; AFAIK they've never gone very far.

Animating the Vasudans shouldn't be too difficult, we do have some idea of how they move (FS1 Intel had a walking Vasudan), and overall combat behavior would be similar to a human I expect. The Shivans would be more of a problem. Let's face it; they were kinda poorly animated in Hallfight. We have no real idea what "normal" movement for a Shivan looks like. We've only ever seen them standing still (FS1 Intel) or on the attack (Hallfight; badly animated. And the FS1 Intel again, which is probably a better source.)

There will also be interpretation problems; to me it seems pretty clear Shivans were designed for null/low gravity close-quarters combat (newtonian physics in an FPS, makes your brain hurt, huh?), and would be considerably less agile than they were in Hallfight at what we think of as normal gravity. I also think they would have serious issues if the opposing side was given a reasonably clear 100 or 200 feet the Shivans would have to get across. But other people think other things.

I've toyed with the idea myself, and I've kept brief notes on possible weaponry I'd be willing to donate to the cause, perhaps some modelling of weapons or environments.
Title: Re: Freespace FPS ?
Post by: Roanoke on September 01, 2007, 05:28:59 am
I figured they would move like Aliens ie along the ceiling, jumping from wall to wall etc.
Title: Red Faction 3
Post by: Fozzy on September 01, 2007, 08:10:46 am
The way i see it is we could try it a 4th time, i know that red faction had 4 legged mutants that probably could be converted in to shivans 3 legs (look at the way the move), and a decent level editer.

PLUS I JUST FOUND THIS....

http://www.gamersquad.com/category/First-person-shooters/Red-Faction-3-confirmed-by-THQ/
Title: Re: Red Faction 3
Post by: Fang_Taichou on September 01, 2007, 11:57:38 am
The way i see it is we could try it a 4th time, i know that red faction had 4 legged mutants that probably could be converted in to shivans 3 legs (look at the way the move), and a decent level editer.

PLUS I JUST FOUND THIS....

http://www.gamersquad.com/category/First-person-shooters/Red-Faction-3-confirmed-by-THQ/

Shivans have 5 legs, compound eyes and an energy cannon + energy blades attached (5 legged Protoss Zealot/Dragoon hybrid?)

Though Shivans would be pretty tough to fit plot-wise, either have escaped specimens from Silent Threat or make secret SOC boarding missions of Shivan vessels during the FS2 nebula campaign.
Title: Re: Freespace FPS ?
Post by: FSW on September 01, 2007, 04:46:25 pm
There was a plan, back in the VWBB days, to make such a mod for Red Faction.
I suppose it didn't happen.
Title: Re: Freespace FPS ?
Post by: nubbles526 on September 02, 2007, 09:16:44 am
FINALLY SOMEONE WAS THINKING AS I DID!!! Everytime when I play a boarding party operations mission, I am always curios what it's like in the inside and stuff.

I agree tottally with everything this post has mentioned so far, but as Flipside says, it is going to be real tough building the actual thing. And this has to come with a FRED 2 mission design program.

Real tough, but if Volition made that possible in FreeSpace 3 (I am so going to get killed for saying that) and add the extra FPS, I think it could rock the market.
Title: Re: Freespace FPS ?
Post by: MetalDestroyer on September 02, 2007, 10:46:27 am
If you notice correctly the ending of Red faction 1, you see a Deimos class corvett. 
Title: Re: Freespace FPS ?
Post by: Snail on September 02, 2007, 10:55:34 am
If you notice correctly the ending of Red faction 1, you see a Deimos class corvett. 

Really? Can I see a screenshot? :eek2:
Title: Re: Freespace FPS ?
Post by: Fozzy on September 02, 2007, 11:09:43 am
Instead of talking about it, and letting the topic fade away in to obscurity, why dont we make a new forum to discuss ideas about a freespace FPS. ideas like what game we can mod in to freespace, story lines (I like the 14 year war idea), levels weapons (turret mounted in level HL-7)

if we used red faction, we could even make a freespace cut sceene of a fighter flying towards a moon or astroid and cut to...
...the level playing hommage to Decent.
Title: Re: Freespace FPS ?
Post by: jr2 on September 02, 2007, 11:42:43 am
Hmm.  Problem with HL-7, you only have ML-16s and previous before the end of the T-V conflict.
Title: Re: Freespace FPS ?
Post by: Hades on September 02, 2007, 11:44:05 am
If you notice correctly the ending of Red faction 1, you see a Deimos class corvett. 

