Author Topic: New Radar: could you add it to FSO?  (Read 4323 times)

0 Members and 1 Guest are viewing this topic.

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
New Radar: could you add it to FSO?
The guys working on making a SW total conversion for FS2 (Emeperor's Hammer) made this new radar, similar to the traditional radar of the SW games:



here is where they talk about it and the math involved:

http://www.ehnet.org/mb/viewtopic.php?p=44155#44155

here is the source code:

http://w1.183.telia.com/~u18321974/FreespaceRadar.zip

I was wondering if you could (giving credits) add it to the SCP exes, maybe adding a flag to enable it. Connected to the custom HUD configuration it could come very useful for our brother project too.
« Last Edit: July 19, 2004, 07:24:25 am by 433 »

 
Re: New Radar: could you add it to FSO?
Quote
Originally posted by KARMA
The guys working on making a SW total conversion for FS2 (Emeperor's Hammer) made this new radar, similar to the traditional radar of the SW games:



here is where they talk about it and the math involved:

http://www.ehnet.org/mb/viewtopic.php?p=44155#44155

here is the source code:

http://w1.183.telia.com/~u18321974/FreespaceRadar.zip

I was wondering if you could (giving credits) add it to the SCP exes, maybe adding a flag to enable it. Connected to the custom HUD configuration it could come very useful for our brother project too.


I like it :) Reminds me X Wing Alliance:)
Originally Alpha Leader from VBB...back to FS community:cool:

 

Offline TIMMAY

  • 25
    • http://sco.minos.net
Re: Re: New Radar: could you add it to FSO?
Quote
Originally posted by Neo Hacker


I like it :) Reminds me X Wing Alliance:)


Thats exactly why we did it :)

 
New Radar: could you add it to FSO?
Sounds like a good idea, but I am not a coder here (nevermind the avatars),  so someone else will have to judge it's possibility of succeeding.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 
New Radar: could you add it to FSO?
Looks like the radar from Tie Fighter, thats neat :)

 
New Radar: could you add it to FSO?
the code is already there so you just have to paste it and modify it a but if it's necessary.

The big part will be to create an option that enable or disable this radar and go back to the original FS one.
Originally Alpha Leader from VBB...back to FS community:cool:

 

Offline Cyker

  • 28
New Radar: could you add it to FSO?
COOLNESS!

I must admit I've always preferred the X-Wing radar displays to FS'. But I was always glad FS' wasn't as bad as Frontier's :)

The only worry I have is that FS' interface is not designed for radars to be in those positions - It will likely obscure comms (Incoming chatter, the video, the main panel.) which could be a problem...

 
New Radar: could you add it to FSO?
Quote
Originally posted by Neo Hacker
the code is already there so you just have to paste it and modify it a but if it's necessary.

The big part will be to create an option that enable or disable this radar and go back to the original FS one.


Are you sure, did you code this, are you familiar with the FSO code? There has been other work on the radar code, perhaps doing something very special not counting on this stuff.

As for the interface not being designed, just make a new hud_tbl and you're done.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
New Radar: could you add it to FSO?
they are using an exe derived (I think but not sure) from FSO and they have their own coders, so the radar has been already placed in game (as you can see in the sshot) and -again, if I'm not wrong- it is already setted as optional.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
New Radar: could you add it to FSO?
weres WCM he's the HUD lord
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
New Radar: could you add it to FSO?
Well, the radar stuff has been reworked by phreak to allow multiple types of radars, so it should be integrated into that.

The big problem I see is that it's at the same spot as the communications box and the head ANI, so either they'll block the radar or it'll be hard to read it.

hud_gauges.tbl isn't completely implemented, but it's not all that hard to add new options, I designed it specifically with ease-of-use for programmers in mind. Basically...

1) Add variables for the gauge to the hud_info struct (Usually an int[2]) (hudparse.h)
2) Add the relevant info to the gauges[] array; when referencing a var in the struct, use the HUD_VAR macro. (hudparse.cpp)
3) Load any default strings, not default coordinates which are auto-loaded, in load_hud_defaults() (hudparse.cpp)
4) Add any needed calculations to calculate_gauges, this is called right after everything is loaded. (hudparse.cpp)
5) Change variables in the gauge updating functions to use current_hud->variable_name[0 or 1] rather than (usually) variable_name[gr_screen][0 or 1]
« Last Edit: July 20, 2004, 05:46:12 pm by 374 »
-C

 

Offline Lightspeed

  • Light Years Ahead
  • 212
New Radar: could you add it to FSO?
I don't understand that radar. :wtf: :rolleyes:
Modern man is the missing link between ape and human being.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
New Radar: could you add it to FSO?
Left side shows everything in front of your craft, right side shows everything behind it. :D
-C

 
New Radar: could you add it to FSO?
One is the image of what is in front of you and the other one is the one is whats in back of you.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
New Radar: could you add it to FSO?
Edit: Cleared up now... :p
Freelance Modeler | Amateur Artist

 

Offline Lightspeed

  • Light Years Ahead
  • 212
New Radar: could you add it to FSO?
Good to know.

It still confuses me, though. I think I prefer FS2's all-in-one system :)
Modern man is the missing link between ape and human being.

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
New Radar: could you add it to FSO?
Is there a way to edit the radar to only show stuff that's in a cone in front of you, but nothing that's, say, more than a 45 degree angle to your nose?


EDIT: So it'd be like this:

        NOSE
     ________
     XXXXXXXX


And you couldn't see the X's. Basicaly, like a real aircraft's radar.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
New Radar: could you add it to FSO?
I think this could be implemented into the HUD table thing, could it be made so that you can specify multable radars with diferent properties, like fov, a normal, render mode (ie preak's orb)
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
New Radar: could you add it to FSO?
The code in Imperial Alliance has been modified a bit from what is posted here.  At the moment there is a command line flag to switch between normal and Star Wars mode.  When we get to the options screen will probably add the option to switch in game.  But the original source to this is just a straight drop in.  As of the original 3.6 it looks like FSO has never touched the radar part.

This is what it looks like in our version of the game:


 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
New Radar: could you add it to FSO?
So it was you, darkchrono! I thought you were part of SWConv.

Take a look at the current CVS, especially hudparse.cpp and hudparse.h; then check out my first post in this thread. There's actually been a fair amount of progress on the HUD. :D
-C