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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.
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06-29-2002 07:31 AM |
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JudgeMental
I'm New! Laugh At Me!
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Heh, I don’t like most my ideas myself. I think you’re right about the flash drive. I still like the idea, even if it just doesn’t fit. You’re also probably right about the cloak. However, there probably is a way to make cloaking of a cap ship feasible. If interstellar jump drives used to be confined only to cap ships (at least in the FS storyline), maybe the same could apply to an effective cloak. I don’t know why I’m fighting for the idea though, maybe I just want to see a cool ripple effect:-P
Cutscenes may be able to be done with HUD edits, but it’s rather limiting. Even being able to design a mission as a cutscene would be nice. The Machina Terra campaign (if it’s the one I’m thinking of) could be dramatically improved by a cutscene ability. Remember those few missions where you just watch the action occur, then you call in a repair ship and warp out? I think that the story telling could be much more dramatic with an effective cutscene system.
With in-game jumps though, it would be a tricky story. Can you not return to an area you’ve left (as what would most likely happen with Red Alert missions), or would you be able to return to one staging area, even if you’ve already been there. And if the second case holds true, how on earth do you determine what has happened while you’re gone from one area??? It’s enough to give me a headache… It would probably be best to stick with the RA missions.
While I was thinking of this, one more thing popped into my head. In some missions, you’re on your own with a battle group. Occassionally, a cap ship gets damaged, but the speed at which it gets repaired seems to be miraculous, considering that you’re always on the move, and multiple missions happen within a short period of time. At least, that should be the case in swift battlegroup operations that exist without much support. Eh, I’m rambling, I’ll get to the point of my idea.
Red Alert campaigns carry over ships status from the previous mission. Why not have the campaign files retain ship status of several of the main ships? For example, if in one mission, the GTD Peace, an Orion destroyer, is damaged in an attack. Two missions later, the Peace hasn’t had an opportunity to repair the hull, so while the weapons and subsystems are repaired, the hull isn’t. So, upon arrival, the Peace shows the hull damage acquired two missions earlier.
This feature could be used in many ways. For example, let’s say in a mission, a secondary objective is to destroy a corvette, but instead it gets away. The campaign file logs this, along with the status that it left in. Now, think of a supply escort, a few missions later. The mission designer has added a SEXPT and a ship location (or however you want to describe it) that causes the mission to look in the campaign file. Since you didn’t destroy the corvette earlier, it will take place in this mission. However, the designer has indicated in the same SEXPT that I referred to earlier, that the corvette will be fully repaired, instead of partly damaged from the earlier mission.
That was just an example, and a confusing one at that:-P This feature could include many things. If debriefing frames are added and removed, based on mission performance, perhaps command briefings and mission briefings could reflect the outcome of previous missions, and not just the one before. Cap ships may be able to make surprise appearances, if you had managed to save it in an earlier mission.
All in all, I think it could be an extremely powerful tool (if I have managed to make my idea clear enough…). Unfortunately, it may make it difficult to keep the missions from spiraling out of control later on, though responsible use should lower this risk. Eh, done rambling now.
quote: It's called notepad, copy over the ship's raw entries in the mission files.
Yeah, I forgot about that… But do you know how lazy I am?:-P
I still like my idea of the tracking beams. I think it would be extremely cool. It certainly would be more impressive than the current anti-fighter beams, IMO.
Damage decals for beam damage would probably be just fine. Allowing for beam holes would probably be difficult to do, at best. It was just an idea I wanted to throw out thereJ
I had another idea just a minute ago, but I forgot what it was… It was a good one too, one that might actually be useful for a mission designer. Hopefully I’ll remember it.
*edit* Remembered it:-P I think allowing ships to re-enter the area even after they've left could be a good idea. At least, I can think of several ways it could be useful.
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06-29-2002 10:48 PM |
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JudgeMental
I'm New! Laugh At Me!
Registered: Jun 2002
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Heh, I dont like most my ideas myself. I think youre right about the flash drive. I still like the idea, even if it just doesnt fit. Youre also probably right about the cloak. However, there probably is a way to make cloaking of a cap ship feasible. If interstellar jump drives used to be confined only to cap ships (at least in the FS storyline), maybe the same could apply to an effective cloak. I dont know why Im fighting for the idea though, maybe I just want to see a cool ripple effect:-P
Cutscenes may be able to be done with HUD edits, but its rather limiting. Even being able to design a mission as a cutscene would be nice. The Machina Terra campaign (if its the one Im thinking of) could be dramatically improved by a cutscene ability. Remember those few missions where you just watch the action occur, then you call in a repair ship and warp out? I think that the story telling could be much more dramatic with an effective cutscene system.
