Author Topic: The 'Post the stuff you asked for during the code freeze' thread  (Read 27620 times)

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Offline Trivial Psychic

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The 'Post the stuff you asked for during the code freeze' thread
Oh. OK.  Here's another... allow the render distance between nebula poofs be changeable in FRED.  We currently have an option for what the sensor radius is, but not render radius.
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Offline Prophet

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The 'Post the stuff you asked for during the code freeze' thread
Lets see....

Well this thread has something I would like to see... Did we decide anything regarding the hulks by the way? The discussion just stalled in mid air, so to speak...

Support for multiple medal cases would be nice. Mentioned in this thread...

The manouvering thurster stuff we talked about in here...

Improving the asteroids, like sliders for setting the amount of different asteroids in a field.. See this thread.

Hmm... I think thats all for now...
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Offline Tolwyn

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The 'Post the stuff you asked for during the code freeze' thread
just a thought: would it be possible to be able to assign cut scenes to be played (before or/and after the mission) in FRED rather than in the campaign editor (which is very limited anyway as far as I am informed.)
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Offline Singh

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The 'Post the stuff you asked for during the code freeze' thread
Here's something I just thought of, taht would greatly allow fredder's to increase the dramatic effect of there missions: subspace 'escape' velocity control.

Remember the lucifer in the FS1 cutscene? The major impression of scale in that picture was the slow speed at which it exited subspace. to duplicate that sense of scale by controlling the exit velocity of any ship in a mission (and having it to that ship only) would greatly add to dramatic effect for certain scenes - not to mention would be incredibly usefull in the creation of cutscenes. having the option to create a subspace 'wave' that causes the camera or any ship near the special 'warp' as the ship exits would add to this even further.

Just food for thought.


Oh, that, and stencil shadows!!!
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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 Tolwyn
just a thought: would it be possible to be able to assign cut scenes to be played (before or/and after the mission) in FRED rather than in the campaign editor (which is very limited anyway as far as I am informed.)
The campaign editor is FRED.  And it lets you do everything you can possibly do with the campaign file.

 

Offline Tolwyn

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Goober5000
The campaign editor is FRED.  And it lets you do everything you can possibly do with the campaign file.


Does that mean that there is now no limitation for the number/naming of the cut scenes?

And what about stand alone missions? I doubt you can run 'em through the campaign editor :)
Wing Commander Saga: A Legend Is Reborn | WingCenter
 
Tolwyn’s reputation for risk taking with other people’s lives was considered  to understate the facts. The admiral’s willingness to sacrifice anyone or anything to achieve his objectives had long been lauded in the popular press. He was “the man who got things done”.- Colonel Blair

No errors, no random CTDs, just pure fun and proof of why getting hit with missiles is a bad thing.
-WC Saga's beta tester


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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 Tolwyn
Does that mean that there is now no limitation for the number/naming of the cut scenes?
There never was. :confused:
Quote
And what about stand alone missions? I doubt you can run 'em through the campaign editor :)
Just make a campaign with a single mission.

 

Offline Tolwyn

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by Goober5000
There never was. :confused:


I remember reading something in the project discussion forum... :confused:
Wing Commander Saga: A Legend Is Reborn | WingCenter
 
Tolwyn’s reputation for risk taking with other people’s lives was considered  to understate the facts. The admiral’s willingness to sacrifice anyone or anything to achieve his objectives had long been lauded in the popular press. He was “the man who got things done”.- Colonel Blair

No errors, no random CTDs, just pure fun and proof of why getting hit with missiles is a bad thing.
-WC Saga's beta tester


Report Wing Commander Saga bugs with Mantis

 

Offline Carl

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The 'Post the stuff you asked for during the code freeze' thread
Tracking primaries! <-- Priority 1.
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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 Carl
Tracking primaries!
No.

 

Offline Trivial Psychic

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The 'Post the stuff you asked for during the code freeze' thread
Variable duration player-fighterbeams.

