Author Topic: Species handling upgrades  (Read 10766 times)

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Offline aldo_14

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Neat.  Guess you'll have to hack over the hacks though then, eh(?)

 

Offline karajorma

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One thing Kazan. Are you just fiddling with the species or are you also going to fiddle with the teams?

I ask cause having 8 species is only going to be of limited use if you're still limited to friendly, hostile, neutral and unknown.
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Quote
Originally posted by Kazan
there is an interesting unused feature

each individual species can have it's own shield anim


this is already implemented, hasn't anyone noticed that vasudan shields are greenish?

 

Offline Taristin

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I thought my complaining cleared this up...

If not, Kazan did:
Quote
Originally posted by Kazan
different species can have different shield hit anims
each species has it's own debris texture as well
 
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Offline Goober5000

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Quote
Originally posted by karajorma
One thing Kazan. Are you just fiddling with the species or are you also going to fiddle with the teams?

I ask cause having 8 species is only going to be of limited use if you're still limited to friendly, hostile, neutral and unknown.


I was thinking about tackling that myself.

Note, this is still thinking about it.  It may be awhile yet before it shows up. :)

 

Offline Kazan

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im not going to touch teams for now
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Offline Lightspeed

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Quote
Originally posted by SuperCoolAl


this is already implemented, hasn't anyone noticed that vasudan shields are greenish?


its the same ani for all ships, only the colour is changed.
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Offline Kazan

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almost forgot about each species thruster stuff
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Offline Kazan

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ooh nice.. going through the ship loading stuff - and I was going to make it so you could override the species-default thruster stuff, apparently you already can!
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Offline Kazan

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alright :D missions work again!

just gotta add the thruster stuff to species_defs.tbl after class
speaking of class i need to go now.. ttyl
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Offline Kazan

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BTW: if you do not have a species_defs.tbl it will load a "Default" one which is hardcoded in.
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Offline aldo_14

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Quote
Originally posted by Kazan
im not going to touch teams for now


I'd say that's a good idea...I'm not sure exactly how you could have a mission with >4 teams without it descending into utter anarchy.... unless that was the point.

 

Offline StratComm

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I think that if all 4 teams could shoot at each other, you'd pretty much have your anarchy right there.  And they all show as hostile anyway, so I can't really see the value in doing this.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Kazan

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upgrade the teams/radar code so that not all the other teams show up hostile
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Offline aldo_14

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I presume we'll also have flyby sounds and soforth?

 

Offline Kazan

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yeah obviously

here is the "Default" species_defs.tbl (which is also the fallback one which is hardcoded)

it is a WIP at this point and may have additional data added to it in the future

Code: [Select]


; -----------------------------------------------
; Species_defs.tbl
; Derek "Kazan" Meek
; FS2 Open Species table
;
; -----------------------------------------------

#SPECIES DEFS

$NumSpecies: 3

;------------------------
; Terran
;------------------------
$Species_Name: Terran
+Debris_Texture: debris01a
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster01
+Pri_Afterburn: thruster01a
+Sec_Normal: thruster02-01
+Sec_Afterburn: thruster02-01a
+Ter_Normal: thruster03-01
+Ter_Afterburn: thruster03-01a
$ThrustGlows:
+Normal: thrusterglow01
+Afterburn: thrusterglow01a

;------------------------
; Vasudan
;------------------------
$Species_Name: Vasudan
+Debris_Texture: debris01b
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster02
+Pri_Afterburn: thruster02a
+Sec_Normal: thruster02-02
+Sec_Afterburn: thruster02-02a
+Ter_Normal: thruster03-02
+Ter_Afterburn: thruster03-02a
$ThrustGlows:
+Normal: thrusterglow02
+Afterburn: thrusterglow02a

;------------------------
; Shivan
;------------------------
$Species_Name: Shivan
+Debris_Texture: debris01c
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster03
+Pri_Afterburn: thruster03a
+Sec_Normal: thruster02-03
+Sec_Afterburn: thruster02-03a
+Ter_Normal: thruster03-03
+Ter_Afterburn: thruster03-03a
$ThrustGlows:
+Normal: thrusterglow03
+Afterburn: thrusterglow03a
#END

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Offline Flipside

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Hmmmmmmmmm... but then, everyone on any team is going to be one of those four categories to the Hud, Friendly, Unfriendly, Neutral or Unknown :)

It seems from what Kazan is saying that the FS2 code was written with the idea of more races in mind from the start.... :D

Flipside :D

 

Offline Kazan

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it was written semi-flexibly

there was a lot of hardcoding things that depended on the species count, but it was more or less already farely flexible.

i haven't looked at the teams support yet but I am thinking of a "dispoisition matrix"

Code: [Select]

  1 2 3 4 5 6 7 8 9
1 * ! ! ! ! ! ! ! !
2 ! * ! ! ! ! ! ! !
3 ! ! * ! ! ! ! ! !
4 ! ! ! * ! ! ! ! !
5 ! ! ! ! * ! ! ! !
6 ! ! ! ! ! * ! ! !
7 ! ! ! ! ! ! * ! !
8 ! ! ! ! ! ! ! * !
9 ! ! ! ! ! ! ! ! *

each ! can be replaced by options - like Hostile, Netural, Unknown, Friendly - perhaps with modifiers - ie active,passive (active hostile = go out of way to attack member of said team, or active passive = go out of way to defend member of said team)

* = 'dead space-cannot be diposed tword self'
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Offline Flipside

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You could set that flag if you turned traitor, which would make you freindly to teams that were your enemies ;)

LOL Just kidding, this isn't Freelancer :D

Flipside :)

Edit : On a Non-Spammy note, sounds like a good idea, but where would you define the Matrix, at the mission design stage?

 

Offline Taristin

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I thought it'd be kinda cool to have to prove yourself to the enemy, and become a traitor at the same time... :|
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