With in-game jumps though, it would be a tricky story. Can you not return to an area youve left (as what would most likely happen with Red Alert missions), or would you be able to return to one staging area, even if youve already been there. And if the second case holds true, how on earth do you determine what has happened while youre gone from one area??? Its enough to give me a headache
It would probably be best to stick with the RA missions.
While I was thinking of this, one more thing popped into my head. In some missions, youre on your own with a battle group. Occassionally, a cap ship gets damaged, but the speed at which it gets repaired seems to be miraculous, considering that youre always on the move, and multiple missions happen within a short period of time. At least, that should be the case in swift battlegroup operations that exist without much support. Eh, Im rambling, Ill get to the point of my idea.
Red Alert campaigns carry over ships status from the previous mission. Why not have the campaign files retain ship status of several of the main ships? For example, if in one mission, the GTD Peace, an Orion destroyer, is damaged in an attack. Two missions later, the Peace hasnt had an opportunity to repair the hull, so while the weapons and subsystems are repaired, the hull isnt. So, upon arrival, the Peace shows the hull damage acquired two missions earlier.
This feature could be used in many ways. For example, lets say in a mission, a secondary objective is to destroy a corvette, but instead it gets away. The campaign file logs this, along with the status that it left in. Now, think of a supply escort, a few missions later. The mission designer has added a SEXPT and a ship location (or however you want to describe it) that causes the mission to look in the campaign file. Since you didnt destroy the corvette earlier, it will take place in this mission. However, the designer has indicated in the same SEXPT that I referred to earlier, that the corvette will be fully repaired, instead of partly damaged from the earlier mission.
That was just an example, and a confusing one at that:-P This feature could include many things. If debriefing frames are added and removed, based on mission performance, perhaps command briefings and mission briefings could reflect the outcome of previous missions, and not just the one before. Cap ships may be able to make surprise appearances, if you had managed to save it in an earlier mission.
All in all, I think it could be an extremely powerful tool (if I have managed to make my idea clear enough
). Unfortunately, it may make it difficult to keep the missions from spiraling out of control later on, though responsible use should lower this risk. Eh, done rambling now.
quote: It's called notepad, copy over the ship's raw entries in the mission files.
Yeah, I forgot about that
But do you know how lazy I am?:-P
I still like my idea of the tracking beams. I think it would be extremely cool. It certainly would be more impressive than the current anti-fighter beams, IMO.
Damage decals for beam damage would probably be just fine. Allowing for beam holes would probably be difficult to do, at best. It was just an idea I wanted to throw out thereJ
I had another idea just a minute ago, but I forgot what it was
It was a good one too, one that might actually be useful for a mission designer. Hopefully Ill remember it.
*edit* Remembered it:-P I think allowing ships to re-enter the area even after they've left could be a good idea. At least, I can think of several ways it could be useful.
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06-29-2002 10:48 PM |
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GalacticEmperor
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quote: Originally posted by JudgeMental
I think allowing ships to re-enter the area even after they've left could be a good idea. At least, I can think of several ways it could be useful.
Well, aside from the fact that a ship would have to get to its destination, turn around, re-energize its jump drives, and travel back to your position...
It's rather easy to do. Have the GTC_Pleiades jump out, and then later, have the GTC__Pleiades jump in. FS2 counts them as two different ships. Just make sure you set the alt name for GTC__Pleiades to GTC__Aeolus instead of the normal GTC_Aeolus or it'll look funny.
Am I confusing you? Okay, let's put it this way:
GTC_Pleiades
GTC_Aeolus
GTC__Pleiades
GTC__Aeolus
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06-30-2002 12:07 AM |
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GalacticEmperor
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quote: Originally posted by JudgeMental
I think allowing ships to re-enter the area even after they've left could be a good idea. At least, I can think of several ways it could be useful.
Well, aside from the fact that a ship would have to get to its destination, turn around, re-energize its jump drives, and travel back to your position...
It's rather easy to do. Have the GTC_Pleiades jump out, and then later, have the GTC__Pleiades jump in. FS2 counts them as two different ships. Just make sure you set the alt name for GTC__Pleiades to GTC__Aeolus instead of the normal GTC_Aeolus or it'll look funny.