Basically, by setting the firewait and/or beam duration to -1 will result in the beam firing only as long as either A ), there is weapons power to sustain it, or B ), the player has the fire button pressed.  That way, if you only want a short burst, just tap the trigger, but if you want a sustained beam, hold it down until either your target is destroyed or the weapons energy is depleated.  This would be very useful for the Whitestar in TBP.


Remove the need for player-craft to have secondary firepoints, either on the models or in the tables.

Allow variables to be used in (command) briefings (persistant variables obviously) and debriefings.
« Last Edit: September 23, 2005, 10:02:46 pm by 1268 »
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Offline WMCoolmon

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The 'Post the stuff you asked for during the code freeze' thread
Quote
change-turret-weapon


As in, swap out the weapon on a turret for another? Or switch the preferred weapon to another?
-C

 

Offline DaBrain

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The 'Post the stuff you asked for during the code freeze' thread
So, uhm... what about this star stuff I suggested a while ago?

http://www.hard-light.net/forums/index.php/topic,34385.0.html

The game would gain a lot by having a feelable speed.
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Offline WMCoolmon

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The 'Post the stuff you asked for during the code freeze' thread
Yeah, I actually thought about asking about that.

I was going to reread it tomorrow, after sleep, because I didn't get what you were talking about (although I seem to remember I did the first time I read the thread. :p)
-C

 

Offline Trivial Psychic

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The 'Post the stuff you asked for during the code freeze' thread
Quote
Originally posted by WMCoolmon
As in, swap out the weapon on a turret for another? Or switch the preferred weapon to another?

As in, the ability to change the weapon mounted on a turret via SEXP, in mission.
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Offline Jeryko

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The 'Post the stuff you asked for during the code freeze' thread
[Random thought]

I don't know if it's already possible or not, or even if it requires coding, but...

I'd like the addition of a limited warp drive.  A secondary booster if you will.  It takes energy from a different energy hold than the booster, doenst last for more than a second or two(in that time you go a few kms), and has a very slow recharge.

Might make some battles interesting and might aid in the Star Trek conversion.  I think it would be cool to see ships warp away when in trouble, or fail to.

I know I can do this by just changing the booster speeds in the .tbls but I'd rather not compromise those variables. All of this of course would need tweaking to make it work, but I'm in class right now and can't really doing other things ...much.

[/random thought]
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Offline T-Man

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The 'Post the stuff you asked for during the code freeze' thread
One thing i would love to have at some point is the ability to save and load different default loadouts for ships that automatically assigns all the turrets and/or hardpoints their weapons, so you don't have to constantly go through and change each and every turret again and again.

For instance, you could have a Fenris, and its saved loadouts could be its FS1 weapons and its FS2 weapons, and you can switch between then by just selecting it from a drop down menu.

This would require a bit of GUI modification in C++, but i think it would really benefit mission designers, especially when you have one ship with several possible configurations.
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Offline TrashMan

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The 'Post the stuff you asked for during the code freeze' thread
Auxiliary engines!

what's this all about?
Basicly like a normal engine subsystem oinly it's dormant - no engine glows, no nothing.

You can activate it with a SEXP later in mission.

Would be cool when a ship get's it's engines blown it activates it's auxiliary ones and starts moving (slowly)

That said the speed entry should have two numbers - 15(5) like normal speed and auxiliary engines speed.

On another note how about actually doing some engine calculations??? By that I mena reducing a ships speed as engines get blown. How to do that? simple - by engine wash entry - it gives a good overview of hte power of the engine.

So engines wash + engines wash + ... = total wash

When engine03 get's destroyed you calculate how much % thrust it was giving (using engine03 wash and total wash) and reduce the top speed by that much.

Needles to say that if all engines are operational and you turn on auxilliary ones the ships goes faster (15 + 5)
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Offline StratComm

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The 'Post the stuff you asked for during the code freeze' thread
Trashman, go blow out engine subsystems on a moving capship and see if it keeps clicking along at top speed.  Asking for features is one thing, asking for features that have been there since FS1 is quite another.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline TrashMan

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The 'Post the stuff you asked for during the code freeze' thread
Hm...how come I haven't noticed that....:hmmm:

My dab then..

Well, auxiliary subsystems was not there at least...
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