Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: General Battuta on October 25, 2008, 11:42:39 pm
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I've been reading about a period a couple years ago when the SCP made beams stop piercing shields. While I agree (most wholeheartedly) with the decision to undo that, I'm curious: any commentary on that period? I find the evolution of the SCP really interesting.
Have any other, similar (interesting!) things happened in the SCP's past? Any behind-the-scenes commentary?
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You'll find out later on.
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after all the coders finish fixing the books and burying their screw ups :D
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I certainly don't blame anyone for that decision, or find it 'bad'. I'm just interested in the history, the trivia!
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yeah!
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What happened to beam whacking?
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Features that have been introduced but don't work anymore:
Stencil Shadows
Damage Decals
Cloaking (twice)
Milestones in SCP history:
HTL introduction - 2003 (?)
Environment Mapping (built on shinemaps & diffuse)
Normal Mapping - 2008
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Multiple docking could probably go in there too, considering how much everyone drooled over the idea before it was possible.
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Milestones in SCP history:
HTL introduction - 2003 (?)
Environment Mapping (built on shinemaps & diffuse)
Normal Mapping - 2008
I guess it says a lot about me that I consider persistent variables and SEXP arguments bigger than any of those. :p (Well maybe not HTL. That was a huge change).
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Cloaking (twice)
Huh? Why twice ?
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What happened to beam whacking?
I fixed it. Just like I, er, fixed beams piercing shields. :nervous:
Features that have been introduced but don't work anymore:
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Cloaking (twice)
...
Actually, cloaking does work now, provided you string about five hacks together.
And let's not forget cross-platform support, FS2NetD, and a metric zillion bug fixes.
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And normal maps are really under a broader category of GL Shading Language. There's been quite a few significant milestones. Along with GLSL will be the return of the PXO-style lobby in this next release.
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Thaty would be a cool addition to a far into the future campaign.
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Cloaking (twice)
Huh? Why twice ?
For a long while, a cloaking effect was available under OGL (back when OGL was under-supported, and D3D was king) as a cheat... it no longer functions in this method. The second was only briefly introduced by Bobbeau (I think) under D3D, but was promptly lost when he had some problem with his hard drive. It never returned.
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When specular lighting was first introduced, we didn't have shine maps and it just used the default textures for shine values instead. Everything was SUPER shiny for a while, but a lot of people were okay with that because it was new. (At least I was)
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Cloaking (twice)
Huh? Why twice ?
For a long while, a cloaking effect was available under OGL (back when OGL was under-supported, and D3D was king) as a cheat... it no longer functions in this method. The second was only briefly introduced by Bobbeau (I think) under D3D, but was promptly lost when he had some problem with his hard drive. It never returned.
didnt i post a texture replacement script for that some time ago?
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But what does this cloaking mean? Some kind of effect, blur over the ship?
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speaking of lost effects where the heck did those 3.6.6 shockwaves go?