Author Topic: Fixing startrek ships :3 (not my assets)  (Read 2630 times)

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Fixing startrek ships :3 (not my assets)
so i got a hold of some startrek shippack i believe made by omni, and i have been spending some time fixing some of the ship issues, stuff like crashing when they die, the sounds, and balancing stuff, so far i have fixed a lot of stuff and made some of the ships flyable and got the AI to slightly fly them on an acceptable manner.

http://www.youtube.com/watch?v=cV6GESToWLw&feature=youtu.be

to show some of the progress.

again i didn't made the models, i have been just tweaking a lot of stuff on them to get them to behave properly.

 
Re: Fixing startrek ships :3 (not my assets)
cool enough. I might wiki them one of these days...

 

Offline headdie

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Re: Fixing startrek ships :3 (not my assets)
Looking good, you can fix the clipping on the icons for the ships with "generate icons" flag by adjusting the $Closeup_Zoom: entry
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Offline swashmebuckle

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Re: Fixing startrek ships :3 (not my assets)
Wow, that looks like it could definitely turn into something with enjoyable gameplay.  The mod pack on display here and in the other thread is pretty darned impressive; I hope a team gets together to make a fun experience out of it.  I think you're on the right track with forcing the player to maneuver into position in order to effectively use torpedoes--if they track and hit on their own, combat will be just as boring as it is on the shows.  Implementing a command system as seen in BP:WiH's "The Blade Itself" for stuff like damage control could also go a long way towards making things more engaging, especially if subsystems are as vulnerable as they are on the shows ("Damn it, we've lost the exact piece of technology that would instantly resolve this problem again!").  Combine these elements with command over a squadron of ships and you could have a fun hybrid strategy/action design on your hands.

Also, the "no pain flash" ship type flag should take away the annoying red screen that happens in that video every time the player takes a phaser hit.

 
Re: Fixing startrek ships :3 (not my assets)
the no pain flag indeed is something i know i should add for some time but i keep forgetting it, i keep getting sidetracked by balance and bug fixing.

currently my biggest headachee is with the galaxy class and prometheus class starships since the geometry is completely ****ed up on those  and they keep flying trough stuff. but i m delaying that to once i handle how to use maya properly to get the fix done.

what i would love to get from the SCP tho would be for turrets to drain energy, this way i could make it much more tactical on the energy department.

right now for the turrets aiming i m using the ai profiles functions to make turrets focus on the ship target, this way you can still do stuff like attempting to disarm a ship or to disable it and so far it works rather nice.

also still gotta learn how exactly shield recharge is related with the ship power output to balance that out.
lots of details but i m getting there.

then it comes to fred which i suck at and i m just learning... hell i started modding FSO 1.7 weeks ago
« Last Edit: December 12, 2011, 11:01:06 am by assasing123 »

 

Offline LordMelvin

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Re: Fixing startrek ships :3 (not my assets)
hell i started modding FSO 1.7 weeks ago
And you've already got that working ingame? Wow! (I know, recycled assets, but still, awesome, wow!) That's hella impressive, and I hope you can take the following for the supportiveish stuff that it's meant to be, rather than the judgemental a*****o stuff that it kind of reads like.

Maybe it's just me, but the flight in your video post doesn't quite feel like Trek - All the Big Ships are maneuvering like little ships. I feel (and hey, what the h**k do I know?) that it should be staggeringly difficult to do an immelman in a galaxy class. It might be just the FOV settings on the video, but those ships look more like fighters than the giant bundles of awesome that they look like and that makes no grammatical sense, but hopefully you know what I mean.
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Re: Fixing startrek ships :3 (not my assets)
And you've already got that working ingame? Wow! (I know, recycled assets, but still, awesome, wow!) That's hella impressive, and I hope you can take the following for the supportiveish stuff that it's meant to be, rather than the judgemental a*****o stuff that it kind of reads like.

Maybe it's just me, but the flight in your video post doesn't quite feel like Trek - All the Big Ships are maneuvering like little ships. I feel (and hey, what the h**k do I know?) that it should be staggeringly difficult to do an immelman in a galaxy class. It might be just the FOV settings on the video, but those ships look more like fighters than the giant bundles of awesome that they look like and that makes no grammatical sense, but hopefully you know what I mean.

yeah i get it very well what you mean, but i m trying to achieve starships that move like in the movies, so actually this ships are mean to be ****ing fast and eat fighters for breakfast.

this is the very first enterprise, the slowest, and less agile of them all
http://www.youtube.com/watch?v=c6vizFDor_I
doing a loop...
here you can see the "moderm" ships no an all out fight, this ships are about 100 up to 300 metters...
http://www.youtube.com/watch?v=qTk-ubg4vTQ

and this is the largest class, the sovereign class at 684 meters long it can still perform a 180 degree turn in distance of about 4 times its own lengh, pretty sick but we are assuming this ships probably got inertial dampeners and this would allow them to basically negate their own mass when doing maneuvers.
http://www.youtube.com/watch?v=ac1-CQEZXjs

tho yeah the largest ones still need a tad of tweaking about their rotation time.
« Last Edit: December 12, 2011, 05:47:49 pm by assasing123 »

 
Re: Fixing startrek ships :3 (not my assets)
Hi, my name is Flavio and I'm from Buenos Aires, Argentina.
I am new to the forum. I do not speak English very well, so please Excuse me.
I'm an old fan of freespace (first version) and recently, I discovered with joy that there were people who kept alive this great game.
I can assure you that these last years I was looking for space simulators freespace quality but even the most modern, have failed to overcome it in gameplay.

And about "Star Trek" also am a big fan, especially since the series "The Next Generation" and all that remained, except the last ("Enterprise").

Unfortunately, the games of "Star Trek" does not have the quality of freespace. And for me would be a dream come true to see a Star Trek game Freespace with gameplay.
Unfortunately I have the technical knowledge to do otherwise, surely I would devote my free time.

Finally, I congratulate you on your work. I want to talk about a project, I'm not sure it's related to yours, please look at it.
If another person who is working on something similar, maybe they can exchange experiences.

You tube
http://www.youtube.com/watch?v=eUS4y6BEoAc&feature=related

Models
http://freespacemods.net/download.php?view.678

Closed Project
http://www.moddb.com/mods/star-trek-total-conversation/news/closing-the-project-down

thank you.
Regards.
"Fate favors the children, fools... and ships called Enterprise."

 
Re: Fixing startrek ships :3 (not my assets)
I´m sorry.  :banghead:

I mean that: I´m a big fan of FreeSpace since the first!.. the two and the expansion too.

And I mean that: I don´t have the technical knowledge to do a game of this type, otherwise, surely I would invest my free time in it.

But if you need a tester I'm available  :lol:

Kind regards.
"Fate favors the children, fools... and ships called Enterprise."

  
Re: Fixing startrek ships :3 (not my assets)
Actually yes those projects are related, i was able to get something the project that was closed could not overcome one problem i was able to fix, that is, big ships flying properly, i found a way to fix that and make them behave on the proper way without crashing and being really cool, i will be uploading a short vid of a slightly bigger battle soon for people here to see.

and eventually i will need testers, but my main problem right now is that i need to fix small details, related with either models or FSO requests:

2 bugged models = modellers.
3 bounding boxes = made by modellers.
someone that is really good fredding
and the engine requests but those will be used at a later time when i can get enough support.


ah... y por cierto, tambien hablo español, asi que por eso no te preocupes.