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Posted by aldo_14 on 04-25-2002 01:13 PM:

quote:
Originally posted by IPAndrews


Better done with a special shipname texture name, rather than a decal.



Linkage could be difficult in either case... i'm thinking that the insignia chunk ('cept the insignia size could be a problem) is already handled by the editor, so it could be easier just to adapt that than code in some ship-specifc stuff.... I'm going home early today (no deadlines) just to properly look at the code, D/L borland (and reinstall me pfe) and try to hack in some (very) basic changes to the tbl limits....

wonder....

(this is java pseudo, need to relook at all my C stuff before I can think of coding)

if(shipName.isInTexLibrary())
{
replaceTexture(blankDecal,findTexture(shipName);
}

where replace texture changes the texture name with the ship specific one matching the name of the ship in (?)FRED2....

Although, jusat removing the tbl limits altogether would be just as easy, but more cumbersome.

Maybe hacking the ships.tbl parsing to allow multiple pofs to share the same statisitcs?

i.e.

name: GVD Psamptik
model: ppsamtik.pof
name: GVD Heaphes
model: heaphes.pof
...
stats

could be a bit memory intesive RE the pof files, though.

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Posted by aldo_14 on 04-25-2002 01:13 PM:

quote:
Originally posted by IPAndrews


Better done with a special shipname texture name, rather than a decal.



Linkage could be difficult in either case... i'm thinking that the insignia chunk ('cept the insignia size could be a problem) is already handled by the editor, so it could be easier just to adapt that than code in some ship-specifc stuff.... I'm going home early today (no deadlines) just to properly look at the code, D/L borland (and reinstall me pfe) and try to hack in some (very) basic changes to the tbl limits....

wonder....

(this is java pseudo, need to relook at all my C stuff before I can think of coding)

if(shipName.isInTexLibrary())
{
replaceTexture(blankDecal,findTexture(shipName);
}

where replace texture changes the texture name with the ship specific one matching the name of the ship in (?)FRED2....

Although, jusat removing the tbl limits altogether would be just as easy, but more cumbersome.

Maybe hacking the ships.tbl parsing to allow multiple pofs to share the same statisitcs?

i.e.

name: GVD Psamptik
model: ppsamtik.pof
name: GVD Heaphes
model: heaphes.pof
...
stats

could be a bit memory intesive RE the pof files, though.

__________________
VBB Survivor - Mar 2001 to 12 April 2002 - 1107 posts

Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902


Posted by Skullar on 04-25-2002 01:41 PM:

a mission-end SEXP would be enough.
Our main TBP-campaign could REALLY need it. Its stupid you
have to jump out to end mission....

This is the most important improvement for us.

__________________
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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 01:41 PM:

a mission-end SEXP would be enough.
Our main TBP-campaign could REALLY need it. Its stupid you
have to jump out to end mission....

This is the most important improvement for us.

__________________
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 ltnarol on 04-25-2002 02:17 PM:

another thing that would be really nice would be to have no limit to the number of sound effects (or atleast a higher limit)

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Posted by Skullar on 04-25-2002 03:43 PM:

and remove the limits for events and radio messages in a fs2 mission !!!!!

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


Posted by FSF Ashrak on 04-25-2002 04:05 PM:

blinking lights


EDIT: well there are plans for the next milennia

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Posted by Ashark on 04-25-2002 04:05 PM:

blinking lights


EDIT: well there are plans for the next milennia

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Posted by IceFire on 04-25-2002 04:31 PM:

quote:
Oh, there should definately be some way to alter capital ship AI so it can choose between broadsiding (Terran / Vasudan) or attacking from the front (Shivans, esp. Sathanas). Not sure how possible it is, unless you use special ahardcoded values in the ai.tbl to dictate it(?) - 101-199?

That would have a HUGE impact on the way we could do the WhiteStar's in TBP.

Sandwich: The Golgotha we can script fairly nicely. Plus it has broadside beams for just such an occasion.

Note on fighter beams: Do them properly. Make sure that a maximum range for damage can be set (otherwise someone can pick off a capital ship in a fighter at infinite range)...I know the beam travels, but prevent damage from being done.

__________________
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Posted by BabProj Team on 04-25-2002 04:31 PM:

quote:
Oh, there should definately be some way to alter capital ship AI so it can choose between broadsiding (Terran / Vasudan) or attacking from the front (Shivans, esp. Sathanas). Not sure how possible it is, unless you use special ahardcoded values in the ai.tbl to dictate it(?) - 101-199?

That would have a HUGE impact on the way we could do the WhiteStar's in TBP.

Sandwich: The Golgotha we can script fairly nicely. Plus it has broadside beams for just such an occasion.

Note on fighter beams: Do them properly. Make sure that a maximum range for damage can be set (otherwise someone can pick off a capital ship in a fighter at infinite range)...I know the beam travels, but prevent damage from being done.

