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Hosted Projects - Standalone => Star Fox: Event Horizon => Topic started by: UndyingNephalim on June 20, 2014, 07:05:25 pm

Title: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 20, 2014, 07:05:25 pm
There does not seem to be a dedicated "Mods being made for Freespace2 Open" section, so I suppose I'll just post this here in general discussion:


Hopefully will be able to continue the work that Shadows of Lylat was doing.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on June 20, 2014, 07:21:54 pm
I'm not sure what the best place for this would be. FS2 Open Modding? Missions and Campaigns? Or just General Freespace Discussion?

No worries, I'm sure a mod / admin will move it.

As for the videos, where on Earth did this come from, and why haven't I seen it before...? :eek2:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on June 20, 2014, 07:28:28 pm
FS Modding is a good fit here, I think. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on June 20, 2014, 07:31:31 pm
Well, that certainly is a wide variety of interesting-looking weaponry.
Title: Re: Star Fox: Event Horizon for FSO
Post by: General Battuta on June 20, 2014, 08:26:35 pm
Where we're going, we won't need barrels to roll
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bobboau on June 20, 2014, 09:03:38 pm
wow you from not knowing how to assign textures in pcs to having an entire armada built and converted and in game in 5 days, you move quick son!

I'm assuming most of these assets are from the shadows of lylat asset dump?
looks like you have enough material to do a full campaign, so all you need are missions.

and I would have put it into general freespace, this is more a general public announcement, not so much a technical discussion. unless that is, he is asking for people to join his team.

really love those lasers moving so slowly you can literally outrun them.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on June 21, 2014, 12:12:15 am
*HEAVY BREATHING*
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 21, 2014, 02:44:01 pm
I'm assuming most of these assets are from the shadows of lylat asset dump?

There are quite a few models from the SoL Asset dump, I didn't want their awesome work to go to waste.

really love those lasers moving so slowly you can literally outrun them.

Canon Starfox games break just about every law of physics you can think of, including slow moving lasers you can outrun. Let's just assume they are matter projectiles that just glow like lasers.  :lol:

unless that is, he is asking for people to join his team.

I think I have a handle on how the engine and FRED2 works, though anyone who would like to join would be more than welcome to. I see myself running into a few roadblocks... for instance I'd like to be able to assign sprites to Wingmen to let the player know where they always are, like so:
Spoiler:
(http://i.imgur.com/3mnxsXi.jpg)

Does anyone know how to accomplish this? I figure it's possible since the locking target sprite is always the same size and faces the player.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Droid803 on June 21, 2014, 04:12:31 pm
Could probably be accomplished through a script, kind of like the escort brackets script.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 22, 2014, 12:43:54 am
Could probably be accomplished through a script, kind of like the escort brackets script.

Thanks I'll see what I can do with Events and adding the sprites via script.

Another question, I've figured out how to add new Pilot and Squadron logos to the Barracks, but how do you actually replace the stock Freespace ones? I figure it's as simple as naming the new images the same names as the stock ones.... but I can't seem to find the names of the files.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on June 22, 2014, 03:21:53 am
The filenames are: data/players/images/Ter0001.pcx to Ter0009.pcx and Vas0001.pcx to Vas0003.pcx (in root_fs2.vp)
Title: Re: Star Fox: Event Horizon for FSO
Post by: coffeesoft on June 22, 2014, 11:56:13 am
Simply amazing, i love the music   ;)
Title: Re: Star Fox: Event Horizon for FSO
Post by: procdrone on June 22, 2014, 02:33:48 pm
That certainly look promising!
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on June 23, 2014, 04:24:49 am
/me remembers the ICE trailer

I'll watch these when i'm not at work :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 23, 2014, 09:20:52 pm
The filenames are: data/players/images/Ter0001.pcx to Ter0009.pcx and Vas0001.pcx to Vas0003.pcx (in root_fs2.vp)

Thank you, that worked perfectly. :yes:


Well... I have the multiplayer squadrons ready:

(http://i.imgur.com/2Red4B4.jpg)

Cornerian Army: Primary Military branch of Corneria, responsible for the construction of and deployment of all defensive, offensive, and exploration missions. Individual Squadrons within the Cornerian Army are assigned a triple digit number. Currently under the command of General Pepper, who is planning on retiring in the coming months and being replaced by General Hare.

Cornerian Defense Force: Essentially one large squadron of Fighter Craft that respond as reinforcements to combat zones. The CDF patrols the entire Lylat System in a series of Cruisers, deploying the best pilots when civilian targets fall under enemy fire. The Cornerian Defense Force has no direct leader, they assume orders from their current planet's government or the General himself.

Katina Guard: A subset of the Cornerian Defense Force assigned exclusively to the planet of Katina. Currently under the command of Bill Grey.

Husky Unit: A subset of the Cornerian Defense Force, assigned with protecting high priority civilian targets and rescue operations.

Bulldog Squad: A subset of the Cornerian Defense Force, assigned with general Defense Operations and first strike counter attacks against repelled enemy forces.

Star Fox (Adventures Era): A Mercenary Squadron founded by James McCloud, Peppy Hare, and Pigma Dengar. During and shortly after the Saurian Crisis it was captained by Fox McCloud and its members included Peppy Hare, Falco Lombardi, Slippy Toad, and Krystal.

Star Fox: After the departure of Krystal Team Starfox reverted to it's old logo and hired Miyu Lynx and Fara Phoenix as new members of the team.

Star Wolf: Rival Mercenary Squadron of Star Fox, willing to accept any mission as long as the pay is good enough. Team Star Wolf has always been captained by Wolf O'Donnell and has seen many members including Leon Powalski, ex Starfox Member Pigma Dengar, Andrew Oikonny, Panther Caroso, and Kate O'Donnell.

Venom Remnants: Military Branch of the Venomian forces created after they were driven from their homeworld by the Anglars. Currently assigned with establishing new bases of operation outside of the Lylat system.

Ruffian Corps: Private military organization once run by Andross, Ruffian Corps served as first strike pilots and infantry before Venom forces would move in to their targets. They are known for developing many experimental craft for Venom, notably the Shogun Mechs and Steath Cruisers.

Venom Prime: Army loyal to andross composed entirely of the reptilian natives of Venom. They served as the main infantry and ground forces of the Venomian military.

Andross Legion: Small and secretive squadron that served Andross personally, undergoing various biological and cybernetic experiments to improve their performance in battle.

Area 6: Military branch of Venom forces charged exclusively with the Defense of Venom airspace. It is believed they have since been disbanded since the Anglars conquered the planet Venom.

Anglar Directorate: Primary military forces of the Anglar Emperor, charged with the invasion of enemy targets.

Emperor's Guard: Captained by Zazan, the Emperor's Guard protects the Anglar Emperor and is sent in to deal with high priority targets.

Krazoa Disciples: Cerinian clergy of the Krazoa, responsible for the construction of Krazoa Temples on nesting planets and indoctrination of local populations into Krazoa worship.

Sharpclaw Vanguard: Once the dominant force of the planet Sauria, the Sharpclaws used their primitive interstellar ships to expand to other locations after they were driven from their homeworld. They currently operate as a pirate organization, selling and smuggling weaponry on Lylat's Black Market.

Star Falcon: Mercenary Squadron established by Falco during his leave of absence from Star Fox. It is unknown if the team is still operational after Falco's readmittance into Star Fox.

Free as a Bird: A gang organization that Falco Lombardi and Katt Monroe once were members of, prior to Falco's joining of Star Fox. Free as a Bird partakes in many illegal activities and serve as assassins for hire.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on June 23, 2014, 09:33:41 pm
Whoa... With the exception of the Free as a Bird one, I really like all of those logos. :pimp:

EDIT: I don't dislike the Free as a Bird one, I just think it falls short of the high quality of all the others. :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 24, 2014, 02:03:10 am
Just a small question: I have removed the  "in tech database" flag from several ships that I do not want in the tech room... yet they are still showing up. Does anyone know what might be the cause of this?
Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on June 24, 2014, 10:10:47 am
I believe that once a pilot has seen a ship in the tech database, removing the flag won't remove it from the database, you can try creating a new pilot to test that.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on June 24, 2014, 01:58:31 pm
Dis you set it in the campaign editor?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 24, 2014, 05:00:11 pm
I believe that once a pilot has seen a ship in the tech database, removing the flag won't remove it from the database, you can try creating a new pilot to test that.

I deleted my pilots and created new ones, but all the entries I removed are still there. I can change the entries and they all change properly, but removing the flag seems to have no effect.

Dis you set it in the campaign editor?

I don't seem to see anything in the Campaign editor that lets me determine what shows up in the Tech Database.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bobboau on June 24, 2014, 06:08:49 pm
I actually thought that was a mission sexp.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on June 25, 2014, 02:57:10 am
I may be utterly wrong then :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 26, 2014, 12:11:58 am
Some screenshots of the Venom Assault Cruiser:
Spoiler:
(http://i.imgur.com/6CJnkmE.jpg)
(http://i.imgur.com/aonfQ43.jpg)
(http://i.imgur.com/ywjHXOg.jpg)
(http://i.imgur.com/NVB1FVG.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: CT27 on June 26, 2014, 12:19:19 am
I like Star Fox games so I really hope to play this someday. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 29, 2014, 06:56:42 pm
Zeram Cruisers are ready for battle:
 
Spoiler:
(http://i.imgur.com/dHkMFs1.jpg)
(http://i.imgur.com/nGbuWMs.jpg)
(http://i.imgur.com/kSuAujN.jpg)
(http://i.imgur.com/7iehPPa.jpg)
(http://i.imgur.com/dMxi0eo.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 05, 2014, 04:22:00 am
Star Fox: Event Horizon now has its own website: http://starfoxeh.weebly.com/

Check out details on the playable characters and fighter craft there.  :nod:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on July 05, 2014, 05:36:50 am
The player models are very nice.

The Wolfen-X Stalker shot looks uneasy though. Something's just off about it or am I the only one?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 07:33:28 pm
I've run into a really annoying problem getting talking head animations to work. I've followed a few tutorials to get the ANIs in game.... and they look like this horrible green and black mess at the top left of this screenshot:

Spoiler:
(http://i.imgur.com/aq01WXA.jpg)
Is there any way to get a full colored talking portrait in the game that doesn't completely mess it up as a nearly all black and green portrait?
If that's not possible is there any way to just display a static colored portrait of a character instead of an ANI? I'd rather that than the horrible mess that ANIs are turning out to be.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on July 08, 2014, 07:38:37 pm
Monochrome ANIs are sooooo 1999.

http://www.hard-light.net/wiki/index.php/Game_settings.tbl#.24Full_color_head_animations:

Luckily the future is here. (Use full color eff + png frames for maximum awesomeness)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 07:50:33 pm
Monochrome ANIs are sooooo 1999.

http://www.hard-light.net/wiki/index.php/Game_settings.tbl#.24Full_color_head_animations:

Luckily the future is here. (Use full color eff + png frames for maximum awesomeness)

Thank you for the link. I've made a game_settings table with Full color enabled. Just a few small questions...

- What folder should my .eff and png files go in?
- How do you select the .eff in FRED's event editor for a message? Seems to only be able to select ANIs.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on July 08, 2014, 07:55:26 pm
Those eff and png files should probably go in hud, though I think the game would scour any graphics related folder for it. Still, best to keep it organized.

FRED does indeed only look for ani files, but as long as you enter the right filename, the game should pick the right thing to use.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 07:58:07 pm
Those eff and png files should probably go in hud, though I think the game would scour any graphics related folder for it. Still, best to keep it organized.

FRED does indeed only look for ani files, but as long as you enter the right filename, the game should pick the right thing to use.

Silly me, I just noticed I had to select a drop down menu in the Event Editor to select .effs. Still... the portrait is not showing up in game at all. I'm guessing I did something wrong with the game_settings.tbl file. I presume it goes in the table folder? Does the tbl file need anything else besides  $Full color head animations: TRUE in order to load the eff?

EDIT: I got it to work... however it's still putting an ugly green tint over the portrait.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Spoon on July 08, 2014, 08:38:29 pm
what does your game_settings.tbl look like right now?

Code: [Select]
  #CAMPAIGN SETTINGS
 
  #HUD SETTINGS
  $Full color head animations: YES
 
  #SEXP SETTINGS
 
  #OTHER SETTINGS
     
   #END
It should probably look like this.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 08:52:27 pm
what does your game_settings.tbl look like right now?

Code: [Select]
  #CAMPAIGN SETTINGS
 
  #HUD SETTINGS
  $Full color head animations: YES
 
  #SEXP SETTINGS
 
  #OTHER SETTINGS
     
   #END
It should probably look like this.

It's still putting an ugly green filter over it even with my settings just like your example, though it is much more visible:
Spoiler:
(http://i.imgur.com/LXX5Q82.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on July 08, 2014, 09:13:06 pm
That's odd; with "$Full color head animations" in use, it shouldn't be applying HUD coloration to it (and we know it's in use because you can actually see the animation at all now; without that setting, it was trying to read your image as though it had 8 bits per pixel).
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 09:25:41 pm
That's odd; with "$Full color head animations" in use, it shouldn't be applying HUD coloration to it (and we know it's in use because you can actually see the animation at all now; without that setting, it was trying to read your image as though it had 8 bits per pixel).

Perhaps the problem is with the hud settings file... as it seems I do not have one in my mod.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on July 08, 2014, 09:45:02 pm
Perhaps the problem is with the hud settings file... as it seems I do not have one in my mod.  :lol:
There is no "hud settings file"...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 09:52:19 pm
Perhaps the problem is with the hud settings file... as it seems I do not have one in my mod.  :lol:
There is no "hud settings file"...

I meant the hud_gauges.tbl file, since there seems to be a "color" option for Talking Heads in it. Still seems to have no effect at all though, it's applying that ugly green tint no matter what I do.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CT27 on July 08, 2014, 09:59:21 pm
Think we'll get to play this campaign say in 2015?

It looks awesome and I'm a big Star Fox fan. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 10:18:36 pm
Think we'll get to play this campaign say in 2015?

It looks awesome and I'm a big Star Fox fan. :)

Assuming I can get that ugly green tint to go away there might be a few missions ready before 2015.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on July 08, 2014, 11:12:19 pm
Are you happy to post the EFF files you are using, as well as your game_settings.tbl file?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 08, 2014, 11:27:35 pm
Attached the files in a zip (not all the frames are there because of file size). My game_settings.tbl is in the tables folder and all my effs are in HUD if that's of any importance.

[attachment kidnapped by pirates]
Title: Re: Star Fox: Event Horizon for FSO
Post by: Spoon on July 09, 2014, 07:15:56 am
Try converting your .dds files into .png for headani's. I'm fairly positive that's the issue here.
No wait, its not. Since they do appear properly colored on my screen.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on July 09, 2014, 10:19:19 am
If they work for Spoon... UndyingNephalim, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 09, 2014, 02:47:20 pm
If they work for Spoon... UndyingNephalim, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

I can't even get the game to run in Debug mode without this lovely error shutting the game down at the main menu:
Spoiler:
(http://i.imgur.com/SF7gu88.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: mjn.mixael on July 09, 2014, 02:48:45 pm
Blah.. I've seen that before. I can't remember exactly what it means though. The only thing that comes to mind is to just re-convert the animations.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 09, 2014, 02:55:55 pm
Blah.. I've seen that before. I can't remember exactly what it means though. The only thing that comes to mind is to just re-convert the animations.

What animations and how?
Title: Re: Star Fox: Event Horizon for FSO
Post by: The E on July 09, 2014, 03:11:19 pm
If they work for Spoon... UndyingNephalim, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

I can't even get the game to run in Debug mode without this lovely error shutting the game down at the main menu:
Spoiler:
(http://i.imgur.com/SF7gu88.jpg)

Well, I strongly, STRONGLY recommend you ditch that 3.6.14 build (which is a staggering 3 versions and god knows how many revisions behind the current standard), and use 3.7.2 RC3 (http://www.hard-light.net/forums/index.php?topic=87764.0).
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 09, 2014, 03:28:31 pm

Well, I strongly, STRONGLY recommend you ditch that 3.6.14 build (which is a staggering 3 versions and god knows how many revisions behind the current standard), and use 3.7.2 RC3 (http://www.hard-light.net/forums/index.php?topic=87764.0).


Using the updated version has caused tons of crashes, even without Debug mode on:
Code: [Select]

ships.tbl(line 1312):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [; fixed until wing problem can be solved, 10, 0.0].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_2_RC3.exe! <no symbol>
fred2_open_3_7_2_RC3.exe! <no symbol>
fred2_open_3_7_2_RC3.exe! <no symbol>
fred2_open_3_7_2_RC3.exe! <no symbol>

Here's the line in question:
Code: [Select]
$Subsystem:       Rwinga,           100, 0.0 ; fixed until wing problem can be solved, 10, 0.0
   $Flags:        (  "untargetable" )
   $animation: triggered
   $type: afterburner
   +delay:0
   +relative_angle:0,-25,0
   +velocity:0,600,0
   +acceleration:0,400,0
   +time:200
Worked completely fine in the older version and I have at least 10 copies of it in other craft that precede it in the ships.tbl file.


Seems like this is becoming over complicated for something as simple as colored talking portraits. Maybe there's some setting in the launcher that needs to be ticked?
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on July 09, 2014, 03:38:35 pm
Seems like this is becoming over complicated for something as simple as colored talking portraits. Maybe there's some setting in the launcher that needs to be ticked?
3.6.14 is staggeringly out of date (and was fairly buggy, as far as FSO releases go). As for that specific crash, there were some changes made to comment parsing recently, although if it's that kind of problem, it means there's an unclosed quote somewhere above the line that's actually throwing the error.
Title: Re: Star Fox: Event Horizon for FSO
Post by: mjn.mixael on July 09, 2014, 03:43:06 pm
3.7.2 may throw more errors, but it looks like it's the good kind. Take a day, work through the errors and your mod will be much, much more stable.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 09, 2014, 03:44:57 pm
Seems like this is becoming over complicated for something as simple as colored talking portraits. Maybe there's some setting in the launcher that needs to be ticked?
3.6.14 is staggeringly out of date (and was fairly buggy, as far as FSO releases go). As for that specific crash, there were some changes made to comment parsing recently, although if it's that kind of problem, it means there's an unclosed quote somewhere above the line that's actually throwing the error.

Yup I found a missing quote and now it's starting up... even better talking color portraits are working!  :yes:

I'm guessing 3.6.14 did not have support for colored portraits.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on July 09, 2014, 03:47:20 pm
Also, might I recommend #freespace on EsperNet's IRC for further realtime debugging?  Probably a bit more responsive than a forum can be (and it'll quiet my inbox a bit ;) )

Or, at the top of the page, HLP -> IRC -> Mibbet Links -> #Freespace will get you there too.

And yeah, pretty sure those were added after 3.6.14.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 09, 2014, 05:28:36 pm
Well, got some more gameplay footage:


There are some instances where the talking portraits cut out or skip more than half their frames in the video though. Anyone know what would cause that problem? It's not too big of a deal, but I'm sort of a perfectionist and would like to fix it if possible.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Spoon on July 09, 2014, 06:20:51 pm
Yup I found a missing quote and now it's starting up... even better talking color portraits are working!  :yes:

I'm guessing 3.6.14 did not have support for colored portraits.  :lol:
I was giving you the benefit of the doubt that you would at least be working with 3.7.0 or something... So I wasn't going to ask the obvious question of "are you using a recent build?"

Serves you right Spoon, assuming the best from people.  :banghead:
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on July 09, 2014, 09:15:12 pm
There are some instances where the talking portraits cut out or skip more than half their frames in the video though. Anyone know what would cause that problem?
I believe the length of time the talking head animation plays for is cut short if it has a short audio file assigned, or if the message text isn't very long (although I think this only matters if there is no audio file assigned to that message, so I think you can just assign a long audio file to make the full animation play).
Title: Re: Star Fox: Event Horizon for FSO
Post by: jr2 on July 10, 2014, 12:45:16 am
Are you guys replacing the afterburner sounds? The stock FS2 ones don't seems to fit IMHO.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 10, 2014, 02:42:19 am
Are you guys replacing the afterburner sounds? The stock FS2 ones don't seems to fit IMHO.
Yup there will be a custom afterburner sound effect. I'm wondering if it's possible to assign individual afterburner sounds to craft? It seems like there's only one in the sound.tbl file.

Other random questions...
- Is there a list of file names for menu backgrounds such as loading and mission briefing screens? I'd like to make my own instead of using the FS2 ones.
- I do have the name for the main menu, however my DDS file shows up blank black. I'm guessing I need to save my DDS under certain settings? Mine is Indexed Color, 8-bit, and DXT5. I've tried RGB and DXT3 but it still shows up blank black.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Spoon on July 10, 2014, 07:11:38 am
For one thing, there is no point in using DXT5 or 3 if your texture doesn't have transparency. It just makes the texture needlessly larger.
Second off, for menu's you might as well use .png's
Third, fairly sure you can only assign a single afterburner sound, unforunately.
Fourth'd, if you wanna replace the whole interface relatively easily, use this: http://www.hard-light.net/forums/index.php?topic=67991.msg1342479#msg1342479
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 10, 2014, 02:53:00 pm
Fourth'd, if you wanna replace the whole interface relatively easily, use this: http://www.hard-light.net/forums/index.php?topic=67991.msg1342479#msg1342479

Gotta love how the only Windows instructions are "extract the archive to the desired directory." What directory? The data folder? the mod folder? Interface? the Recycle bin...? Pardon my sarcasm, I'm just not a fan of vague instructions.  :blah:
Title: Re: Star Fox: Event Horizon for FSO
Post by: The E on July 10, 2014, 03:01:21 pm
There isn't much to it. You extract the archive to wherever you want the tool to live. Then you use the tool, and copy its output (which will be in the "output" folder) to data\interface.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 10, 2014, 03:31:54 pm
There isn't much to it. You extract the archive to wherever you want the tool to live. Then you use the tool, and copy its output (which will be in the "output" folder) to data\interface.

Thank you that worked, although I get crashes saying it can't loading the Command Logo at mission briefings now. I'll figure it out.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 10, 2014, 11:52:16 pm
First screenshot of a planetside level:
Spoiler:
(http://i.imgur.com/mlolfm8.jpg)
I am wondering if there is a way to create a 'box' of nebula in FRED2, a layer of fog at the base of the palace would be nice. It seems at the moment the only option is no Nebula or the entire map is full of it. Is there any way to designate certain areas as a nebula type?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 14, 2014, 01:55:37 am
Well... more videos.

Title: Re: Star Fox: Event Horizon for FSO
Post by: Darius on July 14, 2014, 05:41:58 am
A very enjoyable watch. I commend you on your music choices!
Title: Re: Star Fox: Event Horizon for FSO
Post by: Dragon on July 14, 2014, 07:41:38 am
I love surface missions. :) They're a great change of pace from deep-space fighting.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on July 14, 2014, 08:20:08 am
Very impressive. :pimp:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 19, 2014, 04:35:42 am
Star Wolf time:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on July 19, 2014, 01:06:32 pm
Awesome sauce.  What are your pc specs?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 19, 2014, 01:08:25 pm
Awesome sauce.  What are your pc specs?

I am going to assume this will lead to the frame rate. The game runs fine with no lag on my PC, however it seems no matter what recording program I use it lowers the frame rate.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on July 19, 2014, 02:13:11 pm
Then I assume you have one hdd?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on July 19, 2014, 02:27:14 pm
Awesome spectacle at Corneria.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 01, 2014, 05:58:35 am
The Cerinian Battlemech

Title: Re: Star Fox: Event Horizon for FSO
Post by: BritishShivans on August 01, 2014, 06:45:41 am
The part where that Venom Mech thing smacked into you and pushed you away was ****ing hilarious.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 01, 2014, 01:02:30 pm
The part where that Venom Mech thing smacked into you and pushed you away was ****ing hilarious.  :lol:

Yeah that's one of their attacks, they'll bring their large shield up and use their afterburners to ram into you. The timing was perfect there though, just when I unleashed my beams and wave dish.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 02, 2014, 09:30:27 pm
Random question, since looking around did not reveal much: Is it possible to have a secondary weapon that spawns a fighter craft or drone that seeks out targets and attacks them? I feel like it might be possible since there are bombs that can spawn missiles, but experimenting on my own is not working out.

EDIT: I've got the weapon working after using some scripts in FRED, only problem is it works once and not again.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on August 03, 2014, 02:33:04 am
Could you post the SEXPs you are using? I'm sure some FRED or lua wizard could figure how to solve that one-shot problem.
Title: Re: Star Fox: Event Horizon for FSO
Post by: starlord on August 03, 2014, 10:18:53 am
that's great work!

any chargeable primaries possible under FSO (descent fusion cannon style)? could help regarding the homing laser...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 04, 2014, 02:11:33 pm

Is there a general rundown of how to make a mod standalone? I think I'm about ready to release a demo.

Could you post the SEXPs you are using? I'm sure some FRED or lua wizard could figure how to solve that one-shot problem.

Here's my conditional.
Code: [Select]
when
       secondary-fired-since
         pleiades 1
         1
         999999
I somehow need it to check this conditional each an every time after the event fires, it seems like if I set it on repeat it treats the condition like it's always been met.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Aardwolf on August 04, 2014, 03:08:39 pm
Probably easiest to do it with scripting. Or one of the other conditional sexps besides when.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on August 04, 2014, 03:24:32 pm
Have you tried using trigger count instead of repeat count?
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on August 04, 2014, 03:40:01 pm
A "when" with a trigger count is definitely what you want... what's that bunch-of-9s argument? Isn't that "how recently was it fired"?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on August 05, 2014, 05:30:29 am
I always preferred the look of venom capital ships.


I think Lucy just turned me furry.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 07, 2014, 02:45:00 am
Several random questions:

1) Is there a step by step list or guide of how to make a mod standalone? I'd like to release a demo pretty soon without users needing Freespace 2.
2) I've heard that it was possible to apply visual filters over the entire screen while in game, is there a tutorial on how to do that? I'd like to create an underwater filter for an Aquas level.
3) Is there any info on what size the animations for the Intelligence section of the Techroom has to be? Is it limited to the .ani format?
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 07, 2014, 03:51:20 am
For 1, I don't know of any currently documented list of steps.  I think you'd need to
1) move your current mod folder out of your Freespace folder
2) remove the mod.ini
3) copy a fs2_open .exe into the folder
4) set your launcher to point to the base dir

The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this (http://www.hard-light.net/forums/index.php?topic=87391.0) would be useful. I'm not sure about everything else, maybe just running FSO in debug mode in your new standalone folder will at least identify all the missing files. Maybe some of the Diaspora team or Eiswolf (Aerotech TC) could offer more suggestions, as they're the two most recently released total conversions that I know of.

On 2 - sorry, I can't help with this one. if I had to guess I'd say post processing, or some shaders trickery?

For 3, I think there's a fixed size, looking at Freespace2 ones should give that to you.  I think that techroom intel entries support EFF animations as well as .ani, but I haven't personally tested that.

Hope this helps.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lepanto on August 07, 2014, 08:12:06 pm
Very nice-looking project. How much of your assets did you pick up from Shadows of Lylat, and how much is your own work?

Are you planning to release this demo somewhere else besides HLP? Otherwise, making it standalone doesn't seem to be worth the effort.
Title: Re: Star Fox: Event Horizon for FSO
Post by: procdrone on August 08, 2014, 09:07:32 am
About your second Question. There is a special SEXP for that. It is found like: Change->Special Effects->set-post-effect.

This SEXP uses all effects defined in the effects.tbl, so it is easy to just add your own effects there, and use them in fred.

