Author Topic: The 'Post the stuff you asked for during the code freeze' thread  (Read 27438 times)

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Offline T-Man

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The 'Post the stuff you asked for during the code freeze' thread
New Request:

Would it be possible to upgrade the Loop selection function so that you can have multiple specifically named paths for the player to choose.

One example could be:

Which side will you serve?:
- GTVA
- NTF[/i]

BTW: For the record, i think i managed to take down a Hathesput once in a fighter. I was in an Erinyes, with Alpha and two other wings all in Erinyes, and we all had my standard loadout for the class (Kayser, Maxim and two banks of Tornados). I remember it took a long time (20-30 minutes) but she died eventually.
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline CaptJosh

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The 'Post the stuff you asked for during the code freeze' thread
What's a Hathesput? I know from Lucifer, Lilith, Cain, Demon, Ravanna, and Sathanas, but...

EDIT: BTW, what thoughts on my idea to include support for alternate keyboard layouts, such as Dvorak?
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline Axem

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The 'Post the stuff you asked for during the code freeze' thread
The Psamtik's a Hatshepsut destroyer. You see her in the first mission when it nukes the Belisarius.

And as another FRED request, could it be possible to drag around backgrounds to place them? Keying in numbers for many nebulas gets tiring.

 

Offline CaptJosh

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The 'Post the stuff you asked for during the code freeze' thread
Thanks for the translation from the bad spelling. I guess I never bothered to learn the classes of friendly units other than those that also showed up as enemies in the NTF. I knew all Vasudan units were friendlies, so... *shrug* Still, if the spelling had been correct, I could have looked it up.
« Last Edit: October 02, 2005, 05:03:48 pm by 2993 »
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline CaptJosh

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The 'Post the stuff you asked for during the code freeze' thread
BTW, not to double post or anything, but I had an idea, How a feature where, if you replay a mission from the tech room, and in the campaign that mission gave you no choice of ship or weapons, you courd try different ships and weapons if the mission was selected from the tech room.

I don't know that this is particularly feasible, it's just that I'd like to see what the mission "Bearbaiting" is like with something other than that Vasudan bomber you get assigned.
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline aldo_14

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The 'Post the stuff you asked for during the code freeze' thread
I think having some sort of a modding bible would be handy, but who has the time?  Plus we (modellers) argue half the time over techniques and whatnot :D.  To be honest, I learnt everything - the very principles- from scratch based on various titbits, so I'm not even qualified myself to write a tut, even though I've been here ages.

It'd be nice to have some form of documentation of SCP features though... or if there is one, one that's easy to actually find :)

Anyways, I second TM on the 'no command messages' box; it's a real pain losing both wingmen and command.  Minelaying stuff also sounds promising :); perhaps the countermeasure code Phreaks' working on could be adapted.  

Um, some of variable fog 'thickness' would be nice (i.e. not the nebula itself - although that'd also be neat - but just regular fogging effect); isn't there OGL or DirectX support for fogging that could be used?  Particularly for any sort of atmospheric stuff.

To be honest, I can't think of a great deal of stuff I'd need myself.  An update on the status of animation for subobjects, especially complex 'jointed' type things would be handy.

It might be nice to be able to manually set fov in FRED, too; perhaps for 'warp' like effects (ooh.... could we have fancy frame-blurring on the edges ala every racing game since Burnout - I forget the technical term - maybe for in subspace?), and also for missions with unusually sized player ships (I'm specifically thinking of that spacesuit, but also because FOV can screw up the visible cockpits if you're trying to, for example, line up a modelled HUD with the players HUD)

Oh, and has the thing with colliding problems for the visible cockpits been fixed?

What I'd really like, though, is that documentation.  I keep losing track of SCP features, despite my best intentions, and it's hard to find any list of stuff.  For example, I've had a nightmare trying to find the fields for glowpoints.

 

Offline CaptJosh

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The 'Post the stuff you asked for during the code freeze' thread
So far I've posted two ideas and I'm curious to know if anyone has some feedback on them. The ideas are support for alternate keyboard layouts and an option to let you select loadout and ship on missions played from the tech room even on missions that didn't let you in the campaign. What do you all think about those?
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline Goober5000

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The 'Post the stuff you asked for during the code freeze' thread
The problem is that this is an ideas thread, not really a feedback thread.

Since I'm feeling procrastinatory, I'll give a brief response: The short answer is: remap your keys.  The long answer is: I don't know.  As for playing with different ships and weapons, just go into FRED and remove the scramble flag.

Stuff that will probably be implemented quickly:
--No built-in command messages flag
--No built-in wingmen messages flag
--No-traitor flag specific to a particular ship

 

Offline aldo_14

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The 'Post the stuff you asked for during the code freeze' thread
How are the config settings stored?  Would it be possible to define a bunch of config files (i.e. for keys), autodetect the keyboard type, and then load the config file?

