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ltnarol
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Registered: Dec 2001
Location: GTD Haydon
Posts: 357

we can create our own cutscenes and stick them in instead, or we can ask (V) to compile the changes we make and stick in the old cpp for cutscenes...im sure we can work something out with Dave

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Old Post 06-11-2002 06:50 PM
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karajorma
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Registered: Jul 2001
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quote:
Originally posted by Fry Day
1) We need to add a movie player back into the engine, seeing as they took the MVE one out. Can I suggest using MPEG or divx avi? Finally MODders could add movies to their campaigns - super cool.

It would indeed be cool, but you won't get any of the original movies working (Interplay sent a "Cease and desist"-esque e-mail back when Descent Manager still had MVEextract, which could extract single movies from .MVL files (Descent 2), and could turn .MVE files into executables, so you could play them at your leisure). I think it's some copyirght issue (3rd-party code), like with the sound code for the descent 1/2 sound stuff, etc.



If MVEextract was reverse engineered they can't complain even if they don`t like it. The same would be true if someone wrote a MVL player without looking at the source of the interplay one (which would be hard to do since they ripped it out)

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Old Post 06-12-2002 08:20 AM
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karajorma
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quote:
Originally posted by Fry Day
1) We need to add a movie player back into the engine, seeing as they took the MVE one out. Can I suggest using MPEG or divx avi? Finally MODders could add movies to their campaigns - super cool.

It would indeed be cool, but you won't get any of the original movies working (Interplay sent a "Cease and desist"-esque e-mail back when Descent Manager still had MVEextract, which could extract single movies from .MVL files (Descent 2), and could turn .MVE files into executables, so you could play them at your leisure). I think it's some copyirght issue (3rd-party code), like with the sound code for the descent 1/2 sound stuff, etc.



If MVEextract was reverse engineered they can't complain even if they don`t like it. The same would be true if someone wrote a MVL player without looking at the source of the interplay one (which would be hard to do since they ripped it out)

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Old Post 06-12-2002 08:20 AM
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JudgeMental
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Registered: Jun 2002
Location: Oregon, USA
Posts: 19

MORE ideas

My first post here I actually had a few ideas myself. Some of them may already have been said, but that doesn't matter Of course, I have no idea how feasible any of these ideas are, but here it goes...

- I like the idea of aspect locking beams. It would make it much easier.

- While we're on the subject of beams... Why not beams that track the target? We have the slash beams, so why not beams (perhaps an anti-fighter beam) that tracks and follows the target, instead of just three stationary beams. A balancing mechanism could be reduced damage. Another could be a slight "lag" or overshoot, much like what the aspect diamond does.

- Another beam thing, two actually. Damage decals or textures to indicate where a beam has hit on a cap ship. On the same line, ever notice that once a ship hits 0% hull, the beam goes right through it? Maybe, somehow, the model could be deformed so a hole appears then.

- People have been talking about having intrasystem jump, and someone else said that it would be complicated to design missions for. What about designing two missions, for two areas, combined by a file much like a campaign file, that dictates how the two interact? And I like the idea of a destination list. It's hard to decide how one place will act while you're at another... That might be the tricky part.

- For longer travel, what about a "flash" drive? It would be similar to an afterburner, and even use afterburner energy. But, instead of a long sustained burst of speed, you would travel a few clicks in a second or so (perhaps this could be defined on a ship-to-ship basis in the TBL file). While "flashing," you would be unable to maneuver or fire weapons. Perhaps it could be activated by double-tapping the afterburn button. A collision detection system could be used to prevent you from smashing into a ship at 1000+ MPS speeds The AI would need to be fiddled with though... And regular afterburners would obviously still be there.

- A REAL cloak. I'm not totally sure how this could be implemented, but it would be nice if a ship could become completely invisible. Maybe a fourth allocation, with more power to the cloak resulting in greater invisibility (no power allocated by default, resulting in the cloak as 'off'). Or it could be fixed to a certain measure, activated with a button. Maybe even both, with each ship having a maximum cloak capability as defined in a TBL file. Once again, AI editing would be neccessary... *edit* To balance, shields and weapons could be inoperative while cloaked. *edit*

- Perhaps to balance all of the above, a third "weapons" slot could become available. This slot could house any extra equipment (such as the cloak or a flash drive) that isn't weaponry. This way, you would have to choose between what you want to use. If several other equipment ideas hit us, maybe two slots could be used, once again depending on the TBL files.