Really? Can I see a screenshot? :eek2:

I wanna see it to. :eek2:
Title: Re: Freespace FPS ?
Post by: Fozzy on September 02, 2007, 11:53:33 am
If you notice correctly the ending of Red faction 1, you see a Deimos class corvett. 

no i dont see one, (you have to scroll to the end of the vidieo
http://www.youtube.com/watch?v=9iQCE9DEne0

it looks like a cool ship though
Title: Re: Freespace FPS ?
Post by: jr2 on September 02, 2007, 11:57:32 am
(http://i19.tinypic.com/4tr4rhg.jpg)
Title: Re: Freespace FPS ?
Post by: Desert Tyrant on September 03, 2007, 12:04:33 am
Ah, how a FS FPS would go:

We got gunz with bores the size of a human fist!  They're called BOLTERS!!

It's Freespace 40K
Title: Re: Freespace FPS ?
Post by: Oddgrim on September 03, 2007, 07:00:38 am
Ah, how a FS FPS would go:

We got gunz with bores the size of a human fist!  They're called BOLTERS!!

It's Freespace 40K

Methinks it would be cool anyways :p
Would be really awesome to receive air support from a Perseus on a battlefield or such.
Title: Re: Freespace FPS ?
Post by: Flipside on September 03, 2007, 07:28:51 am
If you notice correctly the ending of Red faction 1, you see a Deimos class corvett. 

It's not a million miles from one if you remove the bits from the side of it.
Title: Re: Freespace FPS ?
Post by: Fozzy on September 03, 2007, 07:36:02 am
What i think would be cool is if someone made this 3D to kick off the FS-FPS

(http://xs511.xs.to/xs511/07026/FlightDeck.jpg)
Title: Re: Freespace FPS ?
Post by: MercFox1 on September 03, 2007, 02:30:27 pm
Can I object?

A Freespace FPS? Come on now, I'm a big CS:Source and UT2K4 junkie, but who else thinks a fusion between Supreme Commander, Freespace 2, and Star Wars: Empire at War's Galactic Conquest mode would be even more friggin' awesome?

Nobody? Ok, I'll go home now.  :p
Title: Re: Freespace FPS ?
Post by: MetalDestroyer on September 03, 2007, 03:19:06 pm
If you notice correctly the ending of Red faction 1, you see a Deimos class corvett. 

no i dont see one, (you have to scroll to the end of the vidieo
http://www.youtube.com/watch?v=9iQCE9DEne0

it looks like a cool ship though

Arf, I think I've just notice the front mesh. Perhaps I was a sleepy >_<
Title: Re: Freespace FPS ?
Post by: Ace on September 04, 2007, 01:49:58 am
The Redfaction FS:FPS project had a lot of pre-design work done, and in fact work on some models and levels. The project itself didn't survive more or less due to the lack of interest in the game, the same happened with most Tribes:Vengeance mods. In the case of RF with Unreal Tournament 2k3 coming out, and geomod not being as effective as hoped, tons of projects changed engines.

Needless to say Plasma, IceFire, and myself had a plot outlined loosely based off of Plasma's fanfic "Phantoms." You played as a GTI operative at the height of the V-T war, dealing with insurrectionists in Beta Aquilae, the Vasudans, as well as some of the GTI's darkest secrets. (*cough* Shivans *cough*) There were some cool concepts modeled such as Bobboau's "Shivan drone" (a hybrid of Vasudan and Shivan) and even some human-Shivan experiments. (though the latter are... well... let's just say ETAK was a bit nastier of a concept than at first implied)
Title: Re: Freespace FPS ?
Post by: Fozzy on September 05, 2007, 08:30:06 am
The Redfaction FS:FPS project had a lot of pre-design work done, and in fact work on some models and levels. The project itself didn't survive more or less due to the lack of interest in the game, the same happened with most Tribes:Vengeance mods. In the case of RF with Unreal Tournament 2k3 coming out, and geomod not being as effective as hoped, tons of projects changed engines.

