Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: james777 on July 11, 2008, 01:12:26 pm

Title: My Player usebue cap-ships mod
Post by: james777 on July 11, 2008, 01:12:26 pm
I have started a Player usebue cap-ships mod

here is 1st screen shot

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Title: Re: My Player usebue cap-ships mod
Post by: tinfoil on July 11, 2008, 01:17:29 pm
Hmmmm.... we'll see how it turns out
Title: Re: My Player usebue cap-ships mod
Post by: james777 on July 11, 2008, 01:25:21 pm
here is screen 2

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Title: Re: My Player usebue cap-ships mod
Post by: Titan on July 11, 2008, 01:31:37 pm
several thing you'll need to do, heres 3 off the top of my head:

1. make it so that you can order around turrets
2. disable the red flash the plays when your ship is hit
3. make it so the lpayer can use weapons
Title: Re: My Player usebue cap-ships mod
Post by: james777 on July 11, 2008, 01:46:49 pm
screen 3

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Title: Re: My Player usebue cap-ships mod
Post by: Droid803 on July 11, 2008, 01:47:33 pm
Uhh...could you please not zip up the screenshots? It makes it annoying to view...
Title: Re: My Player usebue cap-ships mod
Post by: Jeff Vader on July 11, 2008, 01:54:31 pm
That, and not posting them one by one, since you seem to have them all already.

Also, I express my doubts concerning the probability of survival for this mod. That is all. Good day.
Title: Re: My Player usebue cap-ships mod
Post by: james777 on July 11, 2008, 02:05:43 pm
can anyone make me some thing like a Terran Turret that has Tech Room Data?
Title: Re: My Player usebue cap-ships mod
Post by: Droid803 on July 11, 2008, 07:53:46 pm
Make it yourself? Its not that hard.
Its a table entry.
Title: Re: My Player usebue cap-ships mod
Post by: Jake2447 on July 11, 2008, 08:43:05 pm
If your confused about tables:

http://www.hard-light.net/wiki/index.php/Tables

That should tell you all you need to know.  BTW tbl edits are really easy.

Title: Re: My Player usebue cap-ships mod
Post by: james777 on July 12, 2008, 05:25:43 am
Here are the files for GTFR Triton

It is now on www.freespacemods.net (http://www.freespacemods.net).



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Title: Re: My Player usebue cap-ships mod
Post by: Droid803 on July 12, 2008, 10:57:10 am
Ooohh...now we can make missions where the pilot gets demoted to flying freighters :lol:
Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 12, 2008, 12:28:36 pm
XD That is awesome. Now to have the Shivan ships... :P
 Lawl, Lucifer. XD
Title: Re: My Player usebue cap-ships mod
Post by: Polpolion on July 13, 2008, 10:02:18 pm
A zip file containing a single tga screenshot.


Never ever do that again.
Title: Re: My Player usebue cap-ships mod
Post by: achtung on July 14, 2008, 04:47:32 pm
usebue?
Title: Re: My Player usebue cap-ships mod
Post by: Jeff Vader on July 14, 2008, 04:52:12 pm
BUE (http://en.wikipedia.org/wiki/Built_up_edge)?
Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 14, 2008, 06:58:17 pm
I have no clue what that is supposed to mean. But it would be awesome if we could play the shivan fighters and bombers too! =D
Title: Re: My Player usebue cap-ships mod
Post by: Droid803 on July 14, 2008, 06:59:40 pm
Uh...if you want to play those, get F_S's shivan mod.
Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 14, 2008, 07:04:59 pm
Yeah, I saw that. Haven't tried it. I was trying to make a shivan stealth fighter and all of my documents and such were mysteriosly moved to a completly different folder (while the comp was off) D:

I'll play F_S's mod some time.
Title: Re: My Player usebue cap-ships mod
Post by: Flaming_Sword on July 14, 2008, 07:38:34 pm
For an example of a stealth fighter, see the Infiltrator (based on SF Hydra from Inferno). It is stealthed and has AWACs capability, and featured in one of the demo missions.
Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 14, 2008, 08:02:46 pm
Hmm... I am trying to create a shivan stealth fighter. I didn't know there were more. Is there a pic of it?
Title: Re: My Player usebue cap-ships mod
Post by: colecampbell666 on July 14, 2008, 08:05:15 pm
I think he means "Usable"
Title: Re: My Player usebue cap-ships mod
Post by: james777 on July 17, 2008, 10:36:47 am
XD That is awesome. Now to have the Shivan ships... :P
 Lawl, Lucifer. XD

You want a Lucifer, I give a Lucifer!

