Hard Light Productions Forums

Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: Fredd3039 on February 22, 2011, 08:01:30 pm

Title: Controls
Post by: Fredd3039 on February 22, 2011, 08:01:30 pm
Are the final controls for the game finished? What I mean is, are the controls the exact same ones used in FS2 or have you added or eliminated anything? I am trying to get a jump on building my cockpits panels and programming the encoder.
Thanks
Title: Re: Controls
Post by: chief1983 on February 22, 2011, 11:57:27 pm
They're not finished.  So far, we probably won't be using afterburner or countermeasures, and we've added a primary firepoint grouping selection option.  We'll probably also be adding a control to toggle computer assisted targeting.  Other than that, I can't think of anything else that should be changing.  Oh, we will probably only have 2 segment shields, so instead of 4 quadrants to adjust, you'll just have front and back.
Title: Re: Controls
Post by: Thaeris on February 23, 2011, 10:27:31 am
How does the code on the shield work, Chief? I know for Stellar Assault we wanted a singular shield...
Title: Re: Controls
Post by: chief1983 on February 23, 2011, 10:32:09 am
It's in Wanderer's branch, which he recently synced with trunk.  It has support for 1 and 2 segment shields in addition to FS2's 4 segment, and possibly some others, I forget.
Title: Re: Controls
Post by: General Battuta on February 23, 2011, 10:33:54 am
They're not finished.  So far, we probably won't be using afterburner or countermeasures, and we've added a primary firepoint grouping selection option.  We'll probably also be adding a control to toggle computer assisted targeting.

his computer's off
Title: Re: Controls
Post by: chief1983 on February 23, 2011, 11:07:17 am
They're not finished.  So far, we probably won't be using afterburner or countermeasures, and we've added a primary firepoint grouping selection option.  We'll probably also be adding a control to toggle computer assisted targeting.

his computer's off

Friggin' Reddit and Facebook.
Title: Re: Controls
Post by: Snail on February 24, 2011, 05:19:01 am
What about using the force? Surely that will require some new controls.
Title: Re: Controls
Post by: zookeeper on February 24, 2011, 05:32:54 am
What about using the force? Surely that will require some new controls.

Force powers will be done as quick time events and we'll just re-use the existing binds for them.
Title: Re: Controls
Post by: Snail on February 24, 2011, 05:52:17 am
Oh, right. Of course.
Title: Re: Controls
Post by: Pred the Penguin on February 24, 2011, 09:42:09 am
I'm not entirely sure if that was a joke or not... :confused:
Title: Re: Controls
Post by: rsaxvc on February 25, 2011, 08:45:29 pm
QuickTime was Jobs joke on the world
Title: Re: Controls
Post by: chief1983 on February 26, 2011, 02:25:52 am
The greatest trick the Devil Steve Jobs every played was convincing the world that he didn't exist Quicktime was a good format for video.
Title: Re: Controls
Post by: Mongoose on February 26, 2011, 02:40:19 am
Hell, at least it's not Real Media. :p
Title: Re: Controls
Post by: Pred the Penguin on February 26, 2011, 06:26:32 am
It definitely be fascinating to see force-based gameplay in FotG though. :drevil:
Title: Re: Controls
Post by: FekLeyrTarg on February 26, 2011, 07:42:47 am
It definitely be fascinating to see force-based gameplay in FotG though. :drevil:
But only in certain missions.
Title: Re: Controls
Post by: newman on February 26, 2011, 08:04:46 am
Meh, I've had it up to here with "the Force". At least keep it out of space sims.
Title: Re: Controls
Post by: Snail on February 26, 2011, 08:06:07 am
Press Spacebar to force push target
Title: Re: Controls
Post by: Thaeris on February 26, 2011, 10:25:33 am
Hell, at least it's not Real Media. :p

Real wasn't all that bad, mang...
Title: Re: Controls
Post by: guitarfan01 on February 26, 2011, 02:33:39 pm
The only force abilities (I refuse to call them "powers" as if Luke and Yoda were comic book superheroes) I can think of with any use in ship to ship combat at all are the limited precognition/enhanced reflexes and the confusion of minds.  Being able to confuse an enemy pilot as to which ships are the enemy ones or exactly how to make the third turn in Beggar's Canyon back home might be rather amusing.  Enhanced reflexes could be similar to the Max Payne bullet time if it was wanted.

Has anyone made a "slow time" mod?  I know the engine has the ability to scale time down (or would it be called up) for compression, would it work in the opposite direction, I wonder?
Title: Re: Controls
Post by: newman on February 26, 2011, 03:05:03 pm
Has anyone made a "slow time" mod?  I know the engine has the ability to scale time down (or would it be called up) for compression, would it work in the opposite direction, I wonder?

Yep, there was bullet time in TBP. You could use it with shadows fighters and it was pretty cool. Courtesy of Vidmaster, iirc. I really don't think it belongs in an xwing type sim though.
Title: Re: Controls
Post by: -Norbert- on February 26, 2011, 03:52:09 pm
Dark Children campaign to be precise, if you'd like to take a look at it. A really great campaign, allthough it has a rather steep difficulty in a few missions.
Title: Re: Controls
Post by: guitarfan01 on February 27, 2011, 01:16:47 am
Thank you, newman and -Norbert-. :)
Title: Re: Controls
Post by: MR_T3D on February 27, 2011, 10:39:43 pm
on topic of controls, you guys *are* going to support PSmove, right?
because I DEMAND you implement full move support before even thinking of trying to release this!
Title: Re: Controls
Post by: Dragon on March 01, 2011, 10:56:36 am
What's PSMove?
Title: Re: Controls
Post by: Topgun on March 01, 2011, 12:27:26 pm
What's PSMove?


motion sensitive dildos.
Title: Re: Controls
Post by: General Battuta on March 01, 2011, 12:36:05 pm
What's PSMove?


motion sensitive dildos.

Vibrators, not dildos.
Title: Re: Controls
Post by: Pred the Penguin on March 02, 2011, 04:18:30 am
That glow... Why are we talking about this? Did anyone actually get FS to run on PS.
Title: Re: Controls
Post by: Flaser on March 02, 2011, 09:15:55 am
Has anyone made a "slow time" mod?  I know the engine has the ability to scale time down (or would it be called up) for compression, would it work in the opposite direction, I wonder?

Yep, there was bullet time in TBP. You could use it with shadows fighters and it was pretty cool. Courtesy of Vidmaster, iirc. I really don't think it belongs in an xwing type sim though.

I *would* make though a kick-ass effect for in-game cinematics.