Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Eiswolf on June 26, 2012, 01:12:53 am
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Hi. sorry for my terrible english
I need help by a project.
It is possible to make more than 3 Primary Weaponbanks and 4 Secoundary Weaponbanks (max 9 primary and secoundary Weaponbanks) and the Energy consumed HUD invert (the consumd Energy go high and not go down)? How i can make this or can anyone make a build with this?
I am a noob in programm Sourcecodes or in C++
For a few weeks ago i will make this but i became Errors by my builds...
On Weekend i can post the Errorfile from the debugg.exe
thaks and have a nice day. :)
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It is not possible to have more than 3 primary or 4 secondary banks.
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Not without code changes at least. Wing Commander Saga managed it but I'll be hugely surprised if their changes didn't break multiplayer.
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thx
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Not without code changes at least. Wing Commander Saga managed it but I'll be hugely surprised if their changes didn't break multiplayer.
How did they do it then?
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They did it by forking the code and adding the features without checking if it broke things like multi.
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Saga while based on FSO created their own repository (around 3.6.9?) so they could edit it to meet their needs, So while they use FSO it is a custom branch meaning that it wont play nice with the builds distributed here and why there are some FSO features that wont work with saga because the code isnt there or is written differently.
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Not without code changes at least. Wing Commander Saga managed it but I'll be hugely surprised if their changes didn't break multiplayer.
Well, the multiplayer is absent from Saga builds, so it seems that they indeed screwed it up.
It'd be great though if you could find a way to increase the amount of both primary and secondary banks. This time without breaking multi.
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i know dosnt counts much what i say, but i strongly support this! need more banks! and along with that! need ROF multipliers per ship and more firing points for secondarieS!.
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I also need 10M $ to be transferred into my account now, if that's not too much to ask.
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hey I can dream XD either way I got a coder here who is helping me right now with those features I requested *-* if we succed on making anything worthy I will upload the stuff for you people to check it :D
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I have no doubt that increasing the number of banks is possible. It's probably quite easy to do, possibly even trivial, for singleplayer at least.
Except that it will break multi. If it breaks multi there's no chance in hell it'll ever make it into trunk.
And getting multi to play nice with it will involve messing with the netcode. From what I heard, one does not simply into netcode. Packet size limitations and whatnot, not to mention it would be a ***** to actually test. I wish you and your coder buddy the best of luck. While I'd love additional weapon banks and more points per missile bank...it just doesn't seem realistically achievable unless you're willing to do so major fiddling with the multiplayer stuff...and making sure it still works.
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Actually, I don't think fixing the netcode to allow multiple banks would necessarily be hugely difficult. The issues are
1) Will it cause lag if we have to send more packets.
2) Finding exactly where the netcode is breaking, if it crashes on the client, that's easy. If it crashes on the server, that's even easier. If the server merely fails to send the information required to client, that's where we have a problem.
3) Updating the Loadout menu and FRED to reflect the changes.
Basically, this is something that would become much easier if we had access to the Wing Commander Saga changes so we could see how they did it.
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indeed it would be nice of those other teams that have benefited from FSO in general and made their own features shared that stuff too, so we can enhance the main FSO even further
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Since we're on topic, Inferno has a feature request (not sure if it's right to go here):
Currently only three primaries are allowed as per SCP code. This also limits the number of primary weapon selection combinations the player can have active at one time (each primary alone or all three together). We would like to request an increase in the number of primary weapon selection combos so that it includes:
1. Selecting bank 1 and 2
2. Selecting bank 2 and 3
3. Selecting bank 1 and 3
R
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I have vague memories about this having been requested before. Not sure what happened to the request.
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Basically, this is something that would become much easier if we had access to the Wing Commander Saga changes so we could see how they did it.
I think that they did it the simplest way possible, breaking the netcode in the process. Since WCS doesn't have multi, this is not an issue.
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Since we're on topic, Inferno has a feature request (not sure if it's right to go here):
Currently only three primaries are allowed as per SCP code. This also limits the number of primary weapon selection combinations the player can have active at one time (each primary alone or all three together). We would like to request an increase in the number of primary weapon selection combos so that it includes:
1. Selecting bank 1 and 2
2. Selecting bank 2 and 3
3. Selecting bank 1 and 3
R
i actually wanted this for awhile (ever since they made bank 3 usable), and the op's request. but i still havent seen it happen yet. at least for this one the weapon link code has been designed to be an all or nothing affair, and would need to be re-designed (and what kinda mayhem that would cause is beyond me) to allow individual bank linking. i looked at that part of a code awhile back to see what i could do about that but i drew a blank. so i decided to leave it to the wizards.
