Author Topic: Consilii  (Read 18671 times)

0 Members and 1 Guest are viewing this topic.

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: Suggestions? Here you are!
Another suggestion about the Lab. Make it show rotating parts rotating (and if possible adding an option to disable it, ie show them fixed as it happens now).
Done.  And the rotating, rotating Knossos was rather neat. :D

 
Re: Suggestions? Here you are!
How about a debug feature that lets you manually force LOD levels?  That way you can see if  the levels are setup correctly and are useable.
You can already do that in the Lab (F3 on the mainhall).  The only thing it doesn't show you is the debris, but that is on the todo list already.

Well I was hoping ingame...
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Suggestions? Here you are!
Something else I'd like to re-propose... Muzzle Flash Upgrades:

I propose that muzzle flashes be configured for three possible methods of effects:  Animation, Pulse, and Particle.

Now, animations as muzzle flashes is basically what we have already, though it could use a few improvements... for example, a translation capability.  This means that the effect will appear to move away from the firing source, in the direction that the weapon shot took.  If you've ever seen heavy cannons firing from naval warships, you'd see the explosion effect translating away from the barrel.  Another upgrade is a little more complicated.  Lets say that you have 2 different weapons that are in fact quite similar, just one is larger than the other.  Correspondingly, you'd want the muzzle flash explosion to be larger on the larger weapon.  I propose that a scale option be added within the weapons.tbl file, right after the muzzle flash is called.  The figure used in this would multiply the size of the effect referenced in mflash.tbl, and either enlarge or shrink the size for that weapon specifically, and would also affect the translation distance (proposed above) by the same factor.

In mflash.tbl:

+name: bang
+blob_name: bang1
+blob_offset: 1.0
+blob_radius: 6.0
+blob_translation: 5.0 ;; distance in meters the effect will move away from where it started, in the direction that the turret normal is facing for that shot

In weapons.tbl:

$Muzzleflash:  Bang
+Scale_factor: 1.0 ;; as default, which keeps the animation the same size as that in mflash.tbl.  Larger numbers make it bigger, small numbers make it smaller  :lol: negative numbers give error.

The second method, is something akin to beamglows, but would be partially hacked to use some of the laser code.  The downside is that it would pretty much need to be in the weapons table, rather than the muzzle flash table.  This may require an additional entry so that the mflash.tbl call can be overridden.  Basically, it seems to me that if I just want a brief pulse as my muzzle flash, rather than having to include an animation, what about using the same code which generates beamglows for beam weapons?  For the most part, it would behave exactly like the beamglow in beam weapons, but it would work for pulse weapons.  That said, it would greatly reduce the number of effects needed to be loaded, if instead of requiring the pulse effect to match the color you want, you could simply have an RGB line so that this can be specified by the game.  Also, instead of simply using one figure to dictate the entire lifetime of the pulse, I advise that we retain the separate figures for pulse warmup and warmdown. For your typical flash, these two figures would be the same, and incredibly short, on the order of say a tenth of a second, but I've seen some people express the desire for a charge-up effect prior to pulse weapons firing.  This would allow the modder to designate say a 3 second charge for the muzzle pulse, followed by a near instantaneous disappearance of the muzzle pulse, as the weapon discharges.  Note, for this to occur, the release of the weapon has to be timed to coincide with the transition between pulse-up and pulse-down of the muzzle pulse.  Anyway, for those who are trying to do the "charge-up" effect, retaining the particle effects from beamglows would be useful.  So now we have:

$Muzzleflash_type: Animation ;; can be animation, pulse, or particle - this line is optional and will default to animation if not present
$Muzzleflash:  Bang
+Scale_factor: 1.0
$Muzzleflash_type: Pulse  ;; as you can see, you can have more than one type of animation in use on a weapon, greatly imprioving your options
+warmup: 100 ;; time in ms - note that "$Muzzleflash:" is only necessary if its an animation.  If its "pulse" or "Particle", its not
+warmdown: 100 ;; time in ms
+radius: 1 ;; size in meters
+length: 1 ;; kinda borrowed from @Laser Length, incase you want your pulse to appear somewhat elongated rather than completely circlular.
+PCount: 10 ;; particles spawned, as with beamglows
+PRadius: 1.5 ;; size in meters
+PAngle: 180 ;; angle in degrees
+PAni: sparkle ;; filename
+warmupsound: 128 ;; for the charge-before-firing people
+muzzlepulse: pulse1 ;; filename
+MPulse_Color: 128, 128, 128 ;; RGB of how pulse1 should be adjusted for this particular weapon.
+MPulse_Offset: 1.0 ;; distance in meters, borrowed from the mflash.tbl for use with animations.
+MPulse_translation: 1.0 ;; distance in meters, not sure if you really want this one

