Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: DarthWang on May 04, 2011, 04:09:44 pm
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I was playing a mission (I think it was a mission from an old campaign called "unification prequel" or something), and after it ended there was an allied Hatshepsut destroyer in the area, and just for kicks I decided to fly into its fighterbay. I was expecting to hit a wall a little ways in but to my surprise I found myself flying through a tunnel leading to a room which was a mockup of the Vasudan main hall screen from the original FS2 campaign. There was also a reactor subsystem which was targetable inside that chamber (those wacky Vasudans, putting their ship's reactor right next to an important command area). There was also a tunnel on the other side leading out.
Anyway, I thought that was neat, and now I'm wondering if the modding team has left any other neat little surprises like that around.
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es el work of ragingloli
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This needs to happen with the Orion and Hecate too.
Then I will be happy.
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I was playing a mission (I think it was a mission from an old campaign called "unification prequel" or something), and after it ended there was an allied Hatshepsut destroyer in the area, and just for kicks I decided to fly into its fighterbay. I was expecting to hit a wall a little ways in but to my surprise I found myself flying through a tunnel leading to a room which was a mockup of the Vasudan main hall screen from the original FS2 campaign. There was also a reactor subsystem which was targetable inside that chamber (those wacky Vasudans, putting their ship's reactor right next to an important command area). There was also a tunnel on the other side leading out.
Anyway, I thought that was neat, and now I'm wondering if the modding team has left any other neat little surprises like that around.
This was actually pretty heavily publicized and discussed before the 3.6.12 MVPs, there were lots of awesome screenshots. You just didn't pay attention you silly man!
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I don't think I was active on the forums then.
Anyway do any other ships have something like this?
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You can find something like that inside the GTD Raynor's fighterbay, for example...
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I don't think I was active on the forums then.
Anyway do any other ships have something like this?
The Raynor and Titan have modeled fighterbays, maybe some other ships do too. Not sure.
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I meant canon ships
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I think the Colossus will have something like this.
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HTL Gargant has a modeled destroyer bay.
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Is this in MediaVPs? Can someone link to the thread for those of us who weren't around? (That is to say, "pics or it didn't happen.")
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Is this in MediaVPs? Can someone link to the thread for those of us who weren't around? (That is to say, "pics or it didn't happen.")
Yes, fly into the Psamtik's fighterbay in 'Surrender, Belisarius' using the 3.6.12 MVPs.
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HTL Gargant has a modeled destroyer bay.
AWESOME!!!!
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It also has a workaround for AI running into walls so they can actually navigate its interior corridors like a descent level.
It's cool.
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HTL Gargant has a modeled destroyer bay.
AWESOME!!!!
It's literally full of Ravanas, floor to ceiling
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Being incredibly gargantuan (and thus her name), the Gargant should have A LOT of space in its "command hall". Maybe we could put some sort of main reactor at the center, which destroys the entire ship just like what happened to the Death Star II? (sadly, that main reactor might take 50 pulses of the Icanus' USilv Supercannon just to blow it up :sigh:).
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Being incredibly gargantuan (and thus her name), the Gargant should have A LOT of space in its "command hall". Maybe we could put some sort of main reactor at the center, which destroys the entire ship just like what happened to the Death Star II?
There is no HTL Gargant
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But I was saying it "should have", implying that, if it were to be released, I'd like a huge chamber with a large main reactor in the middle.
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This needs to happen with the Orion and Hecate too.
Then I will be happy.
The ingame Orion fighterbay seems way too small in comparsion to the mainhall screen. And there is still the problem with that dubious second figherbay...
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Water's WIP Orion hangar interior (http://www.hard-light.net/forums/index.php?topic=71255.0)
I hope this can be used in the actual Orion model someday.
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Had a whole conversation about the Orion the other day. Based on my study of the retail mainhalls, I'm convinced that the Bastion and Galatea are not the same space and that the Bastion shows off a maintenance & storage section with an emergency liftoff area.. Possibly for Hermes and the like.