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Basically, this is something that would become much easier if we had access to the Wing Commander Saga changes so we could see how they did it.
I think that they did it the simplest way possible, breaking the netcode in the process. Since WCS doesn't have multi, this is not an issue.
And why wouldn't I want to add the single player part of the fix in the simplest way possible too? :p
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can it be added in such a way that depending if using multplayer or single player it behaves differently to avoid breaking it?
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There's little point in doing that. How are you going to table a ship to have different numbers of weapons in SP and MP without making the entire thing a ****ing nightmare?
The most sensible solution is simply to fix multiplayer after making the changes that break it. That way everyone gets the benefits of the change.
(Assuming the changes do break it. It is a big assumption. That's another reason I'd like the WCS source. I'd like to try their code in an MP game and see if it actually works. Has anyone tried using the WCS executable in FS2?)
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(I'd like to try their code in an MP game and see if it actually works. Has anyone tried using the WCS executable in FS2?)
Won't help a bit, as far as I know multi is disabled code-side, not mod-side. I can give it a quick try to make sure when I go home though.
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I can't do it at the moment but you might be able to get round their restriction using the -startgame, etc options.
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Maybe I could, if all command line flags hadn't been disabled...
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edit the config file. :D
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When I mean command line is disabled, I mean it is disabled. Config files or not. The exe doesn't recognize any command line flag at all, aside maybe from -mod.
EDIT: Unless my memory betrays me. You make me doubt now. I haven't actually got time to test yesterday. Will try to remember tonight.
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Trust me, messing with the config file works. I once managed to boot up a WCS standalone server that way. **** knows how anyone was going to be able to connect to it. :D
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Hmmm....
I think it is really possible to make Energy Weapons to secondary Weapons they need Energy and not ammunition?
The problem is my project needs more weapons for the Fighter.
there gives fighter's with more then 3 Energy (Primary) Weapons without Missiles (Secondary)
How i can make this? Sorry i can't C++ or other programming speech... ähm no it isn't the true i can CSS and HTML.... :)
I search help for this things:
*invert Energy display in the HUD
*Energyweapons as Secondary Weapons...
Hmmm... i think this is all what i need. I hope a Battletech/Aerotech Fan can help my or a other one...
the hope dies last :)
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To be honest FSO is not a good engine to to a battletech based game, while heat can be simulated to a degree with the energy bar, armour is fixed and there is no way to simulate the weight system, your best bet will be to use fixed load outs (pre 3050 is probably easiest justification) in which case you are usually looking at 2 cannon types and 2 missile types at the most and you can use multiple fire poins and bank ammo to get the effect you need
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unless you use scripting of course. nothing really prevents you from writing your own fire control code. much the way i fire weapons on my ucavs. thing is though i dont think we have access to firepoints, so you will have to use your own stand in replacement. you can also hook in to weapon selection, use a bunch of dummy weapons to represent weapon groups. when these are selected or fired just create the real weapons at their actual fire points. based on loadout and groupind data. you can simulate all the articulated joints of a mech in this way as well and ajust the weapon aim accordingly.
i actually think the major source of headaches with a mech game will be walking animations and colliding with the ground properly. need some inverse kinematics code to make the animations look right. i wonder if you could adapt the ship landing features to this purpose. id just ray collide the place your mech wants to step with the terrain, then do your ik magic to find the correct joint angles to reach that spot and orientation.
this is one of those things i thought about in detail. really your just better off playing mwll, the graphics are better than any mech game, the gameplay is better than any mech game, you have aerospace vtol and tank/hover options, and it has a large enough fanbase its hard not to get a game on.
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Oh... sorry... i think it is a mistake i don´t will make a mechgame... for this is Mechstorm and MekTek or MWLL better ^^ also in Summer 2012 will open a new Mechgame Free to Play the name is "Mechwarrior Online"
I will only make a spacefighter game in the Battletechuniversum but only as Turretsection on Plattforms will take Flakmechs like Rifleman, Jägermech or Archer etc...