Yes, command intel animation supports the .eff format... it is very easy to do - just get your animation frame by frame, name them in proper way (you have to name them specifically for it to work... something like "youanim_0000.fileformat"), and make text file with .eff extension:

Quote
$Type: PNG
$Frames: 1
$FPS: 1

Frames, are the image count for your anim, so literary number of files, counting from one. Remember that your images must count from 0.
FPS is self expeditionary


Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 08, 2014, 07:05:56 pm
The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this (http://www.hard-light.net/forums/index.php?topic=87391.0) would be useful.
Is there any way to extract all the other non interface files from Freespace 2 such as sounds and tables? All the Freespace 2 folders are completely empty.

Very nice-looking project. How much of your assets did you pick up from Shadows of Lylat, and how much is your own work?
I would say at least 25% of the models were from Shadows of Lylat. Things like the Harlock, Arwing X-03, Cornerian Fighters and handful of Venomian fighters.

Are you planning to release this demo somewhere else besides HLP? Otherwise, making it standalone doesn't seem to be worth the effort.
I am releasing it elsewhere.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 08, 2014, 11:03:54 pm
The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this (http://www.hard-light.net/forums/index.php?topic=87391.0) would be useful.
Is there any way to extract all the other non interface files from Freespace 2 such as sounds and tables? All the Freespace 2 folders are completely empty.

Everything is in the *.vp files, you need to grab a VP extraction program to ... extract the files.  Here's a list: http://www.hard-light.net/wiki/index.php/VP; I'd suggest starting with VPGUI.  The tables will be in root_fs2.vp, I think the sounds are spread across many, including sparky_fs2.vp,  sparky_hi_fs2.vp  stu_fs2.vp and warble_fs2.vp.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on August 09, 2014, 12:01:17 am
The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this (http://www.hard-light.net/forums/index.php?topic=87391.0) would be useful.
Is there any way to extract all the other non interface files from Freespace 2 such as sounds and tables? All the Freespace 2 folders are completely empty.

Everything is in the *.vp files, you need to grab a VP extraction program to ... extract the files.  Here's a list: http://www.hard-light.net/wiki/index.php/VP; I'd suggest starting with VPGUI.  The tables will be in root_fs2.vp, I think the sounds are spread across many, including sparky_fs2.vp,  sparky_hi_fs2.vp  stu_fs2.vp and warble_fs2.vp.
sparky_hi_fs2.vp is the 1024x768 interface artwork (no sound effects there), stu_fs2.vp is all voices (although I'm not sure if there are any hardcoded voice references), and warble_fs2.vp is music.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 09, 2014, 11:03:36 pm
The Blue Marine

Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on August 11, 2014, 12:31:50 pm
Looks awesome! I'm really looking forward to your demo. :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 11, 2014, 02:34:43 pm
Looks awesome! I'm really looking forward to your demo. :yes:

I'm getting it ready now, just finishing up the techroom entries for weapons and then making the game standalone. Hopefully I'll have something up in the next week or so.
Title: Re: Star Fox: Event Horizon for FSO
Post by: SypheDMar on August 12, 2014, 08:00:45 pm
I'm pretty excited for the Pleiades. That was about the only thing good from vanilla Brawl.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 14, 2014, 09:31:06 pm
More Random Questions:

1. Is there a way for pilot and squadron icons to be animated .effs instead of .pcx files like other techroom images? It seems nothing but .pcx files work for pilot images.
2. Is there any way for FRED2 to recognize what pilot and squadron icons a player has chosen for their multiplayer profile?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on August 15, 2014, 01:37:01 pm
Not actually sure mate.

Can't recall seeing this anywhere before. Axem, Karajorna and the E would be the ones to answer that more accurately.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 15, 2014, 07:42:59 pm
From what I know, neither is current possible in FSO. They'd both need code changes.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 15, 2014, 11:55:26 pm
Well I've managed to make the mod standalone.... except for one problem.

I need it to somehow read this line from the mod.ini file I had to delete:

Code: [Select]
[multimod]
secondarylist = mediavps_3612;

Otheriwise it crashes at the debriefing screen. I tried putting this line in the Settings.ini file, but still the same problem. Is there a way to get the game to read the mod.ini file while also being standalone?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on August 16, 2014, 03:21:46 am
Can you post your debug log?
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 16, 2014, 03:55:35 am
Is there a way to get the game to read the mod.ini file while also being standalone?

No, the mod.ini is designed for mods only.  I think here you'll need to extract the assets you're using from mediavps_3612 into your standalone data/(etc) directories.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 16, 2014, 04:38:37 am
Is there a way to get the game to read the mod.ini file while also being standalone?

No, the mod.ini is designed for mods only.  I think here you'll need to extract the assets you're using from mediavps_3612 into your standalone data/(etc) directories.

I have the mediavps_3612 files and folder in my mod's data folder, I still get the crash. I remember getting this crash before and using this version of mediavps solved the problem.

Here's the error I'm getting just in case it's something else:

Code: [Select]
Could not load in 2_CommandBrief-mb!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 16, 2014, 04:47:19 am
If you're just using the media3612 .vp files, then they need to go in your standalone "root" folder.  If you're using files extracted from the VPs then they need to go into their correct folders like <root>/data/tables, <root>/data/models, etc.  If you try that stuff and it doesn't work, please post a fs2_open.log file.

(as an aside, the mod system exists to provide a simple way to change data which is in the root game dir, and let players switch what the changes are without copying files around. As you're releasing a "base game" / standalone, you don't need to worry about overriding anything.  You want all the data in the root dir to be exactly what you want to exist in the game.  No need to override anything)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 16, 2014, 05:07:25 am
If you're using files extracted from the VPs then they need to go into their correct folders like <root>/data/tables, <root>/data/models, etc. 

Putting the .vp file in the root folder solved the problem. Many thanks.  :yes:

Hopefully I'll have  demo ready in the next day or so.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 16, 2014, 03:03:28 pm
Well I've run into another problem. Every time I install the mod as a Standalone on another PC the sound does not work at all. No music, no sound effects, nothing, even though it all works completely fine on the host PC and I have all the music and sound files in the right folders. Any idea what would cause this?
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on August 16, 2014, 04:51:01 pm
Well I've run into another problem. Every time I install the mod as a Standalone on another PC the sound does not work at all. No music, no sound effects, nothing, even though it all works completely fine on the host PC and I have all the music and sound files in the right folders. Any idea what would cause this?
Having a debug log from both computers (for comparison) would be helpful.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 17, 2014, 03:59:08 pm
I've determined that the problem is being unable to select "Generic Software" in the Audio/Joystick tab of the Launcher. Is there any reason that the Generic Software option would not show up under Preferred Playback Device ?

EDIT: I'm an idiot, I forgot to install OpenAL on the other PC's. I'll just have to inform players to install OpenAL before starting the mod.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on August 18, 2014, 09:46:26 am
Open AL.

Edit ninja'd.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 19, 2014, 02:50:00 am
Demo is ready: http://www.moddb.com/mods/star-fox-event-horizon/downloads/star-fox-event-horizon-first-demo
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on August 19, 2014, 02:02:18 pm
Just poping in to say that this is super fun to play. :)

I've had a few crashes though, but no time to do a proper debug analysis yet.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Herra Tohtori on August 19, 2014, 05:09:54 pm
Highlight added. I used a cropped part of the ModDB banner for the highlight image. I hope that's all right. if you want it changed, contact me. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: CT27 on August 19, 2014, 06:15:58 pm
Looks awesome.  How many missions are in this demo?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lepanto on August 20, 2014, 10:12:20 pm
This is a splendid piece of work, and you must've put a LOT of effort into it. Props for simplifying some of the features of FS gameplay.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on August 21, 2014, 12:18:59 pm
Quality of this mod is stunning. I'm not familiar with the universe, but it's just awesome how much work You put into this. Kudos :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: z64555 on August 21, 2014, 10:45:29 pm
Liking the demo missions so far, although, it's difficult what to tell the objectives are and who's the current player character amongst the dialog.

Things appear to be fairly crashy with the large number of ships spawned individually, I suggest grouping them into wings/flights and spawn them that way rather than have the events spawn the craft individually. This also has the benefit of a cleaner Hotkey selection screen.

The hotkey screen is where the players can assign ships and wings to the F5~F12 keys, Very useful to quickly select a large group of fighter wings or the group of carriers you're supposed to be blowing up.

Naturally, Fredder's can assign wings and ships to hotkey selection as well. This'll result in a set of hotkey selections made for the mission, so that the player saves a minute or two of setting it up themselves. Additionally, you can send the hotkey setting over the objectives screen, or over the radio messages.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 24, 2014, 04:03:20 pm
Random Question time yet again:

1) Is it possible to create either a primary or secondary weapon that charges like beams, but fires a single projectile like a laser or missile? I'll like to create a long ranged artillery weapon that requires the player to hold and charge but it fires a single giant blast rather than a beam.

2) Is there a proper Minelayer weapon? I think I have a workaround by giving a missile an extremely slow velocity and high radius detonation that spawns a moving missile when an enemy is too close, but if there is a cleaner way to make mines that would be great.

3) I have noticed beam weapons do not seem to work on my capital ship turrets, even with a 360 degree fire arc. Is there something else beam weapons need to work on Capital Ships?

Things appear to be fairly crashy with the large number of ships spawned individually, I suggest grouping them into wings/flights and spawn them that way rather than have the events spawn the craft individually. This also has the benefit of a cleaner Hotkey selection screen.

That does sound like it would probably be a better method. I'm still learning my way around Fred and was only using sample scripts, I've not really messed with Wings at all yet.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 24, 2014, 04:45:42 pm
Random Question time yet again:

1) Is it possible to create either a primary or secondary weapon that charges like beams, but fires a single projectile like a laser or missile? I'll like to create a long ranged artillery weapon that requires the player to hold and charge but it fires a single giant blast rather than a beam.

I'm not aware of any hold-to-charge primary mechanics in the FSO engine (I'm thinking like the Charging Mass Driver from Wing Commander Prophecy).  You  can certainly add a delay between trigger pull and the 1st "round" leaving the weapon; see this weapon property (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Submodel_Rotation_Speed:) (it's obviously intended for gatling style weapons that need to spin up the barrels before they start firing, but I think it would work in this case as well)

2) Is there a proper Minelayer weapon? I think I have a workaround by giving a missile an extremely slow velocity and high radius detonation that spawns a moving missile when an enemy is too close, but if there is a cleaner way to make mines that would be great.

Again, I don't believe there's any support in the FSO engine for this style of mine; just sentry gun style mines.  Your current workaround sounds pretty good though :)

3) I have noticed beam weapons do not seem to work on my capital ship turrets, even with a 360 degree fire arc. Is there something else beam weapons need to work on Capital Ships?

Beams should work just fine on capital ship turrets, e.g. the Orion chin beam from FS2 retail.  Could you post your beam table entry and your ship table entry and maybe someone will be able to spot something?
Title: Re: Star Fox: Event Horizon for FSO
Post by: z64555 on August 24, 2014, 05:04:50 pm
1) Is it possible to create either a primary or secondary weapon that charges like beams, but fires a single projectile like a laser or missile? I'll like to create a long ranged artillery weapon that requires the player to hold and charge but it fires a single giant blast rather than a beam.

Not at the moment, although there is interest by several mod developers for this feature. If I can ever get around to getting necessary stuff done, I would like to work on this feature myself.

Quote
2) Is there a proper Minelayer weapon? I think I have a workaround by giving a missile an extremely slow velocity and high radius detonation that spawns a moving missile when an enemy is too close, but if there is a cleaner way to make mines that would be great.

Not by player craft, but there is a script somewhere that spawns laser mines that shoot at passerby craft. You might be able to modify a coutermeasure weapon and use that as the mine delevery mechanic, but I'm not sure how that would work.

Alternatively, you could make a secondary weapon type that moves at a reasonable speed, then spawns a stationary mine that has some reasonable life (such as a minute or so). Experiment :)


Quote
3) I have noticed beam weapons do not seem to work on my capital ship turrets, even with a 360 degree fire arc. Is there something else beam weapons need to work on Capital Ships?

IIRC, beam turrets are disabled until a beam-free sexp is run, or otherwise an opening mission flag is set. One of the regular Fredder's should know more :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 24, 2014, 05:12:52 pm
Again, I don't believe there's any support in the FSO engine for this style of mine; just sentry gun style mines.  Your current workaround sounds pretty good though :)
Is there an example of a Sentry Turret weapon floating around? There does not seem to be any info about them on the wiki.

IIRC, beam turrets are disabled until a beam-free sexp is run, or otherwise an opening mission flag is set. One of the regular Fredder's should know more :)
I'll look through FRED mission settings and see if I can find anything beam related.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 24, 2014, 05:48:27 pm
Again, I don't believe there's any support in the FSO engine for this style of mine; just sentry gun style mines.  Your current workaround sounds pretty good though :)
Is there an example of a Sentry Turret weapon floating around? There does not seem to be any info about them on the wiki.

The sentry turret weapons are just standard primaries, like the Subach HL-7 attached to this sentry gun (http://www.hard-light.net/wiki/index.php/Alastor). (i.e. X-wing / TIE Fighter style "mines")
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 24, 2014, 05:52:47 pm
The sentry turret weapons are just standard primaries, like the Subach HL-7 attached to this sentry gun (http://www.hard-light.net/wiki/index.php/Alastor). (i.e. X-wing / TIE Fighter style "mines")

I meant to specify a weapon that actually deploys the turrets from your craft, not the weapon the turret itself uses.

Another question, are cloaking devices possible in Freespace 2? It seems like they are just a special effect you can set in FRED, not an actual ability.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 24, 2014, 06:12:36 pm
The sentry turret weapons are just standard primaries, like the Subach HL-7 attached to this sentry gun (http://www.hard-light.net/wiki/index.php/Alastor). (i.e. X-wing / TIE Fighter style "mines")
I meant to specify a weapon that actually deploys the turrets from your craft, not the weapon the turret itself uses.

Ah - sorry, I misunderstood you.  I don't believe there's currently any builtin way for a craft to spawn a mine-style object. It would need to be done with something like scripting, or fancy SEXP work.

Another question, are cloaking devices possible in Freespace 2? It seems like they are just a special effect you can set in FRED, not an actual ability.

Again, I don't think visual cloaking (as opposed to sensor stealth) is builtin to the engine.  I know that Wing Commander Saga adding cloaking for the Kilrathi stealth fighters but I don't know what mechanism they used to achieve this.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on August 24, 2014, 07:55:32 pm
Dimensional Eclipse uses visual cloaking on their Yukikaze fighters. Mjn.Mixael made the cloaking effect for it. (At least, that is what the Wiki says.)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on August 24, 2014, 08:12:16 pm
Nah, we have visual cloaking these days. That's done through the ship-effect sexp, type is Cloaking. If you don't have it as a selectable thing, you might need to copy some post_processing.tbl settings from the mediavps.

Title: Re: Star Fox: Event Horizon for FSO
Post by: Droid803 on August 24, 2014, 08:21:25 pm
There's two ways to go about it.
The easy way is the post-processing effect.
The "hard" way is via change-ship-class and animated textures (which is what you did before post-processing). It takes ship slots and texture slots, but you can get some different effects without writing shaders or whatever it'd take to customize the post-processing-based cloak effect.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 24, 2014, 08:26:50 pm
Awesome I'll look into Cloaking then, I didn't realize the post processing effect actually caused enemy weapons to not be able to get a lock.

Another random question...

Is there a way to make it so the camera can zoom further in while in 3rd person view? It's really annoying playing as Capital ships because the camera is zoomed out so far, and while I can zoom in somewhat with the + and - keys it's not nearly enough. It's made even worse when I used afterburners, it zooms the ship out further and won't let me zoom in to the starting veiw.

Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on August 24, 2014, 08:30:07 pm
Well the post proc effect is only visual, you'll need to set a stealth flag for the ship so weapons won't target it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 24, 2014, 08:50:14 pm
Is there a way to make it so the camera can zoom further in while in 3rd person view? It's really annoying playing as Capital ships because the camera is zoomed out so far, and while I can zoom in somewhat with the + and - keys it's not nearly enough. It's made even worse when I used afterburners, it zooms the ship out further and won't let me zoom in to the starting veiw.

Sorry, no  :( (I hate that I have to keep saying that)

IIRC the camera view distance is based on the model's radius value.  This can be manually changed using PCS2.  However it will have some knock-on effects with things like AI guard distance, shockwave damage, and maybe collision detection.  Anyway, the desire to manually set the view distance has been mentioned before (for capship command missions) so this would be a good candidate for a new feature to be added to FSO.  I don't imagine that It would be very hard to add either, just need to find a coder with some spare time (I'd like to have a look myself but I already have a long list of stuff to work on...)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 25, 2014, 02:04:30 am
Two more playable characters and craft revealed:

Title: Re: Star Fox: Event Horizon for FSO
Post by: zookeeper on August 25, 2014, 02:36:44 am
It's worth noting that the cloaking effect is not a post processing effect even if the tabling entries are in post_processing.tbl. For example, one doesn't need to enable post processing to see it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on August 25, 2014, 07:40:25 am
Do I see Protoss artillery cannon from SC2? :P

Great work!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 28, 2014, 10:48:23 pm
Some more random questions:

1) How exactly do countermeasures work? I've tried giving my craft the Type One Countermeasure but it seems to do absolutely nothing. Are the countermeasures supposed to fire on incoming missiles automatically? Does the player have to fire countermeasures themselves?

2) Is a Tractor Beam type weapon possible? I've managed to create a black hole sort of weapon that sucks ships in, but nothing that holds them in place.

EDIT
3) Does anyone know where the deploy Sentry Turret script can be found? I keep hearing about it all the time yet I can't seem to find it anywhere on these forums or the wiki.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 30, 2014, 02:43:16 pm
Nobody has anything? I've sort of hit a wall here.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Droid803 on August 30, 2014, 03:25:59 pm
press...x to launch countermeasures...yes you have to manually launch them

not to my knowledge i don't think you can make something pull along the beam

no clue, never heard of it
Title: Re: Star Fox: Event Horizon for FSO
Post by: Aardwolf on August 30, 2014, 03:41:48 pm
Easiest to do with scripting. You can have a script that runs when the weapon hits the ship, and changes the hit object's velocity any way you want. (It's smarter to change the velocity than changing the position directly, since that can break collision detection.)
Title: Re: Star Fox: Event Horizon for FSO
Post by: z64555 on August 30, 2014, 03:54:43 pm
Sigh, guys. He said he already figured out the Push/Pull mechanics (It's basically a Morning Star with a negative mass value) but he's looking for something that'll lock up your flight controls for the duration the craft is in the Area of Effect.

Coincidentally, Scripting is your best bet at the moment. You might be able to concoct something that will 1. Determine that a ship has been hit with the tractor beam 2. Effectively reduce the ship's rotational and translational rates by some significant factor.

UndyingNephalim: Countermeasures in FSO are triggered manually, and act like the "Chaff" type in Star Wars: X-Wing Alliance but with a greater chance of luring warheads from a larger distance away (as opposed to disarming only the warheads that come into contact with the chaff)

There was actually some additions to the countermeasures not too long ago, the topic may be still floating around in the scp subforums.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 30, 2014, 03:57:12 pm
Easiest to do with scripting. You can have a script that runs when the weapon hits the ship, and changes the hit object's velocity any way you want. (It's smarter to change the velocity than changing the position directly, since that can break collision detection.)

That method seems to be working. Very nice solution.


In addition to the Sentry Turret, are there any sexp scripts that can allow me to transform a ship between two modes? I'm using change-ship-class, however if I set the Repeat or Trigger count of the event higher than 1, the ship constantly tries to transform and will not let me transform back to the previous state through another event (essentially getting stuck in an infinite look that never ends). Alternately, not setting a Repeat or Trigger Count higher than one only lets me use the transformation once. There seems to be absolutely no way to have a trigger fire off only once, set all its conditions back to false so the specific triggers have to be triggered again. Instead it seems events are either always false, or once triggered once are forever true after that and can't be reset to false. It's really annoying... is there any way around this?
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on August 30, 2014, 04:03:20 pm
Use trigger count (not repeat count; usually, the behavior you're going to expect is handled by trigger count) and have it activate when a variable is non-zero (and set it back to 0 as its first action).
Title: Re: Star Fox: Event Horizon for FSO
Post by: Herra Tohtori on August 30, 2014, 04:17:19 pm
Would the scripting solution disrupt collision detection? I seem to recall that being the biggest disadvantage to scripted Newtonian mechanics some several years ago...


I would think using Morningstar's code as basis, you could expand it so that the velocity change imparted by the projectile would dynamically depend on the relative velocity between the craft, and self-adjust so as to always reduce the relative velocity - not just radial velocity, but angular velocity as well. I just have no idea how practical a change like this would be to code.


If it should be an area effect weapon rather than a primary point-and-shoot weapon, then... I dunno. :confused:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 30, 2014, 04:22:42 pm
Use trigger count (not repeat count; usually, the behavior you're going to expect is handled by trigger count) and have it activate when a variable is non-zero (and set it back to 0 as its first action).


The same problem happens, it just gets stuck in a loop forever cycling between the two modes. Here's my script in FRED2 I'm probably just doing something wrong:

Code: [Select]
---Deploy into Turret Mode---
every-time
and
    key-pressed
              Left Ctrl
            is-ship-class
              Aqua Vitae
                Fox 1
            is-primary-selected
                Fox 1
                1
            string-equals
                TurretMode(0)
                0
        key-reset
            Left Ctrl (apparently this one doesnt work in repeat or trigger events)
        change-ship-class
            Aqua Vitae Turret Mode
            Fox 1
        modify-variable
            TurretMode(0)
            1

---Pack into Ship Mode---
every-time
and
    key-pressed
              Left Ctrl
            is-ship-class
              Aqua Vitae Turret Mode
                Fox 1
            is-primary-selected
                Fox 1
                1
            string-equals
                TurretMode(0)
                1
        key-reset
            Left Ctrl
        change-ship-class
            Aqua Vitae
            Fox 1
        modify-variable
            TurretMode(0)
            0
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on August 30, 2014, 05:55:32 pm
It does work, but you may need more layers of indirection between detecting the keypress and triggering the transformation. The event logic for Her Finest Hour (from Blue Planet: War in Heaven) might help, since it relies on repeatable keypresses...
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on August 31, 2014, 03:38:13 am
You could also check out JAD 2.21 or JAD:XA.  Both feature missions where the player craft switches between a) different fighters or b) different modes of a single fighter (which are essentially the same thing as far as I'm aware)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 03, 2014, 01:42:20 am
Peppy Hare and Amanda Toad have joined the cast of playable characters:

Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on September 03, 2014, 07:04:01 am
This looks insanely cool and I love all the new weapons :yes: . Do You model and texture all of this yourself?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on September 03, 2014, 11:37:49 am
I never realized the Star Fox universe had so many characters. Are they all based from canonical sources or are some straight fan made?

Keep it up, this looks fantastic!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 03, 2014, 03:10:32 pm
I never realized the Star Fox universe had so many characters. Are they all based from canonical sources or are some straight fan made?

Keep it up, this looks fantastic!

Of the 27 characters that will be playable, 21 of them are canon.

Fox, Falco, Peppy, General Pepper - Every Starfox game
Miyu, Fara, Fay - Star Fox 2
Krystal - Star Fox Adventures, Assault, Command
Bill Grey, Katt Monroe - Star Fox 64, Command
Amanda Toad, Lucy Hare - Star Fox Command
Wolf, Leon - Every Star Fox game except Adventures
Panther - Star Fox Assault, Command
Harrion - Star Fox 64
Kate, Gisata, Falyf are non canon
Title: Re: Star Fox: Event Horizon for FSO
Post by: Darius on September 05, 2014, 08:09:56 am
Falyf is one of yours?  :eek: that is some excellent character designing you've got there.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Aardwolf on September 05, 2014, 02:10:04 pm
I thought Star Fox 2 was unfinished? Or was it just never released in the US?

And IIRC Star Wolf wasn't in the original Star Fox?

Not familiar with "Matt Monroe" or "Harrion", and SF64 is the one I'm most familiar with.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 05, 2014, 02:30:41 pm
I thought Star Fox 2 was unfinished? Or was it just never released in the US?
Star Fox 2 was finished, complete with cartridges. Nintendo decided not to put it on shelves though since the N64 and Star Fox 64 were less than a year away. There are roms of Star Fox 2 floating around and it can be played on an emulator. The actual cartridges are pretty rare and sell for absurd prices.

And IIRC Star Wolf wasn't in the original Star Fox?
You are right, Star Wolf was not in the original Star Fox.

Not familiar with "Matt Monroe"
I made a spelling mistake, it's Katt Monroe.

"Harrion", and SF64 is the one I'm most familiar with.
Harrion was the boss of the Sector Y level, he pilots the Shogun Warlord:
http://www.youtube.com/watch?v=pPfeKNgii7E&t=0m48s
Title: Re: Star Fox: Event Horizon for FSO
Post by: SypheDMar on September 07, 2014, 04:11:37 pm
I thought Star Fox 2 was unfinished? Or was it just never released in the US?
Star Fox 2 was finished, complete with cartridges. Nintendo decided not to put it on shelves though since the N64 and Star Fox 64 were less than a year away. There are roms of Star Fox 2 floating around and it can be played on an emulator. The actual cartridges are pretty rare and sell for absurd prices.
Just to clarify, Star Fox 2 is technically a canceled game with no official release in any country.

Canon in Star Fox universe is different than the other Nintendo series of one continuity (e.g. Metroid, LoZ [an even more confusing beast]) and no continuity (e.g. Mario). The second released game, Star Fox 64, is actually a Star Fox 1 reboot with elements from Star Fox 2. So technically, Star Fox 1 is no longer canon, either.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 09, 2014, 03:40:11 pm
Two more characters join the game:

Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 16, 2014, 03:07:41 am
Yet more characters:
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on September 16, 2014, 08:14:41 pm
Nice to see that you got the cloak to work. I noticed it's treated as a primary weapon. Does it activate immediately when switching weapon banks, or do you need to switch banks then hit the fire button?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 17, 2014, 06:40:51 am
Nice to see that you got the cloak to work. I noticed it's treated as a primary weapon. Does it activate immediately when switching weapon banks, or do you need to switch banks then hit the fire button?

