Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Ulundel on March 19, 2002, 04:12:25 am
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Hm, I'm wondering that if we can convert FS1 to FS2 then maybe there's a way to convert FS2 to FS1 ah? The hardest part would be the beams of course. Is that possible. I think it is! :D :p
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Yeah, could be done as a long missile trail that goes really fast, like the lucifers SSLs, but they wouldn't be true beams (eg. you couldn't make slashers, and all the damage would be done in the initial blast). No glow either. Doable though, if you had the motivation
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but what for? I guess everybody has FS2 here. what's the use of playing it again on an outdated engine?
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It's just an idea, nothing more.
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You can use FS2 beams in FS1, just copy everything beam related to proper folders, like effects, sounds and so on. :)
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Ya but how do you get all those efex in the game so it looks like the beams from FS2
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Originally posted by Mr. Fury
You can use FS2 beams in FS1, just copy everything beam related to proper folders, like effects, sounds and so on. :)
of course not, the beam code isn't in the FS1 engine.
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You'd need some work to make something similar to beams, but it would be possible. I don't really see the point of it, though.
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I see a point...if you're bored enough to do something and if you succeed everyone would think you're cool!!! (I would think so)
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My FS1 does not even run on my pc dunno why...It only ran once then it refused to start.
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Originally posted by venom2506
of course not, the beam code isn't in the FS1 engine.
The code necessary for beams is there, I have seen FS2 style beams used on FS1.
(Can't remember if it was me who tried it or did I saw a pic of it LOL ;))
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Originally posted by Mr. Fury
The code necessary for beams is there, I have seen FS2 style beams used on FS1.
(Can't remember if it was me who tried it or did I saw a pic of it LOL ;))
Wel if it was in the FS1 engine why wouldn't they use it then?;)
As to program something in the engine that isn't used is a waste of money and time...So it doesn't sound very logical imho.
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Originally posted by darkage
Wel if it was in the FS1 engine why wouldn't they use it then?;)
As to program something in the engine that isn't used is a waste of money and time...So it doesn't sound very logical imho.
How in the hell should I know?
Perhaps the engine just can use that kind of weapons but devs didn't thought of that back then?
Edit: Or then they saved it for FS2. ;)
Product sells better when you really have something new on it, FS2 was the first space combat simulator that has "real" beams. :)
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Originally posted by darkage
Wel if it was in the FS1 engine why wouldn't they use it then?;)
As to program something in the engine that isn't used is a waste of money and time...So it doesn't sound very logical imho.
That's what they did for red faction anyway.
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Originally posted by darkage
Wel if it was in the FS1 engine why wouldn't they use it then?;)
As to program something in the engine that isn't used is a waste of money and time...So it doesn't sound very logical imho.
Yeah right. SSM, Freespace is tired...etc etc. There's all sorts of junk hiding in FS. Stuff that never made it into use in the main campaign.
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Originally posted by Ten of Twelve
The hardest part would be the beams of course.
No, the hardest part would be the nebulas. Hard, as in IMPOSSIBLE.
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Pfff Easy.
You just make a non-crash-into-able thingy made of 700 horizontal planes, nebula textured and speckled with that transparent green colour. Then you put 3 in the mission and spin them to give the full nebula effect.
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Let me just say this: Nobody better expect me to do anything.
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Even if the code for the beam effects is there in FS1's engine, it's doubtful that it'd understand the SEXPs that tell it how to use the beam. i.e. FS1 probably doesn't know what to do if it finds a "beam-free-all" event in a mission.
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Originally posted by JC Denton
Even if the code for the beam effects is there in FS1's engine
It's not. Period.
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Originally posted by ZylonBane
It's not. Period.
Finaly some one agrees whit me that there is no code for the beams in FS1:)
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Originally posted by darkage
Finaly some one agrees whit me that there is no code for the beams in FS1:)
I agree too. Just checked out. :nod:
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And I imagine Flak guns would be quite hard to make as well.
Frankly, I can't think of any way of doing them right now.
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Originally posted by Stunaep
And I imagine Flak guns would be quite hard to make as well.
Frankly, I can't think of any way of doing them right now.
A punch of mini-swarm missiles that would explode with the flak effect.
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You cant control the explosions missiles make. Though, without trails and a really low-poly model, I suppose it could be doable. (did I spell that right).
TAG missiles can be done with REALLY lot of events, not that anyone uses them anyway.
Counting out the fact that the overall would look crap, and that there is really no need for something like that, i can't think of anything that could go wrong.
Lets just call that a mind-experiment
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Look into my eyes. I'm sending out mind-waves. ŽŽŽŽŽŽ :wink:
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Originally posted by Stunaep
Counting out the fact that the overall would look crap, and that there is really no need for something like that, i can't think of anything that could go wrong.
Lets just call that a mind-experiment
Same here. I mean, what is the point, really? We all have FS2 (I hope I hope I hope.) Just one of those intellectual what-ifs I guess.
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Joey_21 already did it for his..interesting FS1 campaign.
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System Madness?
Heheh, I think someone left the Caps Lock on when they were typing the thread title. ;)
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Originally posted by Setekh
System Madness?
Heheh, I think someone left the Caps Lock on when they were typing the thread title. ;)
*cough* ;7
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Originally posted by GalacticEmperor
Let me just say this: Nobody better expect me to do anything.
lol