Poll

Well?

Yes
69 (80.2%)
No
2 (2.3%)
Maybe so
12 (14%)
Huh?
3 (3.5%)

Total Members Voted: 86

Voting closed: April 12, 2004, 05:12:47 am

Author Topic: New Subspace Tunnel Model?  (Read 51484 times)

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Offline AqueousShadow

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New Subspace Tunnel Model?
Quote
Originally posted by adwight


Playing in subspace for the first time, always made me somewhat queezyish if you get what I mean.  It seems like you aren't moving at all, and it's really confusing.


Ditto :wtf:

 

Offline Taristin

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New Subspace Tunnel Model?
Yes, it is a little disorienting. :nod:  But it's still fun. :)
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Offline Liberator

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New Subspace Tunnel Model?
Quote
Originally posted by adwight


Playing in subspace for the first time, always made me somewhat queezyish if you get what I mean.  It seems like you aren't moving at all, and it's really confusing.


That's the point.  When you are in subspace, you are in a spacial dimension with laws that are very different from your own.  I would think that would be a disorienting experience.
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Offline StratComm

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New Subspace Tunnel Model?
It is really confusing and easy to lose your bearings, though that is very much the point.  And besides, it needs to look like you're not moving; according to FS canon, a ship will exit from the other side of a subspace node after it enters regardless, short of one of two things happening.  To not exit subspace, the ship must either be destroyed or the node itself collapse.  Ignore Derelict for the purposes of this argument; it wasn't accurate in a lot of ways.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Flipside

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New Subspace Tunnel Model?
With respect to the non-moving thing, I think you'll find that was more a case of life emulating graphics than anything else. i.e., 'we can't make it look 'moving' in game, someone think up some technobabble to cover that?'

 

Offline Goober5000

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New Subspace Tunnel Model?
Quote
Originally posted by kasperl
why bother?

lay a line of invisible textured, untargetable ships with don't collide invisble on in the middle of the node, then use some distance SEXP and a give damage SEXP. issue solved.
Or use waypoints.

Though coding in an option for maximum-distance-from-center-before-taking-damage shouldn't be too difficult, especially with the engine wash and "planet" code.

 

Offline Bobboau

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New Subspace Tunnel Model?
there is a distance from line function, it would be simplistic, probly
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Offline Nico

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New Subspace Tunnel Model?
Quote
Originally posted by Flipside
With respect to the non-moving thing, I think you'll find that was more a case of life emulating graphics than anything else. i.e., 'we can't make it look 'moving' in game, someone think up some technobabble to cover that?'


probably, but since we can't either, I guess that that technobabble, we have to keep it :p
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Offline JarC

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New Subspace Tunnel Model?
Personally I would not want to sustain damage from bumping into the subspace wall (if ever possible) since that feels even more out of place.

OT. does someone have a subspace mission lying around to test with? I've tried my hands at FRED2 on the lucifer mission but can't get it working, FRED always dies when saving...
« Last Edit: April 14, 2004, 06:02:34 am by 106 »
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Offline Fineus

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New Subspace Tunnel Model?
Have you tried playing it in game anyway? My copy of FRED2 also crashes when saving but I can still play fine in game (which is how I got that image).

 

Offline JarC

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New Subspace Tunnel Model?
tried but the file seems corrupted (there's binary gunk in it)....waaaiit a minute...wasn't there something with a palette thingy you had to put somewhere? This crashing with subspace missions seems to trigger a faint memory that there was a workaround for it....although I rather spent my time on experimenting with textures and animation than tryin to get FRED to run properly
« Last Edit: April 14, 2004, 07:10:16 am by 106 »
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Offline Taristin

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New Subspace Tunnel Model?
I've got the mesh in the works... I'll check back in later
Freelance Modeler | Amateur Artist

 

Offline J3Vr6

  • 28
New Subspace Tunnel Model?
When I played FS1 and got into the subspace, my computer had a coronary.  It couldn't deal with the subspace model along with the big booty lucifer, plus the other ships.  My framerate bottomed out.  Made me dizzy, too.  That wouldn't happen now, though :)

One thing I didn't understand, though, is how you could go turn around in subspace.  I would think you can only go in one direction once you enter subspace.  But in that mission you could turn around, do loop'de'loops... anything.
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Offline Unknown Target

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New Subspace Tunnel Model?
Quote
Originally posted by JarC
Personally I would not want to sustain damage from bumping into the subspace wall (if ever possible) since that feels even more out of place.

OT. does someone have a subspace mission lying around to test with? I've tried my hands at FRED2 on the lucifer mission but can't get it working, FRED always dies when saving...



A) Don't think that was ever possible ;)

B) Just check the "In Subspace" (or something like it) in the background editor in FRED2.

 

Offline karajorma

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New Subspace Tunnel Model?
Quote
Originally posted by JarC
tried but the file seems corrupted (there's binary gunk in it)....waaaiit a minute...wasn't there something with a palette thingy you had to put somewhere? This crashing with subspace missions seems to trigger a faint memory that there was a workaround for it....although I rather spent my time on experimenting with textures and animation than tryin to get FRED to run properly


There was a work-around indeed. In FS2 Retail you needed to have a file called gamepalette-subspace.pcx (any PCX renamed would do).

AFAIK that bug was fixed in FRED2_Open but if you suspect it has spontainiously regenerated itself that's what you need to do :D
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Offline JarC

  • 28
New Subspace Tunnel Model?
Quote
Originally posted by karajorma
There was a work-around indeed. In FS2 Retail you needed to have a file called gamepalette-subspace.pcx (any PCX renamed would do).

You're a lifesaver! That was it! Fred2_Open shouldnt have it?
I got Kazan's last release and it indeed still has this problem (besides the other known ones)...wtf!? well prolly not important enough to fix, at least the file is not corrupted ...just glad I remembered...

eeegad! I'd almost forget this is the vFX-enhanced open version...that is one ugly sun of a biatch of a subspace model...

biggest problem is severe faceting, showing as a clearly visible line around the hud...the texture gets mapped cylindrical? along the long axis, which produces a very clear line along the length of the model...so any new texture MUST be tileable in at least one direction...
« Last Edit: April 14, 2004, 01:03:42 pm by 106 »
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Offline karajorma

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New Subspace Tunnel Model?
I remember reading somewhere that the bug had been fixed and FRED no longer required that file. I could of course be wrong. :)
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New Subspace Tunnel Model?
as for issues with Kazan's build, he kind of fubared the HTL switch. now, you have to run the -fredhtl command line to get the NO HT&L mode, standard, it runs in HT&L, which is rather buggy.
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Offline Woolie Wool

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New Subspace Tunnel Model?
Quote
Originally posted by Kalfireth
Subspace is akin to "lightspeed" in Star Wars or "Warp" in Star Trek

The correct term for the SW version is "hyperspace".

Quote
Subspace looks like this:
http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=450740

Ugly, ugly picture! Turn the ambient lighting up!:ick:
« Last Edit: April 14, 2004, 11:11:09 am by 1099 »
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Offline Fineus

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New Subspace Tunnel Model?
1: Don't care.
2: See above, I was showing off subspace - not the ships :p