Am I confusing you? Okay, let's put it this way:
GTC_Pleiades
GTC_Aeolus
GTC__Pleiades
GTC__Aeolus
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06-30-2002 12:07 AM |
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JudgeMental
I'm New! Laugh At Me!
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Location: Oregon, USA
Posts: 19 |
quote: Originally posted by GalacticEmperor
Well, aside from the fact that a ship would have to get to its destination, turn around, re-energize its jump drives, and travel back to your position...
[/font]
Eh, you're probably right for the most part. I don't know about cap ships and corvettes, but certainly cruisers and fighters might be able to do this. The way you described is good, but it wouldn't retain in-battle damage. What if an Aeolus had taken some damage, went of to drive off some pirates from a cargo group, and then came back? It would lead to some interesting scenarios, but I think it's a feasible idea, in theory.
I dunno, maybe I should get off my soap box:-P Perhaps I should have shown a presence as soon as these boards went up. Then I wouldn't be the annoying newbie with a bunch of ideas:-P
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06-30-2002 02:41 AM |
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JudgeMental
I'm New! Laugh At Me!
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quote: Originally posted by GalacticEmperor
Well, aside from the fact that a ship would have to get to its destination, turn around, re-energize its jump drives, and travel back to your position...
[/font]
Eh, you're probably right for the most part. I don't know about cap ships and corvettes, but certainly cruisers and fighters might be able to do this. The way you described is good, but it wouldn't retain in-battle damage. What if an Aeolus had taken some damage, went of to drive off some pirates from a cargo group, and then came back? It would lead to some interesting scenarios, but I think it's a feasible idea, in theory.
I dunno, maybe I should get off my soap box:-P Perhaps I should have shown a presence as soon as these boards went up. Then I wouldn't be the annoying newbie with a bunch of ideas:-P
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06-30-2002 02:41 AM |
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GalacticEmperor
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Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.
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06-30-2002 06:34 AM |
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GalacticEmperor
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Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.
__________________
Palpy uber alles!
-Woolie Wool
Galemp, you should be shoved into the intake of a Boeing 777.
-Mikhael, upon seeing my [url=http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=19105]FS uglies[/url]
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
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06-30-2002 06:34 AM |
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JudgeMental
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Yeah, that would do it. I really should fiddle with the SEXPT's a little more... Even so...
[soap box]
My way is easier to implement
[/soap box]
I'm done now
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06-30-2002 05:10 PM |
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JudgeMental
I'm New! Laugh At Me!
Registered: Jun 2002
Location: Oregon, USA
Posts: 19 |
Yeah, that would do it. I really should fiddle with the SEXPT's a little more... Even so...
[soap box]
My way is easier to implement
[/soap box]
I'm done now
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06-30-2002 05:10 PM |
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karajorma
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quote: Originally posted by GalacticEmperor
Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.
Now that the we can have a much larger number of SEXP's in a mission that can be done but it's still a rather cumbersome method. What I want to see is the ability to pass a variable from one mission to another.
What you would do is in the first mission have this SEXP.
When
-Is-event-true
--Mission over
-Modify variable
--CapshipDamage
--HitsLeft
---CapshipName
Then in the later mission you could read in the variable and it would still have the same value as it did when you set it in the earlier mission.
I can think of tonnes of stuff I could do far more easily with this ability. Unlike judgemetal's idea this can be used for more than just capship damage. You could fix it so that the number of enemy ships showing up in one mission depends on how many you killed in a previous one.
Better yet if you`re running one of those "lone ship in shivan space" campaigns you can set the variable to 150 and subtract from it every time a wingman dies. The more wingmen you lose, the harder the campaign gets in later missions! If the variable ever reaches zero you`re on your own! 
__________________
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)
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Last edited by karajorma on 07-01-2002 at 09:22 AM
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07-01-2002 09:16 AM |
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karajorma
Murdock
Registered: Jul 2001
Location:
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quote: Originally posted by GalacticEmperor
Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.
Now that the we can have a much larger number of SEXP's in a mission that can be done but it's still a rather cumbersome method. What I want to see is the ability to pass a variable from one mission to another.
What you would do is in the first mission have this SEXP.
When
-Is-event-true
--Mission over
-Modify variable
--CapshipDamage
--HitsLeft
---CapshipName
Then in the later mission you could read in the variable and it would still have the same value as it did when you set it in the earlier mission.
