Author Topic: In-mission subspace jump  (Read 12253 times)

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Offline General Battuta

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Re: In-mission subspace jump
Well, I hate to break it to you, but there's a game called FreeSpace 1 with a final mission that kind of demolishes that theory.

Subspace is both a dimensional and a non-relativistic weirdness. We have no idea what the traveler's perception of time has to do with an exterior-to-subspace perception of time.

That's actually a fair point, and would resolve the apparent paradox in the later FS2 missions of Command announcing the arrival of convoy ships in their target system mere moments after node departure.

 

Offline Goober5000

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Re: In-mission subspace jump
Indeed.  That is a brilliant point.  Well done good sir. :yes:  I shall integrate it into my fanon henceforth!

 

Offline General Battuta

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Re: In-mission subspace jump
Hrm. Actually I don't think it works.

In 'Good Luck' the player has followed the Lucifer into the node after it jumped. If node transitions appears near-instantaneous to the outside world then the Lucifer would already have reached Sol while the attack force was still burning to the node.

 

Offline NGTM-1R

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Re: In-mission subspace jump
Nothing says all nodes have to be equal in those regards either. Travel time for a specific node is probably fixed, but travel time for other nodes does not have to be based upon those previously observed. The Reference Bible made it pretty clear that for all the use of subspace it's still not actually understood.

You happened to get lucky in Good Luck and the Delta Serp-Sol node is slow. After all, if you count both missions the Lucifer takes more than thirty minutes to transit and that doesn't fit with anything we know.

Alternately, by entering the same frame of subspace as the Lucifer you are subject to its subspace-time and not real-time and then we divide by zero and the universe implodes. Or the timeline simply alters to one that makes sense from an external perspective as the universe cleans up the paradox. Either way.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline General Battuta

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Re: In-mission subspace jump
The level of complexity required has climbed above what I like in my theories.

 

Offline Goober5000

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Re: In-mission subspace jump
Bleh.  I like elegant and simple explanations as well (example: phasing nodes).  This is no longer such. :(

 

Offline Scotty

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Re: In-mission subspace jump
I think we've all forgotten that gameplay > fluff.  I still like NGTM-1R's theory, though.

Also, when did Batts get back to being a Global Mod?

 

Offline CommanderDJ

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Re: In-mission subspace jump
Damn it, I hate bringing this thread down from its awesome discussion, but I've run into another problem (I'm not sure if it's totally related, but whatever. The jump works fine now, but as the mission is set in a green nebula, after the player jumps, for a few seconds there's no hazy nebula gas floating around, all the player sees is a solid looking green colour before the gas kicks in and appears. Is there a way to fix this, or will I just have to deal with it? It's kind of... I dunno, unnerving or something.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Axem

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Re: In-mission subspace jump
When are you setting set-mission-nebula? I would do it at the same time you're starting to fade back in.

 

Offline CommanderDJ

  • Software engineer
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Re: In-mission subspace jump
The mission is always in a nebula. The player is simply jumping from one part of the nebula to another. There is no change in mission setting.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Axem

  • 211
Re: In-mission subspace jump
Could you upload your mission to pastebin? I'd like to take a quick look at it. If you're real paranoid about spoiling your mission, you can PM me a link.

 

Offline CommanderDJ

  • Software engineer
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Re: In-mission subspace jump
I've sent you a PM.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Axem

  • 211
Re: In-mission subspace jump
Got it. :) I took a quick play through... and died. :( I'll try it with more determination tomorrow, its sort of late here right now.

But I did take a quick peek in FRED and can't find anything out of the ordinary... my only guess is setting the storm intensity up might be doing something. Try removing it and see if the problem goes away. I'll take a closer look tomorrow.

 

Offline CommanderDJ

  • Software engineer
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Re: In-mission subspace jump
Yeah. Seeing as the jump happens towards the end, when testing it you might as well just make yourself invulnerable. Removing the change in storm intensity did nothing, the problem remains. I'll keep fiddling with it, and update you if I find anything.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Axem

  • 211
Re: In-mission subspace jump
Ok, I was able to reproduce what happened in my own very cutdown mission. It looks like set position in a nebula moves you too far away from the poofs, and the game doesn't realize they're gone until it re-renders them or something. I'm not a coder so don't take that as gospel.

Anyway, I found a work around. Just reset the whole nebula by going mission-set-nebula 0 then mission-set-nebula 1 right after it. It can be in the same event.

Hope that works for you. :)

 

Offline General Battuta

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Re: In-mission subspace jump
Ok, I was able to reproduce what happened in my own very cutdown mission. It looks like set position in a nebula moves you too far away from the poofs, and the game doesn't realize they're gone until it re-renders them or something. I'm not a coder so don't take that as gospel.

Anyway, I found a work around. Just reset the whole nebula by going mission-set-nebula 0 then mission-set-nebula 1 right after it. It can be in the same event.

Hope that works for you. :)

oh you

 

Offline Galemp

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Re: In-mission subspace jump
Subspace is both a dimensional and a non-relativistic weirdness. We have no idea what the traveler's perception of time has to do with an exterior-to-subspace perception of time.

Are you implying that Command and Admiral Shima made it into the subspace tunnel? Because you get messages from both while you're en route.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline CommanderDJ

  • Software engineer
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Re: In-mission subspace jump
Ok, I was able to reproduce what happened in my own very cutdown mission. It looks like set position in a nebula moves you too far away from the poofs, and the game doesn't realize they're gone until it re-renders them or something. I'm not a coder so don't take that as gospel.

Anyway, I found a work around. Just reset the whole nebula by going mission-set-nebula 0 then mission-set-nebula 1 right after it. It can be in the same event.

Hope that works for you. :)

You, sir, are a genius. Thank you, that works.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline NGTM-1R

  • I reject your reality and substitute my own
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  • Syndral Active. 0410.
Re: In-mission subspace jump
Are you implying that Command and Admiral Shima made it into the subspace tunnel? Because you get messages from both while you're en route.

...okay I might have been able to come up with a way around Admiral Shima since, y'know, destroyer commanders are probably ex-pilots. But Command, I got nothing.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

  

Offline Galemp

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Re: In-mission subspace jump
Anyway, to steer this topic back on track... how do I lock the controls of the player ship?
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...