Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: Fredd3039 on February 22, 2011, 08:01:30 pm
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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
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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.
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How does the code on the shield work, Chief? I know for Stellar Assault we wanted a singular shield...
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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.
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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
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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.
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What about using the force? Surely that will require some new controls.
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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.
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Oh, right. Of course.
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I'm not entirely sure if that was a joke or not... :confused:
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QuickTime was Jobs joke on the world
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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.
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Hell, at least it's not Real Media. :p
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It definitely be fascinating to see force-based gameplay in FotG though. :drevil:
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It definitely be fascinating to see force-based gameplay in FotG though. :drevil:
But only in certain missions.
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Meh, I've had it up to here with "the Force". At least keep it out of space sims.
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Press Spacebar to force push target
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Hell, at least it's not Real Media. :p
Real wasn't all that bad, mang...
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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?
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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.
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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.
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Thank you, newman and -Norbert-. :)
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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!
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What's PSMove?
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What's PSMove?
motion sensitive dildos.
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What's PSMove?
motion sensitive dildos.
Vibrators, not dildos.
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That glow... Why are we talking about this? Did anyone actually get FS to run on PS.
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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.