Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Unknown Target on January 06, 2011, 02:59:28 pm

Title: Neat mod idea
Post by: Unknown Target on January 06, 2011, 02:59:28 pm
Not sure if anyone wants to do this, but I was thinking it would be kind of neat if someone did a Shattered Horizon style 6DOF shooter mod for FS2. The "cockpit" mesh would be whatever weapon you have equipped, or some sort of general purpose gun. Most else would work a lot like FS2.

Just throwing it out there :)
Title: Re: Neat mod idea
Post by: General Battuta on January 06, 2011, 03:00:42 pm
There was that FPS sequence in Vassago's Dirge.
Title: Re: Neat mod idea
Post by: Dragon on January 06, 2011, 03:06:40 pm
[offtopic]
Ah, so there are 6DOF shooters besides Descent.
This one is multiplayer though, do you know any good SP ones (other than Descent)?
[/offtopic]
It's possible to make 6DOF shooter mod for FS, though it'd be easier to make it more Descent-like (FS even uses parts of Descen source code).
In fact, it's just a matter of modelling a large installation and modding tables.
Aside from efficency concerns (such installation would require a lot of polies to make) and AI smashing into the walls, it's fully doable.
Title: Re: Neat mod idea
Post by: BengalTiger on January 08, 2011, 07:12:07 am
If you set speeds to really low and rotation times to really high, and give the corridors several times larger size than actually needed, then the AI should be able to handle tunnels.

Or you could give the NPC soldiers cruiser AI and have them move on preset waypoint paths, triggered either by something the player does or by a given order to move to the next position.
Title: Re: Neat mod idea
Post by: Nuke on January 08, 2011, 09:38:47 am
i remember awhile back i managed to convert some old quake levels that i never finished to pof and attempted a descent mod on the cheap. ai just kept flying into walls.
Title: Re: Neat mod idea
Post by: Unknown Target on January 08, 2011, 10:34:17 am
You might have to path the tunnels with waypoints, and give the AI an objective to follow them.
Title: Re: Neat mod idea
Post by: Black Wolf on January 09, 2011, 03:40:38 pm
I've actually thought about this before - the only way I reckon it could be made to wok would be if you had conflict in big, open chambers, with the tunnels between them guarded by static weapon emplacements and such. The AI's just not designed to work in close quarters.
Title: Re: Neat mod idea
Post by: Droid803 on January 09, 2011, 03:46:07 pm
Well see, the FreeSpace AI is accustomed to having a lot of FreeSpace so I don't think they check running into stuff all that often.
Not that that couldn't be hacked around. I mean, you could just put a lot of stationary gun emplacements, for one :P
Title: Re: Neat mod idea
Post by: General Battuta on January 09, 2011, 04:03:43 pm
I've actually thought about this before - the only way I reckon it could be made to wok would be if you had conflict in big, open chambers, with the tunnels between them guarded by static weapon emplacements and such. The AI's just not designed to work in close quarters.

Unfortunately even then the AI goes mad, as they're inside the radius of a model and get a little...twitchy.
Title: Re: Neat mod idea
Post by: Unknown Target on January 10, 2011, 04:11:04 pm
Why doesn't the A.I. detect other ships via reading of the location data for all ship normals (already used in collision data) in the scene, and then have an adjustable "stay this far away from the averaged coordinates of X group of these". In fact, given a lot of the AI's behavior, this might be almost the exact way it's done in the game already and it's just not tuned for what to do when it's surrounded by normals.