Author Topic: Implementation of a hyperspace jump ?  (Read 3838 times)

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Offline MetalDestroyer

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Implementation of a hyperspace jump ?
By chance, I didn't notice within the $warpout speed variable that I could move very fast before going into the vortex. And, luckily, I stop my subspatial jump by hitting the right button. I was thinking, if you could implement a new ship control feature into the game like the warp.
But instead of warping and end the mission, the player/or AI, will be able to travel a long distance without ending the mission.
To stop the hyperdrive engine, I thought of putting some sort of count time limit, so the player can go to an another location.
To avoid to abuse of this feature, why don't just put a hyperdrive engine recharge time. So, the player have to wait X sec or minutes after his first jumping.

Or another idea, it's to give the control speed like I War 2 within the throttle.

I don't know if it is possible for you to implement it.


I put a little demo
Codec uses : h264
Duration time : 1 min
File size : 9 MB
X wing jumps

« Last Edit: January 08, 2006, 11:43:14 am by MetalDestroyer »

 

Offline starfox

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Re: Implementation of a hyperspace jump ?
I liked the Demo  :yes:
Methinks feature like this will also see some action in Babylon 5 related material.

Now all we need is some 3d planets and we have a whole Starsystem to explore.
People could FRED very long distance missions, and as I said earlier, have an entire system in single mission.
This all of course, when there are some 3d-planets to use...

Until then...godspeed
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Offline Fineus

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Re: Implementation of a hyperspace jump ?
Unfortunately I don't have (and can't find) the correct codec to play that movie. I did locate an x264 codec but that didn't work.

As for the idea.... I think the main problem with having the long distance thing is that FreeSpace as an engine was never designed to be a "multiple location" mission area thing unlike Wing Commander. By its nature Subspace allows you to travel from one point to another very quickly but only within certain criteria... so you could only have one mission at a time.

This does sound like a really good idea though... it might require quite a lot of coding to achieve. I'm not the expert though so I wish you the best of luck either way :)

 

Offline starfox

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Re: Implementation of a hyperspace jump ?
Kalfireth, if you require a codec, this one might be worth to try...
http://www.afterdawn.com/software/video_software/codecs_and_filters/ffdshow.cfm
I have that one myself, and it's really good... :yes:
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Offline Fineus

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Re: Implementation of a hyperspace jump ?
Well well... it did. Thanks starfox! :)

Having seen the movie... it certainly seems to work as advertised. I wonder if it's possible to get the patent roll/starfield whiteout as shown in the movies.

 

Offline Wanderer

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Re: Implementation of a hyperspace jump ?
Aren't there some limitations about the gamefield size? Just something that come to my mind..
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline MetalDestroyer

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Re: Implementation of a hyperspace jump ?
Aren't there some limitations about the gamefield size? Just something that come to my mind..

It seems the limitation has disapeared. I tried some weird thing within the time compression (x64), I could reach a 3D planet which is located 2 000 000 meters in front of me. But, I said that it doesn't mean the limitation has completely gone.

 

Offline starfox

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Re: Implementation of a hyperspace jump ?
Speaking of 3-D planets, anything available to download ? I'd like to try out something too...
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Offline MetalDestroyer

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Re: Implementation of a hyperspace jump ?
Ok, i'll sent you some 3D planet. But, generally consider them as object like Fighter or anything else. They are just huge.

 

Offline MetalDestroyer

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Re: Implementation of a hyperspace jump ?
Speaking of 3-D planets, anything available to download ? I'd like to try out something too...

Just copy/past the code from the table into your ships.tbl.

