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- FreeSpace 1/2 Discussion (http://volitionwatch.papageorgefamily/vwbb/forumdisplay.php?forumid=33)
-- ATTN: Get your input into the new FreeSpace 2 Engine- FreeSpace Forever (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=5890)
I think we could have 'sliding mode' where it's newtonian like - so you can flip around in a starfury, etc.
And explain the normal mode off as the ship's manuvering thrusters doing that
Who wants to watch the player being launched off a flight deck? and if they have to subspace to the fight you'd see them come off the flight deck, enter subspace, exit subspace, then you'd go to normal cockpit gameview
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"Why climb it?" - "Because It's there."
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[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]
I think we could have 'sliding mode' where it's newtonian like - so you can flip around in a starfury, etc.
And explain the normal mode off as the ship's manuvering thrusters doing that
Who wants to watch the player being launched off a flight deck? and if they have to subspace to the fight you'd see them come off the flight deck, enter subspace, exit subspace, then you'd go to normal cockpit gameview
__________________
"Why climb it?" - "Because It's there."
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[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]
launch off a real flightdeck (starlancer) verry cool but jump to subspace and out without changing any screenes real time transition like you jump to subspce fly in the subspce tunnel and jump out without any brieefing screens or anything would be a VERRRRRRRRRRRRRRY GOOOOOOOOOD ADDDDDDONNNNNNNNNN
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A man with no sig and chek my homepage for mission pack :)
launch off a real flightdeck (starlancer) verry cool but jump to subspace and out without changing any screenes real time transition like you jump to subspce fly in the subspce tunnel and jump out without any brieefing screens or anything would be a VERRRRRRRRRRRRRRY GOOOOOOOOOD ADDDDDDONNNNNNNNNN
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[URL=http://www.hot.ee/ashrak]Ashrak and Miburos Render Lair[/URL]
WEBSITE NOW UP AND RUNNING!!!!!
Ok, I think you should keep the beams, flak and lasery blob things and add in a few new capital ship weapons as well, like... uh... like a beam that jumps from one target to the next (just a quick idea, ok!).
Also, a GTVA destroyer that's actually effective fully during a fleet action. But I'm getting ahead here; lets build the engine first!
All I can say is best of luck!
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What can I say? Life is fun.
Ok, I think you should keep the beams, flak and lasery blob things and add in a few new capital ship weapons as well, like... uh... like a beam that jumps from one target to the next (just a quick idea, ok!).
Also, a GTVA destroyer that's actually effective fully during a fleet action. But I'm getting ahead here; lets build the engine first!
All I can say is best of luck!
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What can I say? Life is fun.
I'd love to see 3rd person in-game cutscenes and surface missions.
Good luck with the project, even though I have my doubts like the countless others.
I'd love to see 3rd person in-game cutscenes and surface missions.
Good luck with the project, even though I have my doubts like the countless others.
I think doubt is fueling the project.
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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
I think doubt is fueling the project.
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- The Babylon Project Team
Do the math:
FS1 came out in 1998 4 years ago.
Followed by FS2 in 1999.
Here it is 2002 and we are still heavily into this game.
Maybe if the right people would see how committed we all are to this game then maybe they will take notice and (using their fine capitalistic logic) make money on this fact and somehow arrange for the development of FS3.
But for the time being I see nothing that makes me believe that FS3 is going to happen and so I'll just play FS1 and FS2 until the discs melt.
Do the math:
FS1 came out in 1998 4 years ago.
Followed by FS2 in 1999.
Here it is 2002 and we are still heavily into this game.
Maybe if the right people would see how committed we all are to this game then maybe they will take notice and (using their fine capitalistic logic) make money on this fact and somehow arrange for the development of FS3.
But for the time being I see nothing that makes me believe that FS3 is going to happen and so I'll just play FS1 and FS2 until the discs melt.
Killerdonuts I argee, but we just got TBP demo and I think that is hell of addon, but true I wan't FS3 to come... And thats why I said "I like Freespace 2 as it is..."
__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa
Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi
Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.
Killerdonuts I argee, but we just got TBP demo and I think that is hell of addon, but true I wan't FS3 to come... And thats why I said "I like Freespace 2 as it is..."
__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa
Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi
Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.
killadonuts - this is not FreeSpace 3
this is a new game engine - ie program - to run the existing freespace 2
__________________
"Why climb it?" - "Because It's there."
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[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]
killadonuts - this is not FreeSpace 3
this is a new game engine - ie program - to run the existing freespace 2
__________________
"Why climb it?" - "Because It's there."
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[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]
ive just thought of a possible good idea for FSF, how about every object is lodded according to its own central point, and not the models central point, this way you could have huge(r) ships where only the relevant detail comes into lod0 ...this relates to problems that me are going to have to solve with b5. not sure if this is possible though
, if you dont understand say so and i'll describe further
also remove the 800 poly per sub object limit (or at least increase to say 2000-2500??)
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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
ive just thought of a possible good idea for FSF, how about every object is lodded according to its own central point, and not the models central point, this way you could have huge(r) ships where only the relevant detail comes into lod0 ...this relates to problems that me are going to have to solve with b5. not sure if this is possible though
, if you dont understand say so and i'll describe further
also remove the 800 poly per sub object limit (or at least increase to say 2000-2500??)
__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
Hell, *I* have my doubts.
This is a long term project, I'd guestimate at least 6 months, probably no more than 18, depends on what gets defined as the scope and how much people insist on writing from scratch. The whole thing from scrath means its YEARS away, so that implies an awful lot of reused code to get anything done in any reasonable amount of time.
Especially if the coders are teaching themselves how to make a game engine from scratch 
Hell, *I* have my doubts.
This is a long term project, I'd guestimate at least 6 months, probably no more than 18, depends on what gets defined as the scope and how much people insist on writing from scratch. The whole thing from scrath means its YEARS away, so that implies an awful lot of reused code to get anything done in any reasonable amount of time.
Especially if the coders are teaching themselves how to make a game engine from scratch 
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