Author Topic: The ultimate Freespace FPS conversion engine?  (Read 5034 times)

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Offline Sandwich

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The ultimate Freespace FPS conversion engine?
Quote
Originally posted by Thunder
I don't know about the Serious engine... it is packed with tricks but I just didn't like the feel of it... it felt to old. Kinda like Unreal Tournament (in its original form) did. I know there's no basis for this really but it's just how it felt to me.


You did get to that part with the dynamic gravity, right? (hint: think magnetic boots in zero-g... ;7).

Which one did you play, first or second?
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"...The quintessential quality of our age is that of dreams coming true. Just think of it. For centuries we have dreamt of flying; recently we made that come true: we have always hankered for speed; now we have speeds greater than we can stand: we wanted to speak to far parts of the Earth; we can: we wanted to explore the sea bottom; we have: and so  on, and so on: and, too, we wanted the power to smash our enemies utterly; we have it. If we had truly wanted peace, we should have had that as well. But true peace has never been one of the genuine dreams - we have got little further than preaching against war in order to appease our consciences. The truly wishful dreams, the many-minded dreams are now irresistible - they become facts." - 'The Outward Urge' by John Wyndham

"The very essence of tolerance rests on the fact that we have to be intolerant of intolerance. Stretching right back to Kant, through the Frankfurt School and up to today, liberalism means that we can do anything we like as long as we don't hurt others. This means that if we are tolerant of others' intolerance - especially when that intolerance is a call for genocide - then all we are doing is allowing that intolerance to flourish, and allowing the violence that will spring from that intolerance to continue unabated." - Bren Carlill

 

Offline Fineus

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The ultimate Freespace FPS conversion engine?
Looks shy...

Demos for 1 and 2, neither of the full games (couldn't afford them at the time of release and more interesting things came along after each...)

 

Offline Sandwich

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The ultimate Freespace FPS conversion engine?
Quote
Originally posted by Thunder
Looks shy...

Demos for 1 and 2, neither of the full games (couldn't afford them at the time of release and more interesting things came along after each...)


*stares at Phund4r until the latter looks uncomfortable*

That's...... that's.... *sigh* We didn't yell at you enough back then, did we? Oh, well - all I can say is to go out, now, and pick up SS:SE. Now. :D

AS for the capabilities of the Serious engine, look at this list of tutorials on the Planet Serious site - amazing stuff there - they even have a Matrix-cam! :)
SERIOUSLY...! | {The Sandvich Bar} - Rhino-FS2 Tutorial | CapShip Turret Upgrade | The Complete FS2 Ship List | System Background Package

"...The quintessential quality of our age is that of dreams coming true. Just think of it. For centuries we have dreamt of flying; recently we made that come true: we have always hankered for speed; now we have speeds greater than we can stand: we wanted to speak to far parts of the Earth; we can: we wanted to explore the sea bottom; we have: and so  on, and so on: and, too, we wanted the power to smash our enemies utterly; we have it. If we had truly wanted peace, we should have had that as well. But true peace has never been one of the genuine dreams - we have got little further than preaching against war in order to appease our consciences. The truly wishful dreams, the many-minded dreams are now irresistible - they become facts." - 'The Outward Urge' by John Wyndham

"The very essence of tolerance rests on the fact that we have to be intolerant of intolerance. Stretching right back to Kant, through the Frankfurt School and up to today, liberalism means that we can do anything we like as long as we don't hurt others. This means that if we are tolerant of others' intolerance - especially when that intolerance is a call for genocide - then all we are doing is allowing that intolerance to flourish, and allowing the violence that will spring from that intolerance to continue unabated." - Bren Carlill

 

Offline CP5670

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The ultimate Freespace FPS conversion engine?
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That's...... that's.... *sigh* We didn't yell at you enough back then, did we? Oh, well - all I can say is to go out, now, and pick up SS:SE. Now.  :D


LOL :D :yes: :yes: I think DX is even better, though. ;)

 

