Author Topic: Mystery build  (Read 7470 times)

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Offline WMCoolmon

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I wanted a break from the techroom, so I went and toyed around with my newfound 3D knowledge. This build is the result...I'll let you discover for yourself what's changed. It should be pretty obvious.

http://fs2source.warpcore.org/exes/latest/C01132005.zip
-C

 

Offline Ransom

  • M. Night Russel
  • 210
  • It will not wait.
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Couldn't figure it out, except that when I try to enter a mission the HUD twitches and then everything goes weird and dies.

 

Offline WMCoolmon

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:blah: Have you tried creating a new pilot?
-C

 

Offline Ransom

  • M. Night Russel
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  • It will not wait.
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Still gives the same weirdness.

 

Offline WMCoolmon

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Try this mission then...goes in data/missions, run it from the techroom. (Uses default FS2 table data)
-C

 

Offline Ransom

  • M. Night Russel
  • 210
  • It will not wait.
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Haha. Neat. Doesn't seem to work on regular missions though...

 

Offline Drew

  • 29
    • http://www.galactic-quest.com
kinetics?

i tested it in the nekbet mission.  once your ship accelerates, the backround and ship modles spin.  and the keys wont bind. i had to go to external cam.  and a the rakshasa was flipping a hatshepsut on its axis. looked ****ing rediculous.
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Offline Scuddie

  • gb2/b/
  • 28
  • I will never leave.
Oh my god, I think I just creamed my pants.  That is frikkin AWESOME!  I have always wanted to play FS like that...

Although you might want to tell the AI to never use the Y axis.  It's no fun if you're shooting at the belly of a Mara while it's moving back and forth, getting all confused.
Bunny stole my signature :(.

Sorry boobies.

 

Offline Nuke

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holy **** thats freaky.  i got a ctd when i tried to jump out.
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Offline Black Wolf

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Weird, and  a little buggy, but has the potential to be a lot of fun - certainly an intersting take on things anyway :)
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Offline Scuddie

  • gb2/b/
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Dare I say RTS?  Dare I?  Yes!  RTS!
Bunny stole my signature :(.

Sorry boobies.

 

Offline vyper

  • 210
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"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline Bobboau

  • Just a MODern kinda guy
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that right there was fuct :wtf:

who can say space invaders mod! :lol:
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Offline Nuke

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dont suppose you can do 3d rendered shield icons as well?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline DaBrain

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Still don't understand what this is, but I'll download it.


BTW the thread name is pretty cool. ;)

Damn "Mystery-Hype" :lol:
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Offline Bobboau

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alright for those who don't want to download, it turns the game int a top down 2d game, it's weard as hell.
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 redmenace

  • 211
//added to the website.
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Offline WMCoolmon

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Quote
Originally posted by Scuddie
Dare I say RTS?  Dare I?  Yes!  RTS!


Bah, you could do that in 3D mode too. Invisible waypoints could be used for move commands and attack commands could be handled with the same code as the comm interface. The big difficulty would be in getting the interface designed, or if you decided to try and go with build commands and stuff.

The deal with the Y axis is that right now I'm using extremely hackish code...after the physics and such are calculated, I reset values to the ones for the previous frame. The AI do a bit better if you set the rotation time of their ship to 9999 along the X and Z axis, they run away. ;) It'd probably be easiest to write new AI code rather than modify the existing code to handle 2D movement, though.
Edit: Anyway, for a proper implementation it'd take a fair amount of work; the radar needs to be fixed, physics code modified, AI code rewritten, the way I do the 2D view should be redone, and make it all toggleable with a mission flag.

The topdown view could be made a separate view, I suppose, although it might be more frustrating than the first person one for anything but capships.

At the moment, you might be able to use judicious use of waypoints to do something like Tyrian, or make a model consisting entirely of walls to make something like Continuum. (Although then you'd need to have a multiplayer server for it...I have no clue if this will work with Fs2NetD, it just might.
« Last Edit: January 14, 2005, 05:38:10 pm by 374 »
-C

 

Offline WMCoolmon

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Quote
Originally posted by Nuke
dont suppose you can do 3d rendered shield icons as well?


In order to keep the feel of the HUD, I'd have to shade them green (probably meaning invoking the fog system somehow, since shaders don't seem to work well with it) and alpha blending them. The cloaking system probably uses what I need, but I'm not sure how fast/accessible it is for rendering ships not in the normal world-space.

Solid, fully-colored 3D ships wouldn't be too hard (or wireframes) though. I don't think there's an easy way to get the shape of a ship drawn (too bad, you could make some pretty neat form-fitting shields then) so a generic shield icon would have to be used...

It's not extremely critical, I don't think FS will crash, and there's always the hull/shield strength display in the center.
-C

 

Offline AqueousShadow

  • Devil
  • 28
  • Imperial Highway
Error: Failed to read flag file?

:(