Needless to say Plasma, IceFire, and myself had a plot outlined loosely based off of Plasma's fanfic "Phantoms." You played as a GTI operative at the height of the V-T war, dealing with insurrectionists in Beta Aquilae, the Vasudans, as well as some of the GTI's darkest secrets. (*cough* Shivans *cough*) There were some cool concepts modeled such as Bobboau's "Shivan drone" (a hybrid of Vasudan and Shivan) and even some human-Shivan experiments. (though the latter are... well... let's just say ETAK was a bit nastier of a concept than at first implied)

I would like to help if the project ever gets off the ground again......
Title: Re: Freespace FPS ?
Post by: jr2 on September 05, 2007, 04:28:13 pm
Tweaking - a dev has commited it and is just finishing off little adjustments
Done/Fixed - for when it's completely done


3.6.10
Features:
  • new FS2NetD2 code (Taylor)
  • OpenGL fixes (Taylor)
  • reworked ships lab (Taylor)
  • reduced memory footprint (Taylor)
  • and better multi-format file loading (particularly for music).  (Taylor)
  • ships.tbl level texture replacement (Skinning) (Taylor)
  •  Enhanced Autopilot (builting cinematics) (Kazan) Tweaking
  • Fiction Viewer (Goober)
  • fire-turret (Goober)
  • invalidate-goal force (Goober)
  • 'dynamicification' of MAX_PARSE_OBJECTS (Goober)
  • Shield/weapon energy regen ship specific, measured in %/sec [Rqst: WCS]
  • $disable linked fire penalty [Rqst: WCS]
  • Ships.tbl "Flash"-effect flag needs work - brighter, quicker (<.25s duration) [Rqst: WCS]
  • more explosion variety [Rqst: WCS]

Bugfixes:
  • #1441 (http://scp.indiegames.us/mantis/view.php?id=1441)  Able to target beyond max radar range (Kazan) FIXED
  • #1315 (http://scp.indiegames.us/mantis/view.php?id=1315)   FRED won't display ship info, such as name and co-ordinates (Goober)
  • #1242 (http://scp.indiegames.us/mantis/view.php?id=1242)  Mods being validated when they arent supposed to (Kazan)
  • #1331 (http://scp.indiegames.us/mantis/view.php?id=1331) Crash on the Nebula color change (Kazan)
  • #1431 (http://scp.indiegames.us/mantis/view.php?id=1431) Crash when setting cues in FRED (Kazan)
  • #1203 (http://scp.indiegames.us/mantis/view.php?id=1203) Multi player host mission select list not displaying all missions (Kazan)
  • #1281 (http://scp.indiegames.us/mantis/view.php?id=1281) After using cutscene sexps to teleport player to a new position warships have no collision detection (Kazan) FIXED[

3.6.11
Features:
  • Compressed VPs (taylor)
  • New scripting code (from HEAD) (WMC)
  • SLDC (Shield Collision Trees) (Kazan)
  • no collide subobject prop (if nobody else does it by then) (Kazan)
  • Gravity Points (Goober)
  • Explosion Time (Goober)
  • Communications menu customization (Goober)
  • Comm Taunting + Hostile death messages (me - they would go with the comm customizations) (Goober)
  • Make alt-command briefing window - textbox at bottom, video window 2x large, video player capable of playing .mve/.ogg [Rqst: WCS]
  • surface-shields would emit shield-hit ani [Rqst: WCS]
  • taunts - four built-in message lines for taunts (random selection between list via 1 hotkey) - 2 taunts to target = 50% chance it changes target to taunter [Rqst: WCS] (same as what is already listed in roadmap under goober)
  • Rework planetary orbits code - be able to specify "too close" distance [Rqst: WCS]

Bugfixes:


Features:
3.7
  • Advanced Hazards System (better asteroids, mines, etc)  (Kazan & Goober)
  • Objects behind other objects become sensor obscured (if occluding object is properly flagged) (required for AHS)
  • Region-defined volumetric fogging [via shaders? if via shaders we can get shader soft-shadows too Big grin] (required for AHS) (Kazan)
  • Draw/don't draw hazard objects based upon distance-to-observer (ie they blend into the fog so don't have to be spent drawing) (required for AHS) (Kazan)
  • New section in .fs2 format for defining AHS entities (Kazan)
  • Improved Starfield (adding bitmap stars of various sizes to current AAlines stars, skewing distribution toward galatic plane, and possible toward nebula bitmaps) (Kazan)
  • OBJ3 http://www.hard-light.net/forums/index.php/topic,47751.0.html (Bobboau)
  • damage decals return (Bobboau)
  • wxFred  (Goober & Bobboau)
  • First Person Shooter emulation (Goober)
  • Custom HUD layouts per fighter [Rqst: WCS]
  • Customizable Mainhall - with "doors" to other rooms (ex to mission simulator) [Rqst: WCS]
  • HUD Weapon-selection alternative graphics (see 2j http://www.hard-light.net/forums/index.php/topic,39377.0.html) [Rqst: WCS]


Bugfixes:


Unscheduled
Features:
  • Merge Imperial Alliance codebase (Goober)
Bugfixes:



Last Update: July 30, 2007

Title: Re: Freespace FPS ?
Post by: Hades on September 05, 2007, 05:12:39 pm
Woah... sounds nice. :nod:
Title: Re: Freespace FPS ?
Post by: Fozzy on September 05, 2007, 05:41:58 pm
Cool, i want one  :nod:
Title: Re: Freespace FPS ?
Post by: MercFox1 on September 05, 2007, 09:11:47 pm
Look, I know Goober is basically one of the Godfathers of the SCP in its entirety, but I dont think even he could convince me that a Freespace-themed FPS would be a good idea. It just doesn't seem..."right" for the FS universe.
Title: Re: Freespace FPS ?
Post by: jr2 on September 06, 2007, 02:00:46 am
*snort* OK, no offense, but have you played Halo before?  Remember fighting your way off of the Pillar of Autumn?  Now, imagine instead its an Orion that's being boarded by Shivans.  Maybe not canon, but it makes for good gameplay, right?
Title: Re: Freespace FPS ?
Post by: GTF Hercules on September 06, 2007, 09:16:19 am
I think the major problem with a Freespace FPS is the lack of knowledge of the Terran, Vasudan and Shivan ground forces.  In my opinion, I do not belive Shivans have a ground force, they just blast the planet away. 
Title: Re: Freespace FPS ?
Post by: Topgun on September 06, 2007, 09:58:36 am
I think the major problem with a Freespace FPS is the lack of knowledge of the Terran, Vasudan and Shivan ground forces.  In my opinion, I do not belive Shivans have a ground force, they just blast the planet away. 
the shivans never, ever go down to a planet.
that's just the way things are.
Title: Re: Freespace FPS ?
Post by: Turambar on September 06, 2007, 10:21:46 am
why would you when you can park a lucy in orbit and fleet-bombard the planet for 13 hrs straight?

that really was a bad day to be a vasudan...
Title: Re: Freespace FPS ?
Post by: Topgun on September 06, 2007, 10:26:51 am
Tweaking - a dev has commited it and is just finishing off little adjustments
Done/Fixed - for when it's completely done


3.6.10
Features:
  • new FS2NetD2 code (Taylor)
  • OpenGL fixes (Taylor)
  • reworked ships lab (Taylor)
  • reduced memory footprint (Taylor)
  • and better multi-format file loading (particularly for music).  (Taylor)
  • ships.tbl level texture replacement (Skinning) (Taylor)
  •  Enhanced Autopilot (builting cinematics) (Kazan) Tweaking
  • Fiction Viewer (Goober)
  • fire-turret (Goober)
  • invalidate-goal force (Goober)
  • 'dynamicification' of MAX_PARSE_OBJECTS (Goober)
  • Shield/weapon energy regen ship specific, measured in %/sec [Rqst: WCS]
  • $disable linked fire penalty [Rqst: WCS]
  • Ships.tbl "Flash"-effect flag needs work - brighter, quicker (<.25s duration) [Rqst: WCS]
  • more explosion variety [Rqst: WCS]