You have to hold down the fire button. It works for the most part, except for the fade out effect, which only works if you press fire once.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 22, 2014, 01:55:36 am
Is anyone familiar with the "2D Mission" setting in Fred2? I'm extremely close to having completely functional tank levels, but there seems to be one problem. Every AI controlled unit that moves does a strange nosedive or faces vertically up when they move:
Spoiler:
(http://i.imgur.com/mLWMbsi.jpg)

There seems to be no way to stop this, the moment any AI unit moves they do this. Messing with movement settings and speeds in ships.tbl seems to have no effect. Why is there even a "2D Missions" option if AI ships can't even move properly in that setting? Or did I somehow forget to tick something else?  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on September 22, 2014, 02:10:54 pm
It's not commonly used as it's not perfected mate.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on September 23, 2014, 06:17:49 pm
The only time I've seen a 2D mission with working AI was short 1 mission side scroller campaign called SHMUPSpace. (http://www.hard-light.net/forums/index.php?topic=81443.0)
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on September 23, 2014, 08:27:55 pm
And I'm pretty sure SHMUPSpace uses a custom script, not the 2D mission flag.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 11, 2014, 03:11:51 pm
I guess there won't be any tank combat. More characters though:

Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on October 13, 2014, 12:30:17 pm
The Blue Marine transformation was legit. :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 30, 2014, 07:25:40 pm
Do .avi files work for Command Briefing videos? FRED seems to have the option to load .avi videos, but I've tried and nothing shows up during the command briefing. My .avi is 440 x 200 like the .ani files and in the cbanim folder. Perhaps I'm doing something else wrong? Every thread I find on here about the issue pretty much say "nope no .avi's", yet why is the option in FRED if that's the case? I'd really like nice .avi animated talking portraits during the command briefing.... not the horrible low res .anis that I can't even get to convert properly.
Title: Re: Star Fox: Event Horizon for FSO
Post by: ssmit132 on October 31, 2014, 10:36:07 pm
I don't know about .avis, but if you don't want .anis then you could try to make EFF animations (http://www.hard-light.net/wiki/index.php/Multimedia_Files#EFF) (essentially a series of images that plays as an animation).
Title: Re: Star Fox: Event Horizon for FSO
Post by: z64555 on October 31, 2014, 11:59:10 pm
Yes, .EFF is a good way of holding high-resolution animations. Just set the .EFF in your animations folder, and then toss all of the frames into a subfolder with the same name of the .EFF for easy management. .PNG seem to be the defacto standard for the frame image format.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 01, 2014, 12:11:14 am
.EFFs work, not sure why I did not think to use those. Is is possible to get the Command Briefing to read them from the HUD folder? Seems a little wasteful of file space to have to a copy of every eff in both the sbanims and hud folder.
EDIT: Nevermind, it's able to load them from the HUD folder.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on November 01, 2014, 06:02:02 am
Yes, .EFF is a good way of holding high-resolution animations. Just set the .EFF in your animations folder, and then toss all of the frames into a subfolder with the same name of the .EFF for easy management. .PNG seem to be the defacto standard for the frame image format.
Er, except that the EFF subdirectories (http://www.hard-light.net/forums/index.php?topic=88139.0) patch isn't in trunk, and probably won't be until post-3.7.2...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 01, 2014, 01:33:16 pm
Er, except that the EFF subdirectories (http://www.hard-light.net/forums/index.php?topic=88139.0) patch isn't in trunk, and probably won't be until post-3.7.2...
Subdirectories will help a lot. My HUD folder is flooded with thousands of DDS files for all my talking portraits.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 01, 2014, 08:53:12 pm
Well... another question.
Freespace 2 seems to have pre-rendered cinematics that play between certain missions, how exactly do you do this? I have pre-rendered cinematics that I need to play before and after missions and there seems to be nothing in FRED that allows me to play them. The closest feature I can find is the "Fiction Viewer," but that doesn't seem to be able to play videos and it only precedes missions. Assuming cinematics can be played, are they limited to the .ani format, or can I actually have my nice high res cinematics as .avi files?  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on November 01, 2014, 09:10:47 pm
As for the cinematic file type, your only option is really a .ogg container with theora/vorbis codecs.  Avi used to be supported via DirectShow but that hack was removed.

Check the campaign editor in Fred I think for cutscenes.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on November 01, 2014, 11:12:08 pm
I don't think there's a FRED dialogue for specifying cutscenes; you can add the necessary lines via text editor, however, and FRED will load and save them appropriately.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 03, 2014, 03:26:04 pm
Is there a way to have the talking portraits display when a Camera is moving around in game? It seems that if I set a camera's position or have it track any other ship other than the players then the talking portraits are completely invisible, only their sound plays. I tried the display-subtitle-image sexp but it doesn't seem capable of showing animated .effs

As for the cinematic file type, your only option is really a .ogg container with theora/vorbis codecs.
Is there some instructions on how to convert an .avi to an .ogg container or the MVE format that Freespace cinematcs are in?
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on November 03, 2014, 03:41:13 pm
You might be after "hud-disable-except-messages"?

Also, I think that VLC can covert .avi files to .ogg/theora (but I've not done this myself).
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on November 03, 2014, 04:00:06 pm
There's also ffmpeg and a wide variety of GUI frontends for it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on November 03, 2014, 05:24:25 pm
Virtualdub comes to mind, or SUPER.  Don't bother with mve, the format is proprietary.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on November 03, 2014, 05:38:49 pm
Is there a way to have the talking portraits display when a Camera is moving around in game? It seems that if I set a camera's position or have it track any other ship other than the players then the talking portraits are completely invisible, only their sound plays. I tried the display-subtitle-image sexp but it doesn't seem capable of showing animated .effs

In theory, hud-disable-except-messages would work except for some reason it doesn't work in a cutscene camera view mode. So instead what you need to do is in a game settings table (or mod table) is set $Cutscene camera displays HUD: to YES, and then hud-disable-except-messages should work correctly then. Any cutscene will need some type of hud-disable now so check your previous cutscenes to make sure they're still okay.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 06, 2014, 02:31:34 pm
Well... the first level is just about ready:


If anyone would like to voice James, Peppy, Pigma, Andross, or General Pepper let me know.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on November 06, 2014, 06:09:42 pm
Peppy is stealing all the kills! Love the Giant Andross head.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on November 06, 2014, 07:06:47 pm
This shows such great promise... Just fabulous.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on November 06, 2014, 08:26:53 pm
(http://mypetjawa.mu.nu/archives/vader_thumbs_up.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 09, 2014, 04:17:20 pm
I'll voice james as my name is james. AND I AM ENGLISH.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on November 13, 2014, 12:36:50 am
I'll voice james as my name is james. AND I AM ENGLISH.
(http://mypetjawa.mu.nu/archives/vader_thumbs_up.jpg)
It'll be cool to hear you again :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 14, 2014, 04:45:54 pm
#seanbeanstyle
Title: Re: Star Fox: Event Horizon for FSO
Post by: Mongoose on November 16, 2014, 12:09:26 pm
Sooooo dying in every single role you play?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 16, 2014, 02:06:37 pm
Is there an operator in Fred2 that forces either the player or an AI craft to use their afterburner? I can't seem to find any.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on November 16, 2014, 04:41:14 pm
There's a ship flag (free-afterburner-use) that allows afterburner use under more circumstances (http://www.hard-light.net/forums/index.php?topic=83818.msg1685908#msg1685908). I think you need to use the alter-ship-flag sexp to make this take effect on ships (unfortunately the flag doesn't seem to be documented on the wiki, or in the html output from -output_sexps)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 23, 2014, 12:00:47 am
Some random gameplay stuff:

Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on November 23, 2014, 09:57:41 am
This...is awesome.
Title: Re: Star Fox: Event Horizon for FSO
Post by: woutersmits on November 23, 2014, 10:23:49 am
will there also a campaign
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on November 23, 2014, 12:56:10 pm
Words feel inadequate to describe how incredible this is.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 23, 2014, 01:10:03 pm
will there also a campaign
There will be four campaigns.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on November 23, 2014, 02:16:26 pm
How many missions will the campaigns have, do you know?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 23, 2014, 03:06:10 pm
How many missions will the campaigns have, do you know?
Here's my rough outline:
Spoiler:
Code: [Select]
James McCloud (Tutorial Level and Prologue)
1) Training Fox
2) Betrayal

Lylat Wars (SF64 Redo)
1) Corneria
2a) Meteo
2b) Sector Y
3) Katina
4a) Sector X (Adds Bill to Squadron)
5a) Titania
6a) Bolse
7) Venom A
4b) Aquas (Adds Katt to Squadron)
5a) Zoness
6a) Area 6
7) Venom B
4c) Fichina (Adds Bill to Squadron)
5b) Macbeth
6a) Bolse
7) Venom A
6a) Area 6
7) Venom B
4d) Sector Z (Adds Katt to Squadron)
5b) Solar
6a) Bolse
7) Venom A
6a) Area 6
7) Venom B


Saurian Crisis (Adventures Redo)
1) Krystal's Ditress
2) Arrival on Sauria
3) Krystal's Escape
4a) Cloudrunner Fortress
5a) Rescue Clourunner Prisoners
6a) Help Cloudrunner invasion
7) Confronting General Scales A (Cloudrunner army survives)
6b) Expose Captain Shears' Involvement
7) Confronting General Scales B (Cornerian Army joins final battle)
5b) Assault Scales Base
6a) Expose Captain Shears' Involvement
7) Confronting General Scales B (Cornerian Army joins final battle)
6b) Chase after Scales
7) Confronting General Scales C (Krystal vs Scales)
4b) Krazoa Palace
5a) Trace Krazoa Signal
6a) Help Cloudrunner invasion
7) Confronting General Scales A (Cloudrunner army survives)
6b) Expose Captain Shears' Involvement
7) Confronting General Scales B (Cornerian Army joins final battle)
5b) Assault Scales Base
6a) Expose Captain Shears' Involvement
7) Confronting General Scales B (Cornerian Army joins final battle)
6b) Chase after Scales
7) Confronting General Scales C (Krystal vs Scales)

Assault Redo
1) Fortuna
2a) Katina (Orbit)
3) Katina (Adds Bill to Squadron)
2b) Papetoon
3) Sargasso (Adds Panther to Squadron)
4) Fichina
5a) Meteo
6a) Zoness
6b) Titania
5b) Lylat Prime
6a) Macbeth
6b) Solar Hive
7) Corneria
8) Orbital Gate
9) Aparoid Homeworld
10) Aparoid Queen


Event Horizon
1) Fichina - Cerinian Ship Uncovered
2a) Sector Z Retaliation (Team Starfox Path)
3a) Area 6 Surveylance
4a) Titania Exposed
4b) Macbeth Exposed
5) Prisoner Escort
6) The Hunt for Krystal and Falyf
7) Sauria

2b) Sector Z Retaliation  (Krystal and Fay path)
3a) Fichina Base Defense
4a) Katina Under Siege (Adds Bill to squadron)
4b) Aquas Under Siege (Adds Amanda to squadron)
5) Prisoner Escort
6) Cerinia
7) Sauria
7) Sauria
8) Star Wolf
9) Finding General Scales
10) Aquas Assault
11a) Refuse Surrender (Star Fox allies with Wolf)
12) Krazoa Invasion
13) Event Horizon A (As Krystal)
11b) Surrender Krystal and Scales to authorities (Admiral Peppy and CDF Joins Team)
13) Krazoa Invasion
13) Event Horizon B (As Fox)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on November 23, 2014, 04:05:59 pm
Ohhhhh, you're branching them! I wondered if you would. And so many missions! Wonderful. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on November 24, 2014, 03:39:29 pm
Looks very ambitious and promising!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 16, 2014, 07:52:42 pm
A random question, is it possible to constantly increase the scale of a background object like a nebula, planet, or sun to give the illusion that you are getting closer to it?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on December 16, 2014, 09:02:49 pm
Not with much convincing effect, I'm afraid. Modifying the background bitmaps through sexps will still be too jittery (you're forced to deal in percent sizes), and animated effects would need to be large (filesize-wise) and effects will loop their animation without a way to stop it. :blah:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on December 17, 2014, 12:53:43 am
You could animate a background object like scar asteroid field?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Black Wolf on December 17, 2014, 06:50:45 am
Not with much convincing effect, I'm afraid. Modifying the background bitmaps through sexps will still be too jittery (you're forced to deal in percent sizes), and animated effects would need to be large (filesize-wise) and effects will loop their animation without a way to stop it. :blah:

Could you not use the facing sexp? I.e. Set up an event that grows the bitmap by 1% every x seconds, but only when the player isn't facing towards the bitmap  (or a waypoint in that direction anyway).
Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on December 17, 2014, 07:17:07 am
Ha, BW beat me to it.  Would need a fallback in case they decide to just stare at it though.  Maybe make objectives so that they almost have to keep turning around to advance the mission.
Title: Re: Star Fox: Event Horizon for FSO
Post by: jr2 on December 17, 2014, 07:32:12 am
Spawn enemies behind them.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 18, 2014, 06:49:32 pm
Could you not use the facing sexp? I.e. Set up an event that grows the bitmap by 1% every x seconds, but only when the player isn't facing towards the bitmap  (or a waypoint in that direction anyway).

That's what I ended up trying to do. It's not exactly what I wanted but I guess I'll work with whatever I can.  :lol:

EDIT: It might sound like a silly question, but how the heck do you target enemy turrets? I am able to target all of their subsystems but never turrets. They do not have the untargetable flag in their ships.tbl entries.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on December 18, 2014, 07:20:32 pm
K Key
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 19, 2014, 06:24:24 pm
Another random question, is there a way to have the destroy-instantly command effect an entire wing? It seems to only work with single objects. I want an entire wing to vanish every time a certain event happens and then the next wave warps in, but it only works once because names change with each wave.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on December 20, 2014, 01:48:30 am
Another random question, is there a way to have the destroy-instantly command effect an entire wing? It seems to only work with single objects. I want an entire wing to vanish every time a certain event happens and then the next wave warps in, but it only works once because names change with each wave.
Looks like there is not currently a way to do that, although you could try shenanigans involving string concatenation to construct the "current" name of each ship in the wing.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on January 08, 2015, 02:03:20 am
The often requested Training level:

It's pretty much just the same tutorial from Freespace 2, probably won't be very exciting for those of us that know the game already.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on January 10, 2015, 09:10:47 pm
Well I've run into a strange problem. I am using the Campaign Editor, and it seems the list of Available missions in the left hand column is completely blank. Regardless if I set it to Single, Multi Co-Op, or Multi Teams the list remains completely empty. All my missions are in the "mission" folder. What might be causing none of them to show up in the Campaign editor?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on January 10, 2015, 09:38:34 pm
FRED has a very particular way of choosing which folder it thinks it should be using. FRED will choose the first item in the secondarylist in your mod.ini, so you might need to shuffle missions or entries around to get FRED to read it right. I'm not sure how it works with primarylist affects it though...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on January 10, 2015, 10:25:22 pm
FRED has a very particular way of choosing which folder it thinks it should be using. FRED will choose the first item in the secondarylist in your mod.ini, so you might need to shuffle missions or entries around to get FRED to read it right. I'm not sure how it works with primarylist affects it though...
My mod doesn't use mod.ini, it's completely standalone. Maybe that's why the Campaign Editor is being fussy.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on January 10, 2015, 11:14:56 pm
Huh, if there's no mod.ini then it should look at the [exe path]/data/missions for the mission list...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on January 21, 2015, 01:53:54 pm
Well the next version of Star Fox: Event Horizon is ready for download!

Included is the voiced Tutorial level, new Freeplay maps, all 27 playable characters, and 30 playable craft:

http://www.moddb.com/mods/star-fox-event-horizon/downloads/star-fox-event-horizon-second-demo
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on January 21, 2015, 04:09:22 pm
*grabs*
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 20, 2015, 03:15:44 am

And the new version: http://www.moddb.com/mods/star-fox-event-horizon/downloads/star-fox-event-horizon-third-demo
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on April 20, 2015, 07:29:58 am
Holy ****! My brain stopped working for a momment. Pretty epic trailer you got there.  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on April 22, 2015, 03:48:35 am
 Did that say "from the maker of hyrule total war???"

Better than N64 quality cutscenes by the way  :yes: :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 27, 2015, 12:06:30 am
I've not asked questions in a long time, here's one.
For a long time I've been wanting to draw indicator sprites on certain allied ships, basically indicating who the pilot is such as this example:
Spoiler:
(http://i.imgur.com/3mnxsXi.jpg)
I asked the question ages ago, and I recall a general "use nav points" response. I've tried using nav points, but there are several problems:

A) Only the default nav point graphic seems possible, I need the blinking first-letter-of-the-pilots-name-in-a-triangle-sprites I've made to appear above the target ships.
B) Only one nav point is visible at a time it seems, making a second or third immediately cancels the previous one.

Does anyone know a way to pull off what I'm trying to do?

Did that say "from the maker of hyrule total war???"
Yes it did.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Darius on April 27, 2015, 12:27:24 am
you can have a version of the pof with a glow point above with the graphical effect that you want, and it can blink as well.  The downside is it will rotate as the ship rotates
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on April 27, 2015, 01:26:23 am
Could probably do something with a Lua script, but I wouldn't know how to write it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 29, 2015, 12:50:28 am
you can have a version of the pof with a glow point above with the graphical effect that you want, and it can blink as well.  The downside is it will rotate as the ship rotates
I've tried that method out, there are several problems with it though. As you said, the icon rotates. The icon also gets smaller with the ship as it moves away, kind of defeating the purpose of the icon if you are on the other side of a map and need to find your ally. It's also invisible when the ship flies behind larger ships. I feel like there has to be a way to simply draw a sprite on an object in Fred2. Something like a "Draw Sprite" command and then you just get object x, y, and z, and put it in an Every Time conditional event.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on April 29, 2015, 01:03:53 am
In Lua, you can get the screen coordinates of a point by calling :getScreenCoords() on it; you can then use drawing functions to do something based on those screen coordinates (like, for instance, draw an icon).

I'm having a vague memory of seeing a script where somebody did something similar (overlaying ships with their briefing icons, sort of like strategic icons in Supreme Commander), but I can't seem to find it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 29, 2015, 02:09:31 am
In Lua, you can get the screen coordinates of a point by calling :getScreenCoords() on it; you can then use drawing functions to do something based on those screen coordinates (like, for instance, draw an icon).

I'm having a vague memory of seeing a script where somebody did something similar (overlaying ships with their briefing icons, sort of like strategic icons in Supreme Commander), but I can't seem to find it.
That sounds like the exact thing I'm trying to do. On a similar note, how do you get a mission to read a lua script?
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on April 29, 2015, 05:06:38 am
Well, there's the script-eval SEXPs that allow you to call lua functions, set lua variables, etc.
I suggest having a look at the scripting.tbl article on the wiki: http://www.hard-light.net/wiki/index.php/Scripting.tbl
Title: Re: Star Fox: Event Horizon for FSO
Post by: est1895 on April 29, 2015, 08:02:12 pm
With the third demo out, do I need to keep the first and second demos files?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 29, 2015, 08:13:27 pm
With the third demo out, do I need to keep the first and second demos files?
You do not need either of the previous versions.

Well, there's the script-eval SEXPs that allow you to call lua functions, set lua variables, etc.
I suggest having a look at the scripting.tbl article on the wiki: http://www.hard-light.net/wiki/index.php/Scripting.tbl

Alright, I'll see if I can come up with something on my own. If there's another mod that uses the drawing icon feature please let me know about it though. This is something I really feel needs to be in a Starfox game.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 30, 2015, 09:14:32 pm
Just some more gameplay stuff and cinematic experimentation. Also, the Aparoids are back:

Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on May 02, 2015, 01:52:07 pm
For a one man band,  you are putting out  a he'll of a lot of quality stuff.
Title: Re: Star Fox: Event Horizon for FSO
Post by: procdrone on May 02, 2015, 03:54:10 pm
the same from me.

This man is completly, insenly impressing. From someone who doesn't understand fred, to a STANDALONE creator, with everything totaly replaced and written anew... basicly. And he does that ALONE, and that FAST...

You are doing a ****ing great deal of job, Nephalim.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on May 02, 2015, 08:17:41 pm
Are you really doing all this alone, UndyingNephalim? I always thought you were simply the leader (or spokesperson) of a team. That one person couldn't be putting all this together alone.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on May 03, 2015, 05:35:08 am
Are you really doing all this alone, UndyingNephalim? I always thought you were simply the leader (or spokesperson) of a team. That one person couldn't be putting all this together alone.
I do everything except the music on my own pretty much. Every time I've tried to put a team together it's usually ended up being a disaster, with people either never keeping up a decent pace or just all together vanishing.

To be fair I did not exactly come into this with no experience at all: I do have almost a decade of experience working with game engines. I've worked for both Sony on a PS4 launch title that was unfortunately cancelled and a company called Subscience Studios making mobile games in the past. I've also been making this for almost half a decade now: https://www.youtube.com/watch?v=tyxWMTD1W5A

The secret is I have no life outside of these things at all.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on May 04, 2015, 07:14:02 pm
A quick question, Fred2 says that set-camera-shudder only works in the first person view. Is there any way to get the camera to shake while in chase or external view?
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on May 04, 2015, 08:17:57 pm
A quick question, Fred2 says that set-camera-shudder only works in the first person view. Is there any way to get the camera to shake while in chase or external view?
Despite the wording of the set-camera-shudder help, it looks like it should work in chase camera mode as well.

That being said, allowing the camera to shake regardless of camera mode looks like it wouldn't be too hard to add, but it does require source code changes (don't think you could fake it with Lua scripting).
Title: Re: Star Fox: Event Horizon for FSO
Post by: Kiloku on May 04, 2015, 10:13:06 pm
This is really awesome, but while watching the gameplay trailer, I finally figured out what was bothering me:
When you hit something in a weak spot, it should flash white/red.

All else is above any criticism from me. Awesome work, I'm looking forward to it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on May 05, 2015, 01:13:19 am
Despite the wording of the set-camera-shudder help, it looks like it should work in chase camera mode as well.
It doesnt seem to work outside of the first person view sadly.

When you hit something in a weak spot, it should flash white/red.
I would love to do that! Is there a way to do that in this engine?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on May 05, 2015, 04:29:54 pm
Are you really doing all this alone, UndyingNephalim? I always thought you were simply the leader (or spokesperson) of a team. That one person couldn't be putting all this together alone.
I do everything except the music on my own pretty much. Every time I've tried to put a team together it's usually ended up being a disaster, with people either never keeping up a decent pace or just all together vanishing.

To be fair I did not exactly come into this with no experience at all: I do have almost a decade of experience working with game engines. I've worked for both Sony on a PS4 launch title that was unfortunately cancelled and a company called Subscience Studios making mobile games in the past. I've also been making this for almost half a decade now: https://www.youtube.com/watch?v=tyxWMTD1W5A

The secret is I have no life outside of these things at all.  :lol:
Well, all that explains a lot how you're managing to do so many different things at such speed. It's really exciting stuff you're doing. I wish you luck.

Which Total War is that mod for?
Title: Re: Star Fox: Event Horizon for FSO
Post by: jr2 on May 05, 2015, 08:10:00 pm
A quick question, Fred2 says that set-camera-shudder only works in the first person view. Is there any way to get the camera to shake while in chase or external view?
Despite the wording of the set-camera-shudder help, it looks like it should work in chase camera mode as well.

That being said, allowing the camera to shake regardless of camera mode looks like it wouldn't be too hard to add, but it does require source code changes (don't think you could fake it with Lua scripting).

Is it set that way (3rd person camera shake disabled) so Afterburner doesn't ruin 'live action' cutscenes?
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on May 05, 2015, 09:50:24 pm
The cutscene camera is prevented from having camera shaking with its own conditional (preventing the "shake" function from running in the first place). In this case, the reason that the chase camera doesn't get shaking applied is because it sets Viewer_obj to NULL, and the camera shake only applies if the Viewer_obj is the player. I'm not entirely sure why the chase camera sets the Viewer_obj to NULL; from a quick glance around, the only thing it would appear to impact is whether or not the shaking gets applied, which would seem to make more sense to cut out with a more explicit conditional...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 02, 2015, 09:57:18 pm
More stuff for today:
Title: Re: Star Fox: Event Horizon for FSO
Post by: swashmebuckle on June 03, 2015, 01:42:34 am
This boss fight is bananas.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CKid on June 04, 2015, 08:51:45 pm
Every time Undying releases a video, it feels like Christmas morning.  :D
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on June 05, 2015, 06:42:56 pm
That was awesome. I loved seeing parts of the SNES and N64 Andross fights and then the original stuff at the end. Very well done! :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on June 05, 2015, 06:50:03 pm
*Is Speechless*  :eek2:

(But with all those fine models and textures, why on earth are you still using that old raggy Arwing? :p)
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on June 06, 2015, 03:04:26 am
Well that was awesome.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 18, 2015, 12:39:12 am
Does anyone know if there is a way to Strafe through the event editor? Current I'm using the key pressed condition and then setting the player's X speed to either 100 or -100, but it doesn't seem to work at all. I would really love to have circle strafing for certain craft.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on June 18, 2015, 01:11:01 am
Does it have to be via the event editor? You can set any ship to have lateral thrust just by setting $Max Velocity (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Max_Velocity:) appropriately. Diaspora & Wings of Dawn used this, including getting the AI to circle strafe.  If it's an ability to be triggered you could switch between two ship classes, one with strafe and one without.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 18, 2015, 02:34:24 am
Does it have to be via the event editor? You can set any ship to have lateral thrust just by setting $Max Velocity (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Max_Velocity:) appropriately. Diaspora & Wings of Dawn used this, including getting the AI to circle strafe.  If it's an ability to be triggered you could switch between two ship classes, one with strafe and one without.

Well, I've set the various max velocities but I still need a key to press or hold actually make the ship strafe. As far as I can tell there's no key that causes a craft to move sideways, only forwards. I should also point out that I am not trying to get the craft to Glide (keep moving straight but circle in place which is already in the game), I need them to actually move left or right and not forwards.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on June 18, 2015, 03:01:27 am
Well, I've set the various max velocities but I still need a key to press or hold actually make the ship strafe. As far as I can tell there's no key that causes a craft to move sideways, only forwards.
They're there (http://www.hard-light.net/wiki/index.php/Controlconfigdefaults.tbl#Controls). In fact left and right thrust are bound by default to shift-1 and shift-3, respectively (up is shift-numpadplus and down is shift-numpadenter).
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on June 18, 2015, 03:11:17 am
I think he's looking for "increase left/right thrust by X" or "set left/right thrust to X" kind of keys.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 18, 2015, 03:41:12 am
Well, I've set the various max velocities but I still need a key to press or hold actually make the ship strafe. As far as I can tell there's no key that causes a craft to move sideways, only forwards.
They're there (http://www.hard-light.net/wiki/index.php/Controlconfigdefaults.tbl#Controls). In fact left and right thrust are bound by default to shift-1 and shift-3, respectively (up is shift-numpadplus and down is shift-numpadenter).
I never knew that was a feature in Freespace. I guess I learn something new every day. That's the exact feature I was going for!


I guess I might as well show screenshots of things:
Spoiler:
(http://i.imgur.com/EnjjPHT.jpg)
(http://i.imgur.com/BRrBvCu.jpg)
(http://i.imgur.com/OqnsgR5.jpg)
(http://i.imgur.com/iiSKV2e.jpg)
(http://i.imgur.com/PNWN3bJ.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on June 18, 2015, 01:19:46 pm
:jaw: That looks awesome.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 18, 2015, 05:58:19 pm
Hmmm, it seems no matter how high I set the X axis for max velocities or Slide acceleration, the speed I can strafe is somehow always extremely slow. Is there something else I'm missing in order to increase the speed I can circle strafe? At this rate I'm hit by every shot and missile because strafing is too slow and that sort of defeats the purpose.  :lol:

Nevermind, setting the Slide acceleration to 0 solves the problem.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 19, 2015, 03:40:15 am
Merry Christmas:

Title: Re: Star Fox: Event Horizon for FSO
Post by: coffeesoft on June 21, 2015, 02:39:31 am
That video looks so nice, keep the good work  :yes:

Title: Re: Star Fox: Event Horizon for FSO
Post by: procdrone on June 22, 2015, 07:26:20 am
I am actually impressed by the planetary environment
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on June 22, 2015, 10:40:58 am
Kill the Navi!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 23, 2015, 02:20:56 am
Some Katina stuff for today:
Spoiler:
(http://i.imgur.com/vvHiRID.jpg)
(http://i.imgur.com/aIsF5Qc.jpg)
(http://i.imgur.com/7OnqmHz.jpg)
(http://i.imgur.com/qkmebOr.jpg)
(http://i.imgur.com/5MrLFrn.jpg)
(http://i.imgur.com/hK2kO4X.jpg)
(http://i.imgur.com/KQi5EPk.jpg)
(http://i.imgur.com/bfPIsR3.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on July 23, 2015, 05:20:23 pm
Cool skybox! Glad to see the Mothership make an appearance too. :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 26, 2015, 04:33:36 am
Some footage for today:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 27, 2015, 11:15:39 pm
Well I got a question, is there a way to make an animation that repeatedly plays any time the player is not using their afterburner? I'd like to have wings constantly flapping as the player just moves around. Is there also a trigger condition for strafing? I'd like wings to flap faster as the player strafes left and right.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 30, 2015, 10:26:40 pm
Ehhh, I guess I'll just have to deal with no flappy wings for now.

Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on August 06, 2015, 06:18:34 am
Is there a way scripting could double the animation rate?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 11, 2015, 10:53:33 pm
Is there a way scripting could double the animation rate?
I imagine flapping wings could be done through scripting, but I've yet to figure out how.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on August 12, 2015, 12:02:14 am
Scooby_Doo tried to do some animations through scripting a little while ago (http://www.hard-light.net/forums/index.php?topic=83947.msg1676718#msg1676718), maybe this could be of interest.

Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 22, 2015, 12:19:50 am
I messed with scripting a little bit, but I've had no luck getting flapping wing animations. I'll probably just abandon the creature as being playable.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 25, 2015, 06:00:19 pm
I have a question that I can't seem to find an answer to anywhere else around here. Is it possible to have multiple ships undock simultaneously? I currently have a drone carrier that contains a host of drones, but it seems like through FRED only one ship can undock at a time. Normally this wouldn't be an issue, but it seems to take an extremely long time a single ship to undock, one at a time. It takes about 15 seconds for a single ship to undock, nearly two minutes in total for every single drone to finish undocking by giving the order one at a time. I really need the carrier to drop them all  instantly and have the drones all swarm the player right away. Is there any way to either launch every ship that is docked at once, or somehow make the undocking speed instantaneous instead of nearly 15 seconds?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on September 25, 2015, 06:09:44 pm
Try using the jettison-cargo-delay sexp, it'll immediately release docked items without the standard undocking procedure.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 25, 2015, 07:09:02 pm
Try using the jettison-cargo-delay sexp, it'll immediately release docked items without the standard undocking procedure.

That worked perfectly, thank you so much!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 11, 2015, 03:52:40 pm
Just some more environments that have been worked on:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 16, 2015, 11:52:46 pm
Annnnnnd here's another pair of environments:
Title: Re: Star Fox: Event Horizon for FSO
Post by: tomimaki on November 17, 2015, 06:12:32 am
Looks cool. :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on January 26, 2016, 10:49:21 pm
Here's some more stuff I suppose:

Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on January 27, 2016, 12:26:29 am
Woah :D! I want to fly over these oceans of acid and lava.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on March 18, 2016, 03:52:15 am
Oh yay I finished something:
Title: Re: Star Fox: Event Horizon for FSO
Post by: coffeesoft on March 18, 2016, 04:40:26 am
Everyday you surprise me more, keep the good work !  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Black Wolf on March 18, 2016, 04:45:20 am
This stuff is so amazing that after awhile I forget how good it is. It's so weird. It's like, "Oh, yeah, another incredibly detailed atmospheric environment with masses of new unique content. That's just what UndyingNephalim does."

But this stuff is amazing, everything I've wanted to do with FSO but don't have the skill or patience to pull off.

Hats off to you, this is consistently incredible, and you don't get the recognition you deserve.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on March 21, 2016, 11:52:00 pm
Hats off to you, this is consistently incredible, and you don't get the recognition you deserve.

Hopefully one day...  :lol:
Maybe the Shadows of Lylat community will return too.  :cool:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 29, 2016, 09:06:48 pm
It's with quite a bit of pain that I have to announce that Star Fox: Event Horizon is being put on the back burner.

More than half of my time is going to a day job. At the moment my Patreon is simply not making enough money to justify quitting said job and working on all my projects full time. A vast majority of my followers who support me, both financial and otherwise, do so exclusively for my other fan game, Hyrule: Total War (https://www.youtube.com/watch?v=IMgJAGRkIbQ) . There is extremely minimal support for my Star Fox game; its own forums and other sections on Star Fox websites are ghost towns. Coupled with the recent explosion of Fredryk Phox's awesome animation (https://www.youtube.com/watch?v=uieM18rZdHY) (and his insanely amazing Patreon income, holy crap guys (https://www.patreon.com/AFoxInSpace?ty=h)) it's extremely clear and obvious to me that Star Fox fans want his work, and not mine. Therefore, until my Patreon income justifies it, Star Fox: Event Horizon is on hold. I will be focusing almost exclusively on Hyrule: Total War in the meantime. I apologize to the few people who follow me for this game. If you are one of the two patrons that supports me entirely for Event Horizon, please contact me and I'll discuss reimbursing you.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Mammothtank on April 29, 2016, 11:51:46 pm
 :( That sucks. I was very excited for that game.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on April 30, 2016, 04:48:24 am
Maybe Star Fox Zero will help generate some new interest down the road.

Anyway, thanks for letting us know. Good luck with Hyrule Total War.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 01, 2016, 09:28:04 pm
Yay, I'm kind of back.
Also I got rain to work.

Spoiler:
(http://i.imgur.com/zgasv8f.jpg)

Hopefully I don't vanish for another 6 months.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on September 02, 2016, 01:11:03 am
Also I got rain to work.

Weather effects ? In mah FSO ? Impossibruh !

Are you a wizard ?
Title: Re: Star Fox: Event Horizon for FSO
Post by: swashmebuckle on September 02, 2016, 02:07:34 am
Woohoo it's back on!

And holy crap how does rain even, wow???
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 02, 2016, 07:07:31 pm
Just a quick question since I seem to have forgotten: How does one make the surface of an object reflective? I seem to recall it involving making the -shine texture have a white alpha layer, but that doesn't seem to be working.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 04, 2016, 05:35:44 am
Well, my Patreon's gone up a lot and I think I'll start slipping Starfox back into my work. Here we have a showcase of Thorntail Hollow, Area 3, Dragon Rock, Corneria City, and an Earthwalker Ziggurat. Also on display are Rain and Wave effects that I've worked into Freespace:


Hopefully I won't vanish again for another few months.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Oddgrim on September 04, 2016, 06:20:01 am
Well then, this is really impressive. c: Nice to see such surprises after a long absence from the forums.
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on September 04, 2016, 07:30:18 pm
Words cannot describe the awesomeness and skill to which it is sourced from. Is that terrain a large model, or is there some other super secret way to make it? And if it is a trade secret you don't have to answer ; )
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 04, 2016, 08:10:49 pm
Words cannot describe the awesomeness and skill to which it is sourced from. Is that terrain a large model, or is there some other super secret way to make it? And if it is a trade secret you don't have to answer ; )
The terrain is several models. It can technically be done as one model, but I encountered a lot of frame rate issues using that method. I generally split up terrain models into several separate models such as the ground, rocks, and trees.
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on September 04, 2016, 09:01:00 pm
Very cool indeed! Thanks for the quick answer!
Title: Re: Star Fox: Event Horizon for FSO
Post by: klnearth on September 04, 2016, 09:20:05 pm
not sure were to put it but the viideo is cool :
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2016, 06:36:17 pm
I have a feeling I already know the answer to this, but is there anyway to go over the 250 ship limit? I slammed into the hardcoded limit without realizing it, and I still need at least 50 more slots for terrain and other land doodads.
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on October 13, 2016, 06:51:37 pm
I have a feeling I already know the answer to this, but is there anyway to go over the 250 ship limit?
Not without modifying the source, unfortunately. Making the ship limit dynamic is definitely something a lot of people want, but actually doing it requires a lot of effort.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 14, 2016, 12:29:01 am
I have a feeling I already know the answer to this, but is there anyway to go over the 250 ship limit?
Not without modifying the source, unfortunately. Making the ship limit dynamic is definitely something a lot of people want, but actually doing it requires a lot of effort.
That's unfortunate. I'm going to have to cut a lot of the stuff I had planned.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on October 14, 2016, 12:50:36 am
I thought the ships class limit was bumped to 500? And it should be in 3.7.4 final?
(see commit 647f6a867b6c638aedc65c187b6344c39813871c (https://github.com/scp-fs2open/fs2open.github.com/commit/647f6a867b6c638aedc65c187b6344c39813871c))
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 14, 2016, 03:55:41 am
I thought the ships class limit was bumped to 500? And it should be in 3.7.4 final?
(see commit 647f6a867b6c638aedc65c187b6344c39813871c (https://github.com/scp-fs2open/fs2open.github.com/commit/647f6a867b6c638aedc65c187b6344c39813871c))
For some reason I can't seem to find 3.7.4.
3.7.2 is the most recent version I can find.


Silly me I found it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 14, 2016, 10:19:49 pm
.
Title: Re: Star Fox: Event Horizon for FSO
Post by: swashmebuckle on October 15, 2016, 12:31:39 am
Looks fantastic! So many ships!
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on October 15, 2016, 12:43:41 am
Looks awesome  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on October 15, 2016, 04:22:36 am
Looks fantastic! So many ships!
Looks awesome  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Kiloku on October 15, 2016, 03:10:00 pm
Neph, I just found a pic from Shadows of Lylat which might be interesting:
(http://i.imgur.com/J5Fr4lw.jpg)

The directional reticle is a god-send in the Star Fox series or any third person air/space combat.
No idea how this was done, but maybe if someone from that mod is still around, it could be useful.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on October 15, 2016, 05:08:16 pm
When I see these videos I am continually amazed that it's our engine this is running on.

I love the Orbital Gate music. Is it original, or was it taken from somewhere?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Black Wolf on October 15, 2016, 08:18:00 pm
When I see these videos I am continually amazed that it's our engine this is running on.

QFT. Never played a Starfox game in my life, but I'm always stoked to see a new video update to this thread, just to see how you've stretched the FSO engine this time.
Title: Re: Star Fox: Event Horizon for FSO
Post by: starlord on October 18, 2016, 07:17:32 am
Yes, SoL did showcase some non 360 directional segments (Think star fox on the SNES where the arwings always go forward, despite movement being possible). Will that also appear in event horizon?

Also another question, are chargeable primaries doable in FSO (think descent fusion cannon). In that case wouldn't it make sense for the charged laser to be activated this way, as in star fox 64? Is it doable actually?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 18, 2016, 12:07:30 pm

Yes, SoL did showcase some non 360 directional segments (Think star fox on the SNES where the arwings always go forward, despite movement being possible). Will that also appear in event horizon?

I've tried messing with the script SoL made for those levels, but I can't seem to replicate it outside the few levels they made. I've tried contacting former members about it but I've gotten no answers.

Also another question, are chargeable primaries doable in FSO (think descent fusion cannon). In that case wouldn't it make sense for the charged laser to be activated this way, as in star fox 64? Is it doable actually?
I think the Charged Laser was made into a secondary weapon for the homing capability. I might be mistaken, but I don't think primary weapons have the ability to gain a lock and home in on targets.

The directional reticle is a god-send in the Star Fox series or any third person air/space combat.
No idea how this was done, but maybe if someone from that mod is still around, it could be useful.
Their reticle is a combination of scripts and three separate objects that update their position based on how the player moves. Like the corridor script I've not been able to replicate it outside of the demo levels SoL made.



Title: Re: Star Fox: Event Horizon for FSO
Post by: Axem on October 31, 2016, 07:57:29 pm
Unfortunately, I could never get the scripts to work that well either. I didn't make them and my playing with them was super limited, I forget how to even get them to activate... :blah:

Sorry I couldn't be of any more help... (Cool vids though!)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on October 31, 2016, 08:05:19 pm
Dude, where did you get all of these models? I see so many stuff not included in SoL dump here... If all of teh ships and stuff are yours, kudos!
Even unfamiliar with this lore, I'm impressed by the vids :yes: Skyboxes, ships... Everything :D! Especially skyboxes.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on November 04, 2016, 04:46:23 pm
Glad to see you back! Your videos look fantastic.
Title: Re: Star Fox: Event Horizon for FSO
Post by: MetalDestroyer on November 07, 2016, 02:04:47 pm
Hmm, I look into SoL, the corridor was made with Lua. And I think, there is some variables into the fs2 mission so the Lua script could be triggered.
Here the lua scripts from "corridormode-sct.tbm"

The mission need this SEXP variable "movementRange" to be equal to 1. Without it, the corridor script won't happen.


Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

if mn.SEXPVariables['movementRange']:isValid() then

   --setup things
   vectorNull = ba.createVector(0,0,0)
   --Setup all the needed values
   booleanCorridorInit = "true"
   --objectWPstart =
   --objectWPend =
   WPendPosition = ba.createVector(0,0,100000)
   WPstartPosition = vectorNull
   --vectorCorridorOri = objectWPend.Position - objectWPstart.Position
   vectorCorridorOri = WPendPosition - WPstartPosition
   orientationCorridor = vectorCorridorOri:getOrientation()


   vectorX = ba.createVector(1,0,0)
   vectorY = ba.createVector(0,1,0)
   vectorZ = ba.createVector(0,0,1)

   ---Create 'blank' orientation
   orientationBlank = orientationCorridor
   orientationBlank["b"] = 0

   ---Set the initial camera position and orientation
   vectorCameraPos = ba.createVector(0,15,-75)
   vectorCameraPosX = vectorNull
   vectorCameraPosY = ba.createVector(0,15,0)
   vectorCameraPosZ = ba.createVector(0,0,-75)
   vectorCameraOri = vectorNull
   vectorCameraOriX = vectorNull
   vectorCameraOriY = vectorNull
   vectorCameraOriZ = vectorNull
   vectorPlayerVelocityX = vectorNull
   vectorPlayerVelocityY = vectorNull

   vectorCorridorCameraPos = orientationCorridor:unrotateVector(vectorCameraPos)
   orientationCamera = orientationBlank

   ---Create chase camera
   objectCamera = gr.createCamera("Chase Camera",vectorCameraPos, orientationCamera)

   ---Use the new chase camera
   gr.setCamera(objectCamera)

   ---Create front vector
   vectorFrontDirection = ba.createVector(0,0,100)

   ---
   objectAimingAid1 = mn.Ships["AimingAid I"]
   objectAimingAid2 = mn.Ships["AimingAid II"]
   objectAimingAid3 = mn.Ships["AimingAid III"]

   ---Set movement box limits
   floatHLimit = 150 --30
   floatVLimit = 150 --22.5

end

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

floatMissionTime = mn.getMissionTime()

if floatMissionTime ~= nil then

--if booleanCorridorInit == nil and floatMissionTime < 0.5 then


--end

   if booleanCorridorInit == "true" and mn.SEXPVariables['movementRange']:isValid() then

      --WPendPosition["x"] = WPendPosition["x"] - 100
      --WPendPosition["y"] = WPendPosition["y"] + 20
      --vectorCorridorOri = objectWPend.Position - objectWPstart.Position
      vectorCorridorOri = WPendPosition - WPstartPosition
      orientationCorridor = vectorCorridorOri:getOrientation()

      vectorCorridorX = orientationCorridor:unrotateVector(vectorX)
      vectorCorridorY = orientationCorridor:unrotateVector(vectorY)
      vectorCorridorZ = orientationCorridor:unrotateVector(vectorZ)

      objectPlayer = hv.Player

      if objectPlayer:isValid() then --Player Validity Check

         --Make sure that we have the needed info
         if orientationLast == nil then
            orientationLast = objectPlayer.Orientation
         end

         --Get Position and Orientation and Speed
         orientationCurrent = objectPlayer.Orientation
         vectorCurrentPos = objectPlayer.Position
         floatPlayerSpeed = objectPlayer.Physics:getSpeed()
         vectorPlayerVelocity = objectPlayer.Physics.Velocity

         --Set the 3D aiming aid system

         ---Get Aiming Aids

         ---Get players 'nose vector'
         vectorPointer = orientationLast:unrotateVector(vectorFrontDirection)

         ---Set 3D aiming aid positions

         --Vector MAGIC
         vectorPlayerPosfromStart = vectorCurrentPos - WPstartPosition
         vectorProjectedPlayerPosfromStart = vectorCorridorOri * (vectorPlayerPosfromStart:getDotProduct(vectorCorridorOri) / vectorCorridorOri:getDotProduct(vectorCorridorOri))
         vectorProjectedPlayerPos = vectorProjectedPlayerPosfromStart + WPstartPosition
         floatCorridorYDot = vectorCorridorY:getDotProduct(vectorCorridorY)
         floatCorridorXDot = vectorCorridorX:getDotProduct(vectorCorridorX)
         floatPointerCorridorYDot = vectorCorridorY:getDotProduct(vectorPointer)
         floatPointerCorridorXDot = vectorCorridorX:getDotProduct(vectorPointer)
         floatPointerCorridorZDot = vectorCorridorZ:getDotProduct(vectorPointer)

         WPstartPosition = vectorProjectedPlayerPosfromStart - vectorCorridorOri * ( 1 / vectorCorridorOri:getMagnitude() )

         --Set chase camera position according to the ships position
         if vectorCameraPosMod == nil then
            vectorCameraPosMod = ba.createVector(0,-15,0)
         end
         --ba.warning("1")
         vectorCorCameraPosMod = orientationCorridor:unrotateVector(vectorCameraPosMod)

         vectorPCCPos = vectorCurrentPos - vectorProjectedPlayerPos
         vectorPosModY = vectorCorridorY * (vectorPCCPos:getDotProduct(vectorCorridorY) / floatCorridorYDot)
         vectorPosModX = vectorCorridorX * (vectorPCCPos:getDotProduct(vectorCorridorX) / floatCorridorXDot)

         vectorCCCPos = vectorCameraPos - vectorProjectedPlayerPos
         vectorCamModY = vectorCorridorY * (vectorCCCPos:getDotProduct(vectorCorridorY) / floatCorridorYDot)
         vectorCamModX = vectorCorridorX * (vectorCCCPos:getDotProduct(vectorCorridorX) / floatCorridorXDot)

         floatCameraPos = - 50 - 0.2 * floatPlayerSpeed
         vectorCameraPosY = vectorCamModY - (vectorCameraPosY + vectorCorCameraPosMod - vectorPosModY) / 50
         vectorCameraPosX = vectorCamModX - (vectorCameraPosX - vectorPosModX) / 50
         vectorCameraPosZ = vectorProjectedPlayerPos + ( vectorCorridorZ / (1/(floatCameraPos)) )
         vectorCameraPos = vectorCameraPosZ + vectorCameraPosX + vectorCameraPosY

         --Set chase camera orientation according to ship position
         vectorCameraOriY = (vectorCameraPosY + vectorCorCameraPosMod - vectorPosModY) / -3
         vectorCameraOriX = (vectorCameraPosX - vectorPosModX) / -3
         vectorCameraOriZ = vectorCorridorZ / (-1/(floatCameraPos))
         vectorCameraOri = vectorCameraOriY + vectorCameraOriX + vectorCameraOriZ

         ---Create orientation object from the vector object
         orientationCameraNew = vectorCameraOri:getOrientation()

         --Update chase camera position and orientation
         objectCamera:setPosition(vectorCameraPos)
         objectCamera:setOrientation(orientationCameraNew)

         --Get current rotational velocity data
         vectorRealRotVel = objectPlayer.Physics.RotationalVelocity

         --Set limit for turning for horizontal axis
         floatScalarPointerCorridorY = floatPointerCorridorYDot / 100
         floatScalarPointerCorridorX = floatPointerCorridorXDot / 100
         floatScalarPointerCorridorZ = floatPointerCorridorZDot / 100

         if floatNOCO_H == nil then
            floatNOCO_H = math.pow(floatScalarPointerCorridorY,2)
         else
            floatNOCO_H = floatNOC_H
         end

         floatNOC_H = math.pow(floatScalarPointerCorridorY,2)

         if floatNOCO_P == nil then
            floatNOCO_P = math.pow(floatScalarPointerCorridorX,2)
         else
            floatNOCO_P = floatNOC_P
         end

         floatNOC_P = math.pow(floatScalarPointerCorridorX,2)

         if floatNOC_H < floatNOCO_H then
            vectorRealRotVel[1] = vectorRealRotVel[1] + ( floatScalarPointerCorridorY / 5 )
         else
            vectorRealRotVel[1] = vectorRealRotVel[1] + ( floatScalarPointerCorridorY / 3 )
         end

         if floatNOC_P < floatNOCO_P then
            vectorRealRotVel[2] = vectorRealRotVel[2] - ( floatScalarPointerCorridorX / 5 )
         else
            vectorRealRotVel[2] = vectorRealRotVel[2] - ( floatScalarPointerCorridorX / 3 )
         end

         if floatScalarPointerCorridorZ < 0.1 then
            vectorRealRotVel[1] = vectorRealRotVel[1] + ( floatScalarPointerCorridorY * 1 )
            vectorRealRotVel[2] = vectorRealRotVel[2] - ( floatScalarPointerCorridorX * 1 )
         end

         --Prevent rolling
         floatCurrentRoll = orientationCurrent["b"]
         if floatCurrentRoll ~= 0 then
            vectorRealRotVel[3] = -2*floatCurrentRoll/2
         end

         floatPosX = vectorPosModX:getMagnitude()
         floatPosY = vectorPosModY:getMagnitude()
         vectorPointerOld = vectorPointer

         if floatPosX > floatHLimit then
            vectorPlayerVelocityX = vectorPosModX / (5 * floatPosX/(floatPosX - floatHLimit))
            vectorPointerOld = vectorPointerOld + vectorPlayerVelocityX
         else
            vectorPlayerVelocityX = vectorNull
         end

         if floatPosY > floatVLimit then
            vectorPlayerVelocityY = vectorPosModY / (5 * floatPosY/(floatPosY - floatVLimit))
            vectorPointerOld = vectorPointerOld + vectorPlayerVelocityY
         else
            vectorPlayerVelocityY = vectorNull
         end

         vectorPlayerVelocity = vectorPlayerVelocity - vectorPlayerVelocityY - vectorPlayerVelocityX

         --Update Player Rotational Velocity, Position and Orientation
         objectPlayer.Physics.RotationalVelocity = vectorRealRotVel
         objectPlayer.Physics.Velocity = vectorPlayerVelocity

         vectorNewTargetPos = vectorCurrentPos + (vectorPointerOld * 1.25)
         objectAimingAid1.Position = vectorNewTargetPos
         vectorNewTargetPos = vectorCurrentPos + (vectorPointerOld * 2.5)
         objectAimingAid2.Position = vectorNewTargetPos
         vectorNewTargetPos = vectorCurrentPos + (vectorPointerOld * 5)
         objectAimingAid3.Position = vectorNewTargetPos

         --Reference Orientation for next frame
         orientationLast = objectPlayer.Orientation

         --new section to remove excess enemy fighters and bombers

         integerShips = #mn.Ships

         --Get rid off excess enemies
         for g=1,integerShips do
            objectDisposableShip = mn.Ships[g]

            --Check team and hitpoint status
            stringDisposableShipTeam = objectDisposableShip.Team.Name
            floatDisposableShipHitpoints = objectDisposableShip.HitpointsLeft
            if stringDisposableShipTeam ~= "Friendly" and floatDisposableShipHitpoints > 0 then

               --Only fighters & bombers
               stringDisposableShipType = objectDisposableShip.Class.Type.Name
               if stringDisposableShipType == "Fighter" or stringDisposableShipType == "Bomber" then

                  --Move ship only if it has flown past the player
                  vectorDisposableShipPosition = objectDisposableShip.Position
                  floatFrontDistance = vectorDisposableShipPosition["z"] - vectorCurrentPos["z"]
                  if floatFrontDistance < -100 then
                     vectorDispose = ba.createVector(0,0,-50000)

                     --Update the moved ships position and get rid off it
                     objectDisposableShip.Position = vectorDispose
                     objectDisposableShip.HitpointsLeft = 0
                     objectDisposableShip:kill(objectDisposableShip)
                  end
               end
            end
         end

      end --Player Validity Check

   end

end

]

$Application: FS2_Open
$On Mission End:

[

booleanCorridorInit = "false"

]

#End
Title: Re: Star Fox: Event Horizon for FSO
Post by: MetalDestroyer on November 07, 2016, 02:21:02 pm
And here, some SoL mission that use this lua script

No enemy for this one but has the moving reticule thing (based on variables, SEXP and some models).
Code: [Select]
#Mission Info

$Version: 0.10
$Name:  XSTR("Untitled", -1)
$Author: Joel Reimer
$Created: 08/24/08 at 11:49:10
$Modified: 06/03/09 at 20:15:09
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 0

+Disallow Support: 0

+Hull Repair Ceiling: 0.000000

+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 50.946476, 1005.541565, -3120.528320
+Viewer orient:
1.000000, 0.000000, 0.000000,
0.000000, 0.927812, 0.373048,
0.000000, -0.373048, 0.927812


;;FSO 3.6.0;; $Skybox Model: bluesky.pof

$AI Profile: FS2 RETAIL

#Sexp_variables

$Variables:
(
0 "bline1Z" "1800" "number"
1 "bline2Z" "5500" "number"
2 "currBaseline" "baseline 1" "string"
3 "movementRange" "1" "number"
4 "nextBaseline" "baseline 2" "string"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Players ;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
)

+Weaponry Pool: (
"Standard Laser" 1
"Hyper Laser" 1
"Charged Laser" 10000
"Nova Bomb" 9
)

#Objects ;! 7 total

$Name: Alpha 1 ;! Object #0
$Class: Arwing X-03
$Team: Friendly
$Location: 0.000000, 0.000000, 0.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
;;FSO 3.6.10;; +Score: 10

$Name: baseline 1 ;! Object #1
$Class: baseline
$Team: Friendly
$Location: 0.000000, -100.000000, 1800.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Use Table Score:
;;FSO 3.6.10;; +Score: 0

$Name: baseline 2 ;! Object #2
$Class: baseline
$Team: Friendly
$Location: 0.000000, -100.000000, 5500.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Use Table Score:
;;FSO 3.6.10;; +Score: 0

$Name: baseline 3 ;! Object #3
$Class: baseline
$Team: Friendly
$Location: 0.000000, -100.000000, 9200.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Use Table Score:
;;FSO 3.6.10;; +Score: 0

$Name: AimingAid I ;! Object #4
$Class: Target MK I
$Team: Hostile
$Location: -745.501770, -0.000094, -704.743530
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "no-dynamic" "beam-protect-ship" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49407 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Score: 10

$Name: AimingAid II ;! Object #5
$Class: Target MK I
$Team: Hostile
$Location: -676.064331, -0.000096, -720.021179
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "no-dynamic" "beam-protect-ship" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49407 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Score: 10

$Name: AimingAid III ;! Object #6
$Class: Target MK I
$Team: Hostile
$Location: -705.979065, -0.000103, -627.760193
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "no-dynamic" "beam-protect-ship" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49407 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Score: 10

;;FSO 3.6.10;; #Wings ;! 1 total

;;FSO 3.6.10;; $Name: Alpha
;;FSO 3.6.10;; $Waves: 1
;;FSO 3.6.10;; $Wave Threshold: 0
;;FSO 3.6.10;; $Special Ship: 0 ;! Alpha 1

;;FSO 3.6.10;; $Arrival Location: Hyperspace
;;FSO 3.6.10;; $Arrival Cue: ( true )
;;FSO 3.6.10;; $Departure Location: Hyperspace
;;FSO 3.6.10;; $Departure Cue: ( false )
;;FSO 3.6.10;; $Ships: ( ;! 1 total
;;FSO 3.6.10;; "Alpha 1"
;;FSO 3.6.10;; )
;;FSO 3.6.10;; +Hotkey: 0
;;FSO 3.6.10;; +Flags: ( )