 

Offline Kazan

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The 'Post the stuff you asked for during the code freeze' thread
my desires for the next release

* fix the multi problem with large ships tables - i think have a solution for this in my head, just need to try it out
* more realistic star background system with stars of different sizes and different distances - higher concentrations of stars in/around nebula -- this can possibly be implemented by the art but lightspeed flat out refused to do it when someone [cannot remember who] showed an example
* BETTER ASTEROID SYSTEM and better asteroid models - including ice asterois, asteroids are ice-rock mix, rock-only, field shapes other than squares, more asteroids available - but only ones within a certain distance display, etc
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Offline Goober5000

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The 'Post the stuff you asked for during the code freeze' thread
On-topic, please. :)

 

Offline Nuke

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The 'Post the stuff you asked for during the code freeze' thread
what about customizable ship classes?
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 CaptJosh

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The 'Post the stuff you asked for during the code freeze' thread
I wouldn't mind that myself. the classes they use in the default campaign do not even begin to follow naval convention and I'm something of a purist on that.  I'll start a new topic if anyone's interested in discussing that particular subject.

As for a feature suggestion, it's not so much a suggestion as a question of feasibility and/or if it's already doable based on existing features. If one wanted to do a Star Trek type mod, is it already possible for the warp out to show up as the ship actually engaging warp drive and warping away into the distance instead of creating a "jump point"? If not, would this feature be faesible.

Side note: a Star Trek style warp out would not be dependant on jump nodes. So a ship about to warp out of the system wouldn't need to get to a specific point. It would create a totally different game dynamic. Action would need to be closer to planets stars, etc. In order for a ship to engage warp drive, it would have to be X distance from a planetary body, star, or other gravity well, where X is a function of total gravitational pull on the ship vs the size of the warpfield. Smaller ships can go to warp closer in while larger ships would have to get farther away.
Being close to planets and stars would possibly require new object classes, as they could no longer just be pictures in the background, if that's all they are now...
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline TrashMan

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Goober5000

Stuff that will probably be implemented quickly:
--No built-in command messages flag
--No built-in wingmen messages flag
--No-traitor flag specific to a particular ship


YAY!!!;7 :nod: :D ;) :thepimp:

All Hail the mighty SCP wizzards!
Nobody dies as a virgin - the life ****s us all!

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

 

Offline Unknown Target

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The 'Post the stuff you asked for during the code freeze' thread
- Dynamic LOD (yes, I'm saying it for the second time in this thread :p)
--Why? Saves modelers a lot of workload, and improves the game's overall look (and in some cases, performance),

- Being able to make HUD instruments larger or smaller.
--This would probably require a major HUD code overhaul, but it'd be nice if you could make some instruments small, so it gives the appearance that they're actually instruments on the 3D cockpits that we have now.

- No radar lock behind asteroids.
--Something else that would be cool, but require a major overhaul: When a ship passes behind an asteroid, it's disappears from your radar for however long it's behind the asteroid. Would be cool for multiplayer missions. :D

 

Offline CaptJosh

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The 'Post the stuff you asked for during the code freeze' thread
That asteroid thing is something they do in Starfleet Command Orion Pirates. Of course, the subspace based sensors in Star Trek still know the ship is there, it's just that you can't get a target lock on it. However, I rather think that the radar in the Freespace universe is just that, RAdio Detetion And Ranging. It would make sense that all you would get is an asteroid return, which gets filtered out on your scope.
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline WMCoolmon

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Nuke
what about customizable ship classes?


Esplanation?
-C

 

Offline TrashMan

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The 'Post the stuff you asked for during the code freeze' thread
I though of an even better idea - make the command/wingman/all messgaes activated/deactiovated via SEXPs!!

so you have a disable/enable-all-messages, disable/enable-command-messgaes and disable/enable-wingman-messages

tis would enable you to make a mission where you and your wing are on a misison and when later a jamming ship popps up all comms with command are out until you destroy that ship :D
Nobody dies as a virgin - the life ****s us all!

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

 

Offline aldo_14

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Unknown Target
- Dynamic LOD (yes, I'm saying it for the second time in this thread :p)
--Why? Saves modelers a lot of workload, and improves the game's overall look (and in some cases, performance),
 


I don't concur with this.

Um, can someone tell me how configurable asteroid stats are?  I.e. could we swap an asteroid field, with a minefield and have nice shockwavy explosions with no subdebris?

 
The 'Post the stuff you asked for during the code freeze' thread
This is something that has bothered me for a long time (hopefully I'm not the only one) but what about a dynamically colour changing hud, or at least targetting recticule.

I just find it really annoying that with the huge number of backgrounds and nebulas of different colour that no matter which one you pick for the hud, at some stage it'll just disappear into whatever background you happen to be pointed at for at least a few seconds in nearly every mission.

Would there be much involved in something like this?
Watch out for the Guns! They'll getcha!