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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)
quote:
Originally posted by Alikchi
You should set it as an option in FRED2 as to who shoots what.

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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]
quote:
Originally posted by Alikchi
You should set it as an option in FRED2 as to who shoots what.

__________________
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]
quote:
Originally posted by karajorma
That's far simpler than defining the enemies for each individual ship.![]()
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Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager
quote:
Originally posted by karajorma
That's far simpler than defining the enemies for each individual ship.![]()
__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager
quote:
Originally posted by YodaSean
All I want is support for bigger resolutions! Like 1280*1024. That shouldn't be too hard too do...
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Think Big
Invade Space
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Staff modeller on FS1 port
http://www.3dap.com/hlp/hosted/fsport/
quote:
Originally posted by YodaSean
All I want is support for bigger resolutions! Like 1280*1024. That shouldn't be too hard too do...
__________________
Think Big
Invade Space
---------
Staff modeller on FS1 port
http://www.3dap.com/hlp/hosted/fsport/
quote:Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...
Originally posted by Orange
In-game cutscenes as in ...
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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:Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...
Originally posted by Orange
In-game cutscenes as in ...
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ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
support for higher resolution maps would have to be done through hacking the 3d accelerator wouldnt it? Is there a way around this so it can be hardcoded into the game engine itself?
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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
quote:
Originally posted by ZylonBane
Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...
cutscene-attach-camera
-- ship or waypoint (if player ship, resume player control)
cutscene-point-camera
-- target ship or waypoint (if same as attached, point straight ahead)
-- panning transition speed
-- track target? (optional)
__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager
quote:
Originally posted by ZylonBane
Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...
cutscene-attach-camera
-- ship or waypoint (if player ship, resume player control)
cutscene-point-camera
-- target ship or waypoint (if same as attached, point straight ahead)
-- panning transition speed
-- track target? (optional)
__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager
Big problem with "cutscene waypoints"-- they can't move.
FS already supports jumping the rendering POV all over the mission area with user key commands, so why not just leverage that existing ability with SEXPs? By attaching the camera to a moving object, you could easily use existing SEXPs to trigger events as the camera approaches. You could have the camera follow a ship, break off to look at something else, even warp out. 
__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
Big problem with "cutscene waypoints"-- they can't move.
FS already supports jumping the rendering POV all over the mission area with user key commands, so why not just leverage that existing ability with SEXPs? By attaching the camera to a moving object, you could easily use existing SEXPs to trigger events as the camera approaches. You could have the camera follow a ship, break off to look at something else, even warp out. 
__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
suggestion:
Being able to enter and leave subspace without ending a mission, same for nebulas
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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
suggestion:
Being able to enter and leave subspace without ending a mission, same for nebulas
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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly
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Bobboau, bringing you products that work ......... In theory
I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly
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Bobboau, bringing you products that work ......... In theory
couldnt we find a way to do the transitions instead? it would look rather silly if a ship suddenly goes from inside nebula to somewhere far away from it. I was thinking more along the lines of making nebulas more like how they made asteriod fields, so they have a specific area, and you can enter and leave the nebula that way. Same kind of thing for subspace, only it would only be enterable and leavable at nodes.
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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
well, yes, there would be a transition sequence of course
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Bobboau, bringing you products that work ......... In theory
quote:You'd likely have to touch a lot of routines to do this. Besides initialization, you've got campaign code, red alerts, persistent variables, and, ummm... other stuff.
Originally posted by Bobboau
I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly

__________________
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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