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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).

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Posted by EdrickV on 04-25-2002 08:49 AM:

1. Document Special-Check. (Well, this would have been 1. but after looking at the sources it's looking like it only does one thing and I already know about that.)

2. Fix some error messages in Fred2 when the actual SEXP will work. (Examples: The Robotech MOD's semi-transforming Veritechs have a turret subsystem you have to destroy with set-subsystem-strength. Fred2 doesn't like you using that on Alpha 1. Big ships are capable of doing more actions then FRED2 thinks, I got a cruiser type ship to do ignore-ship on me even when FRED2 said it wouldn't work.)

3. Port the code to a compiler that's available for free.

4. Hot-swappable MODs. Assuming "pack files" are the VPs it looks like there's built in code that could make that easier to do, but I'm not sure yet since I haven't looked through everything. See: cfile_refresh() in cfile\cfile.cpp

5. AI-Attack in addition to AI-Chase 'cause AI-Chase isn't that good for cap ships and other methods are not always usable. With AI-Attack a cap ship won't go chasing after another ship, just close to firing range and attack it.

6. SEXPs to rearm ships.

7. Compile and post some of the little programs, like POFView, so those of us who don't have MSDev 6.0 can check them out. If POFView is as picky as FS2 and FRED2 it could make a better model viewer for checking if a model's geography is within FS2's expectations.

8. The big one: An architecture independent Linux engine that can run well with 32 MB of RAM. (A port to PS2Linux would be cool. FS2 on your TV.)

PS There is an end-mission SEXP, it's just not listed:
#define OP_END_MISSION_DELAY (0x0017 | OP_CATAGORY_UNLISTED)


Edit2: OP_END_MISSION_DELAY apparently doesn't work.

Edit: 9. Fix FRED2 so that when you assign a ship/wing to enter/leave via a particular ship's hangar it FRED2 won't change it if you go back into that ship/wing's editor.

__________________
The three most dangerous things in the world are a programmer with a sodering iron, a hardware type with a program patch, and a user with an idea.


Posted by EdrickV on 04-25-2002 08:49 AM:

1. Document Special-Check. (Well, this would have been 1. but after looking at the sources it's looking like it only does one thing and I already know about that.)

2. Fix some error messages in Fred2 when the actual SEXP will work. (Examples: The Robotech MOD's semi-transforming Veritechs have a turret subsystem you have to destroy with set-subsystem-strength. Fred2 doesn't like you using that on Alpha 1. Big ships are capable of doing more actions then FRED2 thinks, I got a cruiser type ship to do ignore-ship on me even when FRED2 said it wouldn't work.)

3. Port the code to a compiler that's available for free.

4. Hot-swappable MODs. Assuming "pack files" are the VPs it looks like there's built in code that could make that easier to do, but I'm not sure yet since I haven't looked through everything. See: cfile_refresh() in cfile\cfile.cpp

5. AI-Attack in addition to AI-Chase 'cause AI-Chase isn't that good for cap ships and other methods are not always usable. With AI-Attack a cap ship won't go chasing after another ship, just close to firing range and attack it.

6. SEXPs to rearm ships.

7. Compile and post some of the little programs, like POFView, so those of us who don't have MSDev 6.0 can check them out. If POFView is as picky as FS2 and FRED2 it could make a better model viewer for checking if a model's geography is within FS2's expectations.

8. The big one: An architecture independent Linux engine that can run well with 32 MB of RAM. (A port to PS2Linux would be cool. FS2 on your TV.)

PS There is an end-mission SEXP, it's just not listed:
#define OP_END_MISSION_DELAY (0x0017 | OP_CATAGORY_UNLISTED)


Edit2: OP_END_MISSION_DELAY apparently doesn't work.

Edit: 9. Fix FRED2 so that when you assign a ship/wing to enter/leave via a particular ship's hangar it FRED2 won't change it if you go back into that ship/wing's editor.

__________________
The three most dangerous things in the world are a programmer with a sodering iron, a hardware type with a program patch, and a user with an idea.


Posted by Shrike on 04-25-2002 08:53 AM:

PS2 FS? Are you friggen NUTS? That would suck bigtime...... you wouldn't be able to run 90% of the controls.

Plus, you can't mod, or make campaigns..... blah to that.

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Posted by Shrike on 04-25-2002 08:53 AM:

PS2 FS? Are you friggen NUTS? That would suck bigtime...... you wouldn't be able to run 90% of the controls.

Plus, you can't mod, or make campaigns..... blah to that.

__________________
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR COMPUTERS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUM WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.


Posted by Bobboau on 04-25-2002 09:02 AM:

make an sExp that disables SSM,
alow more than one SSM and have them referenced in the weapons.tbl to the targetting lazer that it is for

but first off, some one get fighter beams to work!!!

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Posted by Bobboau on 04-25-2002 09:02 AM:

make an sExp that disables SSM,
alow more than one SSM and have them referenced in the weapons.tbl to the targetting lazer that it is for

but first off, some one get fighter beams to work!!!

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


Posted by karajorma on 04-25-2002 09:03 AM:

1) In FS2 if an enemy fighter or bomber is disabled or disarmed it automatically blows up after a minute or so. Make this optional.

2) Fix kamikaze so that any ship can kamikaze into any other ship

3) Fix special explosion so that ships with big amounts of damage explode immediately.

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)

Supreme Overlord of The Mercury Affair Campaign.

FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]


Posted by karajorma on 04-25-2002 09:03 AM:

1) In FS2 if an enemy fighter or bomber is disabled or disarmed it automatically blows up after a minute or so. Make this optional.

2) Fix kamikaze so that any ship can kamikaze into any other ship

3) Fix special explosion so that ships with big amounts of damage explode immediately.

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)

Supreme Overlord of The Mercury Affair Campaign.

FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]


Posted by Skullar on 04-25-2002 09:03 AM:

animated backgrounds are a nice idea..

For example we could play a video file simulating a battle taking place at a distance....

Of course , we would also need the opportunity to CHANGE the background ingame ! That means this battle-ani can stop after a while...

I want colored Commanims - this is covered with one of the point mentioned above.

And an end-mission sexp is the most wanted thing of them all !!!!

__________________
Freespace 2 : The Babylon Project team member
http://freespace.volitionwatch.com/babylon
-----------------------------
The sun is quite warm,
the universe is fairly large
and I have a loose mouth.


Posted by Skullar on 04-25-2002 09:03 AM:

animated backgrounds are a nice idea..

For example we could play a video file simulating a battle taking place at a distance....

Of course , we would also need the opportunity to CHANGE the background ingame ! That means this battle-ani can stop after a while...

I want colored Commanims - this is covered with one of the point mentioned above.

And an end-mission sexp is the most wanted thing of them all !!!!

__________________
Freespace 2 : The Babylon Project team member
http://freespace.volitionwatch.com/babylon
-----------------------------
The sun is quite warm,
the universe is fairly large
and I have a loose mouth.


Posted by ZylonBane on 04-25-2002 09:10 AM:

quote:
Originally posted by Skullar
For example we could play a video file simulating a battle taking place at a distance....
You could also pour kerosene on your computer and light it...

__________________
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 09:10 AM:

quote:
Originally posted by Skullar
For example we could play a video file simulating a battle taking place at a distance....
You could also pour kerosene on your computer and light it...

__________________
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 sandwich on 04-25-2002 09:10 AM:

- Dropping a mission on the FS2.exe automatically loads that mission
- add missing scroll bars (esp. command briefing at 640x480)
- Larger texture sizes
- Fix various .TBL size/entry limits
- FRED2 plays sound files from inside .VP's
- glowing textures (think an Arcadia with the yellow and white parts glowing, or a Ravana with those freaky red lines glowing)
- add support for barrel-roll orders to capships in FRED2 and FS2

__________________
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the [url="http://www.geocities.com/sandvich/"]Sandvich Bar[/url]


Posted by sandwich on 04-25-2002 09:10 AM:

- Dropping a mission on the FS2.exe automatically loads that mission
- add missing scroll bars (esp. command briefing at 640x480)
- Larger texture sizes
- Fix various .TBL size/entry limits
- FRED2 plays sound files from inside .VP's
- glowing textures (think an Arcadia with the yellow and white parts glowing, or a Ravana with those freaky red lines glowing)
- add support for barrel-roll orders to capships in FRED2 and FS2

__________________
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the [url="http://www.geocities.com/sandvich/"]Sandvich Bar[/url]


Posted by Bobboau on 04-25-2002 09:12 AM:

precompiled lightmaps
for example, on the Hyperion cruser (TBP) there is a spot light along the sides, right now the light is just there in the textures, with light maps there could be a tiled map and a light placed then a lightmap compiler would go through and make a light map for it,

also it would be nice if we could have sprites for lights, look at the cone shaped aura comeing from lights in RF, I want that, with real dynamic lights to back this up (optional)

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


Posted by Bobboau on 04-25-2002 09:12 AM:

precompiled lightmaps
for example, on the Hyperion cruser (TBP) there is a spot light along the sides, right now the light is just there in the textures, with light maps there could be a tiled map and a light placed then a lightmap compiler would go through and make a light map for it,

also it would be nice if we could have sprites for lights, look at the cone shaped aura comeing from lights in RF, I want that, with real dynamic lights to back this up (optional)

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


Posted by aldo_14 on 04-25-2002 09:36 AM:

Just double (or remove) the HUD limits - i'll take a look at that once I get home and check the HUD.tbl comments - ship limits, and ramp up the possible turret count.

Methinks we should try and crank up all the predefined limits before we start making the really big changes - that way we can instantly help things.

BTW, how are we actually going to be able to distribute the changed stuff?

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Posted by aldo_14 on 04-25-2002 09:36 AM:

Just double (or remove) the HUD limits - i'll take a look at that once I get home and check the HUD.tbl comments - ship limits, and ramp up the possible turret count.

Methinks we should try and crank up all the predefined limits before we start making the really big changes - that way we can instantly help things.

BTW, how are we actually going to be able to distribute the changed stuff?

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ICQ: 119819902


Posted by EdrickV on 04-25-2002 09:43 AM:

quote:
PS2 FS? Are you friggen NUTS? That would suck bigtime...... you wouldn't be able to run 90% of the controls.


Not PS2 FS2, PS2Linux FS2. Sony's going to release a kit for the PS2 with a 40Gig HD, Ethernet adapter, USB keyboard + mouse, and a Linux dist modified from a Korandra dist itself modified from Red Hat. It's a nice toy for anyone who's wanted to program on a console, though the kit does limit what you can do with some of the hardware. If we get a Linux port of the FS2 engine that uses SDL and Open GL I will try and compile it on my kit. (Along with lots of other things.)

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