Offline Nico

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The ultimate Freespace FPS conversion engine?
you can do some kind of geomod in renegade. Nothing as advanced as RF of course, but still it's possible if you don't overdo it ( building/destroyed building mesh (can be animated to see the building crumble, like in the city solo map ), wasn't used in the actual game for, her, unknown reasons.
Only difficult thing to do would be to animate a shivan, in renegade. the engine run fine, and it has good teamplay scripting, which I think is important, no?
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Offline Styxx

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The ultimate Freespace FPS conversion engine?
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Originally posted by mikhael
Oh yes. Oh hell yes. This idea is poetic. It is sublime. I may weep.


By the way, you heard the "news"? The Shocklings figured out how to put new character models into the game... making a Shivan for Shock2 would rule. :D
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Offline mikhael

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The ultimate Freespace FPS conversion engine?
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Originally posted by Kamikaze


:wtf: Aren't you taking your liking of a game a bit far?


You're sitting here on a Freespace themed community forum, active in Freespace themed community projects, discussing a Freespace themed First Person Shooter...

AND YOU'RE ASKING ME IF I TAKE MY LIKING OF A GAME A BIT FAR?

Pot, this is kettle. Kettle, meet pot. I think you'll be the bestest of friends.

:D
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Offline CP5670

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Actually, I quite agree with mikhael on that point. The true fanatical gamers are all like this. :D

 

Offline mikhael

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The ultimate Freespace FPS conversion engine?
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Originally posted by Styxx


By the way, you heard the "news"? The Shocklings figured out how to put new character models into the game... making a Shivan for Shock2 would rule. :D


there's something blissful about the idea of coming around a corner to find the ripped apart bodies of your comrades, prompting you to stop and think twice about going through that door. There's something deeply scary that the creature on the other side might not be a rumbler or a psi-reaver, but a shivan sporting a shoulder mounted beam cannon.
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Offline Styxx

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The ultimate Freespace FPS conversion engine?
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Originally posted by mikhael
there's something blissful about the idea of coming around a corner to find the ripped apart bodies of your comrades, prompting you to stop and think twice about going through that door. There's something deeply scary that the creature on the other side might not be a rumbler or a psi-reaver, but a shivan sporting a shoulder mounted beam cannon.


Eh, I don't think that "deeply scary" fully defines the situation... :D
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Offline mikhael

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The ultimate Freespace FPS conversion engine?
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Originally posted by Styxx


Eh, I don't think that "deeply scary" fully defines the situation... :D


Is this the part where you radio back to Command and tell them that you're going to have to take 15 min of downtime to change your shorts? ;)
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Offline ZylonBane

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The ultimate Freespace FPS conversion engine?
Quote
Originally posted by Ace
I could retort that all other engines are rejected solely on the lack of Geo-Mod.
You could, but that would require thinking that geo-mod was anything more than a gimmick.

Real-time geometry modification will certainly get technically more advanced in the future, but it will NEVER EVER lead to "blow a hole in whatever and go wherever you want" type gameplay. There are two very simple and unassailable reasons for this:

1. Limited developer resources. It's tough enough to come up with all the architecture that the player is guaranteed to see, and still come in on schedule and under budget. Building vast sections that the player might never see is unthinkable.

2. Gameplay flow. An FPS is a controlled experience. Giving the player the freedom to blast anywhere is a guarantee to break arranged ambushes, scripted sequences, plot progression, etc.

So what's it good for? Eh... knocking shallow chunks in things (in which case it's just a 3D scorch mark), and allowing access to designated secret areas or shortcuts (which has been done for years with destructable wall segments).

Dynamic lightmaps, on the other hand, are a simple yet incredibly powerful mood-building tool. Look at System Shock 2... you can hardly walk a dozen steps in any direction without encountering a flickering or flashing light, and they contribute hugely to the game's atmosphere. As far as I'm concerned, dynamic lightmaps are right up there with stereo sound as bare-minimum engine features these days (and by "these days" I mean "since the release of Doom").
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