Author Topic: FRED 2 Improvements  (Read 10921 times)

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Offline Rampage

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  • Urogynaecologist
FRED 2 Improvents Wishlist Below.  Please post.

I'll give you a head start.

1.) Enable beams for wings of ships.

2.) Make ships' beams automatically enabled.

 

Offline LtNarol

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keep beams the way they are now, V did it for a reason

 

Offline Fury

  • The Curmudgeon
  • 213
1) Yes, making an option to enable beam-free *turrets* or beam-free all in misc menu when ships/wings are selected.
2) NO! Should be disabled as default.

 

Offline heretic

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increase number of ships.

enable curved routes through waypoints.
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Offline an0n

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If beams are enabled by default then we could perfect the devestating Sathanas Gun.
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Offline DTP

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curved routes, you already have 1000 waypoints, r we not a bit lazy here.
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Offline DTP

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For wings of ships, again; lazyness, copy and paste works in the event editor too.
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Offline heretic

  • 26
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Quote
Originally posted by DTP
curved routes, you already have 1000 waypoints, r we not a bit lazy here.


considering the ship has to stop to turn, it looks a bit odd when you want a ship to turn around.
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Offline CP5670

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I would like to see the alternate ship type limit increased and more importantly, the sexp limit increased. ;) Although I can see reasons to have beams not enabled by default, anti-fighter beams (type 3) should be enabled by default in my opinion, since they serve the same purpose as flak, turrets or any of the other weapons. ;) One thing that would be very useful is to allow for custom strength values for individual ships in the mission, similar to the special explosion thing. The last thing is that it might be nice to see is to have some of the bugs removed, but none of these really get in the way:

when the squadron logo image is changed, all of the other mission properties get reset
background editor has a few issues with the "pattern" and other FS1 relics
get rid of the mission errors "wing orders not matching starting wings" and "no player ships in Alpha wing"
fix or remove the "run freespace" thing (although this can be done

 

Offline DTP

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Quote
Originally posted by heretic


considering the ship has to stop to turn, it looks a bit odd when you want a ship to turn around.


seperate waypoints & distance!!!!
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline heretic

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I'm telling you, it still looks like crap when in game.
VBB survivor: June 1999 until the end. Only banned 2 or 3 times (I think)

 

Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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Quote
Originally posted by LtNarol
keep beams the way they are now, V did it for a reason


YES!!! It is a pain, but it is necessary. Shutting down beams would take as much work, so its pointless to change it.
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Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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And the "Cannot have reinforcements with mixed wings, sucka" thingy. Damn :v: humour
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Offline Bobboau

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would be nice to have an inital status
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Offline Zeronet

  • Hanger Man
  • 29
I think the option to have Beam-free-all on with one tick should be there. For those who dont want it for all ships dont tick the box or whatever.
Got Ether?

 

Offline Rampage

  • Son Of Rampage
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  • Urogynaecologist
Another change:

Must be capable of letting a ship enter into a docking bay of a ship and later come out with the same name, stats, etc.

 

Offline EdrickV

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As far as turning beams on, here's my suggestion:
Put a checkbox in the Mission Specs editor called "All Beams On" or something like that. And set it so that when a ship arrives it's beams are turned on. There are cases where you can't turn a ship's beams on with beams-free-all. Say you make a multi-wave wing of cruisers. (Yes that's probably an odd idea to some of you, but I have done it before.) You use Beams-Free-All on all the ships of the wing in FRED2. When the second wave arrives their beams are off. If and when we get fighter beams working this could be more of a problem. (Maybe adapt Beams-Free-All to work with wings too? :))

And fixing the Run Freespace bug is extremely simple. Just put the cursor in the right spot and hit 2. :) :V: forgot to rename FS.exe to FS2.exe in the source when making FRED2 from FRED.

Dang. I've really gotta find VC++ 6.0 so I can see if I can do any of this stuff myself. :D
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I'm not sure if this has been suggested already, and it's not entirely a FRED2 issue, but here goes:

Make the player ship allowable in *any* wing, and as *any* number in that wing.

Allow a choice, in FRED2, of which wings can have their ship/weapon configurations changed by the player.

Allow a choice, in FRED 2, of which wings will be displayed in the little graphical friendly ship health/departure display.

It would add so much, IMO, to have an option for the player to be, for example, Delta 2.  I think it would be a fairly difficult coding change, unfortunately.
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:(:(:(

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Offline Grey Wolf

Actually, there is a fairly easy workaround already in FS2 for changing the players designation. First, go into Mission Specs and check "Multi Player". Make wing Beta, with the player ship as Beta 1. Then remove the 'X' from the 'player ship' box and put it in Beta 2's. Then go into Mission Specs and switch it to 'Single Player' and you have Beta 2 as the player. You'll get an error in Fred 2, but it will work in-game.
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Offline Unknown Target

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Probably not possible, but I'd like a "preview," mode...