That is based off the direction the stars are moving, not being able to see the runway (why it's not the main hangar) and the positions of the doors and desk and what make it impossible for it and the Galatea to line up.
Water's is pretty cool. Though, I would prefer some sort of lower poly remake as just loading his hangar straight into the Orion would be an incredible performance killer if his hangar model is even half the amount of detail as my Bastion mainhall remake.
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Okay, is it possible for us to create a "Man" model, he can walk, fire a gun, and "run" as his afterburner?
Let's say the answer to that would be Yes.
So, can we make a Man walk around the incredibly huge Water fighterbay and therefore make it fun?
Let's say, yes.
:nervous:
Okay, so how about making an entire goddamn ship with a full modelled interior, with all sorts of crew, marines, etc. and then walk inside it (I know this might require some rigorous work, but let's do it lol)?
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... :eek2: :eek:
... :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking:
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that has to be the most revolutionary mod ever made for freespace lol
Too many newlines. Not approved. -Vader
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That, my dear Marcov, would be cool, but unfortunately it is impossible.
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why
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Okay, is it possible for us to create a "Man" model, he can walk, fire a gun, and "run" as his afterburner?
Let's say the answer to that would be Yes.
Except that in reality, the answer is "No". I mean, sure you can create a model. You could even rig it up to do walking animations.
But since FSO doesn't know anything about this little thing called "Gravity", walking around on a surface is impossible.
So, can we make a Man walk around the incredibly huge Water fighterbay and therefore make it fun?
Let's say, yes.
Except, as per the above, it is not possible. The engine isn't built for FPS-style gameplay, trying to shoehorn something like it into it will be painful and, ultimately, not very pretty.
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FSO doesn't know anything about this little thing called "Gravity", get it?
Given that, now how exactly do atmospheric missions work? Without gravity? :wtf:
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FSO doesn't know anything about this little thing called "Gravity", get it?
Given that, now how exactly do atmospheric missions work? Without gravity? :wtf:
Yeah. Though I think Nuke is working on some atmosphere stuff.
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The ones I've seen so far are using a script that accelerates debris (and only debris) towards -y, which makes it look as if there's gravity.
This approach works visually, but doesn't work in a gameplay/game physics sense.
The problem is that the physics engine and the collision detection code have no concept of object interactions that aren't one object crashing into another.
Also note that the AI has no idea how to operate in a space that isn't 3-dimensional.
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Ah, IIRC when you name something with 'Planet' in FRED and fly near it in-game, you'd start taking damage...that could do something.
I've been trailing a certain Medusa bomber from Into the Maelstrom today and when I take potshots at it, it only moves left and right, no 3-D evasive maneuvers.
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Ah, IIRC when you name something with 'Planet' in FRED and fly near it in-game, you'd start taking damage...that could do something.
what
I've been trailing a certain Medusa bomber from Into the Maelstrom today and when I take potshots at it, it only moves left and right, no 3-D evasive maneuvers.
That's because it's using ****ty retail AI and until Sushi and Fury came along the AI couldn't do vertical breaks.
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Ah, IIRC when you name something with 'Planet' in FRED and fly near it in-game, you'd start taking damage...that could do something.
Old deprecated Retail feature. [V] were planning something like this but for soem (likely time contraints) reason decided to scrap it. Sorry but it doesn't get any more interesting than "objects named "planet" do damage to the player". :(
I've been trailing a certain Medusa bomber from Into the Maelstrom today and when I take potshots at it, it only moves left and right, no 3-D evasive maneuvers.
As Battuta said Retail AI sucks. There might be a way (code-side and incredubly difficult to implement, of course) to get the new AI to gravitate toward a plane some height above a surface, thus not blindly crashing into ground models, but it would be an ugly and hackish solution at best.
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I've hacked in minimum and maximum altitude ceilings for the AI.
It ain't pretty but it works.