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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)


Posted by WMCoolmon on 04-25-2002 03:58 AM:

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


Posted by WMCoolmon on 04-25-2002 03:58 AM:

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


Posted by Bobboau on 04-25-2002 05:14 AM:

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


Posted by Bobboau on 04-25-2002 05:14 AM:

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


Posted by Bobboau on 04-25-2002 05:28 AM:

damage decals

__________________
Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 04-25-2002 05:42 AM:

faster mission loading

__________________
Bobboau, bringing you products that work ......... In theory


Posted by ltnarol on 04-25-2002 06:11 AM:

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]


Posted by ltnarol on 04-25-2002 06:11 AM:

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]


Posted by ZylonBane on 04-25-2002 06:20 AM:

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]!


Posted by ZylonBane on 04-25-2002 06:20 AM:

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]!


Posted by daveb on 04-25-2002 06:24 AM:

quote:
ANIs as ship textures.


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.


Posted by daveb on 04-25-2002 06:24 AM:

quote:
ANIs as ship textures.


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.


Posted by Ace on 04-25-2002 06:30 AM:

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


Posted by Ace on 04-25-2002 06:30 AM:

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


Posted by WMCoolmon on 04-25-2002 06:44 AM:

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.


Actually, the idea is to make a large cube or something, put it in-game, add a ANI texture with ships fighting and you've got yourself a battle of Endor

Some more stuff I've been thinking about :
-Ability to have Freespace add items to the .tbl from separate sources without changing anything in the ships.tbl file

For example, I make a custom ship named the GTFr Bosch Beer and distribute it in a VP file with a tbl named "ship.tbl" Freespace reads the VP, finds the singular "ship.tbl", along with any other "ship.tbl" files by other modders, and adds it to the ships that can be used. The same convention would be followed by all the other applicable tbl files.
If more than one entry could be squeezed in these files, an entire campaign could be added or removed with the copy of a single VP file...
...and all other campaigns would work.

-Figure out a fix to the pilot stats/ship kills


Posted by WMCoolmon on 04-25-2002 06:44 AM:

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.


Actually, the idea is to make a large cube or something, put it in-game, add a ANI texture with ships fighting and you've got yourself a battle of Endor

Some more stuff I've been thinking about :
-Ability to have Freespace add items to the .tbl from separate sources without changing anything in the ships.tbl file

For example, I make a custom ship named the GTFr Bosch Beer and distribute it in a VP file with a tbl named "ship.tbl" Freespace reads the VP, finds the singular "ship.tbl", along with any other "ship.tbl" files by other modders, and adds it to the ships that can be used. The same convention would be followed by all the other applicable tbl files.
If more than one entry could be squeezed in these files, an entire campaign could be added or removed with the copy of a single VP file...
...and all other campaigns would work.

-Figure out a fix to the pilot stats/ship kills


Posted by Bobboau on 04-25-2002 06:51 AM:

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


Posted by ZylonBane on 04-25-2002 07:06 AM:

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]!


Posted by ZylonBane on 04-25-2002 07:06 AM:

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]!


Posted by ZylonBane on 04-25-2002 07:19 AM:

quote:
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.
Or organic ships with pulsing skin (see: B5 Shadow Battlecrabs).

__________________
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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