Author Topic: Hulk or debris  (Read 5333 times)

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Offline Prophet

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Quote
Originally posted by karajorma
There's a lot of stuff in FRED that people have hardly touched you know :)

Lack of proper docimentation of the new stuff and details of how to, and where to use it...
Plus the cryptic what-if-variable-y-is-arrived-delay naming (wich just adds to the fun actually :D )
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


Prophet is walking in the deep dark places of the earth...

 
That reminds me, what is the 'spacehunk' ship in FRED for anyway?
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Offline Roanoke

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IIRC Sathanas debris

 

Offline karajorma

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Quote
Originally posted by Prophet

Lack of proper docimentation of the new stuff and details of how to, and where to use it...
Plus the cryptic what-if-variable-y-is-arrived-delay naming (wich just adds to the fun actually :D )


If you look at my FAQ you'll see I'm trying to remedy that both with explainations of how things work and with the FRED Cookbook to give examples of how to bring it all together.
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Offline Wild Fragaria

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Quote
Originally posted by Prophet
How many of you like that when ship is destroyed it first expands in to a fiery sausage, and leaves behind few pieces of junk?


Is it even possible to have detailed explosion in space like on earth in real life?  I think I prefer it as some sort of blue light spikes out in the space and dissapear.  and then you could have pieces of junk flowing...

 

Offline Prophet

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I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


Prophet is walking in the deep dark places of the earth...

 

Offline Lynx

  • 211
In space you don't have fiery explosion clouds like you see in science fiction films since spaceships don't contain enough gas for that, you probably have a few flashes of light when the engines/fuel/reactor blows up, some jets of gas coming out of hull cracks and then chunks of metal breaking of and floating away.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline AqueousShadow

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Well, is there a way to fiddle with debris propulsion? I mean, not just slowing down the speed at which debris travels, but rather its velocity, as in, controlling its direction as well. As stated before, it's a bit unrealistic to have every ship and its mom break up in half and proceed to have its head and ass split away and speed off in opposite directions.

So really, it's a proposition for a more spherical approach to explosions, rather than the splitting hot dog type explosions we have currently. Or, having triplanar debris/explosion movements instead of the diplanar (maybe I'm just making stuff up :nod: ) It would enhance the realism, but more importantly, it would enhance the visual pleasure.
« Last Edit: August 27, 2005, 03:47:21 pm by 835 »

 
Quote
Originally posted by karajorma
I posted a method to do it over on the BSG forums and got almost completely ignored.
 


just seems to be the standart procedure at BSG. i asked about newtonian physics, because i wanna be able to do the kick ass flying maneuvers like starbuck, the answers was: they wont be implementet cause its not funny to fly around with newtonian physics. a day or two later, somebody else (who seems to be known by the modstaff or who is a part of the staff itself)  talked about the same subject. result: http://www.hard-light.net/forums/index.php/topic,34701.msg718392.html#msg718392 HIS request, aha.

i also asked for the implementation of maneuvering thrusters, just for eyecandy. im still waiting for the answer... a simple "no","we will think about it",or "yes" cant be that hard!

http://www.game-warden.com/forum/showthread.php?t=392&page=13&pp=10
« Last Edit: August 28, 2005, 05:59:13 am by 3048 »

 

Offline karajorma

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Thing is neither of things you asked for are really BSGs job to add. It's up to the SCP to add both of those really. If the SCP implement them BSG can have them. If they don't want to BSG can't. It's pretty much that simple.
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my problem is:
they are asked by somebody unknown and dont care about it.
they are akesd by someone they know and, tada, they care about it.

 

Offline Sesquipedalian

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Sounds like normal human behaviour to me.  If my wife asks me to do something, I'm a lot more likely to do it for her than I am if some random stranger does.

But more to the point: if an unknown user asks the SCP coders to do something, odds are pretty good that the user is asking just because it'd be cool to play with for a bit.  If a major project asks for something,  odds are that they have a reason for it.  And since it takes an awful lot of work to code new features, the coders would far rather spend their time on ones that are likely to be put to real use.  Honestly, the hours that these guys log (for free) is amazing.  Can you blame them if they want to see their work pay off?
« Last Edit: August 30, 2005, 01:54:28 am by 448 »
Sesqu... Sesqui... what?
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Offline WMCoolmon

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Quote
Originally posted by shagrath
my problem is:
they are asked by somebody unknown and dont care about it.
they are akesd by someone they know and, tada, they care about it.


You asked on a forum where few (if any) of the SCP programmers frequent
They asked in the forum where SCP programmers frequent

Now, yes, there probably would be a certain amount of bias if both of you had posted in the same forum...Omni has posted multiple threads with kickass models. He's proven that he can and will do good work with the features provided.

There are an incredible number of features in the SCP that have barely been used at all, if any. This has led to a certain amount of cynicism about random people asking for features.

If you want to have people pay attention to you, spend some time  helping other projects and prove yourself.

As for a solid answer, there is no answer. I seem to have been the only one who expressed any interest in the coding portion, but I'm halfway through upgrading tables, camera SEXPs, a more moddable HUD system, the interface stuff, still need to add DB's final shockwave to the mVPs, and probably some more that I've forgotten. Not to mention fixing my local codebase. Nor real life stuff.

Edit: Or, you could spend some time yourself learning how to program and do it yourself. A very distilled and compressed guide can be found here, which covers the methods used in about 90% of FS2's code.
« Last Edit: August 30, 2005, 02:39:44 am by 374 »
-C

 

Offline Goober5000

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We're strapped for coders anyway.  You'd have much better luck getting your features done (and getting other features done as well) if you found somebody who's willing to code for your project and willing to join the SCP.

 

Offline Dark RevenantX

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You could always make the debris not explode when the ship goes boom.  If you look at all the debris, hardly any of the ship is vaporized.  That way, you will usually lose the debris in the area the ship is being blasted from, as long as beam cannons do damage to debris.

 

Offline NGTM-1R

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Quote
Originally posted by shagrath


just seems to be the standart procedure at BSG. i asked about newtonian physics, because i wanna be able to do the kick ass flying maneuvers like starbuck, the answers was: they wont be implementet cause its not funny to fly around with newtonian physics.


I'd like to point out that the Vipers don't really obey Newtonian physics. They can stop on a dime under apparently any circumstances.
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Offline Turambar

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Quote
Originally posted by ngtm1r


I'd like to point out that the Vipers don't really obey Newtonian physics. They can stop on a dime under apparently any circumstances.


yeah, but at least they pretend to
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Offline WMCoolmon

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Quote
Originally posted by ngtm1r


I'd like to point out that the Vipers don't really obey Newtonian physics. They can stop on a dime under apparently any circumstances.


Could just be a matter of the pilots not going too fast to do that. A maneuvering fighter's flight path is harder to project than one flying in a straight line at a uniform acceleration.
-C

  

Offline karajorma

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Quote
Originally posted by Dark RevenantX
You could always make the debris not explode when the ship goes boom.  If you look at all the debris, hardly any of the ship is vaporized.  That way, you will usually lose the debris in the area the ship is being blasted from, as long as beam cannons do damage to debris.


That's going to leave all the debris floating around to cause problems later on in the mission. It could even unbalance missions where the designer had expected nothing to be left by the time something else was going to jump in at the same place.

For instance you could seriously f**k up a mission like King's Gambit where a whole fleet of ships appear at the same place.
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