Author Topic: Re: SCP Dev Roadmap Discussion  (Read 14983 times)

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Re: Re: SCP Dev Roadmap Discussion
any plans on [fixing] the Red Alert bug?
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Offline akenbosch

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Re: SCP Dev Roadmap Discussion
any plans on making animation triggers for "when fired" and "after fired"?

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Offline Wanderer

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Re: Re: SCP Dev Roadmap Discussion
http://www.hard-light.net/forums/index.php/topic,33568.msg692946.html#msg692946

Sort of gravedigging but... Could it be possible to add that to new builds? Assuming it works that is

Basically just a new flag that would prevent AI from overtaking the 'carrier'/'bus'/spawn missiles when they are launched from turrets. As the retail based override makes any attempt to use carrier missiles with turrets a total waste of time.
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Offline Mars

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Re: SCP Dev Roadmap Discussion
Gah...I swear, one of these days, I'm going to finally take a look at some part of the FS2 code, see what I can understand of it, and find out if there's any way I can lend you guys even a small hand.  It isn't fair to have so few in the community pulling the work for so many, and I'd like to give back in whatever way I can.

I've tried myself but the source code makes about as much sense to me as 2001: A Space Odyssey or maybe Donnie Darko

 

Offline Goober5000

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Re: Re: SCP Dev Roadmap Discussion
Basically just a new flag that would prevent AI from overtaking the 'carrier'/'bus'/spawn missiles when they are launched from turrets. As the retail based override makes any attempt to use carrier missiles with turrets a total waste of time.
Eh?

And btw, the code in that post has a bug in it.

 

Offline Wanderer

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Re: Re: SCP Dev Roadmap Discussion
Basically you cant make turret launched 'spawn' flagged missile unless you want to fly directly along turrets normal and not home on anything (just like retail defensive spawn missiles do). Very cheapish retail override thing. Basically turret starts firing untargeted non homing missiles at their 'free flight velocity'. And on top of that they always use turrets normal - even with multi parts, causing missiles to be fired through multi part turrets 'roofs' (ie. not at barrel direction).


In any case i thought the matter had been solved in the thread i linked but wasn't committed to cvs..

Same issue:
http://www.hard-light.net/forums/index.php/topic,45708.0.html
http://www.hard-light.net/forums/index.php/topic,33568.0.html
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Offline Talon 1024

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SCP Dev Roadmap Discussion (Request: No banking while turning in WCS)
How about disable banking while turning as part of the feature set for WCS? Just to give it that Wing Commander-esque feel to it.  Many wingnuts would appreciate it.
« Last Edit: November 14, 2007, 03:40:28 pm by Talon 1024 »
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Offline Topgun

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Re: SCP Dev Roadmap Discussion
what exactly does "first person shooter emulation" mean?

 

Offline Goober5000

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Re: Re: SCP Dev Roadmap Discussion
Playing FS like you would a FPS.

 

Offline DaBrain

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Re: SCP Dev Roadmap Discussion
Could we add the material system to the roadmap?  :nervous:

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Offline Topgun

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Re: Re: SCP Dev Roadmap Discussion
Playing FS like you would a FPS.
like a first-person freelancer?

 

Offline Aardwolf

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Re: SCP Dev Roadmap Discussion
* Aardwolf wonders what "Gravity Points" (under 3.6.11) refers to

 

Offline Mongoose

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Re: Re: SCP Dev Roadmap Discussion
Presumably, code to create points that would exhibit the effects of gravitational attraction/repulsion.  :v: themselves mentioned the possibility of ships in FS3 "big enough to create gravitational effects," and presumably something along those lines would be useful for things like atmospheric/ground missions, not to mention all sorts of fun with subspace anomalies/tractor beams/what-have-you.

 

Offline Topgun

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Re: SCP Dev Roadmap Discussion
yep.
I still don't get "first person shooter emulation" though.

 

Offline Kazan

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Re: SCP Dev Roadmap Discussion
Could we add the material system to the roadmap?  :nervous:

(Sorry, for beeing mostly concerned with graphical matters again...)

A) you have dev access, this should be posted on the internal copy
B) is taylor actively coding? nope... and i don't think we have anyone else nearly good enough at OpenGL

the publically viewable copy has been updated
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Offline Nuke

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Re: Re: SCP Dev Roadmap Discussion
yep.
I still don't get "first person shooter emulation" though.

especially considering it wouldn't be difficult to script.
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Offline neoterran

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Re: Re: SCP Dev Roadmap Discussion
can we get normal maps working on OS X ? that would be really great. Everything else has really cleaned up there... still some remaining lighting issues tho.
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Offline blowfish

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Re: Re: SCP Dev Roadmap Discussion
can we get normal maps working on OS X ? that would be really great. Everything else has really cleaned up there... still some remaining lighting issues tho.

It's not as simple as just "getting them working".  As much as I'd like to see them fixed too, taylor's mac is too old for doing this kind of stuff, and no one else really has the knowledge to fix it.  Especially since the same code works fine on Linux and Windows.  If you are able to find someone familiar with shaders in OSX, then that'd be great, but otherwise, I can't really see any way that they will be fixed.  In the mean time, normal maps work in window mode, so you could try that (if it crashes on the pilot select screen, get a newer build; a fix for that bug was committed recently).

Though it would be nice to at least have it not look all weird on no_glsl mode...

 

Offline neoterran

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Re: Re: SCP Dev Roadmap Discussion
Oh, i forgot about windowed mode. I'm not sure it's worth it for normal maps....

*edit* the game performance is really bad in windowed mode. It's much faster in the fullscreen mode. Since normal maps don't really add that much (especially on some models, where they sort of obscure the look) I'll leave them off.

So.... should we start a fund to get Taylor a new macbook pro ? it's only around 2100 dollars with tax. I'll contribute the first 10 dollars. Can we can 200 more people to do the same ?
« Last Edit: September 26, 2008, 10:07:41 am by neoterran »
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Offline Zacam

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Re: Re: SCP Dev Roadmap Discussion
Or 100 doing $21. Or something.

Realistically, there is PC hardware, that with little or no modification, you can install OSX into practically natively and it would better serve as a dual purpose platform. A lot better than buying an isolated, made-for-mac and trying to run other os's on. Buy generalized hardware that can run OSX, Windows and Linux.
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