The project is ONLY for SPACEWAR not for Groundwar and the Fighter will be only Stockfighters and nothing more.
With or Without a Multiplayergame? I don´t know but i must see where is the balance...
The Heat is a easy thing:
1st: in Space is it very cold ;)
2nd: when the Fighterreactor running hot and Shutdown they will crash at the ground? I think it was very expensive for all Units, also they have a fuse they can´t in the fight Shutdown but only the weapons will shutdown...
btt:
Can anyone help me by my problems or can anyone instruct me what i must chance in sourcecode i became this result?
*invert Energy display in the HUD
*Energyweapons as Secondary Weapons...
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not 100% sure on this as its not an area I work with but the energy gauge inverse should be doable with scripting without needing to mess with the game code.
as for energy consuming secondaries that would be nice to see in the code, as for if it's scriptable I am not sure
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Eiswolf, I have three questions for you:
How many banks do you want to fire at once? (A single bank is a group of fire points that have the same weapon type attached to them.)
Do you want to be able to adjust each individual bank's firing rates? (For example, a gun bank could have single/group/all firing rates, which fires each fire point sequentially, sequentially in groups, or all at once.)
Do you want to be able to fire a group of banks? (Like in the MechWarrior games, where you have 10 weapon groups that the pilot/gunner can define)
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not 100% sure on this as its not an area I work with but the energy gauge inverse should be doable with scripting without needing to mess with the game code.
as for energy consuming secondaries that would be nice to see in the code, as for if it's scriptable I am not sure
why stop there when you can just code a heat management system proper?
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not 100% sure on this as its not an area I work with but the energy gauge inverse should be doable with scripting without needing to mess with the game code.
as for energy consuming secondaries that would be nice to see in the code, as for if it's scriptable I am not sure
why stop there when you can just code a heat management system proper?
why create a new element when there is a redundant one already that is close to doing the job already?
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while were at it lets stick square pegs in round holes and use a hammer to drive screws.
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How many banks do you want to fire at once? (A single bank is a group of fire points that have the same weapon type attached to them.)
Yes i know. A question the 3 firepoints at a weaponbank will need 3x energy from the reactor and make 3x Damage from this weapontyp? example: 1x PPC needs 12 Energy/Heat and make 12 Damage with three fire points will the need 36 Energy/Heat and make 36 Damage? When Yes than it was very easy to work with Stockfigthers but what was with the balisitc Primarys? They need 3x more Ammunition when the bank have 3 Fireringpoints?
Do you want to be able to adjust each individual bank's firing rates? (For example, a gun bank could have single/group/all firing rates, which fires each fire point sequentially, sequentially in groups, or all at once.)
Do you want to be able to fire a group of banks? (Like in the MechWarrior games, where you have 10 weapon groups that the pilot/gunner can define)
it wasn´t necessary, this can by balanced by Gunpoints (a weapon with many heat have 1 Firengpoint and a weapon with low heat can fire from more fireingpionts ^^ i think it is okay...)
hmm... but i can make a compromise in the game when my problems can´t solve by everyone but i would not make a new game there was to far away from the original Battletechuniversum...
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I believe energy and ammo is calculated per fire point so that is all done for you.
firstly you need to work out how many capacity units there are per ton for example you can do 10:1 Capacity:Ton.
in that case in your weapons table you set the MachineGun cargo to 0.05 (200 rounds per ton based on 10 capacity per ton)
Now take a fighter
Variant A has 2 mg and 2 ton MG ammo
you place 2 firepoints on the model attached to the MG weapon bank to represent the fact that there are 2 MG
in the ship table for the MG bank you set the pbank capacity to 20 to represent 2 tons
Variant B has 1 mg and 2 ton MG ammo
Need a second version of the .pof file with 1 firepoint1 on the model attached to the MG weapon bank to represent the single MG
in the ship table create a duplicate ship file referencing the Variant B fighter and keep the capacity 20 for the MG bank.
Variant C has 1 mg and 1 ton MG ammo
Use the Variant B pof file and create a duplicate ships table entry based on Variant B changing the pbank capacity for the bank to 10.
Yes it's crude and creates a number of slightly different files and entries but it is the best way I can think off to pull off a BT based mod for FS