Author Topic: Plan for 3.6  (Read 19108 times)

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Offline J.F.K.

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Quote
Originally posted by Goober5000
Bleh, capship torpedoes are already possible.  Think the Fusion Mortar on the Fenris. :nod:


I already said that, no-one listened :(
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Offline TrashMan

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If a capship has 3 dock points, as far as I recall, he can only be docked with one ship? Why not more?
And COLLISION DAMAGE should be massive.
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Offline Petrarch of the VBB

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Yes. like in the XWing games. If you fly into a large ship you are destryoed, and if you collide with another fighter you are thrown around.

  

Offline kode

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Quote
Originally posted by TrashMan
If a capship has 3 dock points, as far as I recall, he can only be docked with one ship? Why not more?
And COLLISION DAMAGE should be massive.

I've always wondered why the fighters I ram never take damage when I do. They should hurt too.
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Offline Killfrenzy

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Quote
Originally posted by deep_eyes
i one time took the helios torpedo itself, and made it for a deimos corvette, had to tweak the table itself to get the desired effect, faster movement, including AI, dodging abilities (experimental, failed-maybe sourceable?), but all in all it got the job done.


Could I have a copy of that table entry? Either PM me or drop it off to my email:

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Offline Black Wolf

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OK, some stuff (mainly for TI, but I'm sure if we need it, then others must as well, for various reasons)

 - More species! Even if it's just a fourth spot for the briefing icons - in fact, that's really all I'm asking. Any other species stuff would be great (diff colours in FRED, etc.) but a fourth slot for each briefing icon is the most important.

 - Layered mission backgrounds (just add an overlay checkbox in FRED - this would only give you two layers, but that'd be enough for planetary rings, moons over planets (as opposed to offset as they must be now), planets at dawn, etc.)

 - More control over weapons animations - primary/secondary impact animations defined by the ship (overriding weapon impact anis from weapons.tbl) - multiple, definable shockwaves.

There's probably more I haven't thought of - will add to the list if I think of any more.

Out of all these though, the first is definitely the most important.
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Offline Petrarch of the VBB

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How's about my ideas for in-engine cutscenes?

I know there are already some set-ship-pos and ship-look-at sexps, but how about a hud-toggle?

Oh, and does ship-look-at have to point at another ship, or just a point in space?

 

Offline CP5670

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By the way, the alt-name change does not seem to be working, at least in fred2_open 3.41; it still says that the limit is 10.

I thought of one other thing that should be easy to add in: the capability to add entries into species.tbl for the tech room intel area. This would be good for campaigns that contain new factions and so on. (unless it has already been done, of course)

If you do that and the mission-specific hitpoint thing I posted about earlier, I will be one very happy person. :D
« Last Edit: March 27, 2003, 02:45:28 pm by 296 »

 

Offline Goober5000

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Quote
Originally posted by CP5670
By the way, the alt-name change does not seem to be working, at least in fred2_open 3.41; it still says that the limit is 10.


There should be a FRED 3.5 somewhere.  Download that. :nod:

Quote
I thought of one other thing that should be easy to add in: the capability to add entries into species.tbl for the tech room intel area. This would be good for campaigns that contain new factions and so on. (unless it has already been done, of course)


Already been done. :nod:

Quote
Originally posted by Petrarch of the VBB
How's about my ideas for in-engine cutscenes?


You can basically do cutscenes now. :nod: You can skip both briefing and debriefing.  You can play music.  You can set ship position and heading (towards any point, in space or facing a ship).  All that's missing is hud-toggle.

 

Offline CP5670

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Quote
There should be a FRED 3.5 somewhere.  Download that. :nod:


The version on the SCP website seems to be 3.41; where do I get the new one?

Quote
Already been done. :nod:


ah okay, never mind that then. :D

 
 

Offline Sesquipedalian

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Offline Goober5000

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You were too quick. :p Try now.

 

Offline CP5670

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hmm...it is giving me a load of parser errors every time I start it up with my modified tables (it will not read the "in_tech_database" or "player allowed" flags in the tables and complains every time it sees an instance of one) and evetually just quits with an illegal operation error. However, fs2_open 3.51 and the fred2_open 3.41 work fine with those tables, so I am not sure what is going on here.

It works with the normal tables, but brings up an extra window on startup called "debug spew" that contains something that looks like a loading log.

 

Offline Goober5000

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Well, that's interesting. :wtf: Somehow somebody uploaded a debug build to the site instead of a release build.

Since I don't have a version, try this unofficial one.  (It's the most up-to-date, btw, complete with texture replacement support. :p)

http://fs2source.warpcore.org/exes/fred2_open_unofficial.exe

 

Offline CP5670

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That one works perfectly; thanks a lot. :) That texture replacement thing looks interesting; should be able to make some pretty bizarre effects with that... :D

 

Offline Carl

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Offline Bobboau

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were did that thing ever go off to anyway
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Offline Sandwich

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Quote
Originally posted by Bobboau
were did that thing ever go off to anyway


As a random guess, either the Internet Archives or perhaps Google's cache?
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Offline J.F.K.

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