Bugfixes:
  • #1441 (http://scp.indiegames.us/mantis/view.php?id=1441)  Able to target beyond max radar range (Kazan) FIXED
  • #1315 (http://scp.indiegames.us/mantis/view.php?id=1315)   FRED won't display ship info, such as name and co-ordinates (Goober)
  • #1242 (http://scp.indiegames.us/mantis/view.php?id=1242)  Mods being validated when they arent supposed to (Kazan)
  • #1331 (http://scp.indiegames.us/mantis/view.php?id=1331) Crash on the Nebula color change (Kazan)
  • #1431 (http://scp.indiegames.us/mantis/view.php?id=1431) Crash when setting cues in FRED (Kazan)
  • #1203 (http://scp.indiegames.us/mantis/view.php?id=1203) Multi player host mission select list not displaying all missions (Kazan)
  • #1281 (http://scp.indiegames.us/mantis/view.php?id=1281) After using cutscene sexps to teleport player to a new position warships have no collision detection (Kazan) FIXED[

3.6.11
Features:
  • Compressed VPs (taylor)
  • New scripting code (from HEAD) (WMC)
  • SLDC (Shield Collision Trees) (Kazan)
  • no collide subobject prop (if nobody else does it by then) (Kazan)
  • Gravity Points (Goober)
  • Explosion Time (Goober)
  • Communications menu customization (Goober)
  • Comm Taunting + Hostile death messages (me - they would go with the comm customizations) (Goober)
  • Make alt-command briefing window - textbox at bottom, video window 2x large, video player capable of playing .mve/.ogg [Rqst: WCS]
  • surface-shields would emit shield-hit ani [Rqst: WCS]
  • taunts - four built-in message lines for taunts (random selection between list via 1 hotkey) - 2 taunts to target = 50% chance it changes target to taunter [Rqst: WCS] (same as what is already listed in roadmap under goober)
  • Rework planetary orbits code - be able to specify "too close" distance [Rqst: WCS]

Bugfixes:


Features:
3.7
  • Advanced Hazards System (better asteroids, mines, etc)  (Kazan & Goober)
  • Objects behind other objects become sensor obscured (if occluding object is properly flagged) (required for AHS)
  • Region-defined volumetric fogging [via shaders? if via shaders we can get shader soft-shadows too Big grin] (required for AHS) (Kazan)
  • Draw/don't draw hazard objects based upon distance-to-observer (ie they blend into the fog so don't have to be spent drawing) (required for AHS) (Kazan)
  • New section in .fs2 format for defining AHS entities (Kazan)
  • Improved Starfield (adding bitmap stars of various sizes to current AAlines stars, skewing distribution toward galatic plane, and possible toward nebula bitmaps) (Kazan)
  • OBJ3 http://www.hard-light.net/forums/index.php/topic,47751.0.html (Bobboau)
  • damage decals return (Bobboau)
  • wxFred  (Goober & Bobboau)
  • First Person Shooter emulation (Goober)
  • Custom HUD layouts per fighter [Rqst: WCS]
  • Customizable Mainhall - with "doors" to other rooms (ex to mission simulator) [Rqst: WCS]
  • HUD Weapon-selection alternative graphics (see 2j http://www.hard-light.net/forums/index.php/topic,39377.0.html) [Rqst: WCS]


Bugfixes:


Unscheduled
Features:
  • Merge Imperial Alliance codebase (Goober)
Bugfixes:



Last Update: July 30, 2007


why would anyone want that? I would much rather have Newtonian physics.
Title: Re: Freespace FPS ?
Post by: Flipside on September 06, 2007, 10:34:34 am
Because Gravity points and the physics involved are listed for 3.6.11
Title: Re: Freespace FPS ?
Post by: Topgun on September 06, 2007, 12:49:42 pm
it doesn't say anything about newton's formulas.
Title: Re: Freespace FPS ?
Post by: Fozzy on September 06, 2007, 04:17:43 pm
why not have the two, newton's formulas and an FPS, that way when you complete your mission, you could stand on the hull of the space ship and have a transport lift you off...
Title: Re: Freespace FPS ?
Post by: Flipside on September 06, 2007, 04:52:13 pm
it doesn't say anything about newton's formulas.

Newtons formulas were the general theory of Gravity.

http://csep10.phys.utk.edu/astr161/lect/history/newtongrav.html
Title: Re: Freespace FPS ?
Post by: Topgun on September 06, 2007, 05:23:33 pm
his laws then :p.
Title: Re: Freespace FPS ?
Post by: Flipside on September 06, 2007, 05:26:09 pm
:lol:

Yeah, I know you meant intertia etc, I was just being awkward :p