Author Topic: A bunch if questions  (Read 2293 times)

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Offline TrashMan

  • T-tower Avenger. srsly.
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I seem to have forgotten a lot of things during my time away... Sooooooo:

1) There was a program to generate various names for freespace. Greek, Egyptian, Babylonian, and many, many more. I think it was called Name Mage. I can't find it anymore. Anyone know about it?

2) Is 6 the maximum number of fighters in a wing, or can it be increased (for hostiles)?

3) How the hell do you make a destroyers subsystems scannable? I played around with "cargo known" "scannable" and "alternate subsystem scanning"  (and checked hte Sathanas scanning mission) but can't get it to work.
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Offline Trivial Psychic

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1) I never heard of that.  I just use Wikipidea
2)Limit of 6 per wing, but waves can add successive wings for non-player wings
3)You need to add cargo for each subsystem you want to be scannable.
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Offline TrashMan

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1. Dangit, that was such a cool program. It generated a list (you'd tell the program how many names you want) and you had about two dozen various name templates

2. Huh. I could swear I saw campaigns with bigger enemy wings.

3. .......


Adendum.
I have the latest stable PCS2 I got from the D/L section and a more recent one (with insignia) someone sent to me.

The latest one doesn't want to convert anything (it rarely opens any .cob), but it opens, saves and edits any .pof file without problems.
The stable ones converts anything, but has trouble opening some .pofs and it never smooths.

Something as simple as re-sizing a missile ends up being a chore. I export it, re-size it, and convert it again, but it ends up blocky (no smoothing). Am I cursed or something? There's not a single thing I made that didn't have tons of complications - usually PCS2 related

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Offline Mito [PL]

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Well, if grabbing a dozen of fighters and pressing "Create wing" isn't working, then perhaps just create wings like Wing#1, Wing#2 (#1 and #2 should be invisible) and just use orders/directives on them all at the same time?
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Offline TrashMan

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I have a mission that takes place in subspace with nebula turned on.

The effect was great - the subspace effect would be visible, but you'd still have limited nebula view and lighting strikes, giving it a very spooky vibe.

But trying that same mission lately, it's like something changed. Now I can clearly see dark outlines of capital ships in the distance, they are not obscured like they were before. Note that I haven't touched the mission at all.
Did something change in the render code?
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Offline Black Wolf

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Adendum.
I have the latest stable PCS2 I got from the D/L section and a more recent one (with insignia) someone sent to me.

The latest one doesn't want to convert anything (it rarely opens any .cob), but it opens, saves and edits any .pof file without problems.
The stable ones converts anything, but has trouble opening some .pofs and it never smooths.

Something as simple as re-sizing a missile ends up being a chore. I export it, re-size it, and convert it again, but it ends up blocky (no smoothing). Am I cursed or something? There's not a single thing I made that didn't have tons of complications - usually PCS2 related

You're not cursed, but you are using the "wrong" file format. I don't know if anyone, other than yourself, who still uses .cob files to convert via pcs to pof. I would assume that, because almost nobody uses it, if there are bugs or inefficiencies or things like that, they're not getting noticed or fixed because people don't use it.

Try using Collada dae as your export format and PVS should be better. If that doesn't help, you might have to look at the models you're running through it. FS is light years ahead of where it was, but bad geometry can still cause issues - check for zero width faces, non triangulated geometry, that sort of thing.
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Offline procdrone

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just to drop it down, this name generator gives some nice names http://donjon.bin.sh/ i use it a lot.
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Offline AdmiralRalwood

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Did something change in the render code?
...You could say that, yes. Could we get before/after screenshots and FSO versions?
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(the very next day)
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<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
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<MageKing17> ESPECIALLY ME

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(...)
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<MageKing17> more than two hours
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<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Yeah, things like Physically Based Rendering, just for one...
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Offline TrashMan

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...You could say that, yes. Could we get before/after screenshots and FSO versions?

Can't give you one ATM, that will have to wait.

Before it was a normal nebula, but you could see the subspace "wall/cylinder" partially obscured. Ships that were distant were invisible, and they popped out of the mist like you'd expect. And, IIRC, the glowing ends of the corridor were barely visible.

Now it's like there is no visibility cutoff. I can see they grey shiloute of a destroyer that 10K+ away and the corridor entry/exit are clearly visible. It feels like the nebula "mist/cloud" effect is missing.

the mission itself was made a long way back... 3.6.4?
I'm using the latest SCP now.
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Offline Nyctaeus

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...You could say that, yes. Could we get before/after screenshots and FSO versions?

Can't give you one ATM, that will have to wait.

Before it was a normal nebula, but you could see the subspace "wall/cylinder" partially obscured. Ships that were distant were invisible, and they popped out of the mist like you'd expect. And, IIRC, the glowing ends of the corridor were barely visible.

Now it's like there is no visibility cutoff. I can see they grey shiloute of a destroyer that 10K+ away and the corridor entry/exit are clearly visible. It feels like the nebula "mist/cloud" effect is missing.

the mission itself was made a long way back... 3.6.4?
I'm using the latest SCP now.
If I remember correctly, it was some settings in post-processing table to prevent this. I was never able to find out anything.
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