- An in-game cutscene ability would be AWESOME!

- People have been complaining about having multiple TBL files, one for each mod, but only being able to choose one of them. I was thinking of a "mod selection" on the startup screen that would allow you to choose a mod from all you have installed. The mods could be installed in the same fashion as the normal data files (e.g. having a table folder, etc), but instead of the directory being named "data", it could be labeled the name of the mod.

- The TBL file limit HAS TO GO!

- Additionally, it would be cool if the modifications made in a mission (for example, if you mess with the turret configuration of a Hades, as I like to do) could be saved in a special TBL file or something, so you can use it in another mission, without having to go through it and check everything off or anything.


Well, I have some more ideas, but this post is way too long as it is.

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Old Post 06-15-2002 12:35 AM
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JudgeMental
I'm New! Laugh At Me!

Registered: Jun 2002
Location: Oregon, USA
Posts: 19

MORE ideas

My first post here I actually had a few ideas myself. Some of them may already have been said, but that doesn't matter Of course, I have no idea how feasible any of these ideas are, but here it goes...

- I like the idea of aspect locking beams. It would make it much easier.

- While we're on the subject of beams... Why not beams that track the target? We have the slash beams, so why not beams (perhaps an anti-fighter beam) that tracks and follows the target, instead of just three stationary beams. A balancing mechanism could be reduced damage. Another could be a slight "lag" or overshoot, much like what the aspect diamond does.

- Another beam thing, two actually. Damage decals or textures to indicate where a beam has hit on a cap ship. On the same line, ever notice that once a ship hits 0% hull, the beam goes right through it? Maybe, somehow, the model could be deformed so a hole appears then.

- People have been talking about having intrasystem jump, and someone else said that it would be complicated to design missions for. What about designing two missions, for two areas, combined by a file much like a campaign file, that dictates how the two interact? And I like the idea of a destination list. It's hard to decide how one place will act while you're at another... That might be the tricky part.

- For longer travel, what about a "flash" drive? It would be similar to an afterburner, and even use afterburner energy. But, instead of a long sustained burst of speed, you would travel a few clicks in a second or so (perhaps this could be defined on a ship-to-ship basis in the TBL file). While "flashing," you would be unable to maneuver or fire weapons. Perhaps it could be activated by double-tapping the afterburn button. A collision detection system could be used to prevent you from smashing into a ship at 1000+ MPS speeds The AI would need to be fiddled with though... And regular afterburners would obviously still be there.

- A REAL cloak. I'm not totally sure how this could be implemented, but it would be nice if a ship could become completely invisible. Maybe a fourth allocation, with more power to the cloak resulting in greater invisibility (no power allocated by default, resulting in the cloak as 'off'). Or it could be fixed to a certain measure, activated with a button. Maybe even both, with each ship having a maximum cloak capability as defined in a TBL file. Once again, AI editing would be neccessary... *edit* To balance, shields and weapons could be inoperative while cloaked. *edit*

- Perhaps to balance all of the above, a third "weapons" slot could become available. This slot could house any extra equipment (such as the cloak or a flash drive) that isn't weaponry. This way, you would have to choose between what you want to use. If several other equipment ideas hit us, maybe two slots could be used, once again depending on the TBL files.

- An in-game cutscene ability would be AWESOME!

- People have been complaining about having multiple TBL files, one for each mod, but only being able to choose one of them. I was thinking of a "mod selection" on the startup screen that would allow you to choose a mod from all you have installed. The mods could be installed in the same fashion as the normal data files (e.g. having a table folder, etc), but instead of the directory being named "data", it could be labeled the name of the mod.

- The TBL file limit HAS TO GO!

- Additionally, it would be cool if the modifications made in a mission (for example, if you mess with the turret configuration of a Hades, as I like to do) could be saved in a special TBL file or something, so you can use it in another mission, without having to go through it and check everything off or anything.


Well, I have some more ideas, but this post is way too long as it is.

