Author Topic: The 'Post the stuff you asked for during the code freeze' thread  (Read 27437 times)

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Offline Nuke

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The 'Post the stuff you asked for during the code freeze' thread
damage heirarchy

make it so that you can set up links between subsystems. so that you can have parts of a ship that may be shot off an would take out any other subsystems linked to it. for example if you have a wing subsystem with a number of turrets on it and you destryo the wing, it should take the turrets with it. id imagine adding "+subsystem dependancy: subsystemname" tags to each subsystem that requires another for its operation. if a system is destroyed, anything with a dependancy tag for that system is also destroyed. i imagine quite abit of versitility with this.
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Offline Trivial Psychic

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by TrashMan
Well, auxiliary subsystems was not there at least...

Its not there, but it has been requested before.  If implimented, it would be made part of Tertiary Systems (go to THIS LINK and scroll to the bottom of the page), which are PhReAk's domain.  Unfortunately, Tertiaries have been put on the back burner and turned down to simmer for the time being.  Don't expect any broad-scale implimentation of this any time soon.
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Offline Ace

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Goober5000
No.


No aspect or heat seeking primaries? Bah! :p
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Offline Axem

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The 'Post the stuff you asked for during the code freeze' thread
Could we lock the positions of every ship when in FRED's breifing mode? It's really annoying when I want to move an icon and then move a ship instead. Even more so when a jump node likes to take up 5 times the space and not let me select anything else.
« Last Edit: September 27, 2005, 09:21:25 pm by 1840 »

 

Offline Black Wolf

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Axem
Could we lock the positions of every ship when in FRED's breifing mode? It's really annoying when I want to move an icon and then move a ship instead. Even more so when a jump node likes to take up 5 times the space and not let me select anything else.


The man makes a good point. A very good point.

[EDIT] - Actually, a checkbox allowing you to lock and unlock the ships in the briefing would be best. It's sometimes useful to be able to move them around, in a carefully controlled manner.
« Last Edit: September 28, 2005, 01:56:06 am by 302 »
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Offline Ace

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The 'Post the stuff you asked for during the code freeze' thread
Seconded on the locking ships in the briefing.

Here's a new feature idea:
Rotation settings for skyboxes. Allowing the FREDer to rotate the skybox .pof like a ship model.
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Offline Ace

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The 'Post the stuff you asked for during the code freeze' thread
One other feature:
Enable glow map (map name) SEXP.

Turning on or off all of the maps is great, but there are cases where turning off say one glowmap is needed. A good example is say when the Golgotha's meson reactor is powered down, having only that glowmap off adds to the effect.

Another example would be when the Charon comes online. The installation portions are working, and so should have glowmaps but the Knossos segments should light up with each stage of activation.
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Offline TrashMan

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

Its not there, but it has been requested before.  If implimented, it would be made part of Tertiary Systems (go to THIS LINK and scroll to the bottom of the page), which are PhReAk's domain.  Unfortunately, Tertiaries have been put on the back burner and turned down to simmer for the time being.  Don't expect any broad-scale implimentation of this any time soon.


why are they handeled as tertiaties? After all it's just anotehr subsystem..
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Offline Nuke

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The 'Post the stuff you asked for during the code freeze' thread
silly me how could i forget:
gatling turrets :D
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Offline mikhael

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The 'Post the stuff you asked for during the code freeze' thread
You asked for it:




Here's what I want in ANY space sim. Make of it what you will.

[list=1]
  • Mission Interrupting Events (Red Alerts that pop up during a mission)
  • Multi-area missions using Wing Commander style waypoints.
  • Player use of freestanding jump nodes for transiting between systems during a mission
  • I-war2 style virtual HUD (a)
  • I-war2 style sortable contact list (requires a single contact list comprised of all targettable objects)
  • Smooth views (ie: freelook/mouselook)
  • Simulation system (b)
  • Manual launch/landing sequences. Sim style or Wing Commander/Starlancer style, should be toggled by a difficulty setting. Three settings: [none|arcade|sim]
  • Dynamic Asteroid Fields (generated by freestanding particle system and LOD system) (c)
  • Modular object system (Iwar2 style)
  • Scripting system with SEXPs implemented as prewritten functions in the scripting language
  • Modular plugin system (major game system components as loadable modules)
  • Gravitational attractors (NOT a proper gravitational system, which would be too complex)
  • Iwar2's dynamic universe system (e)
  • Iwar2's model animation system (f)
  • Resource/Mod files packaged as ZIP (g)
  • Remove distinction between primary, secondary (and the proposed tertiaries) (h)


Longer explanations:

(a) Virtual Hud: Iwar2 has a virtual HUD system. In game, the HUD is projected on the pilot's visor. What this means is that HUD elements are painted last, atop everything else, including the cockpit. When implemented with a freelook, this can be a very good thing.

(b) Sim Mode: a setting wherein collisions are modelled accurately, the player is required to monitor damage and energy levels in real time, and things like heat are taken into consideration. Jane's Advanced Tactical Fighters is a Sim. Crimson Skies is a shooter. In space combat games, Iwar2 is close to a sim, but not quite. Freespace is more of an arcade shooter.