Now, we move on to particles.  We may have had particles in with the beamglow sfuff, but those are ones drawn into the beamglow as it charges, not as it discharges.  The particles I'm proposing would be spewed outward from the muzzle.  Its pretty straight forward:

$Muzzleflash_type: particle
+count: 20 ;; number of particles released when the weapon fires
+spew time: 0.7 ;; time in seconds it will take for all the particles to be spewed
+end time: 1.5 ;; how long the particles will last before they dissipate
+radius: 1 ;; distance in meters that the particles will travel away from the source - note, combining +end time with +radius will determine how fast the particles move.
+angle: 90 ;; angle in degrees from the direction the normal happens to be firing from at the time
+offeset: 1.0 ;; again, borrowed from mflash.tbl
+bitmap: twinkle ;; filename - could be +animation though.

All these would immensely improve the caliber and type of muzzle flashes available to moders.  Furthermore, the use of the "pulse" type should reduce the load on memory, from having to store all the different pulse animations for each weapon, along with all the different color iterations depending on the weapon its associated with.
The Trivial Psychic Strikes Again!

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Suggestions? Here you are!
Another suggestion about the Lab. Make it show rotating parts rotating (and if possible adding an option to disable it, ie show them fixed as it happens now).
Done.  And the rotating, rotating Knossos was rather neat. :D
Another suggestion about the Lab. Make it show rotating parts rotating (and if possible adding an option to disable it, ie show them fixed as it happens now).
Done.  And the rotating, rotating Knossos was rather neat. :D

WOW, you are REALLY fast...  :eek: :eek: :eek:
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 
Re: Suggestions? Here you are!
This may change gameplay drastically, and add many hours to the coders' work, but if at all possible, I'd like to see at some point in the future, the option to switch to newtonian physics, (I.E. inertia) and the addition of reverse thrust for ships.  I have this great vision of leaving a dogfight in full afterburn, killing my engines, rotating my ship 180 degres and opening up on anyone tailing me as I fly into the open docking bay of my command ship (or whatever lol) for repairs or just plain landing.  Would be useful in time-critical missions (I.E. cap ship repairing its malfunctioning nav system for a jump while being attacked by an opportunistic Shivan battlegroup. Is there any way either of these (reverse thrust or inertia) would be possible?
Could we with ink the ocean fill, and were the skies of parchment made
Were every stalk on earth a quill, and every man a scribe by trade
To write the love of God above, would drain the ocean dry
Nor could the scroll contain the whole, though stretched from sky to sky!

 

Offline Kaine

  • 27
Re: Suggestions? Here you are!
from what i can gather from older threads requesting/suggesting newtonian physics, they are possible, but putting them in would open up a huge can of worms/ ie teaching the AI how to handle them, how weapons would work, collision handling etc etc etc basically its a gameplay/realism question and honestly i can't see it adding *that* much to the game... especially considering the effort it would take to program.

*edited to make sense*
« Last Edit: January 27, 2007, 08:18:59 am by Kaine »

 

Offline Black Wolf

  • Twisted Infinities
  • Global Moderator
  • 212
  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Re: Suggestions? Here you are!
is-ship-facing-object sexp. Would eork exactly like the current facing sexp (the training one) but apply from any ship in the mission rather than just the players. I remember someone saying they were doing this ages ago, but it may have been forgotten.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Suggestions? Here you are!
Bob added that last one about 2 weeks ago actually :D Here's the thread. I think he just needs to commit it to CVS.