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Old Post 06-15-2002 12:35 AM
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karajorma
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Registered: Jul 2001
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Re: MORE ideas

quote:
Originally posted by JudgeMental
- People have been complaining about having multiple TBL files, one for each mod, but only being able to choose one of them. I was thinking of a "mod selection" on the startup screen that would allow you to choose a mod from all you have installed. The mods could be installed in the same fashion as the normal data files (e.g. having a table folder, etc), but instead of the directory being named "data", it could be labeled the name of the mod.

- The TBL file limit HAS TO GO!



Good comments. The table limit is pretty much gone in DTP's Beta. (look a few threads down) so it's fairly obvious that we can do that easily.

The mod selector is a good idea too. I-war II had one and I like it a lot. It shouldn`t even be that hard to do (simply have lots of directories called Data-NameOfMod and then simply change all calls to data to look there. The only hard bit would be changing the main freespace interface to accomadate the selector.

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Old Post 06-18-2002 08:38 AM
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karajorma
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Re: MORE ideas

quote:
Originally posted by JudgeMental
- People have been complaining about having multiple TBL files, one for each mod, but only being able to choose one of them. I was thinking of a "mod selection" on the startup screen that would allow you to choose a mod from all you have installed. The mods could be installed in the same fashion as the normal data files (e.g. having a table folder, etc), but instead of the directory being named "data", it could be labeled the name of the mod.

- The TBL file limit HAS TO GO!



Good comments. The table limit is pretty much gone in DTP's Beta. (look a few threads down) so it's fairly obvious that we can do that easily.

The mod selector is a good idea too. I-war II had one and I like it a lot. It shouldn`t even be that hard to do (simply have lots of directories called Data-NameOfMod and then simply change all calls to data to look there. The only hard bit would be changing the main freespace interface to accomadate the selector.

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Old Post 06-18-2002 08:38 AM
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JudgeMental
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Registered: Jun 2002
Location: Oregon, USA
Posts: 19

Yeah, the mod selection screen would be interesting. If done in-game, the hardest part (I'm thinking, anyway) would be texture matching, so it doesn't look like a shabby add-on. The easiest way might be to include it as an option in the startup menu, Max Payne style. I have a few other ideas, relating both to mission design and game play, but I'm tired, and can't remember them now:P Maybe I'll go design a mission and play it or something, and then write down my ideas.

Oh, I remember one. Expanding the cap ship AI. Perhaps adding options such as "Defend me" that causes the ship to automatically direct fire at any enemy ships within range that have targeted me. This doesn't have to require the ship to change course, which might disturb mission design. But it would be nice. I can't think of the number of times when my wingmen were a few clicks off, I have four Mara's on my tail, and the Aeolus 500 meters from me is hitting the two fighters that are already being squished by five or six allied ships.

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Old Post 06-19-2002 01:08 AM
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JudgeMental
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Registered: Jun 2002
Location: Oregon, USA
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Yeah, the mod selection screen would be interesting. If done in-game, the hardest part (I'm thinking, anyway) would be texture matching, so it doesn't look like a shabby add-on. The easiest way might be to include it as an option in the startup menu, Max Payne style. I have a few other ideas, relating both to mission design and game play, but I'm tired, and can't remember them now:P Maybe I'll go design a mission and play it or something, and then write down my ideas.

Oh, I remember one. Expanding the cap ship AI. Perhaps adding options such as "Defend me" that causes the ship to automatically direct fire at any enemy ships within range that have targeted me. This doesn't have to require the ship to change course, which might disturb mission design. But it would be nice. I can't think of the number of times when my wingmen were a few clicks off, I have four Mara's on my tail, and the Aeolus 500 meters from me is hitting the two fighters that are already being squished by five or six allied ships.

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Old Post 06-19-2002 01:08 AM
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Alikchi
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Registered: Apr 2001
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Re: Re: MORE ideas

quote:
Originally posted by karajorma


The mod selector is a good idea too. I-war II had one and I like it a lot. It shouldn`t even be that hard to do (simply have lots of directories called Data-NameOfMod and then simply change all calls to data to look there. The only hard bit would be changing the main freespace interface to accomadate the selector.



You'd need to set it to see VPs, also

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Alikchi
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Registered: Apr 2001
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Re: Re: MORE ideas

quote:
Originally posted by karajorma


The mod selector is a good idea too. I-war II had one and I like it a lot. It shouldn`t even be that hard to do (simply have lots of directories called Data-NameOfMod and then simply change all calls to data to look there. The only hard bit would be changing the main freespace interface to accomadate the selector.



