Author Topic: Requested Changes to Existing FS2 Source  (Read 40142 times)

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Requested Changes to Existing FS2 Source
Now that the source is out, I figured a wishlist of new features of specific modifications to the FS2 source should be compiled.

First and foremost, I believe we'd like larger (or no) limits on table sizes.

Next, I'd like larger (or no) limits on ships/events/messages/etc. for custom missions.

Thirdly (little things here), what about adding a countdown clock (Supernova-type) with a timelimit of the mission-editor's choice and text of the editor's choice.  It'd be kinda cool if it were accurate to tenths of a second too, just 'cause.  (-:

For example: a message could indicate that reinforcements will be arriving in 8 minutes, 22 seconds and the player must keep their charges alive for that long.  A clock could then begin counting down from 8:22.0 until the reinforcements arrive.

Finally, on a somewhat unrelated note, I just want to congratulate (and thank) daveb and all the folks at Volition who worked on FS2.  I looked over some of the source code that was recently released (THANK YOU!) and was blown away by the complexity and elegance of what I saw.  Granted, I know nothing of C++ (except what little translates from the Java instruction I've been given), but what I could understand was way cool.  You guys went through a LOT of work to get the dual display resolution things to work it looks like, and that's much appreciated.  Some people can't handle hi-res graphics, but for those of us who can, the 1024x768 interface screens are very nice.  I'm glad you guys went through all the work to code all that stuff twice.  (-:

My hats off to everyone who has (and who will) contribute to this code.

  --TurboNed
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Offline Fineus

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Requested Changes to Existing FS2 Source
Moved as requested :)

 
Requested Changes to Existing FS2 Source
Ability to put shields on any ship, and not have it crash or do some other wackiness.

 

Offline DTP

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Requested Changes to Existing FS2 Source
Quote
Originally posted by ##UnknownPlayer##
Ability to put shields on any ship, and not have it crash or do some other wackiness.


You can already do that, look here: http://www.hard-light.net/forums/index.php/topic,6339.0.html

I just whish that Galactic Emperor would get his head out of the box and build and release the next fsport update.

Edit, I Forgot, putting shields on ships is a modeling issue as Freespace2 uses Shield meshes to determine "how" the models should be physically shielded.
« Last Edit: April 27, 2002, 07:27:23 am by 508 »
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Offline Fozzy

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Requested Changes to Existing FS2 Source
I think the limits should be read off a .tbl file so freespace does not slow down much due to lack of memory.

i would like to see a new species :)
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Offline LtNarol

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Requested Changes to Existing FS2 Source
1. higher limits on the number of ships that can be in a mod

2. higher limits on the number of sounds that can be used

3. sequenceable explosions so that you can make a ship that always blows up a certain way (ie: explosions start from the back end with the engines and track their way up with one giant explosion when the smaller explosions have gone all the way forward)

4. subobject movement based on events and sexps (ie: hangar doors that open and close)

5. animated textures

6. ability to add to a model running lights, flood lights, and blinking lights (triggered by events as well, ie: runway lights that blink whenever a fighter is launching or on approach for landing; dockpoint lights that blink when a transport is lining up for docking)

 
Requested Changes to Existing FS2 Source
The avility tome move in way point, like wing commander, giving the missions more spae to interact
--- none ---

 

Offline DTP

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Requested Changes to Existing FS2 Source
Add insignia, to all ships. "nameplating"
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Think big. Invade Space.

 
The ability to dock within a mothership
If possible, I'd like to see a modification where you can actually put yourself into your hangar space and end the mission there, a la Mechwarrior 2. It seems kinda silly to have to jump out at the end of each mission even if your mothership is in view. Failing that, implement the "enter hangar" feature of TIE Fighter.

 

Offline phreak

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Requested Changes to Existing FS2 Source
I found some commented out code that repairs hull integrity when docked to a support ship... anyone want this?
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Offline an0n

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Requested Changes to Existing FS2 Source
  • Higher limits on everything. Polys, file sizes, everything.
  • Moving parts
  • Changeable light settings
  • Animated textures
  • Lights
  • Weapons damage visible
[/b]
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Offline Alikchi

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Shields and shields and shields
The ability for a shield to absorb the energy of an attacker's primary weapon and shunt it to your weapons power.