Here the model

 

Offline starfox

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Re: Implementation of a hyperspace jump ?
Thanks for the model, I'm sure it's going to yield some interesting results...
 :)
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Offline WMCoolmon

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Re: Implementation of a hyperspace jump ?
 :pimp:

http://www.hard-light.net/wiki/index.php/Modular_Tables

planet-shp.tbm
Code: [Select]
#Ship Classes
$Name:                          Moon
$Short name: Moon
$Species:                       Terran
+Tech Description:
XSTR("For over 30 years, the GTD Orion class was the largest ship in the Terran-Vasudan armada. Over two kilometers in length, bristling with dozens of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All GVTA Orions have been retrofitted with the latest anti-warship beam weapons, as well as flak and AAA turrets for dealing with fighters and bombers. The Orion's cavernous hanger bays easily accommodate more than two dozen fighter or bomber wings.", 3051)
$end_multi_text
$POF file: planet_moon.pof
$Detail distance: (0, 3500, 9000, 22000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 3.5
$Max Velocity: 0.0, 0.0, 0.0
$Rotation time: 150.0, 150.0, 150.0
$Rear Velocity: 0.0
$Forward accel: 20.0
$Forward decel: 10.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 100.0
$Expl outer rad: 2400.0
$Expl damage: 400.0
$Expl blast: 6500.0
$Expl Propagates: YES                                                     ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 335.0                                           ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 4
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 0.0
$Max Weapon Eng: 100.0
$Hitpoints: 900000000
$Flags: ( "capital" "big damage" "in tech database")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time:                     2000
$EngineSnd:       138                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -6500000
$Closeup_zoom:          0.5
$Score:             8000000
#End
-C

 

Offline MetalDestroyer

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Re: Implementation of a hyperspace jump ?
:pimp:

http://www.hard-light.net/wiki/index.php/Modular_Tables

planet-shp.tbm
Code: [Select]
...


Could we expect to see in the next CVS build this kind of feature ? I mean the hyperspace jumping.

 
Re: Implementation of a hyperspace jump ?
MetalDestroyer you have already worked on that already ?, until now I post this in this thread:

http://www.hard-light.net/forums/index.php/topic,37721.0.html

I wanted to do a Comet colliding Earth, but for that, I need asteroids to be managed as Ships, I mean it should go in the Ships.TBL, that's easy (we are all imagining the same), for the Crater after it crashes it can be used a Texture Decal, any other Info it's already posted it in that Thread.

The problem is that a Comet should be huge, but at really High-speed, so the Hyperspace/HyperSpeed/HyperVelocity Drive, is the only way to chase such a thing.
How does it works, or are you just increasing the Speed to XXXX+ in the Ships.tbl to look how it looks like it ?

------------------------------------------------------------

About the Model I do of the Earth, it's just a Generic Sphere for use with planet, not so generic, it needs 2 things:

A - Texture Map Replacement
B - Adjust the Radius to match every planet/Moon Size

One thing that everyone forgets:
Getting the Moons Maps, will be really harder...but Moons exist in the planets around solar system, Uranus for example has 5 Moons (Miranda, Ariel, Umbriel, Titania and finally Oberon), and I won't ignore them, if planets exist as Uranus does, then the Moons need to be there around the Planets.

Saturn with it's ring it's the only abnormal planet, Uranus has also a Ring but it's invisible, so one problem less....

The Sun, a Planet with Glow, and animated [eff] Engine Glow to be used Intersection Bug to simulate the Flames, could help in this?, I'll choose a Background, but I don't want to discard the possibility of thinking about it, like with planets, again the flag of Dead by Proximity should be active (Gravity/Pression Issue would be really high), shields should be able counter not only damage, but pressure, heat and G-Force, even so.....

---------------------------------------------

If all those things are implemented, then I can make finally S:AH, something really different from the original concept.......

---------------------------------------------

Small Edit Here:

It seems to be than Uranus have seventeen Moons/Satellites, 2 are unnamed:

# Miranda
# Ariel
# Umbriel
# Titania
# Oberon
# Cordelia
# Ophelia
# Bianca
# Cressida
# Desdemona
# Juliet
# Portia
# Rosalind
# Belinda
# Puck

(Do one of the unnameds is Charon ?)