#Events ;! 1 total

$Formula: ( when-argument
   ( any-of
      "baseline 1"
      "baseline 2"
      "baseline 3"
   )
   ( >
      ( get-object-z "Alpha 1" )
      ( +
         ( get-object-z "<argument>" )
         1000
      )
   )
   ( set-object-position
      "<argument>"
      0
      -100
      ( +
         ( get-object-z "<argument>" )
         11100
      )
   )
   ( send-message
      "#Command"
      "High"
      "SHIFTING"
   )
)
+Name: Truffle Shuffle
+Repeat Count: 9999
+Interval: 1
+Team: 0

#Goals ;! 0 total


#Waypoints ;! 0 lists total


#Messages ;! 1 total


$Name: SHIFTING
$Team: -1
$MessageNew:  XSTR("SHIFTING", -1)
$end_multi_text

#Reinforcements ;! 0 total


#Background bitmaps ;! 0 total

$Num stars: 0
$Ambient light level: 15715769

;;FSO 3.6.9;; $Bitmap List:
$Sun: solar_s
+Angles: 0.383972 0.698131 0.034907
+Scale: 1.000000

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: None

#End


A simple mission with a final boss

Code: [Select]
#Mission Info

$Version: 0.10
$Name:  XSTR("Zeram Weapons Test", -1)
$Author: MetalDestroyer
$Created: 08/22/09 at 15:50:09
$Modified: 08/24/09 at 23:29:15
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 0

+Disallow Support: 0

+Hull Repair Ceiling: 0.000000

+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 88.452438, 5818.205566, -5475.480957
+Viewer orient:
1.000000, 0.000000, -0.000000,
0.000000, 0.866025, 0.500000,
0.000000, -0.500000, 0.866025


$Skybox Model: meteo_skybox.pof
+Skybox Flags: 1835008

$AI Profile: SoL Default

#Sexp_variables

$Variables:
(
0 "movementRange" "1" "number"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Players ;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
"Arwing X-01" 5
"Arwing X-02" 5
"Arwing X-03" 5
"Arwing X-01 D" 5
"Arwing X-02 D" 5
"Arwing X-03 D" 5
"Blue Marine" 5
"Cornerian Fighter" 5
"Shadow Fighter" 5
"FOX_BIKE" 5
"Arwing X-02b" 5
)

+Weaponry Pool: (
"Standard Laser" 20
"Photon Laser" 16
"Hyper Laser" 20
"Wave Gun" 16
"Rapid Fire Laser" 16
"Energy Shotgun" 16
"None" 16
"Cornerian Laser" 16
"Cornerian Heavy Laser" 16
"Wolfen Laser" 16
"Wolfen Laser D" 16
"Fighter Beam" 16
"Dumbfire Missile" 500
"Corkscrew Missile" 500
"Charged Laser" 580
"Charged Laser II" 500
"Charged Laser D" 500
"Charged Laser IID" 500
"Scatter Mine" 500
"Nova Bomb" 536
"Nova Bomb D" 500
"Super Nova Bomb" 500
"Heatseeker" 500
"Cornerian Missile" 500
"Cornerian Bomb" 500
"Venom Swarm" 500
"Empty" 500
)

#Objects ;! 25 total

$Name: Alpha 1 ;! Object #0
$Class: Arwing X-03
$Team: Friendly
$Location: 0.401852, 0.000000, 37.501194
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 10

$Name: Zeram Cruiser 1 ;! Object #1
$Class: Zeram Cruiser
$Team: Hostile
$Location: -45.651241, 0.000000, 9564.181641
$Orientation:
-0.999997, 0.000000, 0.002589,
0.000000, 1.000000, 0.000000,
-0.002589, 0.000000, -0.999997
$AI Behavior: None
+AI Class: Colonel
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "protect-ship" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 300

$Name: Great Fox 5 ;! Object #2
$Class: Great Fox
$Team: Friendly
$Location: 556.899719, 0.000000, 8100.803223
$Orientation:
0.930283, 0.000000, 0.366844,
0.000000, 1.000000, -0.000000,
-0.366844, 0.000000, 0.930283
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: Turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "beam-protect-ship" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 100

$Name: Alpha 2 ;! Object #3
$Class: Arwing X-03
$Team: Friendly
$Location: -91.956566, 0.000000, -69.471649
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Alpha 3 ;! Object #4
$Class: Arwing X-03
$Team: Friendly
$Location: 99.535690, 0.000000, -61.837639
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Alpha 4 ;! Object #5
$Class: Arwing X-03
$Team: Friendly
$Location: -0.035331, 0.000000, -114.345871
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Scorpio 1 ;! Object #6
$Class: Morpha
$Team: Hostile
$Location: -189.800003, 0.000000, 1776.199951
$Orientation:
-0.994070, 0.000000, -0.108744,
0.000000, 1.000000, 0.000000,
0.108744, 0.000000, -0.994070
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Scorpio 2 ;! Object #7
$Class: Morpha
$Team: Hostile
$Location: -158.293396, 0.000000, 1779.291138
$Orientation:
-0.995457, 0.000000, -0.095210,
0.000000, 1.000000, 0.000000,
0.095210, 0.000000, -0.995457
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Scorpio 3 ;! Object #8
$Class: Morpha
$Team: Hostile
$Location: -221.542175, 0.000000, 1775.055298
$Orientation:
-0.992437, 0.000000, -0.122754,
0.000000, 1.000000, 0.000000,
0.122754, 0.000000, -0.992437
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 1 ;! Object #9
$Class: Morpha
$Team: Hostile
$Location: 65.631363, 0.000000, 2187.700195
$Orientation:
-0.999540, 0.000000, 0.030323,
0.000000, 1.000000, 0.000000,
-0.030323, 0.000000, -0.999540
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 2 ;! Object #10
$Class: Morpha
$Team: Hostile
$Location: 122.500000, 0.000000, 2190.100098
$Orientation:
-0.998395, 0.000000, 0.056630,
0.000000, 1.000000, 0.000000,
-0.056630, 0.000000, -0.998395
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 3 ;! Object #11
$Class: Morpha
$Team: Hostile
$Location: 194.689819, 0.000000, 2182.916260
$Orientation:
-0.995925, 0.000000, 0.090191,
0.000000, 1.000000, 0.000000,
-0.090191, 0.000000, -0.995925
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 4 ;! Object #12
$Class: Morpha
$Team: Hostile
$Location: 128.389801, 0.000000, 2251.869629
$Orientation:
-0.998334, 0.000000, 0.057703,
0.000000, 1.000000, 0.000000,
-0.057703, 0.000000, -0.998334
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 1 ;! Object #13
$Class: Morpha
$Team: Hostile
$Location: 82.180916, -0.000000, 1023.647705
$Orientation:
-0.996024, 0.000000, 0.089089,
0.000000, 1.000000, 0.000000,
-0.089089, 0.000000, -0.996024
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 2 ;! Object #14
$Class: Morpha
$Team: Hostile
$Location: 153.985611, -0.000000, 1023.793762
$Orientation:
-0.975830, 0.000000, 0.218531,
0.000000, 1.000000, 0.000000,
-0.218531, 0.000000, -0.975830
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 3 ;! Object #15
$Class: Morpha
$Team: Hostile
$Location: 214.257721, -0.000000, 989.308228
$Orientation:
-0.929151, 0.000000, 0.369700,
0.000000, 1.000000, 0.000000,
-0.369700, 0.000000, -0.929151
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 4 ;! Object #16
$Class: Morpha
$Team: Hostile
$Location: 34.884483, -0.000000, 988.411072
$Orientation:
-0.999999, 0.000000, 0.001320,
0.000000, 1.000000, 0.000000,
-0.001320, 0.000000, -0.999999
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Virgo 1 ;! Object #17
$Class: Morpha
$Team: Hostile
$Location: -103.320854, 0.000000, 1259.865601
$Orientation:
-0.996419, 0.000000, -0.084550,
0.000000, 1.000000, 0.000000,
0.084550, 0.000000, -0.996419
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Virgo 2 ;! Object #18
$Class: Morpha
$Team: Hostile
$Location: -5.000000, 0.000000, 1255.300049
$Orientation:
-0.999990, 0.000000, -0.004436,
0.000000, 1.000000, 0.000000,
0.004436, 0.000000, -0.999990
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Virgo 3 ;! Object #19
$Class: Morpha
$Team: Hostile
$Location: 101.598351, 0.000000, 1243.982422
$Orientation:
-0.996501, 0.000000, 0.083584,
0.000000, 1.000000, 0.000000,
-0.083584, 0.000000, -0.996501
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: M_asteroid 20 ;! Object #20
$Class: M_asteroid
$Team: Friendly
$Location: -220.199997, -142.000000, 1180.199951
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 5

$Name: Kappa 1 ;! Object #21
$Class: Morpha
$Team: Hostile
$Location: -379.994843, -0.000000, 4534.349609
$Orientation:
-0.995245, 0.000000, -0.097399,
-0.000000, 1.000000, 0.000000,
0.097399, 0.000000, -0.995245
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Kappa 2 ;! Object #22
$Class: Morpha
$Team: Hostile
$Location: -311.086029, 0.000000, 4526.828125
$Orientation:
-0.997747, 0.000000, -0.067091,
0.000000, 1.000000, 0.000000,
0.067091, 0.000000, -0.997747
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Kappa 3 ;! Object #23
$Class: Morpha
$Team: Hostile
$Location: -245.188232, -0.000000, 4535.198242
$Orientation:
-0.998735, 0.000000, -0.050275,
-0.000000, 1.000000, 0.000000,
0.050275, 0.000000, -0.998735
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Kappa 4 ;! Object #24
$Class: Morpha
$Team: Hostile
$Location: -191.248398, -0.000000, 4536.049805
$Orientation:
-0.999496, 0.000000, -0.031759,
-0.000000, 1.000000, 0.000000,
0.031759, 0.000000, -0.999496
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

#Wings ;! 6 total

$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Alpha 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Alpha 1"
"Alpha 2"
"Alpha 3"
"Alpha 4"
)
$AI Goals: ( goals ( ai-guard "Alpha 1" 80 ) )
+Hotkey: 0
+Flags: ( )

$Name: Scorpio
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Scorpio 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 3 total
"Scorpio 1"
"Scorpio 2"
"Scorpio 3"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Thorus
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Thorus 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Thorus 1"
"Thorus 2"
"Thorus 3"
"Thorus 4"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Seraphim
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Seraphim 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Seraphim 1"
"Seraphim 2"
"Seraphim 3"
"Seraphim 4"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Virgo
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Virgo 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 3 total
"Virgo 1"
"Virgo 2"
"Virgo 3"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Kappa
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Kappa 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Kappa 1"
"Kappa 2"
"Kappa 3"
"Kappa 4"
)
+Flags: ( )

#Events ;! 3 total

$Formula: ( when
   ( true )
   ( beam-free-all "Zeram Cruiser 1" )
   ( beam-free-all "Great Fox 5" )
   ( turret-free-all "Zeram Cruiser 1" )
)
+Name: Weapons settings
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( true )
   ( set-object-speed-z
      "Zeram Cruiser 1"
      -50
   )
   ( play-sound-from-file
      "corneriaorc001.mp3"
      5
   )
)
+Name: Zeram behavior
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time
   ( true )
   ( set-object-speed-z "Alpha 1" 70 )
)
+Name: Mission settings
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals ;! 0 total


#Waypoints ;! 0 lists total


#Messages ;! 0 total


#Reinforcements ;! 0 total


#Background bitmaps ;! 1 total

$Num stars: 2000
$Ambient light level: 7895160

$Bitmap List:
$Starbitmap: planet_venom
+Angles: 0.174533 0.087266 0.418879
+ScaleX: 6.000000
+ScaleY: 6.000000
+DivX: 3
+DivY: 3

#Asteroid Fields

$Density: 256
+Field Type: 0
+Debris Genre: 0
+Field Debris Type: 0
$Average Speed: 118.999992
$Minimum: -1900.000000, -2000.000000, 700.000000
$Maximum: 1900.000000, 2000.000000, 6500.000000

#Music

$Event Music: 2: Exodus
$Substitute Event Music: 2: Exodus
$Briefing Music: None

#End

Title: Re: Star Fox: Event Horizon for FSO
Post by: MetalDestroyer on November 07, 2016, 02:34:00 pm
I confirm my previous post, the reticule is based on a model "3dtarget.pof" + this texture "reticle_3d.dds". I don't know if the archive have those files.

Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 21, 2016, 01:52:23 am
I've got a small question. I notice that a map set to Nebula no longer renders background bitmaps, regardless of how far you set the range of the nebula. Is there a way to enable the rendering of background bitmaps? Being able to use faint nebula effects in planetary atmosphere to simulate clouds would be a really neat feature I think, but all of my background mountains and doodads vanish when I set up nebulas.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 27, 2016, 05:04:17 pm
Does no one have any idea how to render background bitmaps with Nebulas enabled?

It would really help a lot, seeing as I've created cool planetary effects like Sandstorms:
Spoiler:
(http://i.imgur.com/V4EK2PN.jpg)

But none of the background bitmaps render because enabling Full Nebula seems to completely disable them. Is there not a way to enable background bitmaps to draw when you have a Nebula enabled?








Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on November 27, 2016, 06:08:05 pm
that is a very cool effect, but I don't think FSO can do what you want at the moment.  You could submit a feature request on github & mantis and see if a coder is willing to implement it for you? Adding a small test mod would help that process.
Title: Re: Star Fox: Event Horizon for FSO
Post by: MetalDestroyer on November 29, 2016, 06:06:36 pm
I think you could do that if your background is a 3D background (by using a cube or a spherical model) and then just add the nebula within FRED. In this case, textures in the 3D background will be shown.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 29, 2016, 07:59:05 pm
I think you could do that if your background is a 3D background (by using a cube or a spherical model) and then just add the nebula within FRED. In this case, textures in the 3D background will be shown.

The problem with using the level's background is that it seems to not take the Nebula's color and fading into effect. For example if you have a blue background in a red nebula, the level's background stands out as stark blue against the red, instead of blending in with the red like other ships and objects in the scene. I suppose this method can be used but each level would need an extremely personalized background with a lot of trial and error to get the coloring all correct.

There's also the minor problem that it seems the game actually renders background bitmaps at higher resolutions that a level's backgrounds. So if you have mountains and terrain as background bitmaps, they look much more crisp and sharp and less blurry then if they were all part of the level's skybox/sphere. This second issue probably isn't that much of a concern in high intensity effects like sandstorms and blizzards, since wind and smoke would obscure much of the background anyway, but it's less desirable if I want just the faint effect of clouds as a ship descends into temperate landscape with mountains in the distance.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 30, 2016, 04:21:09 am
Weeeelll here's some attempts at weather effects:

Title: Re: Star Fox: Event Horizon for FSO
Post by: Bryan See on December 07, 2016, 09:58:39 am
Weather effects are impressive, but if modern post-processing + fog + motion blur + HDR + volumetric effects are used.

EDIT: Regarding "canyons" and "planetary surfaces", I think it would be great for Battle of Yavin-type missions.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Dain on December 07, 2016, 12:19:46 pm
Wow, underwater missions! This is all hugely impressive.

Weather effects are impressive, but if modern post-processing + fog + motion blur + HDR + volumetric effects are used.

EDIT: Regarding "canyons" and "planetary surfaces", I think it would be great for Battle of Yavin-type missions.

I'm sorry, but I can't seem to work out the context of your post? Does FS2Open even do motion blur? And weren't most people already aware of the way to do any sort of "ground" mission, but never pushed it as far as this?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bryan See on December 07, 2016, 01:00:21 pm
Wow, underwater missions! This is all hugely impressive.

Weather effects are impressive, but if modern post-processing + fog + motion blur + HDR + volumetric effects are used.

EDIT: Regarding "canyons" and "planetary surfaces", I think it would be great for Battle of Yavin-type missions.

I'm sorry, but I can't seem to work out the context of your post? Does FS2Open even do motion blur? And weren't most people already aware of the way to do any sort of "ground" mission, but never pushed it as far as this?
So this might be great for Battle of Yavin-type (or Battle of Starkiller Base-type) missions. Yes, they are aware of the way to do any sort of "ground" missions.

As for FS2Open's motion blur, I think we need to accept the possibility of adding it, possibly by coding via C++ and/or GLSL.
Title: Re: Star Fox: Event Horizon for FSO
Post by: The E on December 07, 2016, 01:14:16 pm
I'm sorry, but I can't seem to work out the context of your post? Does FS2Open even do motion blur? And weren't most people already aware of the way to do any sort of "ground" mission, but never pushed it as far as this?

No, we are not doing motion blur, and have no plans to add it.

As for FS2Open's motion blur, I think we need to accept the possibility of adding it, possibly by coding via C++ and/or GLSL.

Bryan, for the last goddamn time, do not pretend to speak for the SCP. You are not a member of the group, and based on your past attempts at contributing to the project, you never will be.

Let me be clear about this. Is it technically possible to add a motion blur effect? Yes, absolutely. But it is not, I repeat NOT an effect we consider a must-have (in fact, most of the people I've spoken to about it are of the opinion that it is a bloody stupid effect that drains performance for no benefit). So, bottom line: We are not adding that effect unless someone outside of the SCP implements it in a way we consider acceptable. We will not be working on it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on December 07, 2016, 01:59:56 pm
I just saw this on the Newsletter... You work is impressive, and somewhere in the future I would like to look at your tech for the sandstorm effects...
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bryan See on December 08, 2016, 09:52:39 am
I just saw this on the Newsletter... You work is impressive, and somewhere in the future I would like to look at your tech for the sandstorm effects...
That's great :D
Title: Re: Star Fox: Event Horizon for FSO
Post by: CaptainKoloth on January 29, 2017, 12:55:17 pm
I just installed this from modDB (the version 6 demo) and I'm having a lot of trouble getting it to run. When I load it I get a message says that there is a conflict with 161 items upon loading (image attached); I do get to the menu screen but when I try to start a mission it crashes with the error message shown in the other attached image. Regular FSO runs fine for me; I'm trying to run it with the standalone files that come with the version 6 demo download (my wxLauncher from the rest of FSO doesn't seem to recognize the Star Fox directory as a launchable mod). Any ideas what I'm doing wrong?



[attachment deleted by admin]
Title: Re: Star Fox: Event Horizon for FSO
Post by: z64555 on January 29, 2017, 01:31:47 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

Would you also please use the Print Screen key (Prt Sc) to capture screenshots? It'll grab whatever's on your screen and copy it to the clipboard so you can paste it (Ctrl+V) in an image editor of your choice, such as Paint.

If you have Windows 8 or later, Winkey + Prt Sc will automatically save it to your My Documents -> Pictures folder.  (The Winkey is on lower left on the keyboard, Between Ctrl and Alt. It is labeled with the Windows logo of four squares).
Title: Re: Star Fox: Event Horizon for FSO
Post by: CaptainKoloth on January 29, 2017, 02:03:59 pm
Log file attached. When running in debug mode I didn't even get past the start screen. I attached a screenshot of the error I got.

I tried running the launcher with the included MediaVPs 2014, MediaVPs 3612, and without either but I got the same error message as in this screenshot whenever I tried to launch it in debug mode.

[attachment deleted by admin]
Title: Re: Star Fox: Event Horizon for FSO
Post by: tomimaki on January 29, 2017, 04:55:38 pm
Star Fox: Event Horizon doesn't need freespace 2 to run. It's standalone, so don't put it in fs2 directory. Create another profile on welcome tab in wxlauncher and change game root folder to starfox folder.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CaptainKoloth on January 29, 2017, 04:56:59 pm
That's what I've done. Those are the conditions under which I'm getting the errors. I'm using the 5.5 launcher that comes with the mod and running everything completely within that folder.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CaptainKoloth on January 29, 2017, 06:13:36 pm
After installing and uninstalling a whole bunch of times I've got it working now. Not sure what the difference is. Looks wonderful though!
Title: Re: Star Fox: Event Horizon for FSO
Post by: LaineyBugsDaddy on January 29, 2017, 11:01:20 pm
CaptainKoloth, what version of Windows are you running? if it's anything more recent than Win7, Launcher 5.5g or any of the previous versions of that launcher will not work. You would need wxLauncher instead. And even if you are still running Win7 or below, wxLauncher is highly recommended anyway, as it is the cross-platform launcher and has the best support here.
Title: Re: Star Fox: Event Horizon for FSO
Post by: z64555 on January 30, 2017, 11:10:52 am
wxLauncher is maintained by the SCP. We don't have code to the 5.5g launcher nor is it cross-platform, so that pretty much makes wxLauncher the defacto launcher.

CaptainKoloth, Since you were able to get it working, would you please make another log, so we can compare them in a before/after fashion?



[Edit] niffiwan has told me that we actually do have code to the 5.5g launcher, but it hasn't been touched in 6 years and it still is windows-only, so wxLauncher is still what we use
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on January 30, 2017, 05:16:32 pm
I downloaded new demo today...

...and o__O...

I'm just stunned by size and beauty of this. I really started to regret that I don't know the lore and general "wat's going on?" theme.
Title: Re: Star Fox: Event Horizon for FSO
Post by: karajorma on January 30, 2017, 07:28:51 pm
What state is this in at the moment? Given how bad a lot of people felt Star Fox Zero was, perhaps we should be pushing this a little harder outside HLP.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Mongoose on January 30, 2017, 11:26:09 pm
Given Nintendo's propensity for C'nD'ing fan projects, I'd advise against pushing anything until the full release is ready.  Even if they pull the plug after that, like AM2R showed, once the cat's out of the bag, it's impossible to put back in.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 16, 2017, 06:26:25 pm
It's still being worked on, just a bit slowly at the moment:


 
Title: Re: Star Fox: Event Horizon for FSO
Post by: Lorric on February 16, 2017, 06:39:17 pm
Awesome, as always. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on February 16, 2017, 07:25:21 pm
I barely believe it's still Freespace :P

Outstanding :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: z64555 on February 19, 2017, 11:09:16 pm
 :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 09, 2017, 04:00:25 pm
Almost all the environments are done, just a handful left to do:

Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on April 11, 2017, 10:58:51 am
Simply amazing work...
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on April 21, 2017, 11:13:28 am
Wow, the Kew planetary environment looks stunning. Never thought I'd see near surface combat in FS2! Really enjoyed the music in Sector Omega as well. :yes: Keep up the great work.
Title: Re: Star Fox: Event Horizon for FSO
Post by: jazzypanda on May 03, 2017, 09:08:04 pm
Breathtaking! Amazing work <3
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 02, 2017, 12:38:45 am
Well I decided to do a crunch time mad dash to finish all the environments of the game. Here's a load of them, a video of them all will follow in a week or so.

Spoiler:
(http://i.imgur.com/kF6cfF1.jpg)
(http://i.imgur.com/i0cRGsB.jpg)
(http://i.imgur.com/iP1kV8m.jpg)
(http://i.imgur.com/IXM3nK3.jpg)
(http://i.imgur.com/ZY6jOY2.jpg)
(http://i.imgur.com/RwFNIdd.jpg)
(http://i.imgur.com/H6uVVbo.jpg)
(http://i.imgur.com/Z2RIMNN.jpg)
(http://i.imgur.com/3LlmDpc.jpg)
(http://i.imgur.com/waQKPIk.jpg)
(http://i.imgur.com/iUDQJnY.jpg)
(http://i.imgur.com/C7y5Hpo.jpg)
(http://i.imgur.com/JWz220J.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on June 04, 2017, 05:22:51 am
Wowsee wowwowwow
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on June 04, 2017, 07:37:38 am
Man... You are obviously crazy :D :yes:!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 04, 2017, 12:30:35 pm
Yeah I'm pretty bonkers:
Spoiler:
(http://i.imgur.com/AN3QVYt.jpg)
(http://i.imgur.com/dFEqsPy.jpg)
(http://i.imgur.com/08fXWCb.jpg)
(http://i.imgur.com/lbgDE2G.jpg)
(http://i.imgur.com/PqPJcbm.jpg)

Title: Re: Star Fox: Event Horizon for FSO
Post by: Darius on June 04, 2017, 12:33:44 pm
My favourite is giant mushroom land.

That scenery and lighting  :o

(http://i.imgur.com/iP1kV8m.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on June 04, 2017, 12:45:30 pm
[snip]

Is the goal behind the images in the spoiler tag to make them not take up so much space? If so, you might want to consider using the [hidden text=label] tag instead.
Like this: Show
(http://i.imgur.com/AN3QVYt.jpg)
(http://i.imgur.com/dFEqsPy.jpg)
(http://i.imgur.com/08fXWCb.jpg)
(http://i.imgur.com/lbgDE2G.jpg)
(http://i.imgur.com/PqPJcbm.jpg)

Also, these are all really, really cool.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 05, 2017, 03:54:17 am

If so, you might want to consider using the [hidden text=label] tag instead.

I'll try that out next time.   :nod:
Title: Re: Star Fox: Event Horizon for FSO
Post by: LaineyBugsDaddy on June 12, 2017, 12:02:27 am
Undying Nephalim, I am impressed with your work. I seem to recall that Starfox: Shadows of Lylat, which was over on Game Warden and died, did an asset dump and they even had the Starfox style targeting reticle that followed the nose of the Arwing. Have you looked at their assets?
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on June 12, 2017, 01:59:16 pm
Undying Nephalim, I am impressed with your work. I seem to recall that Starfox: Shadows of Lylat, which was over on Game Warden and died, did an asset dump and they even had the Starfox style targeting reticle that followed the nose of the Arwing. Have you looked at their assets?
This has, in fact, been brought up before; the reticle is scripted and figuring out how to make it work is apparently tricky.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 12, 2017, 06:14:12 pm
Their method of doing the reticle was pretty clever. There's basically three separate ships that use the reticle sprites, and a script runs in the background that keeps them in relative positions in front of the player's craft. It's easy enough to replicate.... the only problem is their script does not seem to run on any mission file other then the few they created in their asset dump. Same thing with their corridor level scripts, no one seems to have any idea how the level triggers and runs the scripts.
Title: Re: Star Fox: Event Horizon for FSO
Post by: LaineyBugsDaddy on June 12, 2017, 11:19:58 pm
Damn... Well, all in all that's a minor thing. The look and feel of the player ships, the friendlies, the enemies, and the environments is more important. My only other idea would involve being able to have collisionless subobjects on a craft that is not in and of itself collisionless, and have the reticle actually attached to the model, but the work involved, and the issues modders would have in adding new player ships or making enemy ships player flyable...
Title: Re: Star Fox: Event Horizon for FSO
Post by: MetalDestroyer on June 13, 2017, 02:06:41 pm
Their method of doing the reticle was pretty clever. There's basically three separate ships that use the reticle sprites, and a script runs in the background that keeps them in relative positions in front of the player's craft. It's easy enough to replicate.... the only problem is their script does not seem to run on any mission file other then the few they created in their asset dump. Same thing with their corridor level scripts, no one seems to have any idea how the level triggers and runs the scripts.

Did you try the tips I gave you earlier ? From this post (http://www.hard-light.net/forums/index.php?topic=87880.msg1833702#msg1833702) and the following. The main thing is the mission file need some variables. Without the correct variable, it won't work.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 14, 2017, 06:33:31 pm
Their method of doing the reticle was pretty clever. There's basically three separate ships that use the reticle sprites, and a script runs in the background that keeps them in relative positions in front of the player's craft. It's easy enough to replicate.... the only problem is their script does not seem to run on any mission file other then the few they created in their asset dump. Same thing with their corridor level scripts, no one seems to have any idea how the level triggers and runs the scripts.

Did you try the tips I gave you earlier ? From this post (http://www.hard-light.net/forums/index.php?topic=87880.msg1833702#msg1833702) and the following. The main thing is the mission file need some variables. Without the correct variable, it won't work.

Not sure how I missed that post, I even posted right after it.  :lol:
I'll try that out as soon as I have some time to come back to working on this.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bryan See on July 27, 2017, 12:45:12 pm
UndyingNephalim, how's your progress?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 31, 2017, 02:25:26 am
UndyingNephalim, how's your progress?

