Author Topic: rebunking the engine other type games  (Read 5189 times)

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Offline gavilatius

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rebunking the engine other type games
ok, i was thinking last night in my mind fury of licorice and monster, and i got thinking... can i make a land based shooter (halflife) and such out of freespace? or an rpg game? without redoing the whole script.


just wondering
any one beat the last boss yet?

 

Offline The E

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Re: rebunking the engine other type games
You could, but it would take a whole lot of effort (not only in terms of FREDing, but also in terms of LUA coding needed), for very little gain. FSO just isn't the righ tool for projects like that.
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Offline Dragon

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Re: rebunking the engine other type games
In fact, the biggest problem would be writing a script that will allow you to make character models move in the correct way.
If you manage to do that, you will be able to make basic, one level FPS shooter, of course nobody attempted anything like that before, so you will need to make a lot of models (characters, corridors, etc.) from scrath.
I managed to get tanks to work the way I wanted, so making a solider would most likely differ only in LUA script that will be needed to make his body move in a correct way.
0-G soliders are much easier to do and there is at least one decent model of such solider, though his body isn't moving in any way (he's using thrusters to move).

 

Offline The E

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Re: rebunking the engine other type games
But ultimately, if you want to do a FPS, why not go straight to a FPS engine? FSO is many things, and with scripting can be many things more, but it's never going to be as good or as easy to handle as dedicated FPS or RPG engines.

To answer your question, gavilatius, you can't make these things in FSO without some pretty heavy programming.
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Offline Dragon

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Re: rebunking the engine other type games
There were plans to do something called "FPS Emulation" on SCP roadmap, but I doubt that anyone wants to work on it now.
It would be great to have such things in FSO though, as it will be possible to combine FPS elements with piloting a fighter (for example a mission to get out of enemy base, steal a ship and then get back to your mothership).

 
Re: rebunking the engine other type games
There were plans to do something called "FPS Emulation" on SCP roadmap, but I doubt that anyone wants to work on it now.
It would be great to have such things in FSO though, as it will be possible to combine FPS elements with piloting a fighter (for example a mission to get out of enemy base, steal a ship and then get back to your mothership).

Nay. That's boring and too specific.

Rather pilot your breach pod to the enemy ship, dock with it and board it.

 
Re: rebunking the engine other type games
Eventually, FSO will also contain a text processor, a video editor and a spreadsheet management function. The next step is an operating system :P

Seriously though, of course you can turn FS into an FPS, but there are better ways of making shooters. Try modding an existing FPS engine, I'd say.

 
Re: rebunking the engine other type games
Or we can  make a 0g fps, i mean make the gun and helmett as cockpit view etc..  but in the end, it'll just be a very small space ship :p
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Offline Stormkeeper

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Re: rebunking the engine other type games
On the plus side, if you could rig a proper skeletal animation you could also say Hello, Gundam!

... That would actually make a lot more sense in space then having people walking aroudn in space.
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Offline NGTM-1R

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Re: rebunking the engine other type games
On the plus side, if you could rig a proper skeletal animation you could also say Hello, Gundam!

... That would actually make a lot more sense in space then having people walking aroudn in space.

I think we originally floated it as multipart turret arms and head...
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Offline gavilatius

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Re: rebunking the engine other type games
mechs in space!
any one beat the last boss yet?

 

Offline pecenipicek

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Re: rebunking the engine other type games
SUCK!
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Offline Colonol Dekker

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Re: rebunking the engine other type games
:bump:
Buy mace griffon and mod that. The engine is geared towards transitional gameplay. Although the space combat is purely fighter based in my opinion. Not enough capital battle.
 
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Offline gavilatius

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Re: rebunking the engine other type games
SUCK!
tell that to the guys who made gundam, and robotech

Buy mace griffon and mod that. The engine is geared towards transitional gameplay. Although the space combat is purely fighter based in my opinion. Not enough capital battle.

alright i'll try that... btw can you meld engines? like if you want to shift from a fps to a flight sim or is that still not possible?
any one beat the last boss yet?

 

Offline The E

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Re: rebunking the engine other type games
"Melding" two different engines is difficult. Not impossible, but it involves a ****load of coding to make the meld work, and it may not be the best option. Engines that can do everything at once, like Unreal, are probably a better choice.
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Offline mmm99

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Re: rebunking the engine other type games
this dosnt sound like that bad an idea

look at starwars battle front 2 the levels wich are space battles are cool  but i always thought the space combat sucked if you could pull it off it would be a fantastic game
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Offline gavilatius

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Re: rebunking the engine other type games
"Melding" two different engines is difficult. Not impossible, but it involves a ****load of coding to make the meld work, and it may not be the best option. Engines that can do everything at once, like Unreal, are probably a better choice.

how about the quake engine?
any one beat the last boss yet?

 

Offline Unknown Target

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Re: rebunkin' th' engine other type games
Check out Angels Fall First: Planetstorm.

 

Offline Nuke

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Re: rebunkin' th' engine other type games
if written bits and peices of an fps script in lua. one was a 2d-ish map format it works kinda like doom. you have 2d polygons defining walkable areas and a height value, and places where they connect. it determines what polygon the player is at and sets the height by the height value. the player can walk around anywhere inside the polygons. right now i have the code in another interpreter with a 2d representation of the system. and it works.

the main hold up is actually an issue of modeling. i figure the best way would be to model a bunch of corridor models and rooms as subsystems of a model. probably be best to make a library of them, all with similar connection points all the same size. and corridor models that fit it. import those models into max or whatever and connect them, then export. you would probibly detail box them as kind of a porthole system.  doors could also be subsystems that are animated. a script (maybe sexps) would have to be used to open and close them when the player approaches, hits a button, ect.

i also plan to make it possible to walk on a moving object, so you can play an fps on the ship that is moving or in battle. i plan to expand the cockpit features im working on so i can set up stations on the bridge, turrets, docking bays, or anything else, that you can use to control the ship or its subsystems. when you get near the station or activate it or whatever, you then get control of all the things that station can control.

the only thing i dont have is a character animation system. i dont see why one cant be done with scripting. still theres the issue of modeling, and if this whole thing breaks collision detection.
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Offline gavilatius

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Re: rebunkin' th' engine other type games
why are we typing like pirates, and hardy fellers?, gary's mod it is.

any one beat the last boss yet?