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- FreeSpace 1/2 MODs Discussion (http://volitionwatch.papageorgefamily/vwbb/forumdisplay.php?forumid=40)
-- Suggested improvemets w/Source code (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=6034)
Suggested improvemets w/Source code
Post your suggestions for things to do with the source code here! Please keep off-topic posts to a minimum, and if a mod could sticky this topic that would be nice.
For the rest of you, try to keep it reasonable.
For me:
-Increase .tbl limit or remove it altogether
-Remove one-ship docking limit
-Fix the start freespace item in FRED 2
No idea how hard those would be, but those are my suggestions

Suggested improvemets w/Source code
Post your suggestions for things to do with the source code here! Please keep off-topic posts to a minimum, and if a mod could sticky this topic that would be nice.
For the rest of you, try to keep it reasonable.
For me:
-Increase .tbl limit or remove it altogether
-Remove one-ship docking limit
-Fix the start freespace item in FRED 2
No idea how hard those would be, but those are my suggestions

particle emiters, this would need a new data chunk consisting of the emiters location, vector, number of particles or a spew rate, bit map, and radius at the very least, it would also be nice to have controle over shrinking\growing, fading, orentation, rotation, and optional colision ditection
and don't forget to inclue LOD level
a way to link them to weapons, engines, ect
but the first thing I want to see is fighter beams, that has been the most wanted thing sence we have found out it couldn't be done
__________________
Bobboau, bringing you products that work ......... In theory
particle emiters, this would need a new data chunk consisting of the emiters location, vector, number of particles or a spew rate, bit map, and radius at the very least, it would also be nice to have controle over shrinking\growing, fading, orentation, rotation, and optional colision ditection
and don't forget to inclue LOD level
a way to link them to weapons, engines, ect
but the first thing I want to see is fighter beams, that has been the most wanted thing sence we have found out it couldn't be done
__________________
Bobboau, bringing you products that work ......... In theory
damage decals
__________________
Bobboau, bringing you products that work ......... In theory
faster mission loading
__________________
Bobboau, bringing you products that work ......... In theory
why three posts? 
my suggestions:
1. specifically, damage decals for beam impact areas
2. running lights, flood light beams (this can probably be done with creative modding of beams in current engine, but just in case), blinking lights for runways and dockpoints activated by SEXPs
3. subobject movement triggered by SEXPs (so hangar doors can open and close)
4. ability to sequence explosions so that a ship always blows up in a certain way.
5. rotating turrets on sides of ships
6. higher limit for the number of main halls
7. shiny maps, bump maps
__________________
[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
why three posts? 
my suggestions:
1. specifically, damage decals for beam impact areas
2. running lights, flood light beams (this can probably be done with creative modding of beams in current engine, but just in case), blinking lights for runways and dockpoints activated by SEXPs
3. subobject movement triggered by SEXPs (so hangar doors can open and close)
4. ability to sequence explosions so that a ship always blows up in a certain way.
5. rotating turrets on sides of ships
6. higher limit for the number of main halls
7. shiny maps, bump maps
__________________
[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
Fix the broken SEXPs.
An "end-mission" SEXP.
A scroll bar on the mission browser.
An "Attack My Target Wing" command.
Allow any DirectShow compatible media stream (AVI, MPG) to be used as a cutscene or command brief.
Alpha channels on ship textures.
ANIs as ship textures.
Allow in-mission support ships to function in missions where support has been disabled.
Allow beam-free-all to take multiple arguments.
Add a "beams freed" checkbox to ship's Initial Status.
Fix the renderer so fullbright colors render as fullbright under D3D.
__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
Fix the broken SEXPs.
An "end-mission" SEXP.
A scroll bar on the mission browser.
An "Attack My Target Wing" command.
Allow any DirectShow compatible media stream (AVI, MPG) to be used as a cutscene or command brief.
Alpha channels on ship textures.
ANIs as ship textures.
Allow in-mission support ships to function in missions where support has been disabled.
Allow beam-free-all to take multiple arguments.
Add a "beams freed" checkbox to ship's Initial Status.
Fix the renderer so fullbright colors render as fullbright under D3D.
__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
quote:
ANIs as ship textures.
quote:
ANIs as ship textures.
First I'd like to see support for 32 bit TGAs or BMPs, the 8-bit PCX limit is a pain when it comes to doing backgrounds 
__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager
First I'd like to see support for 32 bit TGAs or BMPs, the 8-bit PCX limit is a pain when it comes to doing backgrounds 
__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager
quote:
Originally posted by daveb
Now _that_ would be a fun little project. With the inherent RLE compression in the ANI's you could have an animated set of textures to simulate very slowly changing window lights on ships.


quote:
Originally posted by daveb
Now _that_ would be a fun little project. With the inherent RLE compression in the ANI's you could have an animated set of textures to simulate very slowly changing window lights on ships.


glow points, use the same function as the thruster glows but add a string for a texture
__________________
Bobboau, bringing you products that work ......... In theory
Oooh...
ANIs as background objects!
And some more fixes--
Make it so capships don't fire after they're dead.
Play correct debriefing music in non-campaign missions.
Display correct squad insignia in non-campaign missions.
A nice feature, possibly a pain to implement, would be to let you assign squad insignias on a per-ship basis.
__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
Oooh...
ANIs as background objects!
And some more fixes--
Make it so capships don't fire after they're dead.
Play correct debriefing music in non-campaign missions.
Display correct squad insignia in non-campaign missions.
A nice feature, possibly a pain to implement, would be to let you assign squad insignias on a per-ship basis.
__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
quote:Or organic ships with pulsing skin (see: B5 Shadow Battlecrabs).
Originally posted by daveb
With the inherent RLE compression in the ANI's you could have an animated set of textures to simulate very slowly changing window lights on ships.
__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
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