Author Topic: Descent in FreeSpace  (Read 4265 times)

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Offline Mongoose

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     Isn't there fundamental difference between Descent and Freespace? The AI? I played Descent a few times, not sure if it was the first or whatever. But, okay, the AI in freespace is in a huge cosmic void of nothingness, but they still can't help running into every damn thing in sight. How would that same AI function in an enclosed environment???
...I kind of feel like I've mentioned at least two or three times in here that this whole idea is based around a multiplayer concept. :p All I'd really like to accomplish is to get as many of the Descent ship and weapon functions as are feasible into the FS environment and work my way from there.  At the very most, I'd love to see two people duking it out in Pyros in some sort of indoor environment.  That's about all I'm expecting out of myself, or out of anyone who would want to take up a project like this.  If there's someone out there who's crazy enough to take on the no-doubt monumental, and likely utterly impossible, task of finagling the FS AI system into working in an indoor environment, all the more power to them, but I'm not even going to propose that idea, much less foist it upon anyone.

 
...I kind of feel like I've mentioned at least two or three times in here that this whole idea is based around a multiplayer concept. :p All I'd really like to accomplish is to get as many of the Descent ship and weapon functions as are feasible into the FS environment and work my way from there.  At the very most, I'd love to see two people duking it out in Pyros in some sort of indoor environment.  That's about all I'm expecting out of myself, or out of anyone who would want to take up a project like this. 

    Oh, my bad. I skipped the whole four page post and missed that detail in the other little post.  ;)
    Might be cool to get some multi-going if there's demand for it. I wouldn't mind some indoor FS combat actually . . . might be a bit hard to pull off though. I actually had thought about trying some sort of indoor combat in FS myself, but my idea wasn't really worth the effort I think. Plus, in general, I have about 10 ideas for everyone that gets finished. I think it's easier to continually work on a myriad of ideas rather than actually put the finishing touches on any one of them.

 

Offline Mongoose

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I knew that mega-post was a bad idea as soon as I saw how long it turned out. :p

This is the first idea I've acted on in any real sense (hell, it's probably my first idea period), so I'm kind of curious as to how far I'll go with it.  I was skimming the Wiki's scripting sections earlier, and it doesn't like the huge evil edifice I thought it was; I might have to look into that in more detail to see if it would be of use in the shields/energy department.  My main point of thought right now is what I want to attempt next.  I know that the models Galemp converted work in-game, and I have a table entry for the Pyro-GL that feels at least mostly right.  So do I try to get the other two or three ships in-game and get them reasonably balanced, or do I try to tinker around with a shield/energy system, or do I move on to seeing if the resources for D3's weapons work in-game in FS2?  Choices...

(Oh, there is one tiny question I have.  I noticed that the ships table doesn't have "reverse acceleration/deceleration" entries.  I can't really tell what's controlling the current rate of reverse acceleration in my table file, since it seems to be a different rate than that which is set for forward acceleration.  Anyone have any idea how this is determined, or if it's determined at all?)

 
Descent to FreeSpace!  :D

  

Offline Nuke

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im pretty sure all the descent 1 and 2 weapons could be replicated with existing table tags and/or scripting weapons like the spreadfire and helix could be done with lua (look for shots of a crtain type of weapon and spawn the rest with script based on the original's position and direction), gatling type weapons can be done with ballistics tags, phoenix would be pretty trickey. most other weapons wouldnt need much but existing table tags. since i didnt like d3 all that much (the lack of destructible lights, and the cuteness of the robots took away from the dank dark feel of the older mines), im not familiar as with the weapons there. the flamethrower could maybe be done with lua. and weapon pickups / selections, well im sure theres ways around that if it means scripting the whole thing from scratch.

the main problem is levels, they would have to be very large, very complex pof files. since freespace is not an fps engine, it does not have the lighting or portal systems needed to make good looking, fast running levels. you might be able to accomplish something similar to descent 1 or 2, but nothing like descent 3 (which i thought had really ugly levels). that descent 3 mod for doom 3, into cerberon i think, had some really awesome levels, what d3 should have had. lighting could be possibly generated with a high end modeling program like max, which would allow you to 'bake' your shading right into the textures. however this means youre allowed zero reusage of uv spave making texturing a nightmare. also the lighting would not be dynamic. no shooting out lights like you had in descent 2 (which made it the coolest decent out of all 3). portals (not the kind you fing in prey or hl games), are what make fps games fast while looking totally awesome. they essentially define contiguous spaces which should be rendered all at once. anything not in the space you are in is culled from the render lists and textures for adjacent rooms are precached (freespace precaches everything at mission start so the quality of the environment must be reduced). freespace does not have this. so its impossible to make good looking levels. if perhaps it becomes possible to create hardware lights from scripting, well maybe something can be done. things like doors, switches, destructable objects could all be done. also the speed/quality of collision detection with the level may be an issue.

as far as ships and controls go, already there, just a matter of tweaking stuff till the physics feel right. really low damp and rotdamp values and slower speeds would work well. someone, i forget who, converted the d3 player ships to pof and i used them in a test of flying in a level (which i slapped together with a quake level editor and ran through several conversions). combat was aqward, colision detection glitchy, and ai didnt know what to do with itself, just kept running into walls. i slapped together a few descent weapons for nostalgia, but it just wasnt the same. into cerberon is more fun.
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