Author Topic: Freespace- Improvements  (Read 10668 times)

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Offline Fozzy

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Freespace- Improvements
This is no joke, i was talking to Avenger on ICQ and he agreed to let me post a topic asking for your opinions on how to improve Freespace.

A compiled list of these Sugested improvements may be sent to "Dave Baranec" the guy from volition, to aid him in our Quest to get the freespace sourse code releced to the general public.

If this fails our list could be usefull for Volition Programmers to improve it them selfs, and relece it as a patch to the exsisting game.

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Offline DragonClaw

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   The ability for "player" shootable beams with a charge-up glow.

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Offline DragonClaw

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The ability to "track" targets, as in; be able to press the trigger and the laser will fire towards the target. The FOV being set in the models. The turret must drain energy like a normal gun.

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    -WebMaster of Imperial Productions

   
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The fear always controls our attitude, let us fear no more!

 

Offline Darkage

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The ablity to jump from system to system.But you must see that you are in Subspace for about lets say 20 secs and then jumpout to complete your objectives.

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Offline Stryke 9

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Possibility of gravity setting (parts of destroyed thins fall down, etc.) Shaped energy charges, material weapons (do no damage to shields, don't glow, model, but still infinite ammo) Higher possible poly count

 

Offline Stryke 9

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And an unlimited battlefield.

 

Offline Nico

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Suppressing (or at list reducing) all size, number, time limits (tbl entrys, polygons, ships in fred, size of the battlefield, different explosions, shockwaves, jump anis).
decreasing the actual size of the cockpit camera to half it's actual size.
homing missile on capship does home.
power output entry does work.
Ani can be used as bacground or even as ship textures.
Possibility to end a mission the same way than in XWA (coming next to a fighter bay and push a button).
SCREW CANON!

 
 
Quote
Originally posted by RKIF-DragonClaw:
  The ability for "player" shootable beams with a charge-up glow.


And for the AI so they can have and shoot them to, and I would like much higher polycounts for the ships, and last but not least Shivan ships that have the red parts glowing.
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline Nico

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Quote
Originally posted by StarGunner:
 Shivan ships that have the red parts glowing.

That can't be done with a patch, only with new models or drastical reprograming I'm afraid.
Anyway I'll add that: luminosity and opacity maps support.
the green colour bug fixed (yes, again)
support for 2-sided textures
Fred using the actual FS2 engine?
SCREW CANON!

 
 
Quote
Originally posted by venom2506:
That can't be done with a patch, only with new models or drastical reprograming I'm afraid.
Anyway I'll add that: luminosity and opacity maps support.
the green colour bug fixed (yes, again)
support for 2-sided textures
Fred using the actual FS2 engine?

Oops I almost forgot Better AI!  
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline Black Sheep

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Newtonian physics
"Something is rotten in the state of Denmark"
-Hamlet rulez

 

Offline DragonClaw

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Quote
Originally posted by Black Sheep:
Newtonian physics

Get real... don't talk about anything drastic, they'd have to reprogram the entire engine basically.



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Offline Fozzy

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Quote
Originally posted by Black Sheep:
Newtonian physics

Please Explain


i would like to see.

table files which can hold more ships
extra sound table file entrys
extra tech room entry slots
useing sertain tags like homeing and "electronics" on lasers



[This message has been edited by Fozzy (edited 09-22-2001).]
The Terran VolksWagen Project - Lol
"that was a little too close, we gota wait fifteen mins to change our shorts" = (snipes, FS2)
I can whoop your ass with my LOGITECH

 

Offline Anduril

  • 25
Delete that 60K box!

Increase max TBL size. Actually, increase ALL the size limits, TBLs, turret count, etc.

Fix the capship jitterbug effect.

Wish I could think of more right now...


 

Offline Sandwich

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Full explanations on all SEXP's and TBL flags.
Remove "player must be Alpha 1" restriction
Ships that can't be given valid orders don't show up on the Orders list.
Ability to alter the level and coloring of ambient light in a mission?
I second Venom's camera size reduction.
"Copy background data from..." option in FRED2 which selects a file and copies it's nebula, star amount, asteriod field and jumpnode data to the clipboard, available to be pasted into the current mission.
Preview window in the Background editor
Dropping (or passing as parameter on command-line) a mission file onto a FS2.exe shortcut loads up that mission.
Same as above with FRED2; double-clicking on mission opens it in the editor.
Better rendering of nebulae in FRED2.
Correct positioning of HUD and game interface in (along?) Z-buffer to allow playability with 3D glasses.
Any and all game-related material? ie. terran, Vasudan and Shivan 3D models, "scientific" explanations of subspace (travel time, entry and exit directions, etc), explanation of lack of radio contact between Sol and the GTVA, etc.

And most of all: don't give us these package deals of Freespace 1+2 for $20... we want Freespace 1+2=3!!!!  

*runs and hides*


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Offline Eishtmo

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Quote
Originally posted by StarGunner:
Oops I almost forgot Better AI!  

Why?  You already have the best AI in Space Sim history.

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Didn't we do this once before?  

More complete AIs for capships (allowing capships to guard things, etc.  same as any fighter)

Allow different ending types for missions besides jumping out and red alerts.  (Ending it in a fighterbay is one popular idea, or maybe a shot of the fighter(s) flying off w/o jumping (same as WC's autopilot)

ANI's as backgrounds

Those are the only things I can think of that I can't at least find a way to sleaze around...

[This message has been edited by jonskowitz (edited 09-22-2001).]
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Offline IceFire

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That can't be done with a patch, only with new models or drastical reprograming I'm afraid.

FS1 and 2 already do glowing lights in Glide mode.  They just need D3D support.
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Offline Setekh

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I'm still with the idea of using FSMM to input glows like the thruster ones as glows for other parts of the ship...  
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Offline Nico

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Quote
Originally posted by Setekh:
I'm still with the idea of using FSMM to input glows like the thruster ones as glows for other parts of the ship...  

I already tried: there's a limit of 14 or 15 glows per ship. Not really enough  
SCREW CANON!