It's the moment when fantasy ruins, and I say, let's 1st try to do earth other planets can wait (specially when planets like Jupiter have a Width of 142,800,000m, earth is just 12,400,000m, so....)
« Last Edit: January 14, 2006, 11:47:17 pm by Shadow0000 »

 

Offline MetalDestroyer

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Re: Implementation of a hyperspace jump ?
MetalDestroyer you have already worked on that already ?, until now I post this in this thread:

http://www.hard-light.net/forums/index.php/topic,37721.0.html

I wanted to do a Comet colliding Earth, but for that, I need asteroids to be managed as Ships, I mean it should go in the Ships.TBL, that's easy (we are all imagining the same), for the Crater after it crashes it can be used a Texture Decal, any other Info it's already posted it in that Thread.

The problem is that a Comet should be huge, but at really High-speed, so the Hyperspace/HyperSpeed/HyperVelocity Drive, is the only way to chase such a thing.
How does it works, or are you just increasing the Speed to XXXX+ in the Ships.tbl to look how it looks like it ?

[...]

The problem I encouter with this Hyperspace jump, it's I use some weird feint. As you see in the little demo, I use the warp jump (within alt + j) and type "escape" to cancel the jump. So the actual implementation is only for manual.
For the High speed, I've just add the 2 new variables into the ships.tbl (warpin speed, warpout speed) both of them with a value of 35 000 m/s. So, if the ship has a Forward Accel of 2 sec, so It will take 2 sec to the object to reach his Highspeed for jumping.

If you want to create a comet, I think the best way (I don't know if it'll work) is to set a higher speed value (not for the jumping) . And just tell to the comet within FRED2 to attack Earth. In that case, your comet will attack Earth with its maximum speed.

 

Offline Mav

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Re: Implementation of a hyperspace jump ?
Hmm... wasn't there a kamikaze-feature for the Vasudan light fighter (Anubis?) in one of the ship properties dialogues (FRED -> ship editor -> some button therein) ? That might be needed to be set, too, if you wish the Comet to collide if its given the order to attack. Am not totally sure about this, though.
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________o

-----------------------------------
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test mission for commanding capships
-----------------------------------
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Re: Implementation of a hyperspace jump ?

It seems to be than Uranus have seventeen Moons/Satellites, 2 are unnamed:

# Miranda
# Ariel
# Umbriel
# Titania
# Oberon
# Cordelia
# Ophelia
# Bianca
# Cressida
# Desdemona
# Juliet
# Portia
# Rosalind
# Belinda
# Puck

(Do one of the unnameds is Charon ?)



Nope. Charon is a small moon rotating around Pluto.


BTW: I can´t get the moon posted above to run. Maybe someone can post an example-mission?

 

Offline MetalDestroyer

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Re: Implementation of a hyperspace jump ?
[...]

BTW: I can´t get the moon posted above to run. Maybe someone can post an example-mission?

Have you try "Right clic" then "Save as" ?

 
Re: Implementation of a hyperspace jump ?
Sorry, i can understand english much better than speaking or writing it. I meant, that i can´t get the moon to work ingame. I´ve tried to edit something in FRED, bur all i can see is empty space. Maybe the moon is too big and i´m flying inside of it. I am just too lazy to figure it out by myself so if you have a working mission, it would be nice to post it here.
I can see the moon with the F3-feature, but the texture is flickering very bad. It seems to be an OGL-thing, ´cause D3D works "fine".

 

Offline MetalDestroyer

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Re: Implementation of a hyperspace jump ?
Sorry, i can understand english much better than speaking or writing it. I meant, that i can´t get the moon to work ingame. I´ve tried to edit something in FRED, bur all i can see is empty space. Maybe the moon is too big and i´m flying inside of it. I am just too lazy to figure it out by myself so if you have a working mission, it would be nice to post it here.
I can see the moon with the F3-feature, but the texture is flickering very bad. It seems to be an OGL-thing, ´cause D3D works "fine".

Ah sorry. Ok, here an example :
Moon mission