You'd need to set it to see VPs, also

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karajorma
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Re: Re: Re: MORE ideas

quote:
Originally posted by Alikchi


You'd need to set it to see VPs, also



Having it just look for table files would be enough. Having it look through VP's would be better but not 100% needed (unless for example you wanted to activate one mod from the babylon project at the same time as running one from BWO)

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Old Post 06-20-2002 09:33 AM
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karajorma
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Re: Re: Re: MORE ideas

quote:
Originally posted by Alikchi


You'd need to set it to see VPs, also



Having it just look for table files would be enough. Having it look through VP's would be better but not 100% needed (unless for example you wanted to activate one mod from the babylon project at the same time as running one from BWO)

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mike_the_tv
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Registered: Jun 2002
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Expanding Missions

Although I have no idea how to actually get this to work, i have an idea of how to expand missions, i.e. subspace jumps, different areas, etc. Expand the Fred Programming to allow Mission "stages". Anyone ever play Star Wars: Shadows of the Empire on the N64? I remember on the Battle of Hoth mission, it was split like that. You finish one set of objectives, "Stage Completed" flashes across the screen, and then the next stage loads, either through a short ingame cutscene(already mentioned) or with no change at all. Think about it, you escort a convoy, they jump out. Then command orders you to follow them. Then the Next Stage comes in, brand new set of objectives, maybe in subspace or new area or something. I know that kind of sounds like what Volition already put in there but think of it this way. On the fred main screen, the entire "level" takes place in one area. If you could design a way to put more blank screen in there, then you could scroll through the different areas or stages of a level. Almost like previewing a PowerPoint presentation or making a greeting card and changing sides. I don't know if this has already been thought of, or if it makes no sense at all, but im a freespace fanatic and just wanted to try and help.

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Old Post 06-21-2002 05:59 PM
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mike_the_tv
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Expanding Missions

Although I have no idea how to actually get this to work, i have an idea of how to expand missions, i.e. subspace jumps, different areas, etc. Expand the Fred Programming to allow Mission "stages". Anyone ever play Star Wars: Shadows of the Empire on the N64? I remember on the Battle of Hoth mission, it was split like that. You finish one set of objectives, "Stage Completed" flashes across the screen, and then the next stage loads, either through a short ingame cutscene(already mentioned) or with no change at all. Think about it, you escort a convoy, they jump out. Then command orders you to follow them. Then the Next Stage comes in, brand new set of objectives, maybe in subspace or new area or something. I know that kind of sounds like what Volition already put in there but think of it this way. On the fred main screen, the entire "level" takes place in one area. If you could design a way to put more blank screen in there, then you could scroll through the different areas or stages of a level. Almost like previewing a PowerPoint presentation or making a greeting card and changing sides. I don't know if this has already been thought of, or if it makes no sense at all, but im a freespace fanatic and just wanted to try and help.

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Old Post 06-21-2002 05:59 PM
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karajorma
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Really don`t see much of a difference between that and a series of normal red alert missions.

The only difference appears to be that you only have one mission instead of 3 or 4 red alert ones. Considering all the alterations that would be needed for FRED it hardly sounds worth it.

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Old Post 06-22-2002 02:32 PM
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karajorma
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Really don`t see much of a difference between that and a series of normal red alert missions.

The only difference appears to be that you only have one mission instead of 3 or 4 red alert ones. Considering all the alterations that would be needed for FRED it hardly sounds worth it.

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Old Post 06-22-2002 02:32 PM
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ShadowWolf_IH
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The one i have always been waiting for was a ground assault simulator coupled with a starfighter simulator. Something like mech3 meets freespace, I only say this because mech4 wasn't a very good game.

If you play Battletech then you know what a LAM is. Land air mechs.

It opens a wide range of campaign options first you enter the system and take the system itself as far as space superiority goes, then you take each planet ina series of battles that can involve ground assault, battlemech style, or aero fighters for atmospheric flights.

I don't know how feasible this is for the freespace code, but it would be a blast to play.

ShadowWolf_IH

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Old Post 06-28-2002 07:40 PM
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ShadowWolf_IH
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The one i have always been waiting for was a ground assault simulator coupled with a starfighter simulator. Something like mech3 meets freespace, I only say this because mech4 wasn't a very good game.

