Author Topic: Countdown 3.. 2.. 1... CHARGE!!!!!  (Read 4825 times)

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Offline Nico

  • Venom
    Parlez-vous Model Magician?
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Countdown 3.. 2.. 1... CHARGE!!!!!
Whoa, messy. If only it wasn't startrek...
SCREW CANON!

 
Countdown 3.. 2.. 1... CHARGE!!!!!
RRRRRRRGG!!!  


>=p

 
 

Offline Nico

  • Venom
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Countdown 3.. 2.. 1... CHARGE!!!!!
sue me :D
SCREW CANON!

 

Offline Gloriano

  • silver dracon
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Countdown 3.. 2.. 1... CHARGE!!!!!
Holy damn just amazing:eek2: :D
You must have chaos within you to give birth to a dancing star.- Nietzsche

When in despair I remember that all through history the way of truth and love has always won; there have been tyrants and murderers, and for a time they can seem invincible, but in the end they always fall.- Mahatma Gandhi

 

Offline KARMA

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Countdown 3.. 2.. 1... CHARGE!!!!!
well I don't like that much excessive beam fests, but it's surely a big show.
I'd be curious to know how many polys were in game:)

 
Countdown 3.. 2.. 1... CHARGE!!!!!
Is there a stats option like the FPS that will showtotal screen polygon count? I put a picture of the Fred scenario in the High res link.

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
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Countdown 3.. 2.. 1... CHARGE!!!!!
UGH!
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Flipside

  • əp!sd!l£
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Countdown 3.. 2.. 1... CHARGE!!!!!
Nice showpiece certainly, but obviously overkill for an actual in game set-up, you're pulling around 12 fps at some point..... jerky! :( Still the models look really good, which was the intent of the scenario I feel ;)

 

Offline Trivial Psychic

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Countdown 3.. 2.. 1... CHARGE!!!!!


This shouldn't be happening within the rules of Star Trek.  Omni, you had mentioned trying to narrow the field of fire of each turret on a strip so that more than one won't fire on the same target, but that doesn't stop those multiple turrets from firing on multiple targets simultaneously.  I was worried about this, so I suggested that you combine as many turrets as possible on a strip into a single turret entry, like the deck guns on the Orion, or the heavy turret on the Faustus.  I had thought the way to go would be to bond all 12 or so (in the case of the largets phaser strips) turrets into a single entry, but I have since recalled that FRED can only display 5 or so banks for a single turret AI, so you may have to split those big strips into 3 or so with 4 banks each, but it should cut down on this sort of thing.

One another note, I've got a question for you.  For the Dominion weapon, which sound have you chosen to use?  Are you using the same sound that was used as far as "Starship Down" (or possible the 2parter when the Dominion allies with the Cardies), or the one used starting with "A Call to Arms"?

Later!
« Last Edit: January 07, 2004, 02:18:17 pm by 1268 »
The Trivial Psychic Strikes Again!

 

Offline Knight Templar

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  • I'm a magic man, I've got magic hands.
Countdown 3.. 2.. 1... CHARGE!!!!!
Uh.. there's been plenty of times when more than one phaser shot has come off a strip. Watch.. uh.. Voyager. Maybe not so many, but it's happened.
Copyright ©1976, 2003, KT Enterprises. All rights reserved

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Offline Nico

  • Venom
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Countdown 3.. 2.. 1... CHARGE!!!!!
His pb is that they don't all fire at the same target, I think.
SCREW CANON!

 

Offline neo_hermes

  • MmmmmmNode!
  • 28
  • What the hell are you lookin at?
Countdown 3.. 2.. 1... CHARGE!!!!!
soo much combat....I love it
Hell has no fury like an0n...
killing threads is...well, what i do best.

 

Offline redsniper

  • 211
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Countdown 3.. 2.. 1... CHARGE!!!!!
and I'll bet each screenshot is a frame 'cuz it ran so slow
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

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Offline Trivial Psychic

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Countdown 3.. 2.. 1... CHARGE!!!!!
Quote
Originally posted by Knight Templar
Uh.. there's been plenty of times when more than one phaser shot has come off a strip. Watch.. uh.. Voyager. Maybe not so many, but it's happened.

Give me a reference, and I'll look it up.  I've got the entire Voyager series on tape.

One minor concession however.  I do recall one TNG episode, where the entire crew had their memory wiped of who they were, and an imposter Executive officer was added in.  False data was added to the computer telling them they were at war with a genocidal species.  They were to make an attack on this species' main command & control facility and as they approached, some small, unmanned interceptor drones came at them.  Firing from the ventral array, several beams are seen firing off the strip, but they are extremely short duration so in fact they're each firing one at a time, but in very rapid succession.  The small targets didn't have shields, so very minimal energy would be needed to destroy them, which means that each shot was of minimal drain on the phaser bank, virtually eliminating recharge time between shots.  By this logic, I conclude that even in this instance, only one shot was being fired at a time.

On another note, I was just looking at FRED, and it seems that there is only enough space in the ships weapons editor for 3 primaries and 4 secondaries.  Perhaps this is something the coders could change, but I already know they despise making changes to FRED, so it won't be any time soon.  In any case, this would mean that a phaser strip with 12 turrets would need to be converted into 4 turrets with 3 firepoints each.  Oh well.

Later!
The Trivial Psychic Strikes Again!

 

Offline Alan Bolte

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Countdown 3.. 2.. 1... CHARGE!!!!!
The beam thing is actually impossible to change correctly with turret aiming constraints. I can't be bothered to find the info, but its been dicussed thoroughly on the Starshatter forum. (SS is a game in beta, for those who don't know). According to most reliable sources, all phaser strips are arrays of individual emitters, each with its own capacitor, and each able to fire on its own. Although the TNG technical manual doesn't fall into the ST cannon, I shall note here that it mentions 200 emitters for the Galaxy 'main array', which I think may refer to either or both saucer arrays. It's not entirely clear to me why they channel their power into a single beam rather than firing all of the emitters at once, but clearly that is what we see. So, technically, what you want is at least several turrets per strip, which, when one fires, causes any others firing on the same ship (subsystem?) to fire invisibly, and with no visible damage or shield effects. There are some variations on how you could do this, but I'm no FS modder, so I don't know what the best way would be.

Either way, you want only one shot per ship, and you want damage to be accounted for properly. As to preventing a ship from firing on too many targets at once, that would probably require some sort of AI script telling ships to concentrate many beams on large ships and shoot individual beams at fighters. The rest is taken care of by a good beam cooldown value.
« Last Edit: January 07, 2004, 08:52:29 pm by 1132 »
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Offline Knight Templar

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Countdown 3.. 2.. 1... CHARGE!!!!!
Quote
Originally posted by Trivial Psychic

Give me a reference, and I'll look it up.  I've got the entire Voyager series on tape.
 


Off the top of my head.. the one where voyager lands on that planet and wakes up the people and they have the little fighter ships. I think they do it there maybe. If not.. pretty much watch anything in the last two seasons.. it's bound to be there somewhere.
Copyright ©1976, 2003, KT Enterprises. All rights reserved

"I don't want to get laid right now. I want to get drunk."- Mars

Too Long, Didn't Read

 

Offline Carl

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Countdown 3.. 2.. 1... CHARGE!!!!!
what about the episode where they encounter the ship that shoots at them?
"Gunnery control, fry that ****er!" - nuclear1

 

Offline redsniper

  • 211
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Countdown 3.. 2.. 1... CHARGE!!!!!
i'm sure there's only one of those :rolleyes:
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."