__________________
- The Babylon Project Team


Posted by EdrickV on 04-25-2002 04:41 PM:

quote:
It's still heresy. What's the point of running a PC game on a PS2, when you have a perfectly good PC?


1. AFAIK no 256x256 texture limits on it's graphics system. (I use a Voodoo3 2000.)
2. I think it'd be cool to play it on my TV with a DualShock 2 and keyboard.
3. To see if we can.

People want to run DOOM/Quake games on the PS2 (and under Linux in general) so why not FS2? Like I said, if we ever get a Linux version using Open GL and SDL I will try compiling it and running it under the kit. Just to see if it will run.

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Posted by EdrickV on 04-25-2002 04:41 PM:

quote:
It's still heresy. What's the point of running a PC game on a PS2, when you have a perfectly good PC?


1. AFAIK no 256x256 texture limits on it's graphics system. (I use a Voodoo3 2000.)
2. I think it'd be cool to play it on my TV with a DualShock 2 and keyboard.
3. To see if we can.

People want to run DOOM/Quake games on the PS2 (and under Linux in general) so why not FS2? Like I said, if we ever get a Linux version using Open GL and SDL I will try compiling it and running it under the kit. Just to see if it will run.

__________________
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 Bobboau on 04-25-2002 04:55 PM:

for fighter beams why don't we have a maximum range (beond this it won't render or od damage), a start alpha, and end alpha, so we can make it fade, would be nice if damage was atenuated along this too
oh, someone make this quick, or I'm gona explode

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Posted by Bobboau on 04-25-2002 04:55 PM:

for fighter beams why don't we have a maximum range (beond this it won't render or od damage), a start alpha, and end alpha, so we can make it fade, would be nice if damage was atenuated along this too
oh, someone make this quick, or I'm gona explode

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


Posted by Mewgen1 on 04-25-2002 05:14 PM:

3 things:

-Larger .tbl files; it very anoying to only be able to add 3 or 4 new ships when you want to have 3 or four mods installed at once.

-Fighter Beams: ok, so its been said but it would be really cool.

-Beams that build on one another: Ok so I sould post this in the TBP board but im here so it will be too. Make beams that can fire together to produce a single larger beam. Like with the Excalibur on Crusade.

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Posted by Mewgen1 on 04-25-2002 05:14 PM:

3 things:

-Larger .tbl files; it very anoying to only be able to add 3 or 4 new ships when you want to have 3 or four mods installed at once.

-Fighter Beams: ok, so its been said but it would be really cool.

-Beams that build on one another: Ok so I sould post this in the TBP board but im here so it will be too. Make beams that can fire together to produce a single larger beam. Like with the Excalibur on Crusade.

__________________
Understanding is a three edged sword: your side, there side, and the truth.
-Cap. John Sheridan

Where ever you go there you are.

There will be an answer. Let it be.- John Lenon


Posted by Azrael on 04-25-2002 06:54 PM:

a way to keep from overwrite ship and weps tbl files everytime you have a new mod ( adn i dont mean moveing from one directory to another:P:P)
camp manager, mod manager, automated fighter turrets or manual controlled turrets fer fighters, the ability to fly cap ships (to powerful??) BLACK HOLE WEAPONRY!!! SMARTER AI
i do like the idea of putting a name on the side of the ship

__________________
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I pray that when i go into battle, that i will shoot straight and be valiant, fight for what i believe in and for those i believe in, and if I die in battle let not my sacrifice be in vain. --Azrael, TheAvenging Angel


Posted by Azrael on 04-25-2002 06:54 PM:

a way to keep from overwrite ship and weps tbl files everytime you have a new mod ( adn i dont mean moveing from one directory to another:P:P)
camp manager, mod manager, automated fighter turrets or manual controlled turrets fer fighters, the ability to fly cap ships (to powerful??) BLACK HOLE WEAPONRY!!! SMARTER AI
i do like the idea of putting a name on the side of the ship

__________________
C:\WINDOWS C:\WINDOWS\GO C:\PC\CRAWL

C:\DOS C:\DOS\RUN RUN\DOS\RUN

I pray that when i go into battle, that i will shoot straight and be valiant, fight for what i believe in and for those i believe in, and if I die in battle let not my sacrifice be in vain. --Azrael, TheAvenging Angel


Posted by DTP on 04-25-2002 06:57 PM:

fighter beams to work, hmmm, maybe easy, maybe not. looking into it.

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Posted by Zeronet on 04-25-2002 07:10 PM:

quote:
Originally posted by Mewgen1
3 things:


-Beams that build on one another: Ok so I sould post this in the TBP board but im here so it will be too. Make beams that can fire together to produce a single larger beam. Like with the Excalibur on Crusade.



Smart modding could do that, have all the beams fire at an invisible object in front of it, when the beams hit have the invisible object fire another larger beam, along with a primary which fires in on itselfs creating a bubble to hide the "mess".

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