If you play Battletech then you know what a LAM is. Land air mechs.

It opens a wide range of campaign options first you enter the system and take the system itself as far as space superiority goes, then you take each planet ina series of battles that can involve ground assault, battlemech style, or aero fighters for atmospheric flights.

I don't know how feasible this is for the freespace code, but it would be a blast to play.

ShadowWolf_IH

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Ace
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Re: MORE ideas

quote:
Originally posted by JudgeMental
My first post here I actually had a few ideas myself. Some of them may already have been said, but that doesn't matter Of course, I have no idea how feasible any of these ideas are, but here it goes...

- I like the idea of aspect locking beams. It would make it much easier.

- While we're on the subject of beams... Why not beams that track the target? We have the slash beams, so why not beams (perhaps an anti-fighter beam) that tracks and follows the target, instead of just three stationary beams. A balancing mechanism could be reduced damage. Another could be a slight "lag" or overshoot, much like what the aspect diamond does.


Sounds reasonable.

quote:
- Another beam thing, two actually. Damage decals or textures to indicate where a beam has hit on a cap ship. On the same line, ever notice that once a ship hits 0% hull, the beam goes right through it? Maybe, somehow, the model could be deformed so a hole appears then.


Damage decals are simple enough, but arbitrary damage from beam punctures? Simpler for a good decal to handle the same effect.

quote:
- People have been talking about having intrasystem jump, and someone else said that it would be complicated to design missions for. What about designing two missions, for two areas, combined by a file much like a campaign file, that dictates how the two interact? And I like the idea of a destination list. It's hard to decide how one place will act while you're at another... That might be the tricky part.


Can already be scripted with SEXPTs and red-alert missions, but a cleaner interface for this type of arrangement could be done.

quote:
- For longer travel, what about a "flash" drive? It would be similar to an afterburner, and even use afterburner energy. But, instead of a long sustained burst of speed, you would travel a few clicks in a second or so (perhaps this could be defined on a ship-to-ship basis in the TBL file). While "flashing," you would be unable to maneuver or fire weapons. Perhaps it could be activated by double-tapping the afterburn button. A collision detection system could be used to prevent you from smashing into a ship at 1000+ MPS speeds The AI would need to be fiddled with though... And regular afterburners would obviously still be there.


The only reason why such a drive would be in FS would be poor mission design. Also it doesn't fit the FS universe plotwise.

quote:
- A REAL cloak. I'm not totally sure how this could be implemented, but it would be nice if a ship could become completely invisible. Maybe a fourth allocation, with more power to the cloak resulting in greater invisibility (no power allocated by default, resulting in the cloak as 'off'). Or it could be fixed to a certain measure, activated with a button. Maybe even both, with each ship having a maximum cloak capability as defined in a TBL file. Once again, AI editing would be neccessary... *edit* To balance, shields and weapons could be inoperative while cloaked. *edit*

- Perhaps to balance all of the above, a third "weapons" slot could become available. This slot could house any extra equipment (such as the cloak or a flash drive) that isn't weaponry. This way, you would have to choose between what you want to use. If several other equipment ideas hit us, maybe two slots could be used, once again depending on the TBL files.




Seeing that every single other scifi series in one form or another has a cloaking device, FS' more reasonable handling of stealth seems original.

quote:
- An in-game cutscene ability would be AWESOME!


To some extent it could already be done with HUD edits, however allowing for the cinematic HUD and player HUD as well as seamless mission loading would need coding.

quote:
- People have been complaining about having multiple TBL files, one for each mod, but only being able to choose one of them. I was thinking of a "mod selection" on the startup screen that would allow you to choose a mod from all you have installed. The mods could be installed in the same fashion as the normal data files (e.g. having a table folder, etc), but instead of the directory being named "data", it could be labeled the name of the mod.


Some 3rd party programs have tried to do this before.

quote:
- The TBL file limit HAS TO GO!

Amen brotha.

quote:
- Additionally, it would be cool if the modifications made in a mission (for example, if you mess with the turret configuration of a Hades, as I like to do) could be saved in a special TBL file or something, so you can use it in another mission, without having to go through it and check everything off or anything.


It's called notepad, copy over the ship's raw entries in the mission files.

__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager

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