I've not had any time to work on this since the last release, my other big mod (which I've begun porting to a new engine) and my day job are soaking up all my time.  :(
Title: Re: Star Fox: Event Horizon for FSO
Post by: starlord on July 31, 2017, 02:36:16 am
Quite understandable.

I would be quite interested to know in the future on the other hand if you can port the shadows of lylat on rails script metal destroyer was referring to into event horizon. If it works, it might give you the possibility to capture everything star fox was.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 17, 2017, 01:21:43 pm
Well, I've started remodeling the characters for the umpteenth time:

renders: Show
(http://i.imgur.com/oQjRe3P.png)
(http://i.imgur.com/ybcpzOk.png)
(http://i.imgur.com/6eeMlv8.png)
(http://i.imgur.com/x2uzpZR.png)
(http://i.imgur.com/vM8tcCu.png)
(http://i.imgur.com/u9Pvk0o.png)
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on August 17, 2017, 02:20:40 pm
Those look fantastic!
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on August 20, 2017, 01:27:40 am
Very cool, they look quite authentic! I'm impressed, as usual. :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 01, 2017, 01:41:37 am
Lots of characters tweaked or remodeled:
Talking Portraits: Show
(https://orig00.deviantart.net/17d4/f/2017/273/1/2/a_bunch_of_starfox_talking_portraits_by_undyingnephalim-dbp3sq6.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on October 01, 2017, 09:34:05 am
Why does general Pepper remind me of an African Warlord now?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on October 03, 2017, 06:20:49 pm
Very cool! Pigma is pretty horrifying :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: oceankhayne on October 04, 2017, 04:24:47 pm
Why does general Pepper remind me of an African Warlord now?
Maybe it's the nose?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on October 06, 2017, 12:35:37 am
I think it's more the uniform, posture and sunglasses on reflection.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bryan See on November 07, 2017, 11:09:23 am
And more physical-based rendering, and detail from displacement.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Dain on November 24, 2017, 04:45:44 pm
And more physical-based rendering, and detail from displacement.

African warlords have more physical based rendering and detail from displacement?

Who knew..
Title: Re: Star Fox: Event Horizon for FSO
Post by: LaineyBugsDaddy on December 01, 2017, 07:08:05 pm
Just ignore Bryan See. We're not even sure it's actually a human being. It ignored Turing Test questions posed to it in another thread and also one of the most well known questions of the Voight-Kampf assessment from Blade Runner as well.
Title: Re: Star Fox: Event Horizon for FSO
Post by: DefCynodont119 on December 01, 2017, 08:43:29 pm
Just ignore Bryan See. We're not even sure it's actually a human being. It ignored Turing Test questions posed to it in another thread and also one of the most well known questions of the Voight-Kampf assessment from Blade Runner as well.


To be fair, as far as I know he's the only one who actually read my older Science posts on this forum. . .  Assuming anyone did. . .


ON TOPIC:
Looks Awesome! One question; Is't there a table entry limit? how have you not passed it? or was it raised again?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Spoon on December 02, 2017, 08:07:06 am
These enviroments look slick af
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bryan See on December 16, 2017, 02:03:28 pm
See Engine limitations (http://wiki.hard-light.net/index.php/Engine_limitations) on the Wiki.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 22, 2017, 07:39:55 pm
ON TOPIC:
Looks Awesome! One question; Is't there a table entry limit? how have you not passed it? or was it raised again?

It was bumped up from 250 to 500. I am well past 250.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 28, 2017, 11:17:52 pm
Some more talking portraits, see you guys in a few months when the next batch is done:

(https://orig00.deviantart.net/6193/f/2017/362/7/0/more_starfox_talking_portraits_by_undyingnephalim-dby6g33.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on January 07, 2018, 04:08:56 am
I like your krogan angler fish.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on March 30, 2018, 12:38:26 pm
I definitely recognize that bot from Sector X in SF64  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 24, 2018, 08:09:07 pm
Sort of a random question, I seem to recall with one of the more recent releases (I think it was 3.7.4) that some new image format could be used for the talking portraits in freespace. Looking back I can't seem to find any evidence or documentation. Am I misremembering or is there some documentation floating around on that new image format?
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on April 24, 2018, 08:20:52 pm
This might be a silly reply but are you asking about animated pngs? (ie apng files?)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 24, 2018, 08:22:00 pm
This might be a silly reply but are you asking about animated pngs? (ie apng files?)
Yes I think that was it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on April 25, 2018, 03:51:09 am
There's some documentation here: http://wiki.hard-light.net/index.php/Multimedia_Files#APNG

Let me know if anything in it isn't clear.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on April 25, 2018, 06:39:24 pm
There's some documentation here: http://wiki.hard-light.net/index.php/Multimedia_Files#APNG

Let me know if anything in it isn't clear.

I got it to work, sure is a lot better than having thousands of dds files floating around in the mod.  :lol:

I have another question, is there a way to make the dialog text in the top right larger? I've received a few complaints that the text is too small and hard to see when explosion effects are going on. I know voice overs kind of solve that problem but naturally I don't really have any voice actors.
Title: Re: Star Fox: Event Horizon for FSO
Post by: DefCynodont119 on April 25, 2018, 07:24:13 pm
I have another question, is there a way to make the dialog text in the top right larger?

Axem's Scripted Message gauge works pretty well for that in many regards. It adds a transparent black background to the messages and types them out.

 
Also, mv_root-hdg is the name of the HUD.tbm in case you did not know.  (while the HUD table is just called HUD.tbl)

The $ScaleGauges setting can help here too, it will make ALL HUD components relatively larger on most resolutions. Unless you are using a lot of custom HUD stuff this is usually a good idea to at least try.


keep in mind, setting $ScaleGauges to "yes" does not effect the Scripted Message mod's custom gauge, so if you want to make Axem's gauge bigger as well, you will have to mess with the Fonts.tbl.

Be warned, messing with Fonts.tbl is a last resort only those on weird 3 or 4 K Res screens would want, and that's only if you have the Scripted Message mod and $ScaleGauges enabled. $ScaleGauges should remove that need anyway.
If you do this, you will want to resize the image "messagebox.png" Axem's mod comes with, As the script is programed to contain text within the image's area.

Hope this helps!



EDIT: you can also use the .CFG  ScriptedMessage comes with and move it to any part of the screen!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on August 05, 2018, 08:48:21 am
A question I've had for awhile but have kept forgetting to ask, is there any way to set up some kind of "bounding box" or boundary to a level? For example if you go too far from the center of a level the game automatically flips your ship back to the other direction?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on August 05, 2018, 12:31:48 pm
Code: [Select]
$Formula: ( when
   ( >
      ( distance "Alpha 1" "Center" )
      10000
   )
   ( set-object-facing-object
      "Alpha 1"
      "Center"
      1000
   )
)
+Name: Face Center
+Repeat Count: -1
+Trigger Count: 100000
+Interval: 0

For some reason "+Repeat Count:" is -1 while in FRED it's still 1.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 08, 2018, 03:34:27 am
Oh hey I finished some things.

https://cdn.dbolical.com/cache/videos/mods/1/26/25701/encode720p_mp4/talking_portraitsA.mp4
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on September 08, 2018, 10:08:25 am
Very cool.   What software did you use?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on September 08, 2018, 08:27:51 pm
That's bloody awesome. :yes: In particular I like the little dance at the end. :D
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on September 09, 2018, 02:54:14 am
Very cool.   What software did you use?

I use Maya to model and animate everything.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 14, 2018, 06:05:58 am
Yay some more animated portraits and stuff. See you guys again in a few months  :lol:

https://i.imgur.com/LOl6DPP.mp4
Title: Re: Star Fox: Event Horizon for FSO
Post by: Bryan See on December 14, 2018, 07:46:09 am
Cool :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on December 14, 2018, 08:58:52 am
They're not for you to put into shattered stars.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Black Wolf on December 14, 2018, 12:22:31 pm
They're not for you to put into shattered stars.

Let's just keep Shattered Stars out of this thread entirely.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on December 14, 2018, 12:25:39 pm
I'm trying bud. 

Can't wait for this one to release.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on December 14, 2018, 02:10:39 pm
Yay some more animated portraits and stuff. See you guys again in a few months  :lol:

https://i.imgur.com/LOl6DPP.mp4

Huh, I thought you come back on Christmas Eve to deliver the other goods. ;) Always when you come here you bring sweet presents.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 14, 2018, 09:48:23 pm
Huh, I thought you come back on Christmas Eve to deliver the other goods. ;) Always when you come here you bring sweet presents.
It's probably gonna be awhile before I release something new, I have to animate all the talking portraits and there's almost 200 left to do.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: DefCynodont119 on December 14, 2018, 11:47:20 pm
Huh, I thought you come back on Christmas Eve to deliver the other goods. ;) Always when you come here you bring sweet presents.
It's probably gonna be awhile before I release something new, I have to animate all the talking portraits and there's almost 200 left to do.  :lol:

"It's done when It's done" As they say. Well, looking forward to it!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 30, 2018, 12:14:13 am
"It's done when It's done" As they say. Well, looking forward to it!

Yup I'm in this for the long haul.
Poor Sarumarine
https://i.imgur.com/gu0JXoU.mp4
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on March 15, 2019, 05:46:36 am
Just like last time, here's a load of talking portaits I've gotten done annnddd see you all again in another few months with the next batch.  :lol:

https://i.imgur.com/bIrQJcn.mp4
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on March 15, 2019, 06:05:25 am
 :lol:  It's worth the wait  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Novachen on March 15, 2019, 07:04:11 am
I also looking forward for this since the Shadows of Lylat days. Even i fear something a event like for AM2R... release and then a dmca takedown.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on March 15, 2019, 09:37:54 am
Nah, this has been around for years now.

@UndyingNephalim: have you seen this yet?
https://www.rockpapershotgun.com/2019/02/04/freespace-2-deploys-massive-mods-and-fangames-from-knossos/
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on March 15, 2019, 06:22:51 pm
Nah, this has been around for years now.

@UndyingNephalim: have you seen this yet?
https://www.rockpapershotgun.com/2019/02/04/freespace-2-deploys-massive-mods-and-fangames-from-knossos/

Ohhh nice mention on there. Hopefully one day the mod will be mostly complete.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on May 03, 2019, 04:48:38 am
https://i.imgur.com/hE6dUFS.mp4

See you all in a few months.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on May 03, 2019, 08:35:39 am
Always nice to you :P
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on May 03, 2019, 09:37:06 am
:yes: :yes: :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 18, 2019, 06:36:43 am
I'm so sorry it took this long to finish these all up:

Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on July 18, 2019, 07:42:07 am
That's amazing work you've got there. :eek2:
Title: Re: Star Fox: Event Horizon for FSO
Post by: TechnoD11 on July 18, 2019, 08:01:12 am
Those look RAD. Keep it up!
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 20, 2019, 10:45:27 pm
After messing with APNGs the other day I sort of had an epiphany:


Since animated joints are not really possible in Freepspace 2 it kind of put an end to me portraying large armies duking it out on the ground. Buuuutttt I can kind of have it halfway using animated sprites in the background. Naturally this has all sorts of other applications, like having animated sprites for fleets battling to make the scale of conflicts look larger without the framerate crashing.

Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on July 20, 2019, 11:21:40 pm
Wow that's very cool! I'm very interested in the detailed technical aspects of what's being done here. Did you use animated pngs or something and then used show effect or something?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 21, 2019, 12:07:33 am
Wow that's very cool! I'm very interested in the detailed technical aspects of what's being done here. Did you use animated pngs or something and then used show effect or something?

Yep, they are a pre-rendered and packed into an apng, much like the talking portraits. As objects they are just a flat plane and set far into the distance of a level. I initially tried to make them background elements like a planet or nebula but the animation doesnt seem to play in that case.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on July 21, 2019, 04:16:58 am
Did you tried using skyboxes for that kind of effect?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 28, 2019, 09:04:43 pm
See y'all in a few months!

Title: Re: Star Fox: Event Horizon for FSO
Post by: Nyctaeus on July 28, 2019, 09:18:20 pm
Great Universe...

How this is even possible on FSO o__O. Dude, your work denies any words I want to use to describe it. Whatever you do to achieve it, keep doing that!
Title: Re: Star Fox: Event Horizon for FSO
Post by: TechnoD11 on July 28, 2019, 09:22:32 pm
See y'all in a few months!


holy **** dude that looks amazing
Title: Re: Star Fox: Event Horizon for FSO
Post by: mjn.mixael on July 28, 2019, 09:44:30 pm
How is this stuff not constantly on the front page showing what FSO can do?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 28, 2019, 10:17:40 pm
How is this stuff not constantly on the front page showing what FSO can do?

The fact that I vanish for 5 months between posts, probably.  :pimp:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on July 29, 2019, 04:41:43 am
Oh my oh my :jaw:

How is this stuff not constantly on the front page showing what FSO can do?

The fact that I vanish for 5 months between posts, probably.  :pimp:

Still it feels like some sort of horrible heresy.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on July 30, 2019, 03:51:30 pm
Well, browsing through the comment of the video and I'm still getting a lot of "I can't read any of the text comments!"
How exactly do I make the actual text itself much larger than currently in Freespace? I've used Axem's Scripted Message gauge and made $ScaleGauges = True, but while that makes the background behind the text and the UI around it larger I don't think it's making the actual text itself any larger.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on July 30, 2019, 04:04:45 pm
You can specify custom fonts (and their size) here: https://wiki.hard-light.net/index.php/Fonts.tbl
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on July 30, 2019, 06:26:31 pm
In addition to adding a new larger font you also need to tell the HUD gauge to use it in the hud gauges table (I dealt with that with FotG). I would be happy to give more detail and specifics if needed!
Title: Re: Star Fox: Event Horizon for FSO
Post by: Ulala on August 02, 2019, 02:29:02 am
This looks incredible!
Title: Re: Star Fox: Event Horizon for FSO
Post by: Kiloku on September 13, 2019, 10:34:59 am
Well, browsing through the comment of the video and I'm still getting a lot of "I can't read any of the text comments!"
How exactly do I make the actual text itself much larger than currently in Freespace? I've used Axem's Scripted Message gauge and made $ScaleGauges = True, but while that makes the background behind the text and the UI around it larger I don't think it's making the actual text itself any larger.

What made it hard to read was mostly the video's compression, IMO. There were many moments during which the text became blurry and pixelated.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on September 13, 2019, 04:00:18 pm
I'm not sure if the old pixel fonts rendered well on all 4k systems.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 07, 2019, 02:54:07 am
In addition to adding a new larger font you also need to tell the HUD gauge to use it in the hud gauges table (I dealt with that with FotG). I would be happy to give more detail and specifics if needed!

That would be nice, considering I can't even find a font.tbl file.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on October 07, 2019, 04:32:51 am
https://wiki.hard-light.net/index.php/Fonts.tbl
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 08, 2019, 01:24:37 am
So something like this?

Code: [Select]
#Fiction Viewer

$TrueType: arial.ttf
  +Name: Arial
 +Size: 24

#End
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 08, 2019, 06:19:15 am
Not sure. Most mods don't specify a special font for the fiction viewer. Also, I'm not sure if the #Fiction Viewer was made to add new fonts or just specify an existing one, but if you just tried it and it works you've got more knowledge than I on that. Wiki seems to be incomplete on that part.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 09, 2019, 12:22:19 am
Not sure. Most mods don't specify a special font for the fiction viewer. Also, I'm not sure if the #Fiction Viewer was made to add new fonts or just specify an existing one, but if you just tried it and it works you've got more knowledge than I on that. Wiki seems to be incomplete on that part.

Naw it doesn't work, I actually get a CTD on startup.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 09, 2019, 08:38:25 am
Here's the fonts.tbl from WoD, hope that helps.

Code: [Select]
#Fonts
$TrueType: bnkgothm.ttf
+Name: 1
+Size: 14
+Top offset: -5
+Bottom offset: 1

$Font: font02.vf
$Font: font03.vf

$TrueType: Quicksand-Bold.ttf
+Name: VNTitleLarge
+Size: 38

$TrueType: Quicksand-Medium.ttf
+Name: VNTextLarge
+Size: 30
+Top offset: 0
+Bottom offset: -1
+Letter spacing: 0

$TrueType: Quicksand-Medium.ttf
+Name: VNMenuLarge
+Size: 26

$TrueType: bnkgothm.ttf
+Name: ButtonText
+Size: 22
+Top offset: -5
+Bottom offset: 1
+Tab width: 5
#End
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on October 09, 2019, 11:36:07 am
So something like this?

Code: [Select]
#Fiction Viewer

$TrueType: arial.ttf
  +Name: Arial
 +Size: 24

#End

Fonts.tbl must have at least 3 entries under #fonts (to satisfy the engine requirements to have 3 fonts for all standard text fields)

If you use a.tbm that should work
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 09, 2019, 03:17:48 pm
Here's the fonts.tbl from WoD, hope that helps.

Still getting a CTD, weird I have #End

(https://i.gyazo.com/c5ddb3173c23f6c67ea0a073d9c05b1c.png) (https://gyazo.com/c5ddb3173c23f6c67ea0a073d9c05b1c)
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on October 09, 2019, 03:25:51 pm
What build are you on?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 09, 2019, 03:38:48 pm
What build are you on?

The newest one, fs2_open_19_0_0_RC1_x64_SSE2
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 09, 2019, 04:06:36 pm
Have you made sure that all fonts are present in the Data/Fonts folder? Even if you have them installed on your PC they have to be there AFAIK because not all people might have them.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 09, 2019, 07:30:30 pm
Have you made sure that all fonts are present in the Data/Fonts folder? Even if you have them installed on your PC they have to be there AFAIK because not all people might have them.

That solved it. Now to figure out how to apply it to the HUD messages.  :cool:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 09, 2019, 07:32:55 pm
Are you using Axems HUD mod? If yes, the info is stored at the beginning of axmessage.cfg in the config folder.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 09, 2019, 09:45:16 pm
Are you using Axems HUD mod? If yes, the info is stored at the beginning of axmessage.cfg in the config folder.

Awesome I figured it out. Is there a way to separate the size of backlog text from the current dialog text or are they stuck being the same?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 11, 2019, 03:01:10 pm
Alright maybe not, I'll just disable the backlog. Other question time!

I've actually been wondering for awhile now, is it possible to lock a weapon slot of a specific craft on the loadout screen so it cant be changed with other weapons? I've wanted fighter craft to each come with a unique primary and secondary weapon that can't be switched out, but give the player the option to switch out the two other weapon slots. So far as I can tell it's an all or nothing deal: You either have all weapon loadouts locked or you are forced to be able to switch all of them.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 11, 2019, 03:52:32 pm
Ah ****, forgot to reply :warp:

that's the piece of axmessage.cfg you're probably looking for (haven't tested it myself so no warranty!)
Code: [Select]
  "Backlog": {
    "Enabled": true,
    "Timeout": 30,
    "Font": 3,
    "MaxSize": 4,
    "Origin": [
      0,
      0
    ],
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 11, 2019, 03:56:12 pm
You can change the loadout for each bank like this:
Code: [Select]
$Allowed SBanks: ( "T1 Sickle" "T2 Scimitar" "T3 Scythe" ) ("Rockeye" "Tempest" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Infyrno" ) ("Rockeye" "Tempest" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Infyrno" )So first bank has a special loadout, while the other 2 fire normal missiles.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 11, 2019, 06:36:45 pm
You can change the loadout for each bank like this:
Code: [Select]
$Allowed SBanks: ( "T1 Sickle" "T2 Scimitar" "T3 Scythe" ) ("Rockeye" "Tempest" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Infyrno" ) ("Rockeye" "Tempest" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Infyrno" )So first bank has a special loadout, while the other 2 fire normal missiles.

I'm not sure how I missed that, that's awesome.  :yes:

Ah ****, forgot to reply :warp:

that's the piece of axmessage.cfg you're probably looking for (haven't tested it myself so no warranty!)

Hmmm I tried messing with that, it still seems to be using the font I am using for the message dialog.

Code: [Select]
  "Backlog": {
"Enabled": true,
"TitleFont": 1,
    "TextFont": 1,
    "Origin": [
      0.0,
      0.0
    ],
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 11, 2019, 07:33:55 pm
Are you sure you're using the latest version? The config section I posted is different to yours, mine was
"Timeout": 30,
"Font": 3,
"MaxSize": 4,

while yours is just
"TitleFont": 1,
"TextFont": 1,
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 11, 2019, 07:40:34 pm
So I looked it up again - latest version is here: https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD.rar

Release thread: https://www.hard-light.net/forums/index.php?topic=91197.0
There are 2 alternate versions of this thing, though the one I linked above is probably the best edition. This thread also (hopefully) contains all relevant data you need to configure axmessage.cfg to your needs- click on "Hidden Text: Tips and tricks for configuring • Show" in the opening post.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 11, 2019, 11:17:48 pm
So I looked it up again - latest version is here: https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD.rar

Release thread: https://www.hard-light.net/forums/index.php?topic=91197.0
There are 2 alternate versions of this thing, though the one I linked above is probably the best edition. This thread also (hopefully) contains all relevant data you need to configure axmessage.cfg to your needs- click on "Hidden Text: Tips and tricks for configuring • Show" in the opening post.

That solved the backlog problem.  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 12, 2019, 04:38:30 pm
Time for another question! I feel like I should probably overhaul the interface in my mod, and I seem to recall years ago I used some program to rapidly edit all of the files in the Interface folder, but I can't seem to remember what it was called and I can't seem to find it on these forums. Am I going crazy or was there a program that let you edit the image files in the Interface folder in bulk instead of one file at a time?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 12, 2019, 05:15:46 pm
There is: https://www.hard-light.net/forums/index.php?topic=67991.0

Note! This is just the stickied thread, the most recent version can be found here: http://www.hard-light.net/forums/index.php?topic=87391.msg1745424#msg1745424

I'd guess I'm going to complain about this stickied/outdated stupidity now...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2019, 12:53:47 am
There is: https://www.hard-light.net/forums/index.php?topic=67991.0

Note! This is just the stickied thread, the most recent version can be found here: http://www.hard-light.net/forums/index.php?topic=87391.msg1745424#msg1745424

I'd guess I'm going to complain about this stickied/outdated stupidity now...

Awesome that was it. Another related question though, where are the texture files for the six buttons in the main hall menu? I can't seem to find them in the Interface folder or anywhere else.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 13, 2019, 05:16:05 am
Main halls and their buttons are more customizable and not part of the hard coded interface (and not part of the files created by this program AFAIK).
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on October 13, 2019, 05:35:32 am
You mean the short animations that play on mouseover? In FS2 they're called (e.g.) 640_mainexit.ani in data/interfaces. You can specify any animation you like in mainhall.tbl.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2019, 05:42:27 am
You mean the short animations that play on mouseover? In FS2 they're called (e.g.) 640_mainexit.ani in data/interfaces. You can specify any animation you like in mainhall.tbl.

Alrighty that's done.  :cool:

Next question, I noticed that the Pilot images now support .png format so I decided to go from .pcx to .png, however now only 12 pilot images are showing up instead of all 27 that I have. Is there a way to control what images the game uses for pilot and squadron icons, instead of being stuck with ter01, ter02, etc? Also is there a way to allow for pilot and squadron images larger than 160x120?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 13, 2019, 09:11:06 am
I think the Pilot image (and in particular the squadron logo) was made specifically for multiplayer. You can change the squadronlogo in an actual campaign - the first mission of Derelict contains following
Code: [Select]
+SquadReassignName: 212th Silver Scythes
+SquadReassignLogo: Scythes2.pcx
so I presume you can specify it in FRED. I doubt that it works outside of campaign mode though.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2019, 03:37:01 pm
I think the Pilot image (and in particular the squadron logo) was made specifically for multiplayer.

I am referring to multiplayer, specifically the Barracks menu:
barracks menu: Show
(https://i.gyazo.com/471a70327e0380858df4b20cc458f0a6.png)

Changing the images to PNG seems to lock them to a limit of 12, where's when they were .pcx I could have as many pilot portraits as I wanted. The Squadron logos don't even seem to be recognizing my png's, they are reverting back to the stock Freespace logos. Also I can't seem to make them larger than 160x120, the game just doesn't load them if I go over that size. Is there any way around those or am I stuck using pcx and 160x120 images?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 13, 2019, 05:21:57 pm
Wiki says both should be possible: https://wiki.hard-light.net/index.php/FS2_Data_Structure#images
There's some note regarding squad logos there.

Possible you found a bug there, as I can't think of a mod that tested that before.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2019, 08:25:06 pm
Wiki says both should be possible: https://wiki.hard-light.net/index.php/FS2_Data_Structure#images
There's some note regarding squad logos there.

Possible you found a bug there, as I can't think of a mod that tested that before.

Alright having pcx copies solved it. Is there a list of filenames beyond the default 22 squadrons? It seems like there are 11 other squadron logos that are not in Root_fs2.vp and are not listed on the wiki that I'd like to replace.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 13, 2019, 08:30:34 pm
AFAIK you can name the squadrons like you want; not sure if the Pilot images have fixed naming convention though.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2019, 08:48:22 pm
AFAIK you can name the squadrons like you want; not sure if the Pilot images have fixed naming convention though.

I need to know the name of the squadron image files so I can replace them and prevent them from showing up as options in the barracks.  The wiki only lists 22 of the filenames but there are 33 in total, so there are always 11 Freespace 2 squadrons icons showing up as options. I want to completely replace all FS2 squad icons with only Starfox ones but I cant without the names of those files.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 13, 2019, 08:58:01 pm
Huh. I thought SF was supposed to be independent of MVPs and all retail assets, so you'd only have to get rid of everything in there and put in a clean set of your files.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2019, 09:06:25 pm
Huh. I thought SF was supposed to be independent of MVPs and all retail assets, so you'd only have to get rid of everything in there and put in a clean set of your files.
Considering I can't find those 11 images in the retail assets and were not there several years ago I suspect they were added in later builds of FSOpen.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 13, 2019, 09:10:53 pm
The MVPs added a bunch of new squadron logos in addition to the upgrade for the retail ones. I'd suggest to use a VP viewer for this.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 13, 2019, 09:12:46 pm
I think I found the files in MV_Root.vp  :D
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on October 14, 2019, 03:29:52 am
I remember in squad war having hundreds upon hundreds of both Squadron and pilot images in my folder.   Didn't thi k there was a limit 🙁🤔🤔
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 14, 2019, 09:16:14 pm
EDIT: Nevermind this post, the problem seems to have magically resolved itself.  :lol:


[attachment eaten by a Shivan]
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 16, 2019, 03:12:29 am
Alrighty question time again...

This might sound silly, but how exactly do Countermeasures work? I never seem to have been able to get them to work. I'm able to assign them as Secondary Weapons but they do not seem to do anything, regardless if missiles are near or not. The way they are labeled in weapons.tbl makes it seem like they are something completely separate from primary and secondary weapons. Is there something I'm missing here, how do I get my own countermeasure weapons working?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 16, 2019, 05:09:46 am
Here's at least an explanation why it doesn't work: https://www.hard-light.net/forums/index.php?topic=91052.msg1805403#msg1805403
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 16, 2019, 10:15:41 pm
Here's at least an explanation why it doesn't work: https://www.hard-light.net/forums/index.php?topic=91052.msg1805403#msg1805403

Well, there probably goes my hope of finally finding a way to slip the Barrel Roll into the game.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 17, 2019, 07:12:58 am
Mmhhh. You could ask people on HLPs Discord whether the problem has been solved/worked around. That was the situation a few years back, I'm no expert on CMs, so I don't know.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 18, 2019, 04:14:19 am
Another question time. Is there a way to make it so that a restricted weapon does not show up in the Weapon Loadout screen instead of being grayed out?
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on October 18, 2019, 04:24:46 am
There's a fix for the countermeasure issue: https://wiki.hard-light.net/index.php/Weapons.tbl#.2BPulse_Interval:

Sorry, I don't know about the Loadout/GreyedOut question.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 18, 2019, 05:30:31 am
Another question time. Is there a way to make it so that a restricted weapon does not show up in the Weapon Loadout screen instead of being grayed out?
If you've got only 1 ship class in the loadout you can remove all unused weapons; for multiple ships with different permissions that doesn't work though.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 18, 2019, 03:59:59 pm
Another question time. Is there a way to make it so that a restricted weapon does not show up in the Weapon Loadout screen instead of being grayed out?
If you've got only 1 ship class in the loadout you can remove all unused weapons; for multiple ships with different permissions that doesn't work though.