(c) Dynamic asteroid/debris/etc field: fields are placed in the playing area as a volume object; a sphere for example. The game engine knows that sphere object represents a field of some sort and looks up its [INI|Table|Registry|Mission] entry where it reads a field type (asteroid, debris, nebula, etc), a field density, and a model/poof file pool. (Note: this is Iwar2's nebula/debris system)

(d) Modular model system: more than just one model for a turret used by many ships, its also a matter of the ships themselves. When a ship is listed as having three EXTERNAL heavy weapons hard points, placing weapons on those hard points should result in an outside view of the ship reflecting these changes. Internal hardpoints do not show. This is not very important for the player's ship, but it is important for all the other ships in the game, since an experienced pilot will learn to tell what sorts of equipment a ship is packing by looking at its profile.

(e) Iwar2's Dynamic Universe System: Not useful for a skirmish oriented game like Freespace. However, for a game that has a freeflight mode, its critical. In a dynamic universe, systems and installations have traderoutes, patrols, intrasystem business, radio chatter and the like. Iwar2 models this by creating a horizon based universe with the player at the center. There are three nested spheres to this horizon system:
--Anything within the outermost radius is simulated somwhere in the engine. Movement is calculated, etc.
--Anything with then the next smaller sphere shows up on the longest range sensors, and may be affected by the player. Players with sufficiently strong sensors etc, can target objects in this radius, and will see them in the contacts list and radar. Not everything in this radius is going to be rendered. It depends on size.
--Anything in the nearest radius is visible (IE rendered full time) and can trigger sound events.

(f)That's a whole long explanation by itself. Short version: every event that can be triggered by the pilot (CPU or human) can trigger an animation channel. Pitch, roll, yaw, accelerate on X, Y or Z axes, fire primaries, fire secondaries, etc are all candidates. In the [INI|Registry|Table], a list of animation channels have special instructions for motion on the object. In Iwar2, the most obvious example of this is Tug. When the player accellerates either Z+ or Z-, the four engine pods rotate forward or back. I've built ship models where if the player rolls, the engines rotate away from the roll and emit thruster cones.

(g) Modding and testing of mods in games like Iwar2 is made easier by handling the resources as a directory tree stored in a zip (or out of a zip, Flux--the Iwar2 engine--will read both, with unzipped data taking precedence over zipped). Users can just open the zipped resources directly and work with them with any standard compression tool (like, oh, XPs compressed folders, *nix's zip packages, Mac's stuffit, et al). It isn't as if plucking resources out of a zip file is precisely slow, and it does allow for alot of flexibility. Is there something useful to the VP system I am unaware of?

(h) Implement three triggers, and let the player assign weapons to each. The "cycle primary" and "cycle secondary" buttons will select through the various weapons assigned to those groups. Countermeasures are a kind of weapon under this system.
« Last Edit: September 28, 2005, 09:27:58 pm by 440 »
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Offline Sticks

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by mikhael
... :eek2: ...


:eek2:
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Offline Nuke

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The 'Post the stuff you asked for during the code freeze' thread
yes i would like rendering capabilities with million-puly models and 10240^2 64 bit textures. oh and i want ai that is smart enought to take over the world if it ever managed to get out of the constraints of the game engine. :D
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Offline mikhael

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


:eek2:


What?

Every single item in that list has been implemented before in at least one major game, most of them have been in several.
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Offline Prophet

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by mikhael
Every single item in that list has been implemented before in at least one major game, most of them have been in several.

Major games that have been specifily built, using lots of money, to support those features...
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Offline Black Wolf

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The 'Post the stuff you asked for during the code freeze' thread
What would be really cool is some sort of non CTD error for ships without a docking point calling in a support ship. Presently, any fighter without a support ship docking point which calls for support crashes the game, including AI ones. A better solution would be for the game to check for the presence of a dockpoint before allowing the support ship to jump in once its been requested. If the dockpoint isn;t there, you get a little "This class of ship can not be resupplied" error.

Consider, for example, stuff like Aldo's space suit. Allowing the support ship to dock to it would be as bad as the CTD...
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Offline Goober5000

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Black Wolf
What would be really cool is some sort of non CTD error for ships without a docking point calling in a support ship. Presently, any fighter without a support ship docking point which calls for support crashes the game, including AI ones. A better solution would be for the game to check for the presence of a dockpoint before allowing the support ship to jump in once its been requested. If the dockpoint isn;t there, you get a little "This class of ship can not be resupplied" error.

Consider, for example, stuff like Aldo's space suit. Allowing the support ship to dock to it would be as bad as the CTD...
That's more of a bug report than a feature request. Mantis it. :)

 

Offline Black Wolf

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The 'Post the stuff you asked for during the code freeze' thread
Righto then.

[EDIT]Oh, well, if the last ones a bug maybe this is too (though I suspect it's on the bug/feature border). Is there a specific reason why ignore-ship AI behaviour is greyed out for capships? All it would need to do would be to prevent turrets firing on the ignored ship, but for some reason [V] decided it wasn't important enough... I'm kind of curious as to why, and whether it might be feasible to get it turned on?
« Last Edit: September 29, 2005, 02:36:43 pm by 302 »
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Offline mikhael

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

Major games that have been specifily built, using lots of money, to support those features...


And?
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Offline CaptJosh

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The 'Post the stuff you asked for during the code freeze' thread
I've got a feature request. How about support for alternate keyboard layouts? I use a Dvorak layout keyboard and it's annoying that I can't type using the layout I use. I'd like be able to just use my existing layout without having to remember which keys in Dvorak layout match up to which standard layout keys.
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Offline Nuke

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The 'Post the stuff you asked for during the code freeze' thread
if i ever get the gatling turret feature, how would it be implemented, through the vwep system or something else?  im revising some of my capships and am curious as to how to procede with designing their turrets so that they will be compatable with the feature should it be implemented.
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