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Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 17, 2008, 12:38:47 pm
awesome! Thanks!
Title: Re: My Player usebue cap-ships mod
Post by: Warp Shadow on July 17, 2008, 02:40:57 pm
FREESPACE WAS DESIGNED TO FLY FIGHTERS AND BOMBERS, NOT CAPITAL SHIPS.
[/b]
I don't know how many times someone has had this exact idea and the entire thread went to hell about how not-fun it was . Really, if you want to fly capitals, make your own that have primary and secondaries or controllable turrets or "wings" of permanently docket turret-ships that you can order. DO NOT just take the freespace ships and add "player usable" to them as all that happens is, you can slowly turn around in an enormous pile of metal, getting hit a bajillion times, your screen flashing red fast enough to cause a seizure and the damaged subsystem lists stretching from top to bottom of the screen and letting the computer do all the fighting. All you get to do is choose the direction. Capital ship mods have never worked and will continue not to work unless the people who make them mod the ships.

Sorry if I'm being a bit harsh but you irritated me with all of the single image .zips.
Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 17, 2008, 04:15:32 pm
lol, that was fun. nice speech too! XD
My idea was the turrets control wher players control specific guns on each side of the ship. Just thnkm turret wars! XD
But that would require playable turrets!XD turret minigames could be fun...
Title: Re: My Player usebue cap-ships mod
Post by: Snail on July 17, 2008, 06:08:19 pm
I'm sorry but I agree with Warp Shadow. This has been attempted hundreds of times before, and it won't work.
Title: Re: My Player usebue cap-ships mod
Post by: Jake2447 on July 17, 2008, 09:25:45 pm
I'm sorry but I agree with Warp Shadow. This has been attempted hundreds of times before, and it won't work.

Same thoughts.
Just do a search.
The only ideas I have even seen that look like they might be fun were Nuke's, and I don't think he is fully sure how to or willing to implement the code changes necessary to make his ideas possible.
Title: Re: My Player usebue cap-ships mod
Post by: Gregster2k on July 18, 2008, 11:57:48 am
I'm sorry but I agree with Warp Shadow. This has been attempted hundreds of times before, and it won't work.
To handle player control of a capital ship originally designed for AI to pilot would entail taking the FS2 engine and using it for something other than flight simulation. It would require very dedicated coders bent on making it happen without workarounds such as docked ship-wing-turrets.

Capital ship pilots cannot expect to just hop in and expect to use normal FS2 controls, or be presented with the normal fighter craft HUD. Hopping in a capital craft would turn the game into a naval combat simulator.

For one example, we can use Star Trek: Bridge Commander, where the keyboard controls movement and the mouse aims the guns and rotates the camera, as well as lets the player click on HUD controls. Very easy to learn, and does not overwhelm the player with too many options. In that game, you also get the option to delegate the AI (your crew) to control various aspects of the ship as needed (such as weapons and ship movement) so that you don't have to. Your only weapons are pretty much phasers and photon torpedoes, and the most you have to worry about is usually another ship or two. Some mods let you lock in multiple targets so that your phasers target multiple ships at a time, but this makes it more difficult to avoid completely depleting a phaser bank (usually, to keep phasers charged, the ship must be rotated so that different phaser banks are used to attack the enemy ship).

But FS2 is even more complex. It will have bomber wings launching Stilettos (or equivalents) at you while an enemy capital ship is braining the heck out of you with a massive beam cannon. You will be needing to be aware of the bombs launched at you, request your fighter wings to protect you from them, and manage priority levels of targets to help ALL your weapon systems (anti capship beams, anti fighter beams, flak guns, plasma cannons, laser cannons, missile launchers) prioritize what is most dangerous to your ship or your mission. You'll need to have the situational awareness (from your HUD and sensors) and the controls (from modifications of the engine) to be able to do everything that an AI capital ship in FS2 can do.

Some of it could be automated, some of it not. We'd have to decide on these things. For example, weapons might be handled by a targeting priority list, to decide where more of your weapons will fire at. This would be vital else you wind up unable to defend yourself against fighters because all your turrets are distracted by a capital ship.

You have to ask yourself, what would players be forced to keep track of? Would they remain as they are, merely piloting the ship in a sort of external padlock view while their weapons do everything else? Would they be able to take direct control over their weapons systems, even program in firing solutions? Can they group their weapons and fire them in unison? What about launching fighters? If the fighter bay is damaged, can fighters be launched? Will it break the mission if that happens? Too many options will confuse the player; too few will make flying a capital ship boring and uninteresting.