Aw damn. I have multiple copies of the same weapons, the only difference being the projectile color to reflect the faction that a craft is from. For example Cornerian Craft have green lasers, Venom craft have Red. Craft from multiple factions can be unlocked so the Weapon loadout is cluttered with grayed out copies of all the weapons. It's not the end of the world but it's just annoying to cycle through a long list of weapon copies.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 18, 2019, 04:06:18 pm
Mhh. You could solve this in mission, possibly.
You make a weapon that you use in the loadout, like "Reaper". Once the mission starts you could swap out "Reaper" with "Reaper#FactionXYZ". You could do that with the "has-primary-weapon" SEXP under "Status"/"Weapon, Ship etc".

For the unlock stuff, you can use Variables to determine the mission loadout.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 18, 2019, 06:46:17 pm
Mhh. You could solve this in mission, possibly.
You make a weapon that you use in the loadout, like "Reaper". Once the mission starts you could swap out "Reaper" with "Reaper#FactionXYZ". You could do that with the "has-primary-weapon" SEXP under "Status"/"Weapon, Ship etc".

For the unlock stuff, you can use Variables to determine the mission loadout.

I might try that out, I'll probably just ask players if they find it annoying cycling through 10 copies of each weapon and go from there.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 18, 2019, 07:15:19 pm
Well I'd guess going through 10 copies of each weapon is probably not what every player wants. Alternatively, the problem could be handled through LUA, but copy-pasting the events should be easily possible too.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on October 19, 2019, 03:56:06 am
Well I'd guess going through 10 copies of each weapon is probably not what every player wants. Alternatively, the problem could be handled through LUA, but copy-pasting the events should be easily possible too.
I second the lua idea. I've had various loadout issues over the year, so I *might* have something I can adapt to your needs. How do you identify one ship as belonging to a specific faction ?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 19, 2019, 06:17:18 am
I second the lua idea. I've had various loadout issues over the year, so I *might* have something I can adapt to your needs. How do you identify one ship as belonging to a specific faction ?

That would be awesome, seeing as I'm kind of a dummy at putting together a lua scripts. The factions I have are Cornerian, Venom, Sharpclaw, Aparoid, Anglar, Aquan, Titanian, Thosan, and Pirate. I have 14 Weapons in the game that players can pick from, 7 primary and 7 secondary and most factions have their own variations of these weapons with Pirates being the exception (they just use weapons from the other factions). The factions a craft belong to are mostly just Lore based. The Arwings were all manufactured by Corneria so they all use Cornerian variants of weapons. The Wolfen are all Venom designs so they use Venom weapon variants, etc.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on October 19, 2019, 08:05:08 am
I'll see if I can whip something up over the week-end.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 20, 2019, 04:16:09 pm
I suppose I could just try and make the color variations of each weapon unique, like Venom Blasters dealing more damage but having a slower fire rate and any craft can equip them. What would you all prefer, 14 consistent weapons or 98 weapons with minor variations?
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on October 21, 2019, 03:38:27 am
I'll see if I can whip something up over the week-end.
Well, it's been a bit more involved than I expected, I couldn't recycle as much as I thought from previous scripts, but still I've been able to put in some good work on it Saturday afternoon, so I've almost got something working (using FS2 retail data).
Its a script that swaps out specific weapon for a variant depending on ship class, as defined by a custom table file in the config/ folder. It would work like this :
First off, define your table:
Code: [Select]
#MyStandardGun ;; the name of the "standard" variant in the loadout screen

$Name: Cornerian
$Ships: Arwing

$Name: Venom
$Ships: Wolfen, Arwing#Venom

#End

#MyOtherStandardGun
...
#End

#SomeMissile
...
#End

...

At the start of any mission, it will lookup every ship present, if it finds - for example, one equipped with "MyStandardGun" in its primary banks, and if that ship is in the $Ships list of a variant - say an Arwing, it will swap "MyStandardGun" for "MyStandardGun#Cornerian". If instead that ship was a Wolfen or Arwing#Venom, it would swap the primary with "MyStandardGun#Venom" instead.

I've tested it with primaries, but it *should* work with secondaries as well. Now I need to make it work for fighters that aren't present at mission start, and maybe see if I can optimize the various loops. I'll upload what I've got on github this evening, so that you can check it out.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 21, 2019, 03:31:57 pm
I'll see if I can whip something up over the week-end.
Well, it's been a bit more involved than I expected, I couldn't recycle as much as I thought from previous scripts, but still I've been able to put in some good work on it Saturday afternoon, so I've almost got something working (using FS2 retail data).
Its a script that swaps out specific weapon for a variant depending on ship class, as defined by a custom table file in the config/ folder. It would work like this :
First off, define your table:
Code: [Select]
#MyStandardGun ;; the name of the "standard" variant in the loadout screen

$Name: Cornerian
$Ships: Arwing

$Name: Venom
$Ships: Wolfen, Arwing#Venom

#End

#MyOtherStandardGun
...
#End

#SomeMissile
...
#End

...

At the start of any mission, it will lookup every ship present, if it finds - for example, one equipped with "MyStandardGun" in its primary banks, and if that ship is in the $Ships list of a variant - say an Arwing, it will swap "MyStandardGun" for "MyStandardGun#Cornerian". If instead that ship was a Wolfen or Arwing#Venom, it would swap the primary with "MyStandardGun#Venom" instead.

I've tested it with primaries, but it *should* work with secondaries as well. Now I need to make it work for fighters that aren't present at mission start, and maybe see if I can optimize the various loops. I'll upload what I've got on github this evening, so that you can check it out.

Alrighty I'll try it out when it's up.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on October 21, 2019, 11:45:47 pm
Here it is : https://github.com/X3N0-Life-Form/loadout_stuff
If you are unfamiliar with github : you can download the source as a zip by clicking on the "clone or download" button.
(Note : it's a knossos-style modpack)

It's kinda bare-bones, but it contains all the required data, scripts, and a tiny test mission. I'm hoping to find time to finish it by Wednesday or Thursday.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 22, 2019, 12:19:52 am
Here it is : https://github.com/X3N0-Life-Form/loadout_stuff
If you are unfamiliar with github : you can download the source as a zip by clicking on the "clone or download" button.
(Note : it's a knossos-style modpack)

It's kinda bare-bones, but it contains all the required data, scripts, and a tiny test mission. I'm hoping to find time to finish it by Wednesday or Thursday.

It seems to be working out so far with no real issues, thank you so much this will help keep the loadout screen from being cluttered.  :yes:

A minor quibble though, the use of # seems to be showing up in the weapon display HUD instead of the Weapon's Title. Is there any way around this?
EDIT: Nevermind, solved the # issue by using $Alt Name:  :yes:

Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 24, 2019, 04:59:08 am
Another question time, are the Weapon Loadout room animations limited to ANI files at the moment? I tried using an APNG but it's perpetually stuck on the first frame (the APNG in question works perfectly fine as a talking portrait in game). I tried the .EFF method but it wont even load that.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 24, 2019, 07:56:09 am
WoD uses eff/pngs for loadout icons and it looks fine.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 24, 2019, 04:14:35 pm
WoD uses eff/pngs for loadout icons and it looks fine.

Just to be clear I mean the animated video on the top right, not the weapon icons. The weapon icons all work fine for me:

(https://i.gyazo.com/e2d462641f79b87924869b42154ef55d.png) (https://gyazo.com/e2d462641f79b87924869b42154ef55d)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 24, 2019, 04:21:43 pm
Ah, sorry. Actually, MJN remade all these animations for the MVPs as APNGs and it works there.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 24, 2019, 07:54:34 pm
Ah, sorry. Actually, MJN remade all these animations for the MVPs as APNGs and it works there.

Strange, I wonder why it wont work for me. ANI's don't seem to be working for me either so it must be something I've done wrong on my end.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 24, 2019, 08:22:53 pm
Did you tried putting some operational files (like from the MVPs) there to see whether it works at all? Unless you have a typo somewhere ANIs *should* work.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 24, 2019, 10:19:51 pm
Did you tried putting some operational files (like from the MVPs) there to see whether it works at all? Unless you have a typo somewhere ANIs *should* work.

All of my apngs, effs, and ani's work fine everywhere else, I tried them out in the tech room and as talking portraits. They just don't seem to work in the weapon loadout screen. The are spelled correctly because the first frame of the apng version is showing up, it just wont play through the animation.
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on October 25, 2019, 08:12:20 am
... I'm hoping to find time to finish it by Wednesday or Thursday.
Well, fat chance on that. I've been too exhausted to make any progress this week, but I should have time to work on it this sunday.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on October 27, 2019, 03:43:58 am
Resolution and frame rate?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 27, 2019, 05:30:37 am

Here's a question i've been meaning to ask for years but for some reason keep forgeting. How do you make it so when a ship jumps into the map or exits, they use portals like in stock freespace 2 instead of the zooming warp drive effect?

Resolution and frame rate?

202x185 and 15fps I think. I ended up just using static images for the weapons.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 27, 2019, 07:36:35 am
What do you mean with "portals like in stock FS2"? You can modify the jump type in ship tbl: https://wiki.hard-light.net/index.php?title=Ships.tbl#.24Warpin_Type:
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on October 27, 2019, 09:38:51 am
And also as an added bonus you can modify jump type on a per-ship basis in FRED too :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on October 27, 2019, 01:40:36 pm
... I'm hoping to find time to finish it by Wednesday or Thursday.
Well, fat chance on that. I've been too exhausted to make any progress this week, but I should have time to work on it this sunday.

Aaand it's done : https://github.com/X3N0-Life-Form/loadout_stuff

Both loadout-script_init-sct.tbm and weapon_variants.lua were modified to set weapon variants on any ship warping in. Note that this would not work for ships spawned via SEXPs, these would need to be set via a script-eval SEXP on setWeaponVariant(mn.Ships[<INSERT SHIP NAME HERE>])

Let me know if you encounter any problem with it.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on October 27, 2019, 03:26:07 pm
And also as an added bonus you can modify jump type on a per-ship basis in FRED too :)


This is why I need to open up Fred more than once every five years.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 28, 2019, 04:17:12 am
What do you mean with "portals like in stock FS2"? You can modify the jump type in ship tbl: https://wiki.hard-light.net/index.php?title=Ships.tbl#.24Warpin_Type:

Somehow I went 5 years without noticing that. Apparently they were all set to Hyperspace and I want Default. What might be the name of the textures associated with the default warp in effect so I can make my own?


Aaand it's done : https://github.com/X3N0-Life-Form/loadout_stuff

Both loadout-script_init-sct.tbm and weapon_variants.lua were modified to set weapon variants on any ship warping in. Note that this would not work for ships spawned via SEXPs, these would need to be set via a script-eval SEXP on setWeaponVariant(mn.Ships[<INSERT SHIP NAME HERE>])

Let me know if you encounter any problem with it.

Thank you very much, this has helped reduce so much clutter in the weapon loadout screen.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 28, 2019, 04:50:03 am
WarpMap01, but you might consider changing warp.pot as well.

Here's more reference: https://wiki.hard-light.net/index.php?title=Fireball.tbl
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 30, 2019, 06:51:28 am
WarpMap01, but you might consider changing warp.pot as well.

Here's more reference: https://wiki.hard-light.net/index.php?title=Fireball.tbl

I can't seem to find any information (or the file itself) on warp.pot. I've added in a new fireball entry but I assume "warp.pot" is what actually brings a warp effect together to be used in ships.tbl?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 30, 2019, 07:09:36 am
Warp.pof is the hard coded name for FS2 style jumps. I only included the fireball.tbl link for reference.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 30, 2019, 06:33:05 pm
Warp.pof is the hard coded name for FS2 style jumps. I only included the fireball.tbl link for reference.

I can't seem to get any of my custom warp effects to work, I'll just change the textures of Warp_Effect and Knossos_Effect I guess.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 30, 2019, 07:40:37 pm
Ehhh nevermind I can't use the stock warp effects because of the shape of the model. Is there any tutorial on how to get a custom warp pof and fireball working in the game? Like which file controls "Default, Knossos, Homeworld, Babylon5" warp types, etc. There seems to be zero information anywhere on how to actually get custom warp effects in, at least none that I can find.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 30, 2019, 07:59:42 pm
Would be helpful to know what you're trying to accomplish. The alternate warpout types (except for B5) don't use any 3D model, just the effect.
Here's a ship.tbl example from Solaris:

Code: [Select]
$Warpin Type: Hyperspace
$Warpin Start Sound: Hyperspace_Exit
$Warpin End Sound: Hyperspace_LExit
$Warpin Time: 0.1
$Warpin Decel Exp: 8.0
$Warpin animation: FTL
$Warpout Type: Hyperspace
$Warpout Start Sound: Hyperspace_LStart
$Warpout End Sound: Hyperspace_LStart2
$Warpout Engage Time: 1.5
$Warpout Speed: 20
$Warpout Time: 1.0
$Warpout Accel Exp: 8.0
$Warpout animation: FTL

Documentation seems to be incomplete on the wiki though, but one would rather need to write a tutorial.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 30, 2019, 08:36:53 pm
Would be helpful to know what you're trying to accomplish. The alternate warpout types (except for B5) don't use any 3D model, just the effect.

I'm trying to create an entirely new warp effect that uses its own model. I need a complete flat model to recreate this effect:
Hidden Text: Show
(https://i.ytimg.com/vi/DVntkrz0yGY/maxresdefault.jpg)

The stock warp.pof model is not flat but a curved portal that looks wonky:
Hidden Text: Show
(https://i.gyazo.com/5e692e0a50a40a98c29ae6ac619dfb91.jpg)

I also need more than two warp effects so I could't just use Default and Knossos
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 30, 2019, 09:44:09 pm
Heres a test file I made from retail FS2 warp. UV shouldnt mess with your effect. hopefuilly.

Specifying an entry from fireball.tbl as custom warpin/out effect is afaik not possible yet. I'd suggest to ask on the SCP board for somebody to code it in.

[attachment eaten by a Shivan]
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on October 30, 2019, 10:21:39 pm
Heres a test file I made from retail FS2 warp. UV shouldnt mess with your effect. hopefuilly.


Sadly it seems the model is completely invisible now:

Hidden Text: Show
(https://i.gyazo.com/4c45cfa8841fe0087b2181e413223825.jpg) (https://gyazo.com/4c45cfa8841fe0087b2181e413223825)

I suppose I can just stick with the default and knossos for now, and maybe find a way to use the Homeworld effect for the Aparoid warp ins.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on October 31, 2019, 06:44:48 am
Ah, sorry, didn't test it in-game as it worked with a different effect for me. You should just go ahead and ask for that feature, it should be not too much to code some Warpin Fireball Type in as the work in the fireball tbl has already been done. Also, your project is probably one of the biggest wips on HLP, so I hope somebody will do that. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 01, 2019, 01:36:24 am
I've run into another possible issue, I've been debugging to get rid of errors and warnings and I've run into something I cant seem to fix, a lot of my models seem to have "inverted bounding boxes" and "null moments of inertia" or in some cases it says the inertia is completely invalid. I've checked all the bounding boxes in PCS2 and they all seem correct. Recalculating Interia does not seem to work, and just copying inertia over only seems to have solved some of the inertia issues. Is there any way to fix inverted bounding boxes and these moment of inertia problems?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 01, 2019, 07:21:03 am
Which version of PCS are you using?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 01, 2019, 05:40:13 pm
Which version of PCS are you using?

I actually think I stumbled on the cause by accident. I've been using a small cube model to encapsulate all of the other parts of the models for LOD's, apparently the parent model at the top of the hierarchy needs to have the largest geometry. Getting rid of the cubes as the parent to all model parts seems to have solved it. Lesson learned  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 02, 2019, 07:31:51 pm
Another question time. Can Flak weapons be given a visible projectile? It seems like no matter what I do giving a weapon the flak flag makes the projectiles completely invisible.

EDIT: I'm a dummy, I accidentally deleted the "render flak" flag.
Title: Re: Star Fox: Event Horizon for FSO
Post by: DefCynodont119 on November 02, 2019, 08:04:53 pm
Code: [Select]
$Flags "render flak"
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 02, 2019, 10:26:59 pm
Alrighty, probably just a few more questions left. I've been getting an occasional crash related to a subobject rotating:

Code: [Select]
Assert: "pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT || pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_INTRINSIC_ROTATE"
File: modelread.cpp
Line: 4873

Any idea why a rotating subobject would cause an inconsistent crash?

Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 03, 2019, 05:40:12 am
Do the subsystems rotate? I remember running into a similar warning when I set up the subsystem data in the pot file (ie $special=subsystem etc) in the wrong way, as they need to be in the correct order too like in tables.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 03, 2019, 05:43:14 am
Welp, I think I got the first level finished:



Do the subsystems rotate? I remember running into a similar warning when I set up the subsystem data in the pot file (ie $special=subsystem etc) in the wrong way, as they need to be in the correct order too like in tables.

The order might be wrong, In the meantime I just disabled several of the rotating parts and it seems to have put a bandaide on the problem. I'll try rearranging the subsystem order tomorrow.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 03, 2019, 05:57:56 am
If the subsystems rotate it's probably not the problem I had as they refused to do that.
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on November 03, 2019, 01:25:25 pm
Whoza that looks amazing and super impressive!
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 03, 2019, 02:16:49 pm
 :yes: :yes:
You made some background animation showing combat in the background like with the dinosaurs, right?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 03, 2019, 03:36:48 pm
:yes: :yes:
You made some background animation showing combat in the background like with the dinosaurs, right?

Yup, it's just a looping 24 frame apng attached to a square polygon.  :pimp:
Title: Re: Star Fox: Event Horizon for FSO
Post by: starlord on November 03, 2019, 04:54:07 pm
That is crazy impressive. Could this be used theoretically to, say, simulate a huge Endor like battle in space complete with weapons fire taking place all around your fighter?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 03, 2019, 05:02:01 pm
That is crazy impressive. Could this be used theoretically to, say, simulate a huge Endor like battle in space complete with weapons fire taking place all around your fighter?

Yes indeed, you'd just need to make sure the objects that use the animated texutre are placed far enough in the distance and that the player can never approach them. Sadly apng's don't seem to work as background bitmaps which would solve the "player stumbling on a giant flat plane in space" problem.

Here's the apng I made and used:  (https://i.imgur.com/6XN59lt.png)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 03, 2019, 05:10:29 pm
They're not part of the skyboy?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 03, 2019, 10:21:19 pm
They're not part of the skyboy?

They could also be assigned as textures to skyboxes, but I do have them appear and vanish (in the case of the dinosaurs they move positions) throughout the mission and they could not do that as a skybox.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 03, 2019, 10:40:53 pm
There's a set-skybox-model SEXP under "Background" with that you are able to restart animations/moving parts. Perhaps you can experiment with that, on the other hand, it actually works already so you can probably invest your time elsewhere.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on November 04, 2019, 03:13:49 am
that looks awesome!!!  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 04, 2019, 09:45:53 pm
Another question time: is there a way to convert videos into the format that Freespace 2 cinematics use, like the intro video? Is there also a way to get them to play at the start or end of missions? I realized like a fool I kind of started on rendering cinematics without trying to see if they work in freespace 2 or if it's even possible.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on November 05, 2019, 12:46:35 am
FSO should be able to support the following video codecs (https://wiki.hard-light.net/index.php/Multimedia_Files#Movie_files) :
- Theora (in Ogg container files)
- H.264 (in MP4 container files)
- VP8/VP9 (typically in WebM files)

Playing cinematics at the beginning and end of missions should also be possible, but iirc it's some sort of top secret undocumented feature  that requires editing the mission file itself.

EDIT - hey, found some documentation : https://wiki.hard-light.net/index.php/FreeSpace_2_Mission_File_Format#.23Plot_Info
Code: [Select]
#Plot Info

$Tour: XSTR
$Pre-Briefing Cutscene: STRING
$Pre-Mission Cutscene: STRING
$Next Mission Success: STRING
$Next Mission Partial: STRING
$Next Mission Failure: STRING

EDIT 2 - or not, the one mod I know that uses these types of cutscenes doesn't use the format described on the wiki...
Code: [Select]
#Cutscenes
$Briefing Cutscene: episode_07_briefing_08.ogg
+formula: ( true )

$Debriefing Cutscene: hermes_outro.ogg
+campaign_only
+formula: ( is-event-false-delay
   "Player turned traitor"
   0
)

#end
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 05, 2019, 01:25:27 am
Code: [Select]
#Plot Info

$Tour: XSTR
$Pre-Briefing Cutscene: STRING
$Pre-Mission Cutscene: STRING
$Next Mission Success: STRING
$Next Mission Partial: STRING
$Next Mission Failure: STRING

EDIT 2 - or not, the one mod I know that uses these types of cutscenes doesn't use the format described on the wiki...
Code: [Select]
#Cutscenes
$Briefing Cutscene: episode_07_briefing_08.ogg
+formula: ( true )

$Debriefing Cutscene: hermes_outro.ogg
+campaign_only
+formula: ( is-event-false-delay
   "Player turned traitor"
   0
)

#end

Hmm this information is pretty vague. Where do these blocks of code go? the FS2 file? What folder do cinematic files go in?

I tried just putting an mp4 file in the same folder as the exe and I added this to a mission's fs2 file:
Code: [Select]
#Cutscenes
$Briefing Cutscene: test1.mp4
+formula: ( true )
)

#end

but no luck, the mission just crashes halfway through the loading screen.
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on November 05, 2019, 02:19:57 am
I just checked the way Diaspora is setup - even though they're using a .ogg I'm pretty sure it  released R1.1 (that added the briefing movies) before mp4 support was added to the engine.

1) The movie file is in data/movies
2) the text is in the .fs2 file, before #Command Briefing and after $Variables, like the following

Code: [Select]
#Sexp_variables

$Variables:
(
...
)
#Cutscenes
$Briefing Cutscene: R1M3.ogg
+formula: ( true )
#end

#Command Briefing
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 05, 2019, 02:41:57 am
Code: [Select]
#Sexp_variables

$Variables:
(
...
)
#Cutscenes
$Briefing Cutscene: R1M3.ogg
+formula: ( true )
#end

#Command Briefing

I get a crash on t he loading screen:

(https://i.gyazo.com/bd6776e12e9487b9a002f4887c7703ee.png) (https://gyazo.com/bd6776e12e9487b9a002f4887c7703ee)
Title: Re: Star Fox: Event Horizon for FSO
Post by: niffiwan on November 05, 2019, 03:30:31 am
Hrmm... one option would be to ask you to post the mission file, but in the event you don't want to share before release; you could check the Diaspora mission file I looked at. I played this a few weeks back and the movie worked as expected so I'm pretty sure it's setup OK.

https://pastebin.com/h2QKq6Va
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 05, 2019, 03:39:45 am
Hrmm... one option would be to ask you to post the mission file, but in the event you don't want to share before release; you could check the Diaspora mission file I looked at. I played this a few weeks back and the movie worked as expected so I'm pretty sure it's setup OK.

https://pastebin.com/h2QKq6Va

Ah ha I got it to work. I just deleted the variable section and it worked.  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 05, 2019, 05:30:58 am
"Oh what do we have here?"
"A mod that uses pre-rendered cutscenes for briefing."
"Well, how should I say it- *DAMN, THAT'S HOT!*
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 07, 2019, 12:30:39 am
Ehhh I decided to start updating some of the older models from 5 years ago, starting with the Cerinian Battle Mech

Hidden Text: Show
(https://cdn.discordapp.com/attachments/356959336850915339/637902021965381673/unknown.png)
(https://cdn.discordapp.com/attachments/356959336850915339/639038681910345738/unknown.png)
(https://cdn.discordapp.com/attachments/356959336850915339/639039109729353728/unknown.png)


"Oh what do we have here?"
"A mod that uses pre-rendered cutscenes for briefing."
"Well, how should I say it- *DAMN, THAT'S HOT!*

Some of the briefings for sure, like the Battle for Sauria mission.  :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: starlord on November 07, 2019, 03:59:22 am
By the way, did you ever get that rail shooter script from shadows of Lylat to work? Will you be using it in EH?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 07, 2019, 05:07:40 am
Ehhh I decided to start updating some of the older models from 5 years ago, starting with the Cerinian Battle Mech

Amazing stuff as always :yes: :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 07, 2019, 03:13:25 pm
By the way, did you ever get that rail shooter script from shadows of Lylat to work? Will you be using it in EH?

I sadly never got it to work beyond the demo map that they released. I'd like rail shooter segments but I'll probably have to pass on the idea.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 07, 2019, 03:20:37 pm
Well than ask other people ^^
Original StarFox team had many, many people from all dev-relevant aspects. I dearly hope that there are still enough people on HLP that 1 or 2 bother to help, like with the specific warpout/in SCP feature. But you probably have to run after them/ask them yourself, they don't enlist automatical.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Kiloku on November 18, 2019, 05:07:25 am
Damn, I hate to be a critic, because it's clear that this is orders of magnitude ahead of what could/should be expected of a single person working alone and I also really wanted to like it but it just doesn't feel "Star Fox-y" to me.   
Some things that I think would help, although I know some or even most of them would require changing FSO's source code itself:

Aesthetic:
 - Brighter ambient light (in Star Fox you usually can see any ship regardless of lighting conditions. Though I guess this is also up to the player to try the lighting options in the launcher)
 - Brighter ship colors and light spots on most ships 
 - The Star Fox style targeting reticle which goes in front of the Arwing and kinda shows the path your shot will follow (Pretty sure that'd be super difficult, though) 
 - Star Fox style HUD (also difficult, I guess, with the health bar, score indicator and whatnot) 
 - Indicators for some specific ships (such as your squadmates, the transports and the boss)

Mechanical:
 - Faster projectiles for the Arwing (possibly for the enemies too)
 - Power-up items (No idea how you'd change the primary weapon mid-mission, though)
 - Rail segments (I know you tried and couldn't get it to work, but seconding Nightmare, I think that now that you have a solid first mission and most of your Assets done, it could be a good time to look for help from others) 
 - Handle multi-part enemies like in SF itself. Your fight with Granga looked nothing like a Star Fox boss-fight. He lost Hull Integrity regardless of whether or not you destroyed the barrier-blades, and you never actually shot at each blade, only at the core. It needs the whole weak-spot mechanic of Star Fox bosses and mini-bosses. I'm pretty sure that this is supported in FSO, where you can make the ship immune to damage but the hardpoints damageable.