 
Try this. I haven't tested it but it should fix the problem for you. This is a HEAD build BTW not 3.6.9. Although I suppose this could be counted as a bug fix rather than a feature :)

Works like a charm.   :yes: :yes:

I'll add it to CVS then.
« Last Edit: January 27, 2007, 11:10:27 am by karajorma »
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Suggestions? Here you are!
How about sexps:

set-directive-priority

Will allow directives to be ordered by priority
value = 0 to 50 (or something ), -1 will remove directive entirely.
The Trivial Psychic Strikes Again!

 

Offline DarkShadow-

  • 28
  • Machina Terra
Re: Suggestions? Here you are!
How about sexps:

set-directive-priority

Will allow directives to be ordered by priority
value = 0 to 50 (or something ), -1 will remove directive entirely.

Wow, I just wanted to suggest this because I need a directive priority.  :eek2:
Whatever, my idea was adding some box where you set this value in event editor. Well, do the one that's easier (if it's possible at all).
"The most exciting phrase to hear in science, the one that heralds new discoveries, isn't 'Eureka!' but rather 'hmm....that's funny.'" Isaac Asimov

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Suggestions? Here you are!
Well, I want this because I've got situations where completed or failed directives are taking display priority over active directives.  I also sought to rectify this by asking if there was a way via the hud_gauges.tbl to augment the number of directives displayed, but WMC has abandoned further development of hud_gauges.tbl, focusing his attention on scripting, which is beyond me, and which I don't have time to learn.
The Trivial Psychic Strikes Again!

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Suggestions? Here you are!
Here's a good one for FRED.  Any chance of a built in spell checker for briefing, debriefing, mission specs,  and messages at some point? 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Suggestions? Here you are!
If FRED itself could be compiled with Voice Simulation, then a button to play the selected text would be useful, if just to test how long it takes to be read, for message timing.  In the meantime however, using the Sim Speech test window in the FSO Launcher does the trick.
The Trivial Psychic Strikes Again!

 

Offline asyikarea51

  • 210
  • -__-||
Re: Suggestions? Here you are!
Some minor suggestions for the F3 viewer.

1) Scrollable boxes for the ship and weapons, possibly both for lists and descriptions.
2) Show gun/missile points option (Maybe add docking paths+normals in green colour to this too? Have a feeling this is already possible though).
3) MS Sam can be turned on and off for ship and weapons descriptions XD
Inferno plz
The Power of Nightmares
TheHound: "Nice idea, but I have a thing against announcing campaigns before having them already finished."
G5K: "The flipside of that is that if you don't announce your campaign, yet take too long to finish it, other people may independently come up with some of the same ideas."

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
  • 142857
Re: Suggestions? Here you are!
Here are two more things I had in mind:

1: Show the player's score somewhere in the pilot statistics and singleplayer debriefing screens. There is currently no way to determine what your score is and when you're going to be promoted. I believe the pilot score is shown in the multiplayer debriefing screen, but not anywhere else.

2: Add a variant of add-remove-escort (or perhaps modify the existing sexp with a true/false parameter, like is-event-true-delay) so that the number you put in becomes the escort priority.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Suggestions? Here you are!
2: Add a variant of add-remove-escort (or perhaps modify the existing sexp with a true/false parameter, like is-event-true-delay) so that the number you put in becomes the escort priority.

That change is already in the latest CVS builds. No true/false parameter though. It just uses the number as the escort priority.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
  • 142857
Re: Suggestions? Here you are!
What does a value of 0 do? It's used to remove the ship from the list, but can also be an escort priority value.

 
Re: Suggestions? Here you are!
How about ambient or rotation sound for subsystems? Like Homeworlds turrets
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Suggestions? Here you are!
What does a value of 0 do? It's used to remove the ship from the list, but can also be an escort priority value.

It removes it from the list. I couldn't change that without breaking the SEXP or making a new one.

On a side note if you use 0 as a priority for ships you're an idiot anyway. I'm not spending time coding to help you be an idiot :p When adding escort priorities you should never set them to the lowest or highest values possible. You shouldn't really be giving anything a priority lower than 10 as that means you can still add ships in with 9 lower priorities if need be.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
  • 142857
Re: Suggestions? Here you are!
You have a point there, but I tend to do it a lot anyway since I know exactly which ships need to be the escort list at all. :p Should be easy enough to change it, though.