It's probably not impossible to get FS2 to have capital ship combat. The real question is if the FS2 engine is extensible enough to support adding a whole different "game" unto itself, and if the community really wants this that badly.
Title: Re: My Player usebue cap-ships mod
Post by: Mav on July 21, 2008, 07:29:42 pm
Yep, it's complicated... I already started a try myself (http://www.hard-light.net/forums/index.php/topic,48227.0.html (http://www.hard-light.net/forums/index.php/topic,48227.0.html)) . I'd even like to finish it someday, but at the moment I'm too confused by all those different "Recent builds"  (not to say code improvement would be bad, but I'm just confused as to which build I should use)  and also somewhat occupied by university... :-/

Should also make an account freespacemods.net so I can upload there - stuff always getting deleted after 30 days sucks...  :sigh:
Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 21, 2008, 08:15:31 pm
You should make an account on freespacemod.net
I believe that once you have an account, it's permanent unless rejected by a mod there. That's the common system for sites with resources. I wonder if there's a rule book for all resource sites... :P
Title: Re: My Player usebue cap-ships mod
Post by: Mav on July 29, 2008, 02:31:23 pm
Just created that account - now I'll have to activate it and upload some stuff. However can't promise any time-shedule, sorry  :nervous: .

What I meant in the above post was that the hosts I used back then usually deleted files after 30 days (without downloads - seems my stuff wasn't all too popular :( ) - I didn't say freespacemods.net would do so alike...  You see, I just wanted to say "sorry" in advance before anyone complained about dead links :) .



Oh, and about your sig - I'm already having 2 Shivan stealth fighter models myself (if you have a gamewarden-account [otherwise you won't see the pics], visit the "pics"-link in my sig and search for the Havoc) :D - well, one 3/4th  (the Havoc)  and on 1/2  (nothing released yet, was an early model of mine and pretty low quality...)  at least... :sigh:

[edit: oops, just noticed after logging into GW again - I in fact DID already post a pic of the older Shivan stealth fighter - the Haunter I call it...]
Title: Re: My Player usebue cap-ships mod
Post by: varsaigen on July 29, 2008, 03:02:58 pm
lol ok. That makes sense. And yes, I have a game-warden account. I'll look at it. Thanks! =D
Title: Re: My Player usebue cap-ships mod
Post by: Droid803 on July 29, 2008, 06:21:21 pm
the only way this would remotely work is if you used the turret control scrip that Nuke has, plus Track IR.
And maybe a LAN party so you have different people manning different guns.
Title: Re: My Player usebue cap-ships mod
Post by: Mav on July 29, 2008, 06:32:33 pm
Yep, a turret control script would be needed - I had a very simplistic one (on/off), don't know about Nuke's...
Title: Re: My Player usebue cap-ships mod
Post by: Droid803 on July 29, 2008, 06:35:28 pm
Nuke's linked it to track IR to allow you to actually aim your turret. It was designed more for Gunships, but I'm guessing it could be adapted for capital ship use. But it'd likely take a lot of different scripts jammed together or something due to the complexity, and the end result might not be worth the effort.
Title: Re: My Player usebue cap-ships mod
Post by: Mav on July 29, 2008, 06:49:20 pm
Oh, you're speaking of AIMING your turrets - well, that'd be nice, too, but I thought more of something like commanding them like wingmen... After all it'd be pretty much a hurry to cycle through 30 or so turrets quickly enough not to waste their refire rate...
Title: Re: My Player usebue cap-ships mod
Post by: colecampbell666 on July 29, 2008, 07:50:14 pm
Nuke has some good ideas about capship turrets, and the knowledge to code them. His ideas are the only ones I like, and he's really the only one who knows what he's doing. (besides possibly Mav)
Title: Re: My Player usebue cap-ships mod
Post by: Mav on July 30, 2008, 06:09:43 pm
Uhh, I wouldn't compare myself to Nuke, really... I know a bit what I'm doing, but it usually gets quite buggy :o . And though I know a little bit of coding (not SCP) and FREDing, I wouldn't say I have too much experience there... :(

Anyway, if you want to try my test out  -  AND PLEASE REMEMBER that it's still a work-in-progress version, still buggy and certainly not balanced  -  you can now get my latest so-to-say "official" release  (i.e. it's 1 year old)  <here (http://www.freespacemods.net/download.php?view.325)>  , thanks to freespacemods.net :) .

I'll work a bit more on it   (and please note, that I already DID develop it a bit further last year, but it got a lot more buggy during the process, so I can't release that :sigh: . I did implement at least a few new features, though :) )   once I get the time & motivation, but that might stil be quite several months from now on, sorry :( .