Again, your work is amazing and what you did is extremely cool, I'm sorry to criticize it, but I hope at least some of my suggestions are easy enough for you to do (if you agree, of course).
Title: Re: Star Fox: Event Horizon for FSO
Post by: Rhymes on November 18, 2019, 05:56:36 pm
I think most of the HUD stuff is very doable, with the possible exception of the moving reticle. Projectile speed is controllable through the weapons table. Power-ups and health bars have both already been implemented elsewhere--Axem's Just Another Day 2.2X has both of those things. I'm pretty sure it requires a fair bit of scripting, but it's definitely achievable. Multi-part enemies is definitely achievable in FRED through careful use of SEXPs (ship-guardian and self-destruct sexps ho!) The colors/lights is doable on a per-asset basis, but I think ambient light is a launcher-side control only.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 19, 2019, 03:51:23 am
Could you not make the reticle part of the fighter model?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 19, 2019, 11:34:04 am
Could you not make the reticle part of the fighter model?

If it has homing primaries it's probably not the way to go; it could be scripted though.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 24, 2019, 11:03:03 pm

Damn, I hate to be a critic,
No worries.

- Star Fox style HUD (also difficult, I guess, with the health bar, score indicator and whatnot)
This is all planned, it's just been really low priority.

- The Star Fox style targeting reticle which goes in front of the Arwing and kinda shows the path your shot will follow (Pretty sure that'd be super difficult, though) 
The SoL team figured this out, but again scripting wizardry that I don't comprehend. I'm an artist not a programmer. It is possible though.

- Indicators for some specific ships (such as your squadmates, the transports and the boss)
I would love this, it's actually the very first question I asked yeaaarrsss ago on the very first page of this thread. I was told it was impossible to do, but maybe someone figured out something in the last five years.

- Faster projectiles for the Arwing (possibly for the enemies too)
Maybe im just terrible at the game, but I already find it really difficult to outrun secondaries and weapons with the current speeds.

- Power-up items (No idea how you'd change the primary weapon mid-mission, though)
I attempted to get Silver Rings to work several years ago, but no success.

- Handle multi-part enemies like in SF itself. Your fight with Granga looked nothing like a Star Fox boss-fight. He lost Hull Integrity regardless of whether or not you destroyed the barrier-blades, and you never actually shot at each blade, only at the core. It needs the whole weak-spot mechanic of Star Fox bosses and mini-bosses. I'm pretty sure that this is supported in FSO, where you can make the ship immune to damage but the hardpoints damageable.
I would like this if I could figure out how to get it to work.

If it has homing primaries it's probably not the way to go; it could be scripted though.
Primary weapons can home in?! When was that added in? How do I do that?!
Title: Re: Star Fox: Event Horizon for FSO
Post by: Darius on November 25, 2019, 12:49:34 am

- Indicators for some specific ships (such as your squadmates, the transports and the boss)
I would love this, it's actually the very first question I asked yeaaarrsss ago on the very first page of this thread. I was told it was impossible to do, but maybe someone figured out something in the last five years.


I've got something which may do this. This was done by editing Axem's Markbox script and using a lua sexp to allocate which ships I want marked.


(https://i.imgur.com/PYUhiFV.png)



If this is the effect you're looking for, I can send the files your way.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 25, 2019, 02:30:01 am
If this is the effect you're looking for, I can send the files your way.

That would definitely be useful. Ideally the best thing would be something like from the Star Fox games:

Hidden Text: Show
(http://i.imgur.com/3mnxsXi.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 25, 2019, 02:47:52 am
Axem has working power ups.  Guessing it's all proximity based in Fred.
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on November 25, 2019, 08:07:08 am
- Handle multi-part enemies like in SF itself. Your fight with Granga looked nothing like a Star Fox boss-fight. He lost Hull Integrity regardless of whether or not you destroyed the barrier-blades, and you never actually shot at each blade, only at the core. It needs the whole weak-spot mechanic of Star Fox bosses and mini-bosses. I'm pretty sure that this is supported in FSO, where you can make the ship immune to damage but the hardpoints damageable.
I would like this if I could figure out how to get it to work.

Armor.tbl (https://wiki.hard-light.net/index.php/Armor.tbl) is your friend here - you can change subsystem (https://wiki.hard-light.net/index.php/Subsystem#.24Armor_Type:) and hull and shield (https://wiki.hard-light.net/index.php/Ships.tbl#.24Armor_Type:) armor types independently from each other. There is a SEXP which allows you to make changes in mission, e.g. drop the hull armor to lower value if a subsystem is destroyed.

EDIT: There is a possibility to do this old-school with the ship-guardian-threshold SEXP too
Title: Re: Star Fox: Event Horizon for FSO
Post by: Goober5000 on November 26, 2019, 08:51:19 pm
I just saw the video here:
https://www.youtube.com/watch?v=3BN1XHrOkBw

Impressive work!  Would you like a hosted project forum?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 27, 2019, 05:34:14 pm
I just saw the video here:
https://www.youtube.com/watch?v=3BN1XHrOkBw

Impressive work!  Would you like a hosted project forum?

That would be awesome.  :nod:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 28, 2019, 01:35:53 am
That means you're getting a project badge :squeeeeee:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 28, 2019, 05:20:16 am
Finally more than one-thread-hosting. :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Goober5000 on November 28, 2019, 11:45:18 pm
That means you're getting a project badge :squeeeeee:

I'm not an art guy though.  Can someone make a suitable 25x25 pixel badge?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 29, 2019, 12:57:40 am
That means you're getting a project badge :squeeeeee:

I'm not an art guy though.  Can someone make a suitable 25x25 pixel badge?


I love it.   I'm jealous  :yes: :yes: :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Antares on November 29, 2019, 01:45:12 am
(https://i.imgur.com/sqOSG7w.png)
Title: Re: Star Fox: Event Horizon for FSO
Post by: X3N0-Life-Form on November 29, 2019, 03:17:17 am
That means you're getting a project badge :squeeeeee:

I'm not an art guy though.  Can someone make a suitable 25x25 pixel badge?


I love it.   I'm jealous  :yes: :yes: :yes:
Hand-written badges are best badges.


Anyway, congrats to UndyingNephalim on the shiny new forum. :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on November 29, 2019, 09:20:25 am
Congrats!  The rate of output on this project has always blown my mind.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 29, 2019, 01:10:15 pm
Down up left left A right down 🤔🤔🤔🤔🤔🤔🤔🤔🤔🙄
Title: Re: Star Fox: Event Horizon for FSO
Post by: chief1983 on November 29, 2019, 01:45:06 pm
The DULLARD code for Mortal Kombat (on Genesis at least) :)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on November 30, 2019, 04:26:30 am
Alrighty this is awesome. I guess I need to figure out what other threads I want to make. I feel like I'll still just end up posting all the new stuff in this thread.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on November 30, 2019, 06:38:50 am
The DULLARD code for Mortal Kombat (on Genesis at least) :)


THAT'S WHERE I KNEW IT FROM

 :yes: :yes: :yes: :yes: :yes: :yes: :yes: :yes: :yes:


Alrighty this is awesome. I guess I need to figure out what other threads I want to make. I feel like I'll still just end up posting all the new stuff in this thread.  :lol:


Take inspiration from other campaigns.


Showcase, assets wip, lore.


All good options 👍
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on November 30, 2019, 12:28:37 pm
Alrighty this is awesome. I guess I need to figure out what other threads I want to make. I feel like I'll still just end up posting all the new stuff in this thread.  :lol:

Well compared with other projects that create several pages of year old threads before dying and not releasing anything this here was productive in the best way.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 04, 2019, 03:43:39 am
I'm sure I'll think of something. When I finish updating all the playable craft and weapons I'll make a thread for them.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 08, 2019, 04:23:28 pm
If it has homing primaries it's probably not the way to go; it could be scripted though.

Before this gets lost, is this done in the same way that secondaries home in on targets?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on December 08, 2019, 05:15:29 pm
I thought you already had a way to make homing primarys?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 08, 2019, 05:45:18 pm
I thought you already had a way to make homing primarys?

I was under the impression homing primaries was not possible. The wiki even says it only works for Secondaries.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on December 08, 2019, 08:09:20 pm
It depends on what you're looking for. First of all, it is correct that homing on primary weapons doesn't work. The second is- you can work around that to a degree. You can make a primary that explodes immediatly after being fired, spawns a secondary that has a heat seeker (you can't use any Aspect or the like).

But from viewing your gameplay vids (I have 0 idea about SF besides that) I presume the way you did it is better than any fiddling around.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 08, 2019, 09:07:17 pm
It depends on what you're looking for. First of all, it is correct that homing on primary weapons doesn't work. The second is- you can work around that to a degree. You can make a primary that explodes immediatly after being fired, spawns a secondary that has a heat seeker (you can't use any Aspect or the like).

But from viewing your gameplay vids (I have 0 idea about SF besides that) I presume the way you did it is better than any fiddling around.

I don't have any homing primaries, but I really would have liked to have them. The Charged Laser would work best as an Aspect lock primary but I've resorted to making it a Secondary weapon like the SoL team did.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Antares on December 08, 2019, 10:04:29 pm
It depends on what you're looking for. First of all, it is correct that homing on primary weapons doesn't work. The second is- you can work around that to a degree. You can make a primary that explodes immediatly after being fired, spawns a secondary that has a heat seeker (you can't use any Aspect or the like).

But from viewing your gameplay vids (I have 0 idea about SF besides that) I presume the way you did it is better than any fiddling around.

In Star Fox games, you hold down the primary fire button (normally a single-shot laser) to 'charge' the weapon. This converts it to homing, splash-damage 'burst' weapon that locks onto whatever enemy you move the targeting reticle over. When you release the button, the weapon fires, homes in on its target, and explodes on contact. Secondary fire is reserved for bombs (although you can lock on and fire bombs the same way).
Title: Re: Star Fox: Event Horizon for FSO
Post by: AdmiralRalwood on December 08, 2019, 11:45:48 pm
Aspect-locking primaries would be a slightly more involved process (and also can't even be done with a workaround, like heat-seeking primaries can; it needs source code changes). First, the lock-on code would need to stop assuming only secondary weapons can achieve aspect lock (you'll also need to decide what to do if a player has an aspect-seeking primary and an aspect-seeking secondary active simultaneously; this might actually be the most complicated part of the process). Secondly, the code for firing primaries needs to pass lock-on status to the weapon_create() function. Thirdly, weapon_create() needs to stop setting PF_CONST_VEL unconditionally for WP_LASER weapons (this change by itself gives heat-seeking primaries without a workaround).

However, even after all that, proper Starfox "homing laser" behavior (with the hold to charge thing) would still require yet more changes (or maybe just some complicated scripting hacks), since the engine doesn't really have functionality for "charging up" a weapon by holding down the fire button.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 18, 2019, 11:34:47 pm
I've got some questions! As I mentioned in my oversized post, it might be neat if the player can choose from a pool of Wingman for each level. I do not know if this is possible in Freespace 2, is there anything like that or is the player stuck with whatever three Wingman they setup in Fred2 for any given mission?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Goober5000 on December 18, 2019, 11:54:58 pm
There is no concept of choosing wingmen in FreeSpace like there is in Wing Commander.  But you might be able to simulate it with scripting.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on December 19, 2019, 07:40:45 am
You can certainly assign specific ships to wingmen, but whether you can use SexP or scripts to check what they are and assign a comm profile as appropriate is something I alas am clueless about..
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on December 19, 2019, 08:49:30 am
You could make your own selection screen in-mission, with all loadout being determinated with SEXPs... that's really difficult but not impossible, and you'd only need to make it once and then copypaste it into all other missions.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 20, 2019, 08:14:59 pm
I'll probably just stick to pre-determined wingman. Is there a way to maybe have more than just 3 wingman in the loadout menu though? I see to recall some missions in Freespace 2 where I had nearly twice as many wingman but I don't remember being able to customize the loadouts of more than three.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on December 20, 2019, 09:31:41 pm
If it's central to have their loadouts selectable, the by far easiest way would be to put them in seperate wings. Each wing (max 3 wings) with selectable loadout has a maximum of 4 ships (unlike the 6 ship per wing limit for non-selectables), so you can have up to 12 (11 NPCs).
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on December 23, 2019, 08:41:03 pm
If it's central to have their loadouts selectable, the by far easiest way would be to put them in seperate wings. Each wing (max 3 wings) with selectable loadout has a maximum of 4 ships (unlike the 6 ship per wing limit for non-selectables), so you can have up to 12 (11 NPCs).

I'll just have two separate wings then.  :nod:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 08, 2020, 06:29:03 pm
I'm not satisfied with ground units only being background elements, so i decided to break the engine again to get it to do stuff.

(https://i.imgur.com/BDMNYYx.png)
(https://i.imgur.com/mOS8KAI.png)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on February 08, 2020, 06:31:57 pm
Oh my oh my :eek: :eek:

How many objects do you have in that mission?
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 08, 2020, 06:37:34 pm
Oh my oh my :eek: :eek:

How many objects do you have in that mission?

Not too many, the squads of troops are just one object and each individual troop is an attached turret that can rotate and fire at enemies. Add in some animated apng trickery.  :lol:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on February 08, 2020, 06:40:13 pm
You wizard you. :D

I once made some mission/cutscene where Shivans were running around on a planet, but it didn't look even remotely as good as your stuff. :cool:
Title: Re: Star Fox: Event Horizon for FSO
Post by: starlord on February 08, 2020, 07:33:40 pm
the engine doesn't really have functionality for "charging up" a weapon by holding down the fire button.

Actually, that would be great to see in the engine one day: think about it, a descent inspired fusion cannon in freespace...
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on February 08, 2020, 08:32:02 pm
There is no concept of choosing wingmen in FreeSpace like there is in Wing Commander.  But you might be able to simulate it with scripting.

Technically you can do it if you make a personal ship for each wingman to be used in the Loadout Section and then use is-ship-class checks to tailor stuff. Use the ship-allowed sexps to enable and disable on basis of campaign progression.

However that settles you with a lot of bagage in terms of exess team loadout components. And you would have to make the ships visually distinct etc etc
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 08, 2020, 08:44:42 pm

Actually, that would be great to see in the engine one day: think about it, a descent inspired fusion cannon in freespace...

That would be great. The holy grail of features to add would be support for joint based animation. I'd love to have animated models with moving arms, legs, tentacles, and appendages in general.
Title: Re: Star Fox: Event Horizon for FSO
Post by: wookieejedi on February 08, 2020, 09:20:06 pm
Looks simply amazing as always! FYI I'm pretty sure you could make a script to make a charge up weapon...
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 09, 2020, 03:37:03 am
I actually have a turret related question. I seem to have no problem getting rotating turrets to work so long as they face vertically, both up and down. I have the turret base rotation set to X axis and the arms set to Y axis and there are no problems. However it seems no matter what I do, turrets on the sides of ships always rotate as if they are facing up or down. I've tried every combination of axis rotation in PCS2  between the base and arms and the turret always acts as if the base rotates on X and arms rotate on Y, the turret on the top or bottom of a ship. Are turrets somehow hardcoded to only be on the top and bottom of ships, with their barrels facing up and down respectively, or is it possible to have rotating turrets on the sides of ships? Which combination of base and arm axis rotations are needed?
Title: Re: Star Fox: Event Horizon for FSO
Post by: The E on February 09, 2020, 04:42:28 am
It is absolutely possible to mount turrets at arbitrary angles. However, in order for the engine to make the rotations work correctly, it needs to be told what the up and forward vectors for the turret base are.
This is an example using the GTD Titan model:
(https://i.imgur.com/GGJpREl.png)

As you can see, turret11 is mounted on the side of the main hull, so it has an "up" vector (as denoted by the "uvec" property in the model) of -1,0,0 and a "forward" vector of 0,0,1
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 09, 2020, 06:53:17 pm
It is absolutely possible to mount turrets at arbitrary angles. However, in order for the engine to make the rotations work correctly, it needs to be told what the up and forward vectors for the turret base are.
This is an example using the GTD Titan model:
(https://i.imgur.com/GGJpREl.png)

As you can see, turret11 is mounted on the side of the main hull, so it has an "up" vector (as denoted by the "uvec" property in the model) of -1,0,0 and a "forward" vector of 0,0,1

Awesome that worked.  :nod:
Is there a way to make it so that turrets face a specific direction other than sticking out when they are resting and not attacking targets?
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on February 09, 2020, 06:57:54 pm
Is there a way to make it so that turrets face a specific direction other than sticking out when they are resting and not attacking targets?

Subsystem Animation Code:
https://wiki.hard-light.net/index.php/Animation_Code

Scroll down for an example who to set a turret to face a certain direction when the parent model is spawned by the game
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on February 09, 2020, 07:05:11 pm
What you are specifically looking for is the "reset when idle"-flag, found here:

https://wiki.hard-light.net/index.php/Subsystem
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on February 09, 2020, 07:48:17 pm
The most common set of flags for rotating turrets is "check hull" "fire on target" "reset when idle".
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 09, 2020, 09:43:14 pm
Cool the turrets and everything work. I guess I'll drop this here and vanish for a few more months.  :lol:

Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on February 09, 2020, 09:58:30 pm
Simply amazing :eek2:
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on February 09, 2020, 10:22:19 pm
The most common set of flags for rotating turrets is "check hull" "fire on target" "reset when idle".

"check hull" is maybe not applicable here - it just so the turrets don't try to fire through parts of the ships they are on even though their field of view would technically allow that

Depending on how the troops are set-up in terms of parent object it might actually cause problems...
Title: Re: Star Fox: Event Horizon for FSO
Post by: Kiloku on February 11, 2020, 07:23:10 am
So cool that you made the Garuda leave their "Tank" section once you destroy the upper section like in SF64! 

I'm amazed that you have so many ground missions working well. I remember reading that AI fighters would go crazy and collide with the ground and buildings in most attempts. How do you avoid that?
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on February 13, 2020, 07:44:43 am
There is no concept of choosing wingmen in FreeSpace like there is in Wing Commander.  But you might be able to simulate it with scripting.

Technically you can do it if you make a personal ship for each wingman to be used in the Loadout Section and then use is-ship-class checks to tailor stuff. Use the ship-allowed sexps to enable and disable on basis of campaign progression.

However that settles you with a lot of bagage in terms of exess team loadout components. And you would have to make the ships visually distinct etc etc

Follow-up:
If you are not using load-out screen, easy thing to do with a variable and a nested event - all that is needed is a way for the player to make the input; shortest routes would be reinforcements (ala BP2) or Axem's prompt box script
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on February 16, 2020, 05:20:38 am
Random question time, is there a way to make it so a particular object does not cast and/or receive shadows when shadows are enabled? My oceans seem to have some wonky visual effects when shadows are enabled and I'd really like to not have to disable them any longer:

Hidden Text: Show
(https://i.imgur.com/z7DqyAm.png)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on February 16, 2020, 05:47:36 am
There's something called "apply no lighting" in the ships.tbl.
Title: Re: Star Fox: Event Horizon for FSO
Post by: The E on February 16, 2020, 05:51:00 am
That's really weird. Can you make a minimal test mod that can be used to reproduce that issue?

There's something called "apply no lighting" in the ships.tbl.

Yes, there is that. But that excludes the object in question from all lighting calculations, which will look really bad.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Colonol Dekker on February 16, 2020, 06:46:55 am
Is it hard to add - no_shadow as a feature/script :confused: :confused:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 04, 2020, 09:31:28 pm
So because I am insane I decided to remodel half the faces of characters I spent nearly 2 years animating and now I have to animate em all again. Yay!
Hidden Text: Show
(https://i.imgur.com/wGHyXXY.jpg)(https://i.imgur.com/CtPTuj6.jpg)(https://i.imgur.com/WQJycrZ.jpg)(https://i.imgur.com/9lSGhZF.jpg)(https://i.imgur.com/PFdfa1a.jpg)(https://i.imgur.com/gmpqD9t.jpg)

The purpose was because I wanted the faces to be more expressive, and i feel like I can make stuff better than I did back in 2015 when a lot of these models were originally made.

(https://i.imgur.com/1vmEDpq.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on June 05, 2020, 08:32:03 am
Get my usual :eek2: 's for your work. :D

The remodelling paid off in an amazing way! :nod:
Title: Re: Star Fox: Event Horizon for FSO
Post by: Su-tehp on June 05, 2020, 07:36:07 pm
Holy jeebus, even the ears are expressive! (https://www.youtube.com/watch?v=uvUL28Skt6E)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 15, 2020, 05:55:23 am
Random question time, is there a way to make it so a ship or wing of ships warps in at very specific locations? Half the time they warp in right where I place them, but occasionally ships will warp in quite a distance away from where I've placed them in FRED2. It's a bit annoying because I have camera angles and movements set up and almost half the time they warp in out of frame and ruin my in-game cutscenes.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on June 15, 2020, 06:04:01 am
If you set the arrival location to Hyperspace (the default one), they should always arrive on same place.
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on June 15, 2020, 08:19:52 am
Random question time, is there a way to make it so a ship or wing of ships warps in at very specific locations? Half the time they warp in right where I place them, but occasionally ships will warp in quite a distance away from where I've placed them in FRED2. It's a bit annoying because I have camera angles and movements set up and almost half the time they warp in out of frame and ruin my in-game cutscenes.

Can you please be more specific. Which warp-in time are you using? Is it a problem with the deceleration from warp-in (so basically where ship "comes to rest" after warp-in if it doesn't have any orders cued up)?
Title: Re: Star Fox: Event Horizon for FSO
Post by: DefCynodont119 on June 15, 2020, 02:25:12 pm
Ships should always appear where you place them, But ships also have a "start velocity" that can cause them to move slightly, try going into the "initial stats" of each ship and setting the velocity to zero.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 15, 2020, 09:46:28 pm
It seems like the problem was actually the camera and not the position of ships. It seems that depending on what action I was doing with my craft before the camera manipulation kicked in caused the orientation of the camera to change. Using reset-camera immediately before doing any camera manipulation seems to have solved the problem.

Edit: nevermind, the camera is still occasionally not obeying me when I have to focus on specific positions. I can't even begin to imagine what is going on, it just does not seem to like set-camera-facing and decides to have it face at the wrong position randomly with no consistent pattern. Maybe I'll try using set-camera-target instead.
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 16, 2020, 04:49:26 am
Another random question, is there a way to add new icons to the icons.tbl file for mission briefings? Also is there a way to have full colored icons instead of being stuck with the black and white colors?
Title: Re: Star Fox: Event Horizon for FSO
Post by: 0rph3u5 on June 16, 2020, 06:52:17 am
UndyingNephalim: Sorry.... I accidentally edited this post instead of posting a new one and can't get back the original text. I managed to read it and get the links before I accidentally edited the post though.



0rph3u5: No Problem. Here is the gist for everyone else:

Briefing icons on a ship to ship basis via ships.tbl:
https://wiki.hard-light.net/index.php/Ships.tbl#.24Briefing_icon:
https://wiki.hard-light.net/index.php/Ships.tbl#.24Briefing_icon_with_cargo:
https://wiki.hard-light.net/index.php/Ships.tbl#.24Briefing_wing_icon:
https://wiki.hard-light.net/index.php/Ships.tbl#.24Briefing_wing_icon_with_cargo:

Briefing icons are coloured using the default colours from iff_defs.tbl:
https://wiki.hard-light.net/index.php/Iff_defs.tbl#.24Colour:_or_.24Color:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 16, 2020, 04:11:24 pm
Are there certain settings that a briefing icon's ani file needs to have? Mine are showing up completely blank regardless if I used Command Briefing settings or Ship/Weapon Animation Settings. The ani files show up fine if I set them as a weapon icon in the loadout screen, they just wont show up in the Briefing. I presume each frame can only have greyscale color?
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on June 16, 2020, 04:33:36 pm
You probably need to specify a keyframe in the .eff ( https://wiki.hard-light.net/index.php/Multimedia_Files#.24Keyframe: )
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 16, 2020, 05:29:47 pm
You probably need to specify a keyframe in the .eff ( https://wiki.hard-light.net/index.php/Multimedia_Files#.24Keyframe: )
Adding a keyframe doesnt seem to work. I did try making it an APNG and that did work however. I have no idea why ani's and eff's are showing up blank, but I prefer using APNGs anyway.

Next question, is there a way to get the debriefing screen into a defeat state after using end-mission? It seems like anytime I use end-mission to end the mission, it always plays victory music and lets me progress to the next level.
Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on June 16, 2020, 06:02:27 pm
You probably need to specify a keyframe in the .eff ( https://wiki.hard-light.net/index.php/Multimedia_Files#.24Keyframe: )
Adding a keyframe doesnt seem to work.

Hmm. That's strange. Haven't tested it myself though.

Quote
It seems like anytime I use end-mission to end the mission, it always plays victory music and lets me progress to the next level.

That sounds like an issue with the campaign file (playing the right music should happen automatical AFAIK). I'm not sure if relying on the event that contains the "end-mission" SEXP itself is good, often the event that ends the mission is ignored (which is why "has-departed-delay Alpha1" does not work as condition in a Debriefing to detect whether the player has departed).
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 16, 2020, 07:06:01 pm
Hmm. That's strange. Haven't tested it myself though.


Looks like I spoke too soon. The briefing icons show up just fine in FRED2, but when I fire up the mission in-game the briefing icons are all invisible again.  :banghead:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 16, 2020, 08:04:51 pm
Nevermind, they DO work. The problem was apparently the filenames were too long. Shortening the names solved the problem. One last question about Briefing icons though, are they supposed to be off center? Regardless if they are or not, is there a way to center the icons under the text?

(https://i.imgur.com/ogpxps5.jpg)
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 22, 2020, 03:08:54 am
I ended up figuring it out. I also found my way to the HLP discord.

Title: Re: Star Fox: Event Horizon for FSO
Post by: Nightmare on June 22, 2020, 07:34:15 pm
Wants. to. play. so. bad.
Title: Re: Star Fox: Event Horizon for FSO
Post by: CapellaGoBoom on June 26, 2020, 03:20:41 pm
Wants. to. play. so. bad.

ditto
Title: Re: Star Fox: Event Horizon for FSO
Post by: Mobius on June 26, 2020, 05:47:53 pm
Awesome! I'll definitely be watching this.  :yes:
Title: Re: Star Fox: Event Horizon for FSO
Post by: UndyingNephalim on June 28, 2020, 06:27:03 pm
Is there any way to get an animated mp4 file to play as the background of the main menu? The APNG file I am using is 2.5 GB in size and way too huge... and it doesnt even seem like the mainhall can play apngs to begin with. The mp4 file is only 25MB and the engine already seems to be able to play them as cinematics, but the mainhall doesnt seem to be able to read them at all.
Title: Re: Star Fox: Event Horizon for FSO
Post by: NobleNerd on October 17, 2020, 11:44:47 pm
Hello! Pretty new here. I have a habit of brainstorming and overthinking, so I wanted to drop some character suggestions here. Love the work.

So, yeah. Brainstorming new characters...

Algy
A lemur who was an original member of StarWolf before being replaced by Andrew. His craft would be based on Wolf's original five-winged craft from StarFox 2.

Direct-I
A small, amiable robot, oftentimes being deployed with the Gyrowing or in the Roadmaster, his own little armored ATV.

Sabre
The original protagonist of Dinosaur Planet before the game was basically bootlegged into StarFox: Adventures. In Dinosaur Planet, Sabre was Randorn's biological son while Krystal was adopted. Assuming that the SF:EH version of Randorn is Krystal's biological father, I guess Sabre would be the adopted one.

Starlink Initiative
Led by Mason Rana, the members of Starlink are the first humans (plus some other nonhuman recruits) to encounter inhabitants of Lylat during an expedition to the Atlas System. Strangely enough, one of their members, Judge, is a conglomeration of microorganisms called "Swarm" composing one sentient mind. Given the ability of Swarm to take control of machines (namely the ancient robotic Legion), there may be a genetic link between them and the Aparoids. Making things even stranger, the biggest mystery that Starlink studies is that of the ancient Wardens, an imperialistic species that made use of a robotic army called "Legion" before they mysteriously vanished. It's possible that the Wardens have a deep-rooted and sinister connection to the transdimensional Krazoa.