I can think of tonnes of stuff I could do far more easily with this ability. Unlike judgemetal's idea this can be used for more than just capship damage. You could fix it so that the number of enemy ships showing up in one mission depends on how many you killed in a previous one.
Better yet if you`re running one of those "lone ship in shivan space" campaigns you can set the variable to 150 and subtract from it every time a wingman dies. The more wingmen you lose, the harder the campaign gets in later missions! If the variable ever reaches zero you`re on your own! 
__________________
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]
Last edited by karajorma on 07-01-2002 at 09:22 AM
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07-01-2002 09:16 AM |
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ShadowWolf_IH
Face
Registered: Jun 2002
Location: Texas
Posts: 145 |
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
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07-02-2002 01:39 PM |
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ShadowWolf_IH
Face
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Posts: 145 |
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
__________________
Extraordinary people do extraordinary things, normal people stay home and do nothing.
[URL=http://freespace.virgin.net/combat.federation/index.htm]Combat Federation[/URL] Control....is just an illusion
Caualties of War
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07-02-2002 01:39 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
quote: Originally posted by ShadowWolf_IH
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
Pay attention. The first one's already been done! [URL=http://www.volitionwatch.com/vwbb/showthread.php?s=&threadid=6132]Look Here[/URL]
As for the second one you say that you want fs2 to compile several tables minus duplications but what does it do when it comes across two versions of the same ship with different stats? e.g the velocity mod.
That's why you need a mod picker of some sort. 
__________________
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]
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07-02-2002 02:16 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
quote: Originally posted by ShadowWolf_IH
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
Pay attention. The first one's already been done! [URL=http://www.volitionwatch.com/vwbb/showthread.php?s=&threadid=6132]Look Here[/URL]
As for the second one you say that you want fs2 to compile several tables minus duplications but what does it do when it comes across two versions of the same ship with different stats? e.g the velocity mod.
That's why you need a mod picker of some sort. 
__________________
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]
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07-02-2002 02:16 PM |
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ShadowWolf_IH
Face
Registered: Jun 2002
Location: Texas
Posts: 145 |
Thanks for the info on the table.
As far as different versions of the same ship, i guess someone should have put distinguishing marks on em right? My idea would be to have it set up to use whichever file containing the dupe was older. ie, in the case of dupe names, use the older file. This sets the stock tbl file as the standard, if you want to redo those ships go for it, just give em a new name or they won't be recognized. It's not hard to copy and paste then change the name, even with an X, MKII, Var A, or whatever to distinguish it form the original.
something like that is what i was thinking.
__________________
Extraordinary people do extraordinary things, normal people stay home and do nothing.
[URL=http://freespace.virgin.net/combat.federation/index.htm]Combat Federation[/URL] Control....is just an illusion
Caualties of War
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07-02-2002 03:07 PM |
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ShadowWolf_IH
Face
Registered: Jun 2002
Location: Texas
Posts: 145 |
Thanks for the info on the table.
As far as different versions of the same ship, i guess someone should have put distinguishing marks on em right? My idea would be to have it set up to use whichever file containing the dupe was older. ie, in the case of dupe names, use the older file. This sets the stock tbl file as the standard, if you want to redo those ships go for it, just give em a new name or they won't be recognized. It's not hard to copy and paste then change the name, even with an X, MKII, Var A, or whatever to distinguish it form the original.
something like that is what i was thinking.
__________________
Extraordinary people do extraordinary things, normal people stay home and do nothing.
[URL=http://freespace.virgin.net/combat.federation/index.htm]Combat Federation[/URL] Control....is just an illusion
Caualties of War
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07-02-2002 03:07 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
quote: Originally posted by ShadowWolf_IH
Thanks for the info on the table.
As far as different versions of the same ship, i guess someone should have put distinguishing marks on em right? My idea would be to have it set up to use whichever file containing the dupe was older. ie, in the case of dupe names, use the older file. This sets the stock tbl file as the standard, if you want to redo those ships go for it, just give em a new name or they won't be recognized. It's not hard to copy and paste then change the name, even with an X, MKII, Var A, or whatever to distinguish it form the original.
something like that is what i was thinking.
So instead of a mod picker we now have to go back and change the name of every single reskin or table edit? That's a lot of work considering you would also have to change the name in every single mission the modded ship appeared in (or else the original would be used) plus someone would have to keep track of which names were taken or two different mods could pick the same name.
Compared with having some for of mod picker doing that is actually a much harder task.
__________________
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]
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07-02-2002 03:56 PM |
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