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WMCoolmon
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Registered: Dec 2001
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Posts: 80 |
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

Last edited by WMCoolmon on 04-25-2002 at 04:01 AM
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04-25-2002 03:58 AM |
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WMCoolmon
Face
Registered: Dec 2001
Location:
Posts: 80 |
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

Last edited by WMCoolmon on 04-25-2002 at 04:01 AM
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04-25-2002 03:58 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
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
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04-25-2002 05:14 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
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
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Bobboau, bringing you products that work ......... In theory
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04-25-2002 05:14 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
damage decals
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04-25-2002 05:28 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
faster mission loading
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04-25-2002 05:42 AM |
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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
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
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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
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04-25-2002 06:11 AM |
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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
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]
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04-25-2002 06:11 AM |
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ZylonBane
Face
Registered: Apr 2002
Location: Kansas City, KS
Posts: 134 |
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.
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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]!
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04-25-2002 06:20 AM |
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ZylonBane
Face
Registered: Apr 2002
Location: Kansas City, KS
Posts: 134 |
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]!
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04-25-2002 06:20 AM |
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105 |
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.
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04-25-2002 06:24 AM |
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105 |
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.
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04-25-2002 06:24 AM |
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Ace
VW Alumni

Registered: Jul 2000
Location:
Posts: 1477 |
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 
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There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager- [url="http://www.adamantpacified.org/"]adamantpacified.org[/url]|[url="http://freespace.volitionwatch.com/"]FreeSpace Watch[/url]|[url="http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9"]Nodewars Moderator[/url]
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04-25-2002 06:30 AM |
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Ace
VW Alumni

Registered: Jul 2000
Location:
Posts: 1477 |
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- [url="http://www.adamantpacified.org/"]adamantpacified.org[/url]|[url="http://freespace.volitionwatch.com/"]FreeSpace Watch[/url]|[url="http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9"]Nodewars Moderator[/url]
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04-25-2002 06:30 AM |
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WMCoolmon
Face
Registered: Dec 2001
Location:
Posts: 80 |
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
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04-25-2002 06:44 AM |
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WMCoolmon
Face
Registered: Dec 2001
Location:
Posts: 80 |
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
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04-25-2002 06:44 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
glow points, use the same function as the thruster glows but add a string for a texture
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04-25-2002 06:51 AM |
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ZylonBane
Face
Registered: Apr 2002
Location: Kansas City, KS
Posts: 134 |
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]!
Last edited by ZylonBane on 04-25-2002 at 07:17 AM
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04-25-2002 07:06 AM |
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ZylonBane
Face
Registered: Apr 2002
Location: Kansas City, KS
Posts: 134 |
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]!
Last edited by ZylonBane on 04-25-2002 at 07:17 AM
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04-25-2002 07:06 AM |
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ZylonBane
Face
Registered: Apr 2002
Location: Kansas City, KS
Posts: 134 |
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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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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04-25-2002 07:19 AM |
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