An option to change shields to I-WAR or XWA - types.
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Offline EdrickV

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Re: The ability to dock within a mothership
Quote
Originally posted by Labcoatguy
If possible, I'd like to see a modification where you can actually put yourself into your hangar space and end the mission there, a la Mechwarrior 2. It seems kinda silly to have to jump out at the end of each mission even if your mothership is in view. Failing that, implement the "enter hangar" feature of TIE Fighter.


Something like this is already possible without changing the source code. You can set AI ships to enter/leave through ship fighter bays (Like the Orion's) and you can disable the warp effect for the player's wing. You still press alt+j when it's time to leave, and it'll look and sound like it's going to warp out, but you won't actually see the warp effect. With scripting it's possible to add more stuff to make a more fully featured "landing" system.
The Robotech MOD has a landing system where you have to target your home ship's fighter bay and close to 200 meters before you can press Alt+J to land, and that's only when the mission objectives are complete. :) They haven't changed the HUD messages though. (And one of them I'm not sure yet where to change.) I have a somewhat more advanced system in a mission for that MOD that I'm making. :>
« Last Edit: April 27, 2002, 10:29:23 am by 657 »
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Offline Anaz

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Requested Changes to Existing FS2 Source
this is probably way too much to ask, but I want a scripting language. Do away with Sexps entirely, so I can have variables and do things like this:

if( Alpha.2.current_hp == 5)
{
      message_team( 1, "I need some cover!", "Alpha 2");
      add_goal(support_ship, ai_dock, Alpha_2);
}


see, I like that much better than wrangling sexps
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Offline EdrickV

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Requested Changes to Existing FS2 Source
Quote
Originally posted by Analazon
this is probably way too much to ask, but I want a scripting language. Do away with Sexps entirely, so I can have variables and do things like this:

if( Alpha.2.current_hp == 5)
{
      message_team( 1, "I need some cover!", "Alpha 2");
      add_goal(support_ship, ai_dock, Alpha_2);
}


see, I like that much better than wrangling sexps


SEXPs can do pretty much the same thing, except using a percentage rather then absolute hp value. It's rather pointless though, support ships don't repair the hull. (Though they could with the right SEXPs or code changes.) SEXPs are a scripting language, just not one where you type everything out and have to worry about typos. :)

A callable "Rearm-Repair" ai-goal wouldn't be a bad thing though and shouldn't be too hard, since NPCs can call for a rearm. You just can't force them to call for a rearm unless there's a support ship put into the mission at design time, and then it's done the other way around. (And I'm not completely sure how the fighter would react to the support ship's goal. You might have to tell it to play dead or something else.) :)
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Offline CP5670

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Requested Changes to Existing FS2 Source
One thing I forgot to mention in the other thread that might be nice is to have the player's weapons become slightly more powerful when all of the available energy is diverted to weapons. Maybe something similar could be done with shields as well. The effectiveness multiplier shouldn't be very high, but there should probably be some small bonus for having energy on weapons. ;)

Quote
SEXPs are a scripting language, just not one where you type everything out and have to worry about typos.  :)


I agree there. :nod:

 

Offline untouchable

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Requested Changes to Existing FS2 Source
Untouchable's Wish List:
1. First and Formost- texture animation supported.
2. Allowence of more than 380k for a table (specificaly the Ships .tbl)
3. More Fred 2 SEXPs
4. A new class of weapon (though I have no idea of what this would be as of yet)

I will post again when I think of more :nod:
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----------------------
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Untouchable has spoken :D

 

Offline CP5670

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Requested Changes to Existing FS2 Source
A non-projectile based weapon? Maybe something that uses a stream of randomly-aimed particles emanating from the ships. ;) (would be useful for "lightning cannons" or flamethrower-type weapons)

 

Offline EdrickV

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Requested Changes to Existing FS2 Source
Just thought of something which's probably been said at VWBB, but VW is down so...

Cone shaped beams. And/Or maybe beams that start off with a cone then a straight beam. (So one could have a really big beam that doesn't look screwy on small turrets.) Like the SDF-1's Reflex Cannon. :)
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Would AI changes be covered under this?
If so, I'm sure that a number of annoyances that we all have torn our hair out over could be fixed. Example:

-run away from any large vessel with 0% hull integrity
-never fly in a straight line while under fire
-avoid using the Maxim on fighters! (I know it's possible to do this in FRED2, but a general AI setting would make things much easier)

PS-Please bear with my posts; I'm a